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General Information
TitleThe Crystal Vanguard
Release DateAugust 9, 2011
Cost4800 BE 880 RP

601.28 (+ 90)

HP Regen
9 (+ 0.85)

320 (+ 40)

Mana Regen
7.206 (+ 0.45)


Attack Dmg
65 (+ 4.5)

Attack Spd
0.625 (+ 2.1%)


38 (+ 3.8)

Magic Resist
32.1 (+ 1.25)
Sandscourge SkarnerReleased: 2011-08-09 / 975 RP
Earthrune SkarnerReleased: 2011-08-09 / 520 RP
Battlecast Alpha SkarnerReleased: 2014-11-25 / 1820 RP
Guardian of the Sands SkarnerReleased: 2015-04-27 / 975 RP


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Skarner is an immense crystalline scorpion from a hidden valley in Shurima. Part of the ancient Brackern race, Skarner and his kin are known for their great wisdom and deep connection to the land, as their souls are fused with powerful life crystals which hold the living thoughts and memories of their ancestors. In an age long past, the Brackern entered hibernation to avoid untold magical destruction, but recent, threatening events have roused Skarner. As the only Brackern awake, he strives to protect his kind from those who seek to harm them.

Long before men traversed the scorched deserts of Shurima, the very sand itself shone with primal, unchained magic. In a remote valley surrounded by steep cliffs and jagged rock formations, the age-old race of Brackern unearthed raw crystals from deep within the sand. Each of these noble creatures fused with a single stone, which retained their consciousness long after their death.

The demise of a Brackern was a rare occurrence, as their worldly lives stretched across millennia, but even death did not signify an ending. When a creature’s mortal form perished, its life stone was buried in the valley for safekeeping until a new Brackern could uncover it. This practice protected the vulnerable crystals while preserving the wisdom of the ones who came before.

With a finite number of stones, the young Brackern searched for the crystal meant for them, just as the consciousness within the stone beckoned to the Brackern it had chosen to inherit its magic and memories. In a sacred rite, the rock fused with crystalline flesh, imbuing the creature’s mind with memories and knowledge and flooding them with primal magic. A Brackern without a crystal would not long survive, for they lacked the strength, longevity, and power instilled by the stones.

The young creature named Skarner spent many years searching for the crystal meant for him. Afraid he would die before finding it, he grew more persistent in his search with each passing moon. Day and night, he delved deep into the ground, digging in a methodical pattern that covered the entire valley and neighboring hills with intricate spirals.

Skarner had all but given up when he finally felt an ancient consciousness tugging at his mind. He burrowed down, venturing ever deeper until the world’s heart warmed his shell. Days passed, but the consciousness grew ever more insistent as it urged him onward. Skarner’s pincers closed on a well-worn stone, and he heard a rasping whisper at the back of his mind. Though the voice was faint, he already felt intimately connected to its awareness, and he knew he had found his stone.

The crystal was larger than any he had seen, and so timeworn that its glow had faded to a soft glimmer. Its surface was cracked in several places and dulled from eons buried under the ground. Skarner examined the rock with the tenderest touch, afraid of further damaging something so ancient. The dim glow within pulsed as though breathing in response to Skarner’s presence.

Skarner began the bonding ritual, burying himself deep underground with the crystal for weeks without sustenance. Though he ached with fatigue and his limbs atrophied in starvation, he was not afraid, for the voice within the stone comforted him. When the crystal finally fused with his body, he was overwhelmed with emotion as ancient memories and wisdom permeated his thoughts. He witnessed moments of incredible joy and crushing sorrow from generations long deceased. He felt magic all around him, suffusing his body with a deep connection to the world through a low constant hum, and sensed his kind communicating in a wordless meeting of minds.

When the cataclysmic forces of the Rune Wars began to devastate the world, the Brackern feared the turmoil would soon mark the end of their species. They resolved to hide in hibernation until humans wiped themselves out, as it seemed certain they would. Only then would it be safe to emerge from the sands once more.

The crystalline scorpions buried themselves deep in the Shuriman desert with the youngest and most ferocious positioned closest to the surface, ready to awaken first and defend the others in case of danger. The strength Skarner gained from his ancient life stone made him more powerful than almost all of his kin, so he was one of the last of his kind to enter the long slumber.

