Skarner Rework Concept (Based on Lore/Short Story)

Shahamut··2 votes·1,970 views

So, this is a rework that took inspiration from Skarner's lore and short story. This will be my second posting, so it will have some refinements from the first iteration and will also include numbers. Feel free to criticize/rage or whatever XD

Passive: Crystal Song- Skarner holds a strong connection to the material world. He can sense/feel/hear the world around him in a way not understood by other species. Skarner has true sight in a small area around him (150 range). If he remains completely still, Skarner can listen more intently and extend the range to 300.

Crystal Energy- Skarner's resource is called Crystal Energy, which he draws from the earth. He starts at zero crystal energy, but that energy slowly fills as he moves along the ground (displacements, teleporting and respawning at fountain do not count for movement). While remaining still, he can gain crystal energy at an increased rate. If at max crystal energy, Skarner (while remaining still) will use the excess energy to heal his wounds, up to 60% of his HP at level 1, but scaling to 100% (+10% every 4 levels) by level 17. Skaner has a maximum of 100 crystal energy.

Q: Frenzied Strikes-------------- Cost: None---------------- Cooldown: 12/11.5/11/10.5/10 seconds (This ability's cooldown functions akin to Riven) Passive: Enemies Hit by Frenzied Strikes and Skarner's basic attacks grant Skarner crystal energy. (1 per unit hit, tripled against enemy champions and large/epic monsters)

Active- This attack has 3 strikes: 1st Strike: Crystal Slash- Skarner swings his claw, hitting eneimes in front of him in a wide arc dealing 20/30/40/50/60 (+100% Base AD) physical damage to all enemies hit.

2nd Strike: Crystal Smash- Skarner slams his claw down in front of him, dealing 20/30/40/50/60 (+100% Base AD) physical damage in a small area in front of him, grounding all enemies struck for 1.5 seconds. Enemies in the center of the smash are also rooted for the first .25 seconds.

3rd Strike: Crystal Sting- Skarner strikes with his tail in a 300 range straight line, stopping if it hits an enemy champion, dealing 20/30/40/50/60 (+100% Base AD) to all targets hit. If Skarner's Tail hits a champion, the champion is stunned for 1 second and bleeds, taking an additional 5% of their max health as physical damage over 3 seconds.

W: Crystalline Exoskeleton-------------- Cost: 40 Crystal Energy---------------- Cooldown: 10 seconds at all ranks

Active- Skarner empowers his body with Crystal Energy, granting him a physical damage shield [50/100/150/200 (+8% max HP)(+80%AP)] for 6 seconds. While the shield holds, Skarner has the following boons:

  • Skarner's movement speed is increased by 20/25/30/35/40%
  • Skarner has 60/70/80/90/100% Slow Resist
  • Skarner Deals bonus magic damage with his basic attacks and frenzied strikes, equal to 10/15/20/25 (+40%AP)

E: Fracture-------------- Cost: 40 Crystal Energy---------------- Cooldown: 12/11/10/9/8 seconds.

Active- Skarner strikes the ground with his tail, sending a burst of crystal energy out in a large cone in front of him. After a short delay, crystals erupt from the ground, striking all enemies in the area, dealing 80/110/140/170/200 (+70%AP) magic damage. Enemies hit are slowed by 40% for 2.5 seconds and are charged with Crystal Energy for 5 seconds. If Skarner strikes a charged target with a basic attack or a frenzied strike, he stuns the target for 1 second and gains an addition 1/2/3/4/5 points of crystal energy (doubled if enemy was a champion).

R: Crystal Song of Death-------------- Cost: None---------------- Cooldown: 120/100/80 seconds

Active- Skarner becomes enraged for 10 seconds, while enraged Skarner gains 30/60/90% increased attack speed, +20/35/50 base movement speed, and a one time use of:

IMPALE- Skarner strikes an enemy with his tail, suppressing them for 1.75 seconds, dealing 100% total AD physical damage and 50/100/150 (+50% AP) magic damage. While the target is suppressed, Skarner can move about freely, dragging his victim around with him, able to cast his W, but not his Q or E. When the suppression ends, (by duration or otherwise) the target takes the same magic damage again. (total magic damage 100/200/300 +100%AP)

Feel free to give feedback on this concept. Please upvote if you like it, but above all, please comment down below with your like/dislike of the idea. Comments keep the thread visible, and I would ultimately love a rioter to see and give input as well.

