User blog:Grrrbear26/Fixing Skarner

Skarner is in a strange place right now, as he has always been in. This is an attempt to help out with his issues.

Author's Note: This blog is in no way fueled by belief that Skarner is currently too strong, or too weak. It is fueled by his odd place and roll in league of legends, and Riot's difficulty balancing him in the past.

Thoughts and Objectives

 * Connect Skarner’s character Design and Lore (what little there is) with his game play.
 * I wanted to make him more territorial as opposed to a magic chasing machine.
 * Make it more clear when you should fight him.
 * Similar to what Riot did with Ryze, I wanted to make it clear when he is and is not strong. I did this by reworking Crystalline Exoskeleton into Nest.
 * Combine and simplify the stacking mechanics of Q and his Innate. (Clarity)

The only base stat that this rework effects is his base movement speed, which is increased to 355 from 345 to balance out how his new movement works. Original Innate=

Change Log= New Innate=
 * Attack speed mechanic moved from Crystal Slash (q) into Crystallizing Sting (innate).
 * Targets stunned by Crystallizing Sting do not have their stacks consumed, but become immune the stun from Crystallizing Sting for a short duration after.
 * The stun from Crystallizing Sting is now 1 second at all levels.
 * Modified damage removed.
 * Impale now builds stacks of Crystal Venom.
 * Cooldown increased to 10 seconds to make up for retention of stacks.

Original Q=

Change Log= New Q=
 * Attack speed mechanic moved from Crystal Slash (q) into Crystallizing Sting (innate).
 * Targets stunned by Crystallizing Sting do not have their stacks consumed, but become immune the stun from Crystallizing Sting for a short duration after.
 * The stun from Crystallizing Sting is now 1 second at all levels.
 * Modified damage removed.
 * Damage now ramps up based on Crystallizing Venom Stacks.
 * Uses limited lifesteal.

Original W=

Change Log=
 * Crystalline Exoskeleton reworked into Nest.
 * Existing Shield scaling changed to % bonus health to clarify optimal build. (AD bruiser)
 * Slow incorporated to make up for lack of speed.

New W=

Original E=

Change Log= New E=
 * Now incorporates Nest into its mechanics.

Original R=

Change Log=
 * No longer deals bonus damage based on Crystallizing Sting.png Crystal Venom to make way for Nest Incorporation.
 * Now incorporates Nest into its mechanics.
 * Changed to Physical damage.
 * Changed scaling to 80% AD on both instances of damage.

New R=

I have considered changing his damage to magic and his scalings to AP, but decided that an Attack damage and health rout would be more health due to the following reasons.
 * Attack damage builds have an easier time sustaining with Lifesteal items, which would fit his jungle role.
 * Health scaling on the shield makes it more clear how to build your items. Health (AR and MR on the side) for defense, and AD items for offense.
 * He relies heavily on auto attacks.

Results
Skarner now has something to protect and fight from. His new W grants him enhanced jungle sustain and mobility in the long term, being able to gain his old W's effects for free by walking over his shields. His play style now includes a "Come into my lair!" feeling. He will trap and shred enemies that get too close to his Nests.

He is less mobile on the fly. If he doesn't have a Nest nearby, he won't be able to escape/chase.

The numbers in this are NOT BALANCED. I have simply reworked his mechanics to create a different playstyle, and clearer build. I would enjoy your input on some more balanced numbers.

Please leave a comment below detailing what you thought of my rework. I am open to suggestions and critiques alike.