They slept in peaceful isolation as centuries passed before Skarner awoke from his shallow burrow in a panic. Deafening explosions shattered the ground, targeting the Brackern where they lay sleeping and stunning those closest to the surface. A band of robbers had discovered the dormant creatures and were prying crystals from crystalline flesh. Skarner, protected from the brunt of the attack by his crystal, erupted from the sand in a terrible frenzy of sharp pincers and poisonous stabs. Though their numbers all but overwhelmed him, he killed many of the thieves, and the rest fled in terror. Skarner was horrified to learn he was the only one awake, and that many of his people’s crystals had already been stolen.

Skarner tried to revive his dormant companions, but the men had broken so many life stones in their thoughtless theft that several Brackern with damaged crystals died moments after Skarner woke them, while others would not wake at all. For weeks Skarner paced the sand above his sleeping brethren in sorrowful mourning. He was certain the crystals would quickly perish in the hands of men, and mourned their loss too.

Yet as the sun broke over the horizon many weeks later, Skarner heard distant echoes calling in his mind. The cries were faint, but rang clear over the land. These voices of the lost stones reached out to him in terror, imploring Skarner to reconnect them with their kind. Skarner hesitated, torn as to whether he should rescue the lost crystals or continue guarding the still-living Brackern. After weeks spent erasing all traces of the excavation, he could not stand to hear the minds of his kin suffering at the hands of the violent humans, and resolved to set out to save the missing crystals.

Skarner began the arduous task of tracking the stones, hoping no others would discover his kin beneath the sand. Though his search is lonely, he occasionally hears a lost crystal calling to him, a feeling that brings joy and anguish in equal measure. He focuses his sorrow into unshakable determination, and refuses to rest until he has recovered every last life stone.

"We are one. We cannot be shattered."

- SkarnerSquare.png Skarner


The softskins broke our slumber of a thousand spins.

For many long ages, I sensed the world’s dizzying movement. Stars exploded and died above me, though I did not see them. I felt the warmth of the sun flood the sand with life.

When my heartpulse slowed and I curled in the dry sand to warm my body for longsleep, I thought my time below would be lonely, that the earth would not respond to my touch. But all around me were kin. I sensed them rustling in their slumber. I listened to their silent murmurs reaching for my mind. I heard their dreamsongs of worlds upon worlds. A place without softskins, without fear or pain or doubt. A place of great peace.

In the sand, we were all connected; we dreamed as one. Not just the singers, but all living things; the worms curling around smooth rockgrains, the molerats burrowing tunnels to birth their young, even a family of fur-soft spiderlings who rested for a night in the deepdark.

I thought the rocks would be immobile, cold, uncaring. But they, too, were part of us. The stones were warm, and the deeper we burrowed, the closer we got to this world’s wombfire. Each time the underground boiled in rage, I was there; its tremors shook the sand until I sang back with my own anger. We are one, we are all. Your anger is as mine. I heard its gratitude in the raintime when wet drops soaked the sand and the earth grew fat and full.

When the softskins came, the ground knew only pain. Our songs became cries as we were torn and broken and scattered. I heard the sorrowsong as the softskins unearthed my kin. They tore crystal namestones from our bodies as we screamed, louder than earthshakes, and stole them away. I sang long into the many nights, sang until my heart was empty and cold, but they did not return.

Today, I am alone in the aboveplace. Today, the dry wind burns my skin. With every step, the sand grinds against me in protest. I fight my urge to bury myself down, down, to go inside the earth’s deepdark. I am not apart. I am part of the one, not beyond.

From far away, a song of painfear reaches me. The tone is faint, but I recognize the melody, and I send out a song of my sorrow. A note of hope rings back in my mind, clear and fine. Almost, almost.

Another set of stars whirl overhead, and again. The endlessly blinking universe stares down at me. I feel moltenheavy with the weight of above. I should be down, but I am here, alone in the cold air.

I have been above for three moons. A blink of an eye, a sliver of existence. A warming murmur passes silently underground — yet in the aboveplace, I feel the eternity of alone.

Ahead, I hear softskins. They do not sing, they shout. Their tones scratch and clash without melody or cohesion. They burn meatflesh over a falsefire. Its fat smokes the air and I choke on the stench. Why would they do such a thing? The ground is plenty, plenty for all.

The melody calls to me weakly. Almost. The namestone is close.