7 Comments

Banazîr Galbasi1 votes

Honestly, I can't agree with any of the changes here. Every active is overloaded, and the passive is counterintuitive to playing jungle where you want to be on the move constantly. I can maybe see slow resistance on W while you have an enemy suppressed, but definitely not 100%.

In my opinion, Skarner needs a mild revert. His original passive (autoattacks reduce basic ability cooldowns) was a decent one, and if you give him his 2nd Q passive back (hitting an enemy with Q grants bonus AS and MS, stacking 3x) then it eliminates the need for the spires entirely. We all saw how much more he got picked with a pretty minor change (+0.5 seconds on E stun), so he really doesn't need major changes to become viable again. At most, maybe add a grounding effect to targets hit with his E, but then the mark duration would have to be cut or something like that.

Shahamut1 votes

[{quoted}](name=Banazîr Galbasi,realm=NA,application-id=3ErqAdtq,discussion-id=xW2kLaA8,comment-id=0000,timestamp=2019-08-30T20:28:18.863+0000)

Honestly, I can't agree with any of the changes here. Every active is overloaded, and the passive is counterintuitive to playing jungle where you want to be on the move constantly. I can maybe see slow resistance on W while you have an enemy suppressed, but definitely not 100%.

In my opinion, Skarner needs a mild revert. His original passive (autoattacks reduce basic ability cooldowns) was a decent one, and if you give him his 2nd Q passive back (hitting an enemy with Q grants bonus AS and MS, stacking 3x) then it eliminates the need for the spires entirely. We all saw how much more he got picked with a pretty minor change (+0.5 seconds on E stun), so he really doesn't need major changes to become viable again. At most, maybe add a grounding effect to targets hit with his E, but then the mark duration would have to be cut or something like that.

I definitely agree that a revert (or partial revert) would be best, though I personally am not a fan of the energize passive. The game already has spear of shojin, and its harder to balance his cooldowns when they are so variable. Crystal Venom all the way for me.

KlydeFrog1 votes

Chances are your using the wrong runes so yah. If your not using transcedance and nimbus cloak YOU ARE WRONG.

KlydeFrog1 votes

I tell people this nonstop make posts nonstop about how it was better and prove it mind you like this and people don't listen.

KlydeFrog1 votes

Just go back to previous rework before spires and problem solved.

FlameHalbrdOkido1 votes

im gonna teleport between ur posts now ur pretty passsionate huh? it helps that ur name is similar to my other account: Shamont

I terms of his Lore i think it would be better if they added a bit to it and the related stories

Currently IIRC correctly Camille's Grand-Aunt of Clan Ferros discovered a large amount Brakern while they were asleep and harvested their crystals. But they were so hard to get a hold of that they figured it was better to just make synthetic ones based off the real ones. Thus it is likely there are only a few real crystals in Piltover/Zaun and they are mostly held by the Ferros family (BC why would they give away their best stuff). Ekko has the shards of one and Jayce has also has one big shard main crystal of the one that Ekko has. Jayce got his ONE crystal from the Clan Giopara. And they only found the Crystal; NOT the Brakern it was supposed to be attached to. How did they find a Brakern crystal w/o a Brakern? It must have been harvested from a Brakern previously and then lost, either by Clan Ferros or a Shuriman.

So there can't be a LOT of crystals in Piltover/Zaun. Where are the rest? They must be in Shurima, since expeditions to the Brakerns from Piltover would have stopped after Clan Ferros started making synthetic crystals, and Skarner is obviously worried about missing a LOT of crystals. Its likely that Shuriman treasure hunters and grave robbers (of which we kno there are a lot, Kassadin and Sivir were treasure hunters who sold things) have happened upon the sleeping brakern b4 and have been harvesting and selling the crystals. Its likely even that these Shurimans LED Camille's relative to the Brakerns. We know that Ezreal has a gauntlet with a crystalline matrix at its center, and Sivir has a jeweled cross blade. It is likely that these may have brakern crystals in them; most likely its Ez's gauntlet. Ez's gauntlet was worn by Ne'Zuk's an ancient Ascended Tyrant who killed the Ascended Horok. Kassadin now uses Horok's gauntlet. Everything is connected to Shurima in terms of the crystals rather than Piltover/Zaun

So Skarner doesn't have to goto Piltover/Zaun at all to get most of the crystals back, he has to travel around Shurima. This is a more plausible story you can tell.

