Skarner, The Venemous Nightmare [VGU Champion Rework Concept]
Hello all, that's a concept i made about Skarner and how his identity should be in League of legends as a skarner main i was always interested in doing work and creations about him. It took me a lot of time to always think about his gameplay should be like and finally i came up with a concept that would be very interesting for a Shruiman Scorpion in League of legends!
Basically as a venemous Nightmare title, i found it more interesting to him because it actually would make more sense as a Shuriman Scorpion who is meant to be very poisonous and deadly. I havn't drew the Animations of him but his animations + All of his Skins should be revamped and his Structure should have one Pincher bigger the other smaller his Stinger should be a bit longer, the overall structure should feel like a "Ruthless looking Scorpion rather than being a crystalline scorpion. I love the lore about him and how purple he is but that should be changed and we could also add him a purple skin for those who still want him to be Purple.
Here is an example of what maybe "Battlecast Skarner Should be like"
http://www.lol-wallpapers.com/artwork/battlecast-alpha-skarner-2/?portfolioCats=513%2C129
Here is what i worked on for his gameplay and how it should look like for a Scoprion dueler
> > Passive: Ruthless and Lethal > Ruthless: Everytime Skarner Hits Enemy with an Ability, his Next basic attack poisons the target dealing 2% Maximum Health True damage per second for 3 seconds. [Doubled against Monsters]. > Lethal: Each 0.500 attack speed increases the cap of Cooldown Reduction of Skarner's Abilities by 5% [ Maximum 2.500 attack speed cap gives you bonus 25% Cooldown Reduction Overcap } By other meanings if you have 40% CDr build, 2.500 attack speed base and 5% Cooldown from Rune Keystone then you'll have 70% CDR in end game. > >
Q: Sharpened Pincers / Cost: 19/18/17/16/15 Mana Skarner's next basic attack hits the target with both Pincers [ Applies on Hit effects 2x ] Dealing Total base damage + 60/90/120/150/180 [ 100% Ad Scaling ] Physical Damage and slows the target by 30% for 1 second. Additionally [Deadly Pincers can critically Strikes for 50% damage]
10/8/6/4/2 Seconds Cooldown
W: Born in Frenzy / Cost: 100 Mana all Ranks Passive:_ Skarner gains 10/15/20/25/30% Attack speed_ Active: Skarner Empowers up his Exoskeleton, grants him 10/15/20/25/30% Movement speed and allowing him to shield himself for 12/14/16/18/20% of his Health for the duration of 4 seconds.
**18/16/14/12/10 Seconds Cooldown **
E: Venemous and Cruel / ** Cost: 50 hp at all Ranks** Venemous: Skarner Passively gains a venemous Exoskeleton Venemous Exoskeleton: Grants a venemous aura [Poison] around your body in a melee range, Enemies in your melee range takes 10/20/30/40/50 [ 20% Ap Scaling ] Magic damage per Second. ** _Cruel**: Once skarner's Health drops below 50% he'll activate his _E [Cruel]. **Cruel: **_Skarner Damages himself, screams in terror causing all targets around him to be terrified for 1 second and heals Skarner for 3/3.5/4/4.5/5% Health If Enemy Champions are terrified. Additionally, Upon his death the ground around his body in slightly bigger area will be erupted of poison for 3 seconds dealing 30/60/90/120/150 magic damage per second.
[10/9/8/7/6 Seconds Cooldown]
R: The Stinger of Nightmares: / Cost: 150 Mana all ranks _Skarner Stings Enemy champion with his Stinger, causing the Target to be Dozed off for 3 seconds. Additionally all skarner's damage from all sources are Increased by 40/70/100% against the Dozed off Target. _ Dozed off: Enemy Champion can cast Summoner spells, can move but can NOT attack or use abilities for the duration
180/120/60 Seconds Cooldown
His Jokes/Voice and emotions are other stuff to work on different time but his jokes are fine so far honestly.
His gameplay would have both of Pros/Cons Pros: 1) Very strong late game in melee combat 2) 1v1 battles are rewarding for him in late game 3) Utility helps his team to backup for him when he dies [ mentioning his E when he uses his Cruel active in its perfect right time] 4) He has Multiple damage types 5) He'll have multiple build pathes
Cons: 1) Bad against range champions 2) Easy to be kited when his W is on Cooldown 3) no Range Slows/ no Crowd Control 4) Grouping will be a large bullying to harass him in teamfight 5) Can dodge the Poison from his E after he dies easily [ unless you are CCed ] or dodge his Ultimate while being Dozed off by flashing or running away or having a teammate saves you
He'll be Jungle main. Top lane as Second role
Itemization:
Example 1 [ main Core Build ]:

Build this in most of the games as a core build path for him. Max W with his Core build path, it'll give you a much better ganking ability to help your teammates.
Example 2 [ Lethal Vanguard ]:
Build this When your team have heavy Ad, you'll deal a decent amount of magic damage while maxing your E first with this itemization.
Example 3 [ Maximum CDR and Attack speed ]
+ 5% CDR rune and you'll have 70% in late game CDR, so much damage and much faster Qs/Ws even your Ultimate but very easy to be killed or dead especially that you are all melee without powerspike against range champions. only use that build when you are ahead and not many people bullying you or kiting you to death.
Example 4 [ Critical pincers and Sustains ]:
use this as a dueling/carry build when you play him as a top Lane. max his Q first with this Itemization.
Thanks and hope you all enjoyed the Concept. I'll work more on how his animations should be like. Have a great day everyone!