I think his Dash>Knockup, attack speed reliance and attack speed/CDR interaction really define him as a champion. I would like the option to build as either a defensive peel/tank, or an offensive burst lockup champion that can dive and sit on a target.
What would I be willing to sacrifice? I think the resists can go from the ultimate. If feels good when you can go balls deep on a melee heavy team to engage. But can make you feel gimped if you have to engage and can't position to hit more people because of their composition. It's meh once they get last whisper/void staff. I would rather build defense if I need to fill that role and have it be reliable, than have potential for a stupidly tanky "glass" cannon build pubstomping at low ratings.
Not having free tank stats would let him have better steroids and or offensive scaling.
But he also needs to be less pub-stompy, which giving him steroids + scaling would increase if he builds offense and ganks hard in low rated games. I think the slow has to go from his charge. (but not from his kit).
R: Remove the Armor/MR. Give it the slow from E at 30%/45%/60% with an increased duration (1.5/2.0/2.5?). Make it % max health instead of current, since it's shifting from initiation use to peel/lockup damage. Alternately, give it an AD > Current health % scaling. 1% / 50 BonusAD?
E: Remove the slow. Make it Physical and give it an AD ratio.
An interesting alternative to AD scaling would be allowing it to apply on-hit effects to all targets instead, including Tireless Warrior stacks per target hit. Tiamat may be broken with it though. Maybe just a passive stack per target on top of AD scaling?
Instead of charging just up to the target, make the charge take you ~200 range past the contact point (like Fizz, just on top of/past the target, not the full range). This would give you time for the lengthy R Animation for the slow or to get a hit in for knockup without the power of the (spamable) slow letting others close distance in a gank. Needs heavy testing for awkwardness of gap closing to someone running at you and ending up past them out of range. Is in line with the meaning of a charge (especially the hussar skin <3 ) and allows interesting body blocks to peel/gank.
Maybe make it a 12 second cooldown at all ranks, but with scaling mana cost (becomes more spamable to AoE clear jungle camps, limit it to require blue if maxed first for that purpose). Slow is gone so earlier repeat in fights less of an issue.
W: I really like this skill. I would like to have more incentive to level it early when jungling, but hard to give incentive without gimping at rank 1 and/or making op when maxed. Reduce CD to 20/19/18/17/16 seconds at all ranks and make it 4-6 seconds duration? Remember the slow is gone from E, so it reduces long term sticking/peel power from WEQEQ. It's harder to land that second knocup now so needs to come sooner. We also made him ult reliant for ganks, which spamming W in jungle addresses. It would be the go-to skill when donating blue buff.
Q: Make it a passive AD steroid around 5/10/15/20/25. Activate to double the steroid and give a + (0.4?) Bonus AD ratio for three hits and knock up on the third.
Passive: Make it heal double if the third hit is against a champion, or let hitting champions build two stacks (heal every second instead of third auto)
Net results:
- Less pre-6 gank potential, especially without red buff
- No free tank stats
- Less snowball
- No repeatable slow
- Higher attack speed/cdr steroid uptime
- AD steroid
- Late game scaling
- Back to usual gank strength at 6, but without the I kill a lane every 25 seconds snowball. Needs to duck into jungle and spam W to reset ult cd to slow gank without red.
- More incentive for building in various ways (CDR tank, dps assassin, on-hit bruiser)
- Slightly better sustain in team fights
TL;DR Overall it gives him a physical more damage but less tanky Skarner feel.