Skarner rework concept. A single spire, and a "ball and chain"

Tails9016·1/23/2018, 4:13:26 AM·2 votes·500 views

Skarner's kit makes me want to die.

Now that we're off on the wrong foot, time to get serious. Skarner is simple, yet weak. ("What you came for", is where to go without looking at my upfront opinions). Now for more detail.

(Sorry if this looks familiar, I didn't check to see if there was another rework concept that looked similar)

TL;DR at the bottom Also give him a Mecha/Hextech skin

Now before we get into my opinions, I will state a fact (from what I know about scorpions): Skarner CANNOT fit the Scorpion archetype as long as RekSai Rek'sai exists. When I think of a scorpion, I think of a land shark; some scorpions can go underground, which Rek'sai does, I see an animal that can function as both a warrior and an assassin. Rek'sai fills this amazingly, yet Skarner was designed as a tank, so the actual scorpion archtype (once again, from what I understand would never be fit by Skarner. My thought on his abilities attempt to keep the Identity Skarner has.

I love Skarner's Spire mechanic, but I'm not a fan of how it's used. If you fight him in his crystal, you die. Unless you're an ADC/ really ahead, you just die. Even if that sentence was a bit hyperbolic, I'm trying to show that his power budget is pushed into his passive (and probably his ult). His Q is nothing but free AoE damage, and to help proc sheen (great for clearing raps, at least). His W is just a free shield with a speed boost, but I guess Sion also get's a free shield that comes with damage (assuming it's not popped in 3 seconds). Skarner E is a fairly unique ability, however, I think it has to go with his rework. His R. The very thing that keeps Skarner relevant in our minds, for his ult can have the power of a Blitzcrank hook. However, it's a point-and-click suppression, so I changed it in my rework idea

#What you came for Numbers not included

##All names and numbers are merely placeholders

##Passive I would like his passive to have a "mark" system (not like kindred, although that would be nice, but as in special things happen to marked units). To be perfectly clear I could not come up with a viable passive for Skarner as much as I tried, I simply couldn't. So I give his other abilities a little more than they probably needed to fill this gap.

##Q2 The fury of the Brackern

I saw this a while ago within the jokes of recent champions getting ability strike zones that look like a semi-circle and a line through it (Rengar Q, soon to be changed/reverted, XinZhao wind becomes lightning etc.), but someone said it would fit Skarner, as he could slash and stab, with his claws and tail respectively, applying different effects ( I would like a poison effect on the stab part, and possibly a resistance shred on the claws)

This would give Skarner skill expression, outside of "Flash + R dead"

#BUT WAIT, THERE'S MORE

##Q1 The dorment Crystal's power

Now this is where my friend who I discussed this with was a little skeptical. Look at Ryze, with his scroll on his back. Imagine that with Skarner, but replace the scroll with a crystal. Said crystal would work similarly to his current passive, giving him special buffs. His passive mark, if triggered in this zone, would have bonus effects (For certain abilities too, if possible. Must be used before he can use his slash and stab Q, and he can leave the zone, but only to a certain point (Possibly twice the diameter). Of course they could make it so he drags the crystal around, so he wouldn't have to go back and pick it up, making it go over walls if needed.

This would allow him to be useful outside of the jungle.

##W1 The terror below

It would be nice for a mechanic like this to be implemented, however, looking at the details, it probably won't be possible in the way I want it to.

Skarner burrows underground _Effectively removing himself from the map _. Now this is where the coding could transcend past spaghetti. He can still be detected by red trinkets. Channel canceled by non-minion damage. (Takes about a second to complete)

He would be allowed to go through walls, but there would be an animation to show that he is attempting to go through.

We have mechanics that remove you from the game (Master Yi Q, Shaco R etc.), yet that's the deal they're gone. Being able to see Skarner with a red trinket wouldn't make sense, and ( I know almost nothing about coding, much less how League is coded) would probably cause the game to crash or something along those lines, since he shouldn't be there still.

##W2 The terror rises

Skarner un-burrows, slowing and marking enemy units around him. Not like we can keep him underground forever (unless that's the main part of his kit).

I want to add more, but I feel like, outside of it's slow, should be a setup for his E.

##E Fury of the desert winds/sands

Skarner strikes the area around him, displacing enemies in the area (effect ends in under .2 seconds, really just meant to cancel channels). However, if it strikes an enemy marked by his W, gains bonus effects: Adding on the the displacment, reforms the ground around their feet, rooting them for 1 second (adjustable, just wanted a place holder number)

This would allow skill expression (outside of his ult, which is my favorite part of my rework idea), to set up combo's and provide more reliable CC, compared to what he currently has.

Looking at the name I gave it, it would imply he uses so much force, that a mini sandstorm of sorts is created, which is what affects the enemies. I don't want the sand version, since another Shurima champion already has an almost identical name.