We also kno that the crystals can manipulate energy, maybe they can absorb and store it as well. This allows for three possible stories to be told.

First the Main one: Skarner collecting his crystals

  1. Skarner joining with Sivir/Taliyah/Azir/Nasus into the fight against Xerath These allies are important for info on the Ascended, and where the crystals they used might be

  2. Skarner joining with Kassadin and Kai'sa the fight against the Void/Malzahar Kassadin is important as a well traveled treasure hunter for where the crystals might be

we aren't going to go anywhere treating Skarner as a solo story we have to connect him to existing stories.

FlameHalbrdOkido1 votes

Passive: what are your design goals right here? it looks like ur going for some thematic stuff related to his lore but whats its use in game? It seems like its main use is against traps and stealthed champions but 150 base range and 300 buffed range are both 2 short sense some traps have a higher activation range, and most stealth champs have a higher engage range than 300, PLUS in most cases in LoL you REALLY don't want to be standing still. This feels way 2 niche. And i feel like its going to be abused by Pros to just kill all the enemy wards...

Resource: i really don't see the point of making up a new resource, it doesn't seem that fitting. And again most of the time people REALLY don't want to be sitting still. I see how it fits into his passive so he gains increased resource regen and increased true vision, but it feels weird to have to stop moving to start doing things again if u run out of resource. And then if u do that ur making him lose synergy with certain items he might build bc he is wasting stats like mana/mana regen. Whats wrong with mana or rage/fury?

Q this is great, i friggin love it, its a lot more engaging, and u could switch the resource regen to Rage/Mana regen. How about instead of Bleeding, you classify them as Poisoned and taking DoT? That makes more sense right? It would also be cool to add Skarner to the list of poison champs then u can have him interact with Teemo and Cassio, with in game mechanics

Due to the CC in his Ult and E, i think it would be more balanced, if Q's 2nd cast had a massive slow for the center, and the 3rd cast was a root.

W this ability is pretty much ok, and the best ability i think of current Skarner so its fine that u kept it pretty similar. However 4 effects on one ability is too much on one ability. It would be better to make "dealing bonus magic damage with basic attacks and Frenzied Strikes" as a part of his passive maybe he gets it after being in combat for a duration or while shielded. W suggestion Skarner could have a (VERY SHORT) dash in the target direction b4 he gains the shield and other effects, where he quickly burrows and unburrows to gain the shield, for the split second that he's burrowed he'd be untargetable.

E- I like him getting resource back for hitting the marked units its fine, idk how i feel about him using some type of crystal magic, i think i'd rather just see his tail rupture through the ground like poppies hammer, or maybe he shoves his tail into the ground behind him and makes it pop up through the ground in front of him destroying an area of the ground like this https://www.youtube.com/watch?v=iz-M23Ozgio&t=5902s

R - personally i don't like free stats and think they are sub-optimal for game design, but it COULD work....but i mean with out the recast isn't it basically a Master Yi ult? I think u really need to change it bc with this he's still an ult bot. its too strong and iconic to him while the rest of the kit is not, people will just wait a few minutes every game to unlock the true essence of Skarner bc they will really only play him for the hook. u need to let go of the current R either scrap it and move on to fertile ground, keep the FEELING of it and pay homage to it (like Urgot's R+E), move it to a basic ability and make it weaker, or scrap it and keep the feeling of it throughout his entire gameplay and not just the ult.

I feel its holding him back too much like old Galio ult. They kept Sejuani's old ult but they weakened its CC and the CC wasn't as strong, they Kept Nunu's ult but its the same as Sej's. In both cases tho they gave them MORE exciting things to do besides ult. Sej: Infinitely stack CC. Nunu; build the biggest snowball with MAX speed, mastering the Snowball turning, Q, and stacking CC. They built Nunu's kit around the use of his ult, his kit enables his ult. They got rid of Galio's ult bc it was too strong, not super exciting/engaging/healthy, and maybe they couldn't figure out what to do to enable it better or what he'd do that was fun when it was on CD. Galio's ult held TOO much of what it meant to play as Galio its what he was mostly about. Thats why they made it a basic ability, bc his old abilities and their gameplay weren't as iconic. I think Skarner is the same way, i don't think his basic abilities will ever deliver on that SKARNER fantasy, the highlight is always the ult, so i think the ult needs to become a basic ability.

