Possible Skarner Changes

kking039·11/17/2018, 10:25:43 AM·2 votes·1,574 views

Let's face it riot, Skarner needs some TLC

I have a few ideas to make Skarner a much more competitive pick for a frontline tank, or backline diver.

First of all let's talk about his passive, wow this is bad, sure it gives him a lot of help on his early clear but it's completely useless when it comes to ganking. It's arguable his passive even hinders ganking as it reveals your position when you capture a spire. Skarner is supposed to have a deep connection to the land right? So why do his spires only benefit him when he's right next to them? I think a significant buff could be to give Skarner bonus stats based on the number of spires he controls. For instance he could alittle bit of % damage reduction per spire (which he desperately needs considering how much damage reduction other tanks get from their kits these days) or at least increases to his armor and magic resistance similar to what Poppy gets from her W.

Moving on to his Q, though not much to talk about as i don't really have any problems with it. Keeping with the idea from number of spires controlled, maybe give it a small radius increase?

W, a small shield that usually breaks before it can even give you the move speed. For a tankier Skarner, he could use a larger health ratio on it, or perhaps tie in the damage reduction if you don't put it on his passive; or a diver Skarner could even become briefly unstoppable, making it much easier to reach your ult target even against heavy cc teams.

I like fracture, it's a nice slow plus a good stun, with solid damage too, but man I miss Skarner being able to reduce all his cooldowns, although i can understand how crazy short it would make his ult cooldown if it got the benefit (thanks raptors).

And finally impale, Skarner's trademark, there's not alot you can do to it without ruining the feel, although it does impale them, so an armor reduction debuff on the target wouldn't be unreasonable.

Overall his passive is what I'm hoping to be changed the most, all of it together would result in a pretty over-powered champion, Skarner lacks the large aoe crowd control of other tanks, he needs to be able to access his target more reliably, and that means walking through enemy teams. I believe the % damage reduction is really what Skarner needs to be competitive again. Anybody that read to this point please give it an upvote if you agree, or comment with your ideas. I really enjoy Skarner but at the state he's in now I just feel like a burden to my team playing him. Let's change that.

2 Comments

Shazzbot6911/17/2018, 11:56:03 PM1 votes

skarner to me always felt like a batrider without the synergy.

Ðeath XIII11/17/2018, 11:57:57 PM1 votes

Skarner's problem is that everything scales on him. He doesn't feel strong because all his spells gradually get stronger instead of large boosts in power.