Skarner Rework Idea
I wrote this a while back on a whim, and a lot of people seemed to like it, so I thought I would give it its own thread and see how it does.
Passive: Crystal Energy- Skarner's resource is Crystal Energy. As Skarner engrosses himself in combat, he gathers Crystal Energy which fuels his ferocious tearing of limbs. Max 100 Crystal Energy. For every 2 crystal energy Skarner has, he gains 1% increased attack speed. Skarner gains 1 point of crystal energy per auto attack on non-champions and 3 per auto attack on Champions.
(Q) Crystal Slash: Skarner Lashes out at all targets around him dealing /25/30/35/40/45% AD physical damage. As long as Skarner has at least 1 point of Crystal Energy stored, this attack deals additional magic damage equal to the physical damage it deals. The cooldown of this ability is reduced by .5 seconds per auto attack (double vs champions) and gather's crystal energy for each enemy hit. (1 per non-champion, 3 per champion, does not function on structures) At rank 5, the amount of Crystal Energy he gains from auto attacks doubles. (2 on non-champions, and 6 on champions.)
(W) Crystal Exoskeleton: Skarner's armor is powered by his crystal energy and he can consume a portion of his energy to supercharge his body, gaining movement speed and healing wounds. Passive: Skarner gains 1% increased Armor and Magic Resist for every 5 crystal energy he currently has. Active: Skarner consumes 20 Crystal Energy to gain a decaying movement speed buff over 5 seconds, starting at 35/40/45/50/55% and decaying to 15/20/25/30/35%. During this time he regenerates 1/2/3/4/5% of his missing health per second.
(E) Fracture: Skarner consumes 30 Crystal Energy to blast a beam that passes through targets, dealing magic damage equal to 80/120/160/200/240(+30% AP), slowing them by 40/45/50/55/60% for 2.5 seconds and filling their body with energy for 5 seconds. If Skarner manages to auto attack a target charged with energy, he stuns them for 1 second and recovers an additional 1/2/3/4/5 crystal energy and reduces the cooldown of this ability by 1 second.
(R) Crystal Stinger Passive: Every 5/4/3 strikes, Skarner uses his tail to inflict a poison on his target that deals 1/2/3% current health magic damage per second and slows their attack speed by 10/20/30% for 2 seconds. Multiple instances simply reset the duration. The tail attack does not generate Crystal Energy.
Active (Impale)- Skarner roots his target for .25 seconds before striking down with his tail, dealing 100% AD Physical damage plus 100/125/150(+50%AP) magic damage, suppressing the target for 1.75 seconds. While they are suppressed, Skarner instantly gains Crystal Energy (10/20/30) and can drag his opponent around. At the end of the duration, they take 100/125/150(+50% AP) magic damage.