I must explain; the softskins do not understand. Their race is but three turns young; they have only begun to dig; they have barely uncoiled the beginnings of underneath. They speak, but I have not yet heard them sing. They will learn.

I sing in their minds a song of the calmland, so they feel the great beauty that awaits us when we sleep. I sing for my dead kin, so they know what they stole.

The softskins do not sing back. They do not seem to hear me so my voice grows louder in their heads. I sing for our namestones, wrongfully taken. Bring them back, they are ours. You murdered one cluster already. Do not deny our future also. I sing a plea. Let me carry the crystals to the deepdark, so they can bind with us again. I sing to heal this tearing wound.

The softskins are still shouting to each other. One of them releases a rhythmic sound… a laugh? I feel as though my body is being crushed by the air, so I burrow. I am comforted by the weight around me.

How can they not see the ruin they’ve caused? You are heartless, you are crude. How could you sever us like this?

My husk glows skywhite with rage. I will not let these softskins destroy us.

I hear them scream as I erupt from the sand. I summon energy from the ground and store the power in my namestone. A softskin throws a splinterblade and it hits my leg, shattering on my lucent shell. You sing only death. I, too, can sing this song. I release sunbright energy and sharp crystals burst from the ground, impaling flesh and cracking spines.

The falsefire spreads in their panic. Their crude structures of twig and hide burn through the darkness, carrying softskins into the flames. Smoke rises in an offering to the blinking stars. Softskins run from the chaos, but I am faster. I circle around them and lash out at a straggler, slicing his middle apart with my claw. I crush another underfoot. Lifeblood stains the sand. I roar in grief, not a song but a cry. Your blood is not worthy to touch the one and the all.

My tail lashes left and right and I knock the softskins down. I summon the sunbright once again, and more crystals spike from the sand to pierce flesh. So you can hear my song, after all...

I am crude like them. I am violence. I am death.

When I dream I see only rage. I am no longer worthy of the deepdark. But I cannot stop.

Only one remains. The softskin fumbles with a glowing thing of wood and metal. She means to kill me. A false sun blazes from the thing and punctures my hardshell, burning my insides. The light reflects inside my crystal, paralyzing me. I stagger in agonizing pain. I cannot move. I am broken. I am ended.

A fading song rings in my mind. Almost, almost. We are one.

She aims her weapon again and I shake with horror as I see the paling namestone strapped to it. Her weapon drains our life energy. They are wasting crystals to power their terrible song. I feeI I will burst in fury and pain, but instead I pull strength from the ground. I cry out and lash with my sting, impaling the softskin as she writhes like a worm. I grasp the weapon and crush it with a claw. It crumbles to dust, leaving only the skywhite namestone.

I hold the crystal in my mouth where it will be safe. I am here, we are one.

I curl my stinger and she falls. Do not return. Do not take our namestones. We are not yours. We are all. We belong only to the deepdark.

I leave her alive and she runs. She lives not with my mercy, but because I know she has heard my dreamsong, and she has no choice but to sing.


Crystal Spires.png Crystal Spires [Passive]

Innate: Skarner's presence causes crystals to spawn in set location around the map. Crystals can be captured by either team by standing close to them. Capturing them prevents them from being captured by the opposing team for 15 seconds.

While near crystals his team owns, Skarner gains Crystal Charge.

Crystal Charge - Grants flat Movement Speed, Attack Speed, and restores (+2% max) per seconds.

Movement Speed: 70 - 120
Attack Speed: 43 - 160%
Crystal Slash.png Crystal Slash [Q]
Cost: 10 / 11 / 12 / 13 / 14 Mana Cooldown: 3.5 / 3.25 / 3 / 2.75 / 2.5 seconds Area of Effect: 350

Active: Skarner deals physical damage to all nearby enemies. If a unit is struck, he charges himself with Crystal Energy for 4 seconds.

While Skarner is charged, Crystal Slash deals bonus magic damage.

Basic Attacks lower Crystal Slash's cooldown by 0.25 seconds (Quadrupled against champions).

