Skarner Rework Idea

Shahamut··13 votes·991 views

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.

14 Comments

rmch992 votes

I really like this, so boosting it. Cool idea for him, sounds like it would work in lane decently too, as long as he DOES gain energy from hitting minions.

Shahamut1 votes

wish more people would see this and bump it :P

I would like a larger range of opinions.

Apparently, according to one of the Youtubers that I follow, an energy resource like this was once considered for Nasus, but was scrapped. I think Skarner is the best (Man? Scorpion?) thing(?) for this kind of resource bar.

xBushx1 votes

I like this ALOT and don't even play him.

However, he isn't Ryze sooo... lol

Shahamut2 votes

Skarner is like Ryze: one of the most reworked champions in league. :P

corals1 votes

I really like the passive on his ultimate, level 1 seems so weak though, even with an attack speed steroid. ! percent current health and a 10 percent slow ever 5 strikes is kind of tame.

I posted in another thread, but I think that one change that can be made pretty easily on the ultimate is granting Skarner bonus movement speed for x seconds when moving towards enemy champions after the ult ends.

Shahamut1 votes

I figure since he already has a speed steroid on his W (that can't be canceled by dmg anymore) that change would really be unnecessary.

As for the sting, the major things to consider:

  1. Its Magic Damage. Skarner deals a good deal of both physical and magic damage which will make it very difficult to build defense against.
  2. It also comes with an attack speed reduction.

The main thing is that I didnt want to go overboard. If it did turn out a bit too tame, it would be fairly easy to increase it to 3/4/5% or 3/5/7% or even 3/6/9% current health. The one thing I DEFINITELY didnt want to do was do % Max health. Cuz RITO :P (Although 1/2/3% max health magic dmg wouldn't be all that terrible either since its not on EVERY attack :P)

Shahamut1 votes

Im surprised to see how many people are liking this when I mention it in other threads! :P

Come to this thread people! lol

Dengeden1 votes

Sounds a bit broken, his kit has something of everything (except mobility) which is only gated by his passive and I'm somewhat worried what AP Skarner could do with Guinsoo's and/or Nashor's but still very creative. I like it a lot.

Shahamut2 votes

Nah, this isnt even close to broken. :P BTW, you should try AP skarner now, its not bad, but about as good as any other AP skarner :P

Comparing this skarner to the current one, AP Skarner would actually be weaker on mine, as his bonus AS, AR, MR, Tail Strike do not scale with AP. In fact, only his Ult and his E scale with AP on my version.

Current Skarner has a shield on a fairly low cooldown. I traded the shield for up to 20% AR/MR (not a lot, and not gonna be often) and some regen based on missing health. Since you can no longer kill his speed buff by removing his shield, I also reduced the duration of his speed buff by 1 second.

The best part about my rework though, is that there are LOTS of different tools in place with which to balance him. If for some reason he was in fact too strong, there are plenty of ways to nerf him a little bit at a time. Likewise, if he is too weak, plenty of ways to buff him a little bit at a time.

Shahamut1 votes

Hope I can get some more input on this.

Shahamut1 votes

Bump to hopefully let more people see it.

Shahamut1 votes

Still wish this was Skarner

Funkin Dunkin1 votes

The biggest thing that hurt Skarner was killing his passive. I think if we either reverted his passive or gave him something similar to what it use to be he would be back on par. My thoughts were actually to give him back his Q passives and remove the stun. Keep the slow on E or do this: make him move faster towards champions struck with E THEN slow them after an attack. But no stuns. Skarner was never meant to have a stun, only the one suppression. Give him back his Q passive that gave him small stacks of attack speed and movement speed and alter his E. Give his ult his original base damage too and he's back to looking like a legit contender.

Shahamut1 votes

I think the stun was ok with the 3 stack mechanic, but I also like how you were able to forgo the stun and buff your out instead.

I agree with you though. A full on rework probably isn't necessary when you could just give back his old passive and q stacking.

Interesting thought on the moving faster toward targets marked by E. Though I think slow on hit is slightly better. I was wishing they would give back the heal on proc honestly

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