Skarner Rework Concept (Based on Lore/Short Story)

So, this is a rework that took inspiration from Skarner's lore and short story. This will be my second posting, so it will have some refinements from the first iteration and will also include numbers. Feel free to criticize/rage or whatever XD Passive: Crystal Song- Skarner holds a strong connection to the material world. He can sense/feel/hear the world around him in a way not understood by other species. Skarner has true sight in a small area around him (150 range). If he remains completely still, Skarner can listen more intently and extend the range to 300. Crystal Energy- Skarner's resource is called Crystal Energy, which he draws from the earth. He starts at zero crystal energy, but that energy slowly fills as he moves along the ground (displacements, teleporting and respawning at fountain do not count for movement). While remaining still, he can gain crystal energy at an increased rate. If at max crystal energy, Skarner (while remaining still) will use the excess energy to heal his wounds, up to 60% of his HP at level 1, but scaling to 100% (+10% every 4 levels) by level 17. Skaner has a maximum of 100 crystal energy. Q: Frenzied Strikes-------------- Cost: None---------------- Cooldown: 12/11.5/11/10.5/10 seconds (This ability's cooldown functions akin to Riven) Passive: Enemies Hit by Frenzied Strikes and Skarner's basic attacks grant Skarner crystal energy. (1 per unit hit, tripled against enemy champions and large/epic monsters) Active- This attack has 3 strikes: 1st Strike: Crystal Slash- Skarner swings his claw, hitting eneimes in front of him in a wide arc dealing 20/30/40/50/60 (+100% Base AD) physical damage to all enemies hit. 2nd Strike: Crystal Smash- Skarner slams his claw down in front of him, dealing 20/30/40/50/60 (+100% Base AD) physical damage in a small area in front of him, grounding all enemies struck for 1.5 seconds. Enemies in the center of the smash are also rooted for the first .25 seconds. 3rd Strike: Crystal Sting- Skarner strikes with his tail in a 300 range straight line, stopping if it hits an enemy champion, dealing 20/30/40/50/60 (+100% Base AD) to all targets hit. If Skarner's Tail hits a champion, the champion is stunned for 1 second and bleeds, taking an additional 5% of their max health as physical damage over 3 seconds. W: Crystalline Exoskeleton-------------- Cost: 40 Crystal Energy---------------- Cooldown: 10 seconds at all ranks Active- Skarner empowers his body with Crystal Energy, granting him a physical damage shield [50/100/150/200 (+8% max HP)(+80%AP)] for 6 seconds. **While the shield holds**, Skarner has the following boons: - Skarner's movement speed is increased by 20/25/30/35/40% - Skarner has 60/70/80/90/100% Slow Resist - Skarner Deals bonus magic damage with his basic attacks and frenzied strikes, equal to 10/15/20/25 (+40%AP) E: Fracture-------------- Cost: 40 Crystal Energy---------------- Cooldown: 12/11/10/9/8 seconds. Active- Skarner strikes the ground with his tail, sending a burst of crystal energy out in a large cone in front of him. After a short delay, crystals erupt from the ground, striking all enemies in the area, dealing 80/110/140/170/200 (+70%AP) magic damage. Enemies hit are slowed by 40% for 2.5 seconds and are charged with Crystal Energy for 5 seconds. If Skarner strikes a charged target with a basic attack or a frenzied strike, he stuns the target for 1 second and gains an addition 1/2/3/4/5 points of crystal energy (doubled if enemy was a champion). R: Crystal Song of Death-------------- Cost: None---------------- Cooldown: 120/100/80 seconds Active- Skarner becomes enraged for 10 seconds, while enraged Skarner gains 30/60/90% increased attack speed, +20/35/50 base movement speed, and a one time use of: IMPALE- Skarner strikes an enemy with his tail, suppressing them for 1.75 seconds, dealing 100% total AD physical damage and 50/100/150 (+50% AP) magic damage. While the target is suppressed, Skarner can move about freely, dragging his victim around with him, able to cast his W, but not his Q or E. When the suppression ends, (by duration or otherwise) the target takes the same magic damage again. (total magic damage 100/200/300 +100%AP) Feel free to give feedback on this concept. Please upvote if you like it, but above all, please comment down below with your like/dislike of the idea. Comments keep the thread visible, and I would ultimately love a rioter to see and give input as well.
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