Physical Damage: (+33 / 36 / 39 / 42 / 45% total)
Bonus Magic Damage: (+33 / 36 / 39 / 42 / 45% total) (+20%)
Crystalline Exoskeleton.png Crystalline Exoskeleton [W]
Cost: 60 Mana Cooldown: 13 / 12.5 / 12 / 11.5 / 11 seconds

Active: Skarner is shielded for 6 seconds. While the shield persists, Skarner gains Movement Speed that ramps up over 3 seconds. Shield: [+10 / 11 / 12 / 13 / 14% max] (+80%)
Max Movement Speed: 16 / 20 / 24 / 28 / 32%
Fracture.png Fracture [E]
Cost: 55 Mana Cooldown: 14 / 13.5 / 13 / 12.5 / 12 seconds Range: 1000 Area of Effect: 35

Passive: Crystalizing enemies with Fracture.png Fracture and Impale.png Impale grants Crystal Charge for the disable duration and reduces the cooldown of Fracture by the same amount.
Active: Skarner summons a blast of crystalline energy dealing magic damage, slowing targets hit for 2 seconds and reducing the blast's speed.

Enemies hit by Fracture are afflicted with Crystal Venom for 5 Seconds, causing Skarner's next basic attack, against them to deal additional physical damage and stun the target for 1.25 second.

Magic Damage: 40 / 65 / 90 / 115 / 140 (+40%)
Physical Damage: 30 / 50 / 70 / 90 / 110
Slow: 30 / 35 / 40 / 45 / 50%
Impale.png Impale [R]
Cost: 100 Mana Cooldown: 120/ 100 / 80 seconds Range: 350

Active: Skarner suppresses an enemy champion for 1.75 seconds, dealing (+60% total) physical damage plus magic damage up front. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt the same damage again. Magic Damage: 20 / 60 / 100 (+50%)
Total Mixed Damage: 40 / 120 / 200 (+120% total) (+100%)

Patch History

Patch 9.5

Spire radius increased; Red buff Spire now covers Krugs and Raptors on both sides of the map. Spires removed from minimap.

We're moving Skarner's red buff Spire to be in range of both Krugs and Raptors, which will give him more options in his jungle pathing and help with his jungle clear in all three monster camps. With this Spire now closer to the Krugs and Raptors, it'll also be harder for opponents to steal it from him due to how deep it'll be in the enemy's jungle. We’re also removing the Spires from the minimap, so his counterjungling attempts aren't nearly as obvious to the enemy team.

Crystal Spires.png Passive - Crystal Spires

INTRUDER ALARM Spires no longer appear on the minimap
SPIRE RADIUS : [1150] 1600
PORQUE NO LOS DOS? Red buff Spire now in range of both Krugs and Raptors

E stun duration decreased.

So few people play Skarner that it took a while for us to notice how strong the patch 8.1 changes to Skarner had made him. Now that it's on our radar, we're splitting the difference between Fracture's pre- and post-8.1 stun duration to put him in a less oppressive spot.

Fracture.png E - Fracture

STUN DURATION : [1.5] 1.25 seconds

E proc deals more damage and stuns for longer. Base mana increased.

Skarner has been pretty weak in the preseason, so we're buffing up his damage, crowd control, and mana.

Base stats

BASE MANA : [272.2] 320

Fracture.png E - Fracture

PROC DAMAGE : [25/35/45/55/65]
PROC STUN DURATION : [1] 1.5 seconds


BASE ARMOR : [29.38] 38

E always works, R’s ratio down.

Another gank-and-tank jungler, Skarner’s late-game revolves around a powerful mix of crowd control and durability. That said, Skarner’s also murdering everyone while being tanky, so we’re tuning that down. In exchange, he gets a buff for when we roll out 10v10 combat. Or waveclear. Very minor waveclear.

Fracture.png E - Fracture

SHATTERED Fracture's missile is no longer destroyed after hitting 6+ targets

Impale.png R - Impale

ratio : [1.0 total attack damage] 0.6 total attack damage

Crystals spawn earlier.

Crystal Spires.png Passive - Crystal Spires


Passive weaker early. E slow down.

Skarner’s not beating people senseless, but it’s clear that he’s still generally too powerful. Skarner’s definitely checking the box on ‘relentless in his zones’ but has more chasing power than is ideal for a Juggernaut. Peeling back some of that stickiness as well as some of his unintended early scaling (oops) should move us closer to a Skarner that scraps, but doesn’t always scuttle away victorious.

