User blog comment:Alien Paranoid/Skarner: Champion rework/@comment-7463332-20161109092325/@comment-26902312-20161109114604

Yes, I will definitely add a short text at the beginning of each blog about what I want to accomplish. I was just a bit lazy and busy, but I try to explain everything in the comment section for now.

My goal with Skarner is to remove all AD scalings and push him from Juggernaut to Tank-Vanguard role. I like and follow RIOT's idea, where Skarner is Tank and they said, pushing Skarner into Juggernaut role was a mistake. RIOT also like his passive (being strong in his territory - jungle) but don't like that mini-game of contesting those areas again and again (people focus too much on it). But since spires are permanent, stats are lower. Also, it is an unique and theme-fitting passive, why removing it?

Current Q is uninteresting (we already have Hecarim's Q as spammable ability with damage), doesn't have CC and its damage (without AD items and TF) is laughable. I want it to have more impact once you reach your target (more damage, CC, even visually more appealing) and have ability to stick to your target a while, but once the Quake ends, enemies have enough time to run away.

Also in his Splash Art, it looks like he can shake things around and walk through terrain - making tunnels (light behind himself). But it has to be distinct from Rek'Sai. He should be able to chase people through terrain cause he is a scorpion living undergound (so destroying some obstacles should't be hard for him, also, E is called Fracture, so it fits him perfectly), but once you go through you can't go back (you are Tank, you should be able to survive long enough till your team comes and single Q provides enough time (3,75 seconds) to hold your target). It adds to his chasing potential and ganks (you can get around wards and vision) and mobility in jungle.

RIOT also said that they want Rek'Sai to deal more damage. So let's say, Rek'Sai will be more damage focused. Then, you would have a choice:

1. Rek'Sai = More damage, physical damage, Fighter, Global Ult, More utility (tremor sense).

2. Skarner = Less damage, magic damage, Tank, Stronger teamfight Ult, More peeling.

Both are mobile in the jungle but Skarner is more kitable (doesn't have dash, just runs, but once in combat he may be less kitable thx to his slows).