Skarner Reimagined...

Shahamut··5 votes·669 views

I have never liked the new Skarner. I feel the crystal spires were a complete fail of an idea and restricts his power and influence, not to mention where he can play... :/

I feel like Skarner should be a sticky scrapper, and here is the concept I came up with:

Passive: Crystal Energy/ Crystal Venom

Skarner's resource is Crystal Energy. This energy is used to power his other abilities. Basic attacks grant Skarner 4 energy (Double effect vs Champions, max 100). Crystal Energy falls off at a steady rate that accelerates the longer Skarner is out of combat (not dealing dmg or taking dmg).

Crystal Venom: Every 6th basic attack by Skarner is made with his tail. This attack does not generate crystal energy but instead injects a venom into his opponent that slows their attack speed by 10% for 3 seconds and deals additional magic damage equal to 20% total AD. This effect can stack up to 3 times. The duration refreshes with every tail strike.

Q: Crystal Slash----- Cost: 0-------- Cooldown: 4 seconds at all ranks.

Skarner lashes out and strikes all nearby enemies for 20/25/30/35/40% total AD, generating 4 Crystal Energy for each target hit. As long as Skarner has at least 1 point of Crystal Energy, This ability is empowered and deals additional magic damage equal to the physical damage dealt. Basic attacks reduce the cooldown of this skill by .5 seconds (double effect vs champions).

W: Crystal Exoskeleton---- Cost: 30 energy----------- Cooldown: 14/13/12/11/10

Passive: Skarner's body being charged with energy grants him movement speed equal to 1% per 2% energy he has.

Active: Skarner gains 10/15/20/25/30 bonus armor and magic resist as well as 10/20/30/40/50% increased attack speed for 4 seconds.

E: Fracture------- Cost: 20 energy------------- Cooldown: 14/13/12/11/10

Skarner fires a beam of Crystal Energy that deals 60/100/140/180/220 (+50% AP), slows targets hit by 40% for 2 seconds, and charges them with Crystal Energy for 5 seconds. If Skarner lands a basic attack on a marked target he rips the energy out of them and heals for 6/7/8/9/10% missing health.

R: Crystal Power Surge----- Cost: 0 energy----------- Cooldown: 250/200/150

Passive: Skarner's Stinger strike occurs every 5/4/3rd strike.

Active: For 10 seconds, Crystal Energy explodes out of Skarner. For the duration, instead of losing energy per second, he gains it at a fairly quick rate. The energy pouring out of him deals damage in an area (sunfire size?) equal to 20/40/60(+10% AP) per second. max damage 200/400/600(+100%AP)

6 Comments

RandySaint1 votes

I like the passive but I think it's a bit too effective, basically a mini Warden's Mail passive. I love the new Q, you can actually max it and does dmg. W is interesting, MR/AR versus a shield. and I like R and how it scales off AP :) Guinsoo's OPopie

NightmareCrawler1 votes

Some suggested changes: Passive: make it so that it's a lower % something about 6% per stack sounds reasonable, but maybe have it interact with his w where the % increases slightly for the duration of the buff!

W: I like the attack speed, and making it so powerful seems nice considering that you have altered the rest of his kit. But the mr/ar seems a bit odd. I say leave the shield as is. Or if you're adamant on keeping it: lower them slightly and have them persist after the shield has broken for 3 seconds.

Overall a pretty solid kit idea.

Shahamut1 votes

I wasn't sure what would be a good % for the passive, but I figured maxing out (later because of short duration) at 30% seemed pretty fair, numbers aside, Im glade you like the idea.

On his W, I currently have no shield, so that the buff will always last the full duration. I removed the shield in favor of resist. If I put the shield back on, it would not have the bonus ar/mr and would have a longer duration. The longer duration would require that the attack speed is broken with the shield for people to think its balanced. Hence why I just went with some resistance buffs; slightly weaker, but it allows for the buff duration to remain for the full duration. The shorter duration allows for a slightly lower cooldown, which with max cdr should (if he remains in combat) allow for near constant uptime.

Thanks for the reply! :)

NightmareCrawler1 votes

Well, I wasn't sure if it was clear but apparently not; in terms of the w, the attack speed and the shield would end, but if it was broken the buffs would fall off in favor for a bolstered resistance. :P

Shahamut1 votes

EDIT: Made his passive only affect attack speed, and not movement speed. He still has fracture, so he doesnt need 2 slows. Added some additional damage to stings to compensate.

Muted Summoner1 votes

I hate the live Skarner . I hate how it basically says Skarner must jungle or else you lose out on crystal spires. Energy or some other concept instead of mana honestly would be better imo to keep Skarner in the jungle but also possibly as a top laner. The crystal Spires to me look very tactfully. I expected it to be apart of a random 1 time game mode. If he starts at 0 energy hes is crippled by the fact he can't gap close or even gank properly early on without an ult. Thats the biggest Problem I have with your changes. Other than that I like them except for the Ultimate. That looks to much like a carbon copy of Nasus /Renekton 's Ultimate.

The biggest Problem with Skarner though isn't his inability to farm/etc or play in other lanes besides lack of sustain and the crystal spires dictating his position. Its his Ultimate. I'm sorry but a item 3140 Morgana and so on is just way to much counter play on an ability that has a 1 minute cooldown that is basically the entire reason of playing Skarner . Its crucial to his Kit as Galio ultimate. If they have to turn his Ultimate into a Blitzcrank skill shot so it can't be peeled away by a cheap item like item 3140 then do it.

His energy needs a Mordekaiser treatment where it can go lower if used but he can stack it up to a certain point so he could gank so he wouldn't be at 0% energy.

I honestly don't expect Skarner to get changed again. They failed with a bogus design that was only good when his team was doing well or when he was op. Riot Repotier I think said he doesn't believe Skarner will ever be popular because of his Thematic kit...Which I disagree, RekSai looks similar and isn't that bad in popularity because of how decent she is compared toSkarner . No mana Starvation. Built in Sustain to allow easier jungle farming to camp to camp. Manaless Gap closer to go through terrain (Tunnels and R) and an aoe Q and a straight line skill shot that can give sight, a knock up and another enhanced auto attack(E).

RekSai s kit is loaded for competitive play. She gives so much damn utility. Skarner gives hardly no utility for a point and click Ultimate thats easily peeled away while having nearly the same damage in the kit.

Skarner has a Aoe Q. Slow small range Skill shot that can stun if autoed that enhaces his autos/etc. A move speed buff and a shield instead of Sustain and a Point and click Ult that easily is countered by so many supports and a item 3140

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