Crystal Spires.png Passive - Crystal Spires

OVER-CHARGED : Fixed a bug where Crystal Charge’s Attack Speed and Movement Speed were scaling too quickly at early levels and too slowly at later levels

Fracture.png E - Fracture

SLOW : [45/50/55/60/65%] 30/35/40/45/50%

Passive gives less Movement and Attack Speed at early levels, but scale at end-game. Passive Mana Restore down.

Skarner's still over-performing after our hotfixes in 5.16, specifically in the early game. Our last set of changes drilled on the raw effectiveness when running at you, while these are more focused to give some agency back to players looking to push him off of his Crystal Spires without eating deadly scorpion claws to the face.

Crystal Spires.png Passive - Crystal Spires

BONUS MOVEMENT SPEED : [100 at all levels] 70-120 (at levels 1 to 18)
BONUS ATTACK SPEED : [48-150% (at levels 1 to 18)] 43-160% (at levels 1 to 18)
MAXIMUM MANA RESTORE : [3% per second] 2% per second
EMPEROR : Moved the position of the jungle spires on Twisted Treeline so that their zones no longer overlap

26/8/2015 Patch Updates
Movement speed and attack speed lowered. W's shield lowered. E's cooldown is increased, and deals less damage.

Oh dear. Skarner released at the strongest state we've seen a character...pretty much ever. While the below changes might look like a lot, these were all added on towards the end of his development cycle as a result of feedback on the PBE. We shouldn't have listened quite so well. No hard feelings, PBE.



Crystalline Exoskeleton.png W - Crystalline Exoskeleton

SHIELD RATIO : [12/13/14/15/16% of maximum health] 10/11/12/13/14% of maximum health

Fracture.png E - Fracture

COOLDOWN : [13/12.5/12/11.5/11 seconds] 14/13.5/13/12.5/12 seconds
INITIAL DAMAGE : [40/75/110/145/180] 40/65/90/115/140
BONUS DAMAGE ON STUNNING : [25/50/75/100/125] 25/35/45/55/65


Skarner Impaling enemies and dragging them away from their comfort zone is a unique and powerful moment that definitely sets him apart from the cast; the issue is figuring out what he does when kidnapping carries isn’t an option. Seeing how Skarner’s always missing his kind, we went for the 2-for-1 of curing his homesickness and giving him a unique identity by dragging some big ol’ spires from the Crystal Scar and droppin’ em on Summoner’s Rift.

They’re not just for show, however - true to his nature as a diamond-encrusted energy scorpion (what a sentence), Skarner becomes infused with a boatload of combat stats when he’s near them, making him the scorpion to go when it comes to map control. Capturing and controlling these spires becomes a game within itself, denying Skarner’s rampage or letting him gleefully wreck through the jungle like a kid in a crystal store. No matter what position he’s played, Skarner’s dominance over these choke points make him an experience that’s clearly differentiated from other fighters, especially if your team’s goal is snatching all of the neutral objectives you can carry.

Lowering Movement Speed and Health per level in favor of Attack Damage scaling.

CRYSTAL CLEAVER : Recommended items updated

NEW Crystal Spires.png Passive - Crystal Spires
Skarner's presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing a crystal prevents them from being captured by the opposing team for 15 seconds.

I MISS MY KIND : While near active crystals, Skarner gains 100 Movement Speed, 48~150% (42 + 6% per champion level) Attack Speed, and restores 3% of his maximum Mana per second.

Crystal Slash.png Q - Crystal Slash
Both charged and uncharged Q have traded base damage for a scaling ratio. Costs less Mana and can be cast more.

COOLDOWN : [3.50 seconds] 3.50/3.25/3.00/2.75/2.50 seconds
COST : [16/17/18/19/20 mana] 10/11/12/13/14 mana
DAMAGE : [20/30/40/50/60 physical damage] 0.33/0.36/0.39/0.42/0.45 total Attack Damage
DAMAGE RATIO [0.4 bonus Attack Damage] Removed
CHARGED DAMAGE : [20/30/40/50/60 magic damage] 0.33/0.36/0.39/0.42/0.45 total Attack Damage
CHARGED DURATION : [5 seconds] 4 seconds
COOLDOWN REDUCTION ON NON-CHAMPIONS : [0.5 seconds per attack] 0.25 seconds per attack [Cooldown reduction vs. champions is still 1 second]
FEAR MY STING No longer increases Movement Speed or Attack Speed

Crystalline Exoskeleton.png W - Crystalline Exoskeleton
Now scales with maximum health instead of having a base amount of shield value.

