Soft Skarner rework idea from a serious fan.

corals·4/11/2016, 6:10:36 PM·1 votes·554 views

Energizing Venom: Skarner’s abilities apply Mineralizing Venom to enemy champions and large monsters. Mineralizing Venom deals x damage over 2.5 seconds to affected and nearby allied units. Affected champions near other champions with Mineralizing Venom receive a 35 percent slow.

Crystal Slash: Skarner deals physical damage to all enemies within range. If Skarner is near a target with Energizing Venom Crystal Slash deals bonus magic damage. Basic attacks reduce Crystal Slash's cooldown by 0.25 seconds, quadrupled to 1 against enemy champions.

Crystalline Outgrowth: After a brief delay Skarner summons a patch of crystals at target location. Champions struck by the emerging crystals are grounded for 1.5 seconds. Enemy champions standing on the crystals are slowed by x percent, increasing to x percent if they are on the center of the patch. Crystal Outgrowth grants Skarner movespeed in a wide area around it, which increases the closer Skarner is to the center. If Skarner contacts the patch he gains a shield for x health.

Fracture: After a brief delay Skarner unleashes a blast of energy in a cone in front of him damaging and marking enemy units. Skarner gains movement speed for each champion hit, which decays over 1.5 seconds. Skarner’s basic attacks consume the mark to stun the target for 1 second. Consuming a mark grants Skarner a burst of move speed that decays over 1.5 seconds.

Impale: Skarner rears his stinger, rooting his target for 0.25 seconds as he brings it down, dealing 60% AD physical damage, suppressing them for 1.75 seconds. At the end of the duration, the target takes the same damage again. Impale increases the damage of Mineralizing Venom on all targets by 50 percent for 5 seconds.

1 Comments

corals4/11/2016, 6:21:38 PM1 votes

Hey, this rework is just an idea I thought would be interesting. I love Skarner, but I feel a little unsatisfied with the current version of him. The spires are alright, but it seems the fan consensus for Skarner is that the Spires aren't the best addition to his game play. The new passive would help him keep his faster jungling in a way that is relevant to team fights later.

The poison works by damaging everything around the target for a couple seconds. If two enemy champions are damaging each other they are both slowed. Skarner's new theme is zone control, and keeping the enemy team from grouping properly.

His new W keeps his shield and ramping movespeed mechanic, but also gives Skarner a place to drag people too if he is not with his team. It also sets up his E.

His new E keeps the gameplay of the old fracture, with the stun getting him a brief burst of movespeed. This new one is more oriented around hitting a group of enemy champions and then quickly moving through them to get the stun.

I left the ult relatively untouched, which may be a good thing or a bad thing. The reliability of his ult has been holding back his balance for a long time. In this kit it opens up more options. You can ult someone then drag them into a team mate to slow them and hit them both with the improved damage. Or you can ult them onto your out growth.

His E might be better off as a brief channel, sort of like Sion's Q. This rework keeps him as the (mostly) juggernaut that he was before. He doesn't move around the jungle as quick, and loses the mana bonus he had with the spires. That is a hit to his current balance but in exchange he gains what his kit has always been asking for in my opinion. A reason for the ult to exist on it. He has a lair to drag people back to for murdering. And a mechanic that actually rewards re positioning an enemy with his new innate.

I might circle back and edit both the rework section and this explanation section. Particularly if anybody else has good ideas.