##R (Unnamed, but it's a ball and chain)

Skarner stops all actions, gains 70% damage reduction for the duration (2-3 seconds maybe?), and begins to fuse with the crystal. During this time, he cannot be stopped by any means, other than death, causing this ability to go on (possibly reduced depending on how close he was to finishing) cooldown. If Skarner completes the channel, prepare the the raid boss you didn't ask for he grows in size (larger per rank in the ability), glows blue (Like the crystal. Skarner is still purple normally), and Swipes everything in an 1000 unit radius around him with his now enhanced tail, as in the end of it [the tail] makes a fed Khazix look like a lady bug in comparison. He heals for a portion of the damage dealt, as a reward for completing the channel (I swear I'm spelling that wrong). Now for the raidboss part. Skarner get's massive buffs for a limited duration, and the ability to cast The Brackern destruction (horrible and possibly confusing place holder name, but I wanted something).

##R2 The Brackern destruction

Skarner swings his tail around himself, gaining range on his second cast, up to a cap (on the range. Think of PoppyR). This damages all enemies around Skarner, massively increased if struck by the tip of his tail (Or that could be the only damage source). If he decides to activate the second part of his R, he will swing his tail forward (Depending on where he is in the rotation of his tail, it would be possible for there to be no warning for when he will do this, but also around 0.75 seconds of warning if used at a bad time), at the point where he aimed. If this lands on an enemy, they will be stunned for half a second, and, weather or not this hit an enemy, will then be dragged back to Skarner, being suppressed the entire time.

This would keep the power of his ultimate, but with more skill expression, and added range, in exchange for reliability.

(Possible %hp damage, as a giant rock falls on you, I'm sure the integrity of your body will change how much damaged your body already is, such as muscle and broken bones)

TL;DR

Skarner's new Q is is like Xin's W ( I assume that's wind becomes lightning). Poison's those hit with the stinger (the stab).

W Is Rek'Sai 2.0, but he leaves the map.

E is debuff/debuff activator

R is Xerath levels of aim, with a drag added on (As I end this, I realize the Poro king has this effect.

To those who jumped to the TL;DR: go read the full post.

To those who read the whole thing (or at least the ability parts), |I would love to hear feedback on this|. If you don't want to comment, use the poll, although I would like constructive feedback on this. >>>>>>>>>>>>>>>>>>>>>>>>^

Not hanging his R however, as that's the main point of this rework.

His damage type is undecided, although hybrid would be nice.

With the changes to the name, this might have to make his tribe have a bit more force in their history, to make it justified. (Last time I checked the Brackern is a pacifist race, using violence as a last resort)

5 Comments

Blaiz Fenix1/23/2018, 2:41:27 PM1 votes

I feel like you changed the abilities just to change them. Skarner's kit is pretty good and he's pretty strong rn, but his passive may need a little work so he can do something other than Jungle. It could also fill the void that you feel he has thematically.

Also, they already have Battlecast Alpha Skarner. It would seem redundant to have a Mecha skin as well.

Kaeblen1/24/2018, 9:23:04 PM1 votes

So, I don't really like the implementation on these abilities, but the idea is great: especially the Q and W.

Having a burrowing ability on a scorpion seems great to me. especially if it has an invisibility or stealth mechanic attached.

The Q being a semicircle seems like a great idea as well, though I'm not sure about the semicircle + line attack idea.

I'm working on a concept for skarner myself, and I'd like your thoughts on an idea: "Skarner IS a jungle monster". That is to say, he has a buff, like red-buff, or blue-buff, but he always has it, and it transfers to enemies when killed. If an enemy has the buff, and they are killed, the buff transfers to an ally.

Maybe Skarner only gets his buff back after a duration, etc.

The primary purpose of this ability is to provide an added sense of identity for scarner IN GAME. I love the lore out of game, but the crystal spires don't really do it for me in game. This kind of mechanic would make Skarner drastically different from other champions, and paint a big fat target on his head. The problem, is that I'm not sure what buff to give him? Damage reduction? Sight that ignores terrain and brush? bonus Attack and Move speed?

It also does great to exemplify the stone Skarner is bonded to in his lore.

What do you think?

OwningChicken1/25/2018, 6:11:56 AM1 votes

I think Skarner's kit is solid and just needs some tweaks to make it viable. My idea is that his q should proc his e atleast on monsters or minions. This will allow small misplays to work in his favor as well as boost his ganking potential. The problem i feel is that he doesnt have enough movement because his w is ramping speed and that makes it feel so slow and clunky. This just makes him so obsolete compared to other champs like jarvan. And now at a time where almost all meta champs have some kind of dash and slow, skarner loses to just about any team that is only half decent as long as they have a frontline.