For the love of Skarner take these changes and just make another champion clone and leave Skarner alone. Effectiveness isn't the issue. If these changes are made it WILL NOT be Skarner anymore, and he will be a husk of his former glory. He doesn't need a half rework he just needs some number changes and antiflash back. If any of the changes being considered are put in Skarner is just going to be another Evelynn or Karma to me. I'll never play him again. And that makes me sad.
Sorry if this has been posted before. I would really like it if Skarner's ult would still go off when champions like Ezreal Arcane Shift away, but they don't get pulled back to Skarner. What I mean is Ezreal would still get locked up and dragged by Skarner, but he would be an Arcane Shift away from Skarner. Maybe have it slowly pull them closer, rather than instantly pulling them to Skarner. This way they have a bit more time use QSS and it doesn't completely negate their Flash, Arcane Shift, etc.
• What are the most fun aspects of playing Skarner?
The pull. His ult, he uses his stinger and pulls someone. Wish he got a speed increase once he latched on to someone.
• What are the most frustrating/unfun aspects of playing Skarner?
Only maxing two spells lvl 1 - 5(has always been my personal prefrences as his E does not offer any help to ganking), most junlgers are at least worthy of putting points into all 3 spells as it helps them gank.
The bug fix, it used to be that no one could escape skarner. Now when you charge into a team and hit ult as the carry flashes away what are you left with. Nothing. Blitz and Thresh can pull a hero to their team and its not even their ult. I understand his ult suppresses a target, but blitz can pull someone into a stun/silence.
• What are the most frustrating aspects of playing against Skarner? Nothing. His slow is good for ganking champions early level without a dash or a leap or a jump. Most champs played top now have all things to make his pre 6 ganks not worth ganking. Jayce has a speed burst and a knock back.
• Are there champions that do Skarner’s job better than he does? Why?
Clear the jungle faster and have good pre-6 ganks? Is that the question? Zac, Naut. Amunu. Malph, Maok. All these heroes have strong cc and can clear at roughly the same speed with roughly the same sustain.
Clear the jungle and deal damage? Jarvan, Hec. Jarv isolates a target with his ult and offers aoe CC with toss stun. Hec deals damage, has sustain, scales into late game, offers cc with his ult. Hec struggles early like Skarner.
If you notice junglers like skarner aren't being played as frequently. Skarners ult deals damage to a single target just like the following: WW, Noct, rengar (kinda). Jungler is currently picking up the CC in the team role.
Ok I'm done. Here is my take on Skarner. Instead of increasing his damage and mobility (because that is what Hecarim is) I focused on making him more viable as the bruiser tank he was in season 2.
There seems to be a lot of fallacy in this thread. After reading all the posts and being an avid skarner player i want to debunk this "perma slow". The perma slow only comes after about 20% cdr reduction.
There are many games where the cool down on Q prevents the perma slow during the early levels. I feel the only thing that really needs to be looked at are his W, E and R.
The nerf from 14 to 18 seconds on his W a few patches ago was to much. It either needs a buff to the shield strength or a fix on the ap ratio or decease the cool down.
As stated through out this thread the heal on E is necessary for lanning skarner, but the mana cost is just to much to jungle with. It only needs a lower mana cost to be effective.
For his R, the only thing that is needed is a revert on the nerf a few patches ago. It is not fair for skarner to be the only champ in the game where champs that move out of range cant be ulted. You dont see this on champs like cho gath (where the ult still goes off). Maybe an increase in range will be helpful when you ult.
But back to the topic:
What makes skarner awesome
Skarner's perma slow and R make skarner skarner. If skarner does not have this I would just play udyr.
What is Frustrating?
Not being able to ult. The delay is just terrible. If skarner cant stay on a champ hes is useless. I normally jungle so i find his E use less but it is imporant to lane.
What is frustrating if im playing against skarner?
Not much. I never play against him since he is never played, but if you ward effectively, he gets countered hard since he doesnt have the ms buff like current champs.
What champs are better than skarner?
Almost all jungles have different aspects better than skarner, but overall i would say hecrim is way better. More movement speed. aoe ult and a knock back with a better heal. Also udyr has better tankiness and is just as hard to peel of as skarner
Sorry I'm late to the party, but I love Skarner and have played many a game on him. I haven’t had time to read all of these posts, so please forgive me if this is a repeat of information, but here’s how I would like to see Skarner:
Q – Crystalline Slash: Does 25/40/55/75/85 (+0.8 AD) physical damage to all units surrounding Skarner and places a stack of Crystal Mark on them (max 3 stacks). Upon auto-attack, all marks are detonated and apply a 12% slow per mark consumed and deals 10/15/20/25/30 (+0.4 AP) bonus damage per mark.
This solves a few problems and introduces some new options for the scorpion. He can either apply a low impact slow (12%) after each use of Q on an opponent or wait until a second mark is landed on them for a higher impact slow (24 or 36%). This will allow a Skarner to guage when the best time to slow down his opponent would be, keeps the slow non-scaling to prevent perma-slow abuse and allows a nice slow on first hit three-stack targets in teamfights. It also prevents mid level abuse scenarios, but still rewards Skarner for attack moving properly in a duel or gank without mindless Q mashing.
In a teamfight, this will allow Skarner more peeling options as someone he has not hit with an auto-attack can gain stacks and he can have somewhat of an Udyr effect where he can just claw slap for peel or chase on any target that’s been hit with his Q over the duration of the fight. The bonus damage per stack is just a rework to help his clear. Now spamming your Q isn't as necessary because after 3 stacks are on, you're dealing good bonus to the little guys and can just focus on beating up the big one.
W – Molt (name change): Skarner bursts out of his crystalline exterior to reveal his hardened exoskeleton and shed slow status effects. Gains +85/130/175/220/265 shield and removes all slows, grants 5/8/11/14/17% MS.
The change to W is a personal thing I wish he had, and that’s somewhat like Evelynn’s ability to remove slows. Skarner being kited is a huge issue, so being able to blast through a slow helps those silly IBG Ezreals and forces a team to actually burn a hard CC spell or more than a passing Q to stop your initiate. The shield will help with getting into the mix in case people do turn and explode you, as well as help his jungle. Movement speed is also not as necessary on this ability now, but can be retained in small amounts. This is to stop insane early speed unstoppable bug, plus most Skarners run MS quints and rush something with movement (Shurelyia’s). This rewards a Skarner that is full blown movement and doesn’t give free mobility and escape to a regular ‘ol skarner.
E – Fracture: Skarner deals 100/135/175/220/270 + (0.70 AP) magic damage in a line, mana cost: 55 flat
This move can be changed to a line nuke. This gives him a better poke, allows for a solid clear (similar to Maokai but slightly more damage to account for lack of CC) and gives him more than just a permanent slow in a ganking/teamfighting situation.
R – Impale: Range increased to 1500, cooldown decreased to 2 seconds with a reset, damage increase to 35,000
This would allow Skarner to do what I actually want to do: instantly stab and kill the other champions. THERE'S NO ESCAPING
Thanks for reading, have a great night.
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