Skarner, The Venemous Nightmare [VGU Champion Rework Concept]

GodJormungandr·3/15/2018, 5:04:30 PM·4 votes·1,074 views

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 ]: item 1401 item 3025 item 3748item 3742 item 3194 item 3047 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 ]: item 3151 item 3025 item 3068 item 3075 item 3001 item 3111 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 ] item 3078 item 3124 item 3153 item 3091 item 3115 item 3047 + 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 ]: item 3078 item 3031 item 3046 item 3812 item 3065 item 3047 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!

30 Comments

Tegash3/15/2018, 9:24:01 PM1 votes

This is... broken. And severely overloaded.

  • All of his abilities grant cc.
  • His Q is a Shyvana Q with 200% better base damage.
  • His W gives him a passive attack speed steroid as well as a fiddles fear on the active, ON TOP of giving him his shield and movement speed.
  • His E DENIES THE ENEMY A KILL. He doesn't even have a "I don't die" button. He just. Actively denies the enemy a kill. WHERE DO I EVEN START WITH THAT.
  • Not to mention his E has a built in Sunfire Cape passively and basically a FUCK YOU KILL ZONE if he builds liandry's.
  • The cc on his ult... doesn't make sense. It's not a stun, it's not a root, it's not an entangle, it's not a suppress. It's not even a Zoe bubble, which is what it was clearly based off of.
M00ndanc33/16/2018, 12:27:26 AM1 votes

so even if you go full tank you can do 4 % max health true damage every second if you cycle your abilities on top of a high damage kit thats only drawback is that your e only gives a passive sunfire during normal combat and if he can use it right he can just kill himself with it. pairing this with an ap hybrid tank build you have whats basically an amumu and a volibear mixed together with no team wide cc other than maybe the fear depending on the range. I like the idea, its just that the fear and self execution don't feal right and the true damage max health dot feals too strong since late game r q aa does about 800 physical damage + 12% max health as true damage and it puts his ult (with your implied cdr max) of 20s, which is low enough for him to use it twice in a fight while also having a double auto attack auto reset that comes with a 40% slow on a .5s cooldown and a shield movespeed buff aoe fear on a 3s cooldown.

HalcyonDweller3/16/2018, 7:05:01 PM1 votes

This is pretty cool! Good concept +1

I don't have opinions on the numbers because I don't know Skarner all that well, but others seem to think this might be OP. I'd like to point out that if you're giving him CC and survivability AND mobility, his damage would have to pay for it. He's got a lot of different things going for him in this concept, which might mean each form of power has to be diluted somewhat. If you want something to be powerful consider removing other sources of power to manage his power budget.

69ScrotalAgony693/16/2018, 9:10:27 PM1 votes

So i feel like you're trying to make him a late game hyper like Jax, but I feel like he'll fall into a similar place as he is now. One of the issues I see is much like those of champs who have no skillshots. They can be very overbearing because the game lands AAs for you. Skillshots give the ability for counterplay and outplay. I can see someone rushing a Righteous Glory with Glacial Augment and just steamrolling someone at 10 minutes in.

Q: I feel like giving his Q a fixed conical skill shot that alternates from side to side as he switches that applies on hit effects and has some kind of AD scaling and reduces in cooldown by one second per autoattack (much like he already has).  [img]https://i.imgur.com/xEhWzj6.png[/img]

R: I feel like, currently, Skarner needs some power removed from his ultimate. I feel like giving him a straight line, medium width skillshot the stuns the first person hit for some amount. Lets say 1/1.5/2 seconds, deals some damage, and applies grievous wounds. I couldn't tell by your post, but I assumed based off the rest of the kit that it would be an empowered auto. I liked your idea of dealing increased damage from skarner, so switching out grievous wounds with that would be good [img]https://i.imgur.com/BRwx9Ph.png[/img]

 E: Auras are dangerous. Let's say you're on the Twisted Treeline (who knows why). You could have Lord Van Damm's Pillager, Sunfire Cape, and this passive. That'd be dealing a ridonculous amount of damage without AAing or hitting an enemy. I like the aoe fear, like Warwick's. I like the heal idea, if he's going to be a buck wild hyper carry diver like jax or aatrox, a little sustain sprinkled in is good. If he's going buck wild, I also like the idea that you could cause problems even after you die is neato. The death puddle is good.
UnboundHades3/16/2018, 10:42:06 PM1 votes

just for urf balance stuff what would happen with your passive in urf would you get 95% cdr?

The entire team3/18/2018, 1:32:34 AM1 votes

This is a scary rework, especially coming from a guy who played Skarner since release. I can see some of the ideas working, like his new ultimate. That stuff is pretty damn terrifying, although in a duel, that would make you an automatic winner. Some things to note though, his Q being on 2 seconds and having a slow is super overpowered. I believe old Skarner had that permaslow in his kit and it was removed. Especially when it becomes 2 seconds with CD reduction AND the passive, that would not doubt destroy your opponents. The E's self-sacrifice attack is complicated, but a neat high-risk-high-reward type of ability. Although, I'm a little iffy about the cost and the healing. Isn't it a little redundant to deplete HP just to heal and fear? I don't know the exact numbers, but I was initially thinking that it was the same or higher percentage than the healing aspect. I dunno, prove me wrong.