SHIELD AMOUNT : [80/135/190/245/300 (+0.8 ability power)] 12/13/14/15/16% of Skarner's maximum Health (+0.8 ability power)

Fracture.png E - Fracture
Fracture now marks enemy champions and causes Skarner's next attack to damage and stun them.

COST : [50/55/60/65/70 mana] 55 mana at all ranks
COOLDOWN : [12/11.5/11/10.5/10 seconds] 13/12.5/12/11.5/11 seconds
SLOW DURATION : [2.5 seconds] 2 seconds
SLOW-MO Fracture's missile speed decreases for each champion hit
CRYSTAL VENOM Afflicts targets with Crystal Venom for 5 seconds, causing Skarner's next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun for 1 second.
ENERGIZER SCORPION Crystallizing enemies with Fracture and Impale grants Skarner Crystal Charge (the buff for being near an active crystal) for the duration of the disable and reduces the cooldown of Fracture by the same amount.

Impale.png R - Impale
R costs less. Magic damage significantly lowered, but now deals bonus physical damage.

COST : [100/125/150 mana] 100 mana at all ranks
COOLDOWN : [110/100/90 seconds] 120/100/80 seconds
MAGIC DAMAGE : [100/150/200] 20/60/100
PHYSICAL DAMAGE Deals an additional 100% of Skarner's total Attack Damage at the beginning and end of the spell
CRYSTAL PURGE No longer deals extra damage to units affected by Crystal Venom


"In some really weird cases, Skarner could stun towers. You're not an Ohmwrecker, Skarner. You're a scorpion. Get it together."
  • Crystallizing Sting.png Passive - Crystallizing Sting
    • BUGFIX : Can no longer be used on towers when cancelling an autoattack on the passive's primary target

Q's damage up (hey, it stacks up man), E's damage at later ranks up.

" You're not the only one that misses your kind, Skarner. Another beneficiary of our focus on jungles this patch, we're aiming to give more damage back to the scorpion, especially in the later-game where his rank-ups can feel relatively poor. "
  • Crystal Slash.png Q - Crystal Slash
    • DAMAGE : 18/28/38/48/58 physical damage 20/30/40/50/60 physical damage
    • BONUS MAGIC DAMAGE : 18/28/38/48/58 magic damage per stack of Crystal Energy 20/30/40/50/60 magic damage per stack of Crystal Energy
  • Fracture.png E - Fracture
    • MAGIC DAMAGE : 40/60/80/100/120 40/75/110/145/180


"2015 Jungle Love Train ends its 5.1 run visiting all the Skarner mains out there missing their kind. For similar reasons we've stated for Evelynn and Hecarim, Q cost reductions are here to compensate for the lack of Elder Lizard sustain, while a lower cooldown on Fracture Skarner can continue to be annoying in those late game teamfights."
  • Crystal Slash.png Q - Crystal Slash
    • COST : 16/18/20/22/24 mana 16/17/18/19/20 mana
  • Fracture.png E - Fracture
    • COOLDOWN : 12 seconds at all ranks 12/11.5/11/10.5/10 seconds

Updated Bios

  • BIO The following champions have received updated in-client bios.

"When we made changes to Skarner back in patch 4.10, we had to tune down some of his offensive power in favor of his sticky Skarner-ness. Now that the loneliest scorpion has made his way to the live game, we're seeing he's still doing a lot of damage on top of his disruptive play so we're dialing him back just a bit."

  • Crystal Slash.jpg Q - Crystal Slash
    • PHYSICAL DAMAGE: 20/32/44/56/68 ⇒ 18/28/38/48/58
    • BONUS MAGIC DAMAGE: 20/32/44/56/68 ⇒ 18/28/38/48/58
    • BONUS MOVEMENT SPEED: +3/4/5/6/7% per stack of Crystal Energy ⇒ +2/3/4/5/6% per stack of Crystal Energy
  • Impale.jpg R - Impale
    • SKARNERFIX: Fixed a bug where Skarner could occasionally throw out basic attacks while impaling a target

Crystal Slash now gives Skarner Movement Speed per stack of Crystal Energy. Skarner's passive has been replaced with one that allows him to stun targets when he builds up spell hits on them.

