One of RIOT's stated goals this year was role diversity. Can we please get rid of Skarner's spires?
Passive: Crystal Venom
Every 5/4/3 auto attack, (levels 1, 7, 13) Skarner strikes with his tail, dealing bonus magic damage equal to 3% of target's max health and reducing the targets damage by 10% for 1.5 seconds.
Q: Crystal Slash
Skarner deals 20/30/40/50/60 (+80% bonus AD) physical damage to enemies around him. Hitting an enemy grants a stack of crystal energy (max 3 stacks). As long as Skarner has at least 1 stack of crystal energy, he also deals 20/30/40/50/60 (+50% bonus AD)(+40% AP) magic damage. Auto attacks reduce the cooldown of this ability by .5 seconds, doubled vs large monsters and champions.
Crystal Energy stacks last for 5 seconds and are refreshed whenever Q hits an enemy. Each stack of Crystal Energy also grants Skarner 3/6/9/12/15% attack speed and 2/3/4/5/6% movement speed.
W: Crystaline Exoskeleton
Skarner shields himself 30/50/70/90/110(+5% max HP)(+30% AP) for up to 6 seconds gaining movement speed that ramps up over 3 seconds. If the shield is broken, the move speed buff is lost immediately.
Initial speed: +3/6/9/12/15% max speed: 25/30/35/40/45%
Skarner fires a blast of energy that deals magic damage 30/60/90/120/150 (+70% AP) slowing all targets struck by 40/45/50/55/60% and marking them for 5 seconds. If Skarner can auto attack a marked target, he stuns them 1.5 seconds and restores 5/10/15/20/25 (+5% missing) mana. Mana restored is doubled vs large monsters and champions.
Skarner lashes down with his tail inflicting 30/40/50 (+100% AD) physical damage, suppressing his target for 1.75 seconds. While the target is suppressed, Skarner loses his ability to attack or cast Fracture, but can move about freely and drag his victim with him. When the supression ends, the target takes 100/150/200 (+50% bonus AD)(+80% AP) magic damage and is affected by Skarner's passive, Crystal Venom.
This way, Skarner is still viable in the jungle, but also can be played in lane.