Skarner passive rework idea

Jaspers·2/12/2019, 12:48:08 PM·2 votes·1,289 views

So it's a simple one.

Passive: CRYSTAL SPIRES: After standing still for 3 seconds and out of combat, Skarner can choose a location (in 400 range) which summons a Crystal Spire from the ground. The radius of the zone is 1250 units. Once summoned, the Spire remains in place for 5 minutes. Skarner can have 3 Spires on the map at any one time, the Spire Zones cannot overlap. Crystal Spires can be activated and deactivated as normal.

CRYSTAL CHARGE: While within range of a Crystal Spire controlled by him, or while an enemy is Stun with Fracture Fracture or Suppression with Impale Impale, Skarner gains 50 − 100 (based on level) bonus movement speed, 30% − 120% (based on level) bonus attack speed. While in range of a Crystal Spire, Skarner gains double HP and Mana regen.

Point of this change? To allow him to have more freedom in his roles and create zones of control instead of having 6 fixed area which he needs to contest. Make him not the lowest played champ in the game but giving him more freedom.

The increased size of the zones and ability to put it anywhere comes with the cost of some benefits for being in the zone plus he only gets his mana regen when in the zone.

Idea of how it works, it not only means he can do other roles allowing him to create zones of power in lanes or in the jungle, based on his pathing. This would allow him to go top or support (even AP mid if you want) instead of just the jungle. As a Top you could place one near your tower, one closer to the middle ( but this might be deactivated) and one in the river to help with ganks or contest skuttle or Rift Herald or Baron. As support it would benefit a tanky CC support and can help with dragon, vision is created around the spire when in control so a kind of ward :P . As jungle he could create 2 on his red and blue then another in river or one in the enemy jungle to help counter jungling. He could also if wanted hold one in reverse so while 2 are down, he can choose to (although it means not fighting for 3 seconds) create a zone when a team fight is brewing.

Thoughts? Obviously numbers can be adjusted.

4 Comments

Elite4Runner2/12/2019, 1:29:26 PM1 votes

I would decrease the zone radius to something more like 750-1000 units (for reference, Illaoi tentacles have a reach of 850 units) and instead of allowing the enemy to take control of them, the enemy can destroy the spire by completing the channel. Add a cooldown timer as well. I think roughly 30 seconds should be reasonable, giving him the ability to summon one per minion wave. Any less than that and I would make the zone radius even smaller, something closer to Taliyah's worked ground. Smaller zones might not be a bad idea in general though. If the charge is adjusted so that they are a duration buff that is reset by the spire-zone it would just give him an anchor point to dip in and out of.

Quinndetta2/27/2019, 2:42:13 PM1 votes

Why do we need the spires anyway? Is it just to show homage to Dominion? I get that it's unique but it bugs the hell out of me to constantly deal with spires. Even in the iteration you show I don't want to create zones that I'm good in and suck everywhere else.