Some different versions could be (as an ult) 1.) After a 0.5-second delay, Skarner swings his tail forward 600 units impaling the first enemy champion struck, dealing damage, knocking them back a short distance and begins channeling suppressing them reeling them towards Skarner over a duration. Skarner cannot attack the target. This would be a skillshot bc its so important. The reeling should be designed such that it takes time for them to reach skarner, they approach his location at a set speed so its not as easy for him to drag where ever he wants.

The REST are as a basic ability. 2.) FIRST CAST: Skarner charges for up to 3 seconds, slowing himself by x%, and gaining damage reduction/shield/heal over time. Charging increases the ability's range, damage and duration. After 1 second, it can be re-activated ending the damage reduction/shield/heal.

SECOND CAST: Skarner launches his stinger in the target direction, forming a tether with the first enemy hit, dealing damage, and entangling them, and disarming Skarner for a duration. Skarner periodically pulls the target to him a set distance, and automatically pulls them the set distance if more than 200 units away. Attempting to basic attack the unit will end the effects.

Here i traded the Ground for a cast delay since WW gets to do it, even tho its a "pull" type CC like a taunt rather than a push type CC like a Fear. If they let WW flash+W after a delay then why not let Skarner do it even if I based this version off Galio. I also feel that it maybe important to give Skarner some sort of MS bonus or dash somewhere else in his kit to encourage the use of them instead of always trying to go for the flash+CC play, but it maybe fine without it.

After a 0.5-second delay, Skarner launches his tail 650 units in the target direction damaging all enemies it passes through, tethering the first enemy champion or large monster hit for 3 seconds, slowing them by 25% for 1.5 seconds. While the tether persists, Skarner reveals and pulls the target a set distance towards himself every second reduced each time he damages them.

Here i think you would be able to get away with NOT disarming Skarner, a dumb balance move imo (why would he not attack), because the target isn't suppressed AND being dragged which would allow them to fight back. Here you have this game play set up once the target has been tagged where they try to fight to escape. And its up to Skarner through the use of his basic attacks and landing Q's to stop them from escaping and maximizing his pull time/distance. I think this is MUCH better because theres a lot more interesting skill and gameplay and outplay potential involved that ISN'T allowed in the base point and click stun ult. BC its on a basic ability its weaker, but u can use it more, PLUS now you can actually make it STRONGER in accordance with the player's skill. Bad Skarner players will not get good pulls, but GREAT Skarner players can pull for a longer distance than his ult and deny escapes, and this is OK, because there's counter play and a chance that the enemy will break out of it.

See while i was looking up possible analogs to adapt Skarners ult to i realized he's basically like Blitz or Thresh. When u play these guys you play them for the hook, the hook IS their fantasy. Except for them they get to play their fantasy all the time bc their fantasy ability isn't their ultimate, its where it should be, on their basic abilities, and they thus have a weaker ultimate that still fits their playstyle without gating the fun of using the ability they want to use the most.

I could see this as his W or E, in either case the Q and the other ability is already set up to enable the basic version of the Ult, which i think is how it always should have been.

Skarner whips his stinger around him in a 400 radius cone in the target direction dealing bonus damage at the radius nearest the mouse and pulling the nearest champions under the effects of CC around him in an arc.

A simple ability that could work in conjuction with his other abilities. It might be STRONGER than his current ult in some situations, but the initial requirement for CC would allow this, making it Basic ability material.

Skarner launches his tail in the target direction and forms a tether with the first enemy hit for 1 second, after which while the tether remains they are pulled to his current location.

Skarner stabs his tail into the ground at his current location and dashes forward in the target direction before returning to the start of the dash after a short delay. If Skarner hits a unit he quickly drags them back to his initial location.

Personally I could see his W and R switching locations so the suppression/pull is harder to hit, and is weaker, but obviously u can cast it more and be in the fantasy more. And then W become a stronger shield with MORE MS, and maybe a dash, or some way to avoid CC/slows, and maybe you can cast it multiple times, to actually enable him as a Diver. I could also see his R replacing his E entirely opening up somethign new for an ult.

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