"And we're back with our second Skarner update! We've spoken at length about getting Skarner to a more exciting place since our initial changes in 4.2, but we needed to make sure we were giving him a stronger identity without bringing back his old gameplay issues (particularly his 'feast or famine' problem where he'd either succeed really hard or he'd get squished without contributing much to a fight).

In approaching these changes, we heard a lot of your feedback about getting Skarner closer to his old role as a sticky crowd-control focused tank-bug (arachnid, whatever) and less of a damage-dealing scorpion duelist. Ultimately these changes should give Skarner a stronger identity as a disruptive tank while also giving him more opportunities to peel in a team fight, even if he's behind. We've obviously had to tune back some of Skarner's offensive powers to give him that extra annoyance, but this time around he should feel closer to his old lonesome self."

  • Visuals
    • SHINY SKARNER: Updated textures for base and all skins. Skarner also now has specular maps, making him all shiny-like
    • MORE SHINY: Added new particles for Skarner's W and his new passive
    • EVEN MORE SHINY: New icons have been added for all abilities
  • "NEW" CrystallizingSting.png Passive - Crystallizing Sting
    • CRYSTAL VENOM: Skarner's damaging spells apply a 'Crystal Venom' debuff to enemy Champions and large monsters for 5 seconds
    • UTILITY: If Skarner lands a basic attack on a target with 3 stacks of 'Crystal Venom', he will deal an additional 20-105 magic damage and stun the target for 0.5/0.75/1 second
    • CRYSTAL VENOM: After being stunned, targets cannot be debuffed by Crystal Venom for 6 seconds
  • Crystal Slash.jpg Q - Crystal Slash
    • "NEW" UTILITY: Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against Champions)
    • "NEW" CRYSTAL ENERGY: Crystal Energy now additionally grants +3/4/5/6/7% movement speed per stack (up to 3 stacks)
    • BASE PHYSICAL DAMAGE: 25/40/55/70/85 (+0.8 attack damage) ⇒ 20/32/44/56/68 (+0.4 attack damage)
    • BONUS MAGIC DAMAGE: 24/36/48/60/72 (+0.4 ability power) ⇒ 20/32/44/56/68 (+0.2 ability power)
  • Crystalline Exoskeleton.jpg W - Crystalline Exoskeleton
    • COOLDOWN: 16 seconds at all ranks ⇒ 13/12.5/12/11.5/11 seconds
  • Fracture.jpg E - Fracture
    • MAGIC DAMAGE: 80/120/160/200/240 (+0.7 ability power) ⇒ 40/60/80/100/120 (+0.4 ability power)
    • COOLDOWN: 14 seconds at all ranks ⇒ 12 seconds at all ranks
  • Impale.jpg R - Impale
    • "NEW" IMPALEMENT: Impale consumes all stacks of Crystal Venom and deals 50/75/100 magic damage per stack consumed
    • COOLDOWN: 130/120/110 seconds ⇒ 110/100/90 seconds

We said we'd monitor Skarner after his changes, and we're continuing to do so. The buffs in patch 4.3 were a good direction but it looks like Skarner could use a little more reliability.

  • Fracture.jpg E - Fracture
    • MISSILE WIDTH: 60 ⇒ 70
    • MISSILE SPEED: 1400 ⇒ 1500

We lowered Crystal Slash’s mana cost and increased Fracture’s slow.

“We’re giving Skarner some help in the early game with a focus on his crowd control capabilities.”

  • Crystal Slash.jpg Q - Crystal Slash
    • MANA COST: 20/22/24/26/28 ⇒ 16/18/20/22/24
  • Fracture.jpg E - Fracture
    • SLOW: 30/35/40/45/50% ⇒ 45/50/55/60/65%

We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.

We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.

  • General
    • BASE ATTACK SPEED :: lowered by 1%
  • Energize.jpg Passive - Energize
    • EFFECT :: Unchanged
  • Crystal Slash.jpg Q - Crystal Slash
    • EFFECT :: When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
    • SLOW :: No longer slows ⇒ moved to Fracture
  • Crystalline Exoskeleton.jpg W - Crystalline Exoskeleton
    • COOLDOWN :: 18 seconds ⇒ 16 seconds
    • MOVEMENT SPEED BONUS :: from 15/17/19/21/23% ⇒ 16/20/24/28/32% (now ramps up over the first 3 seconds)
    • BASE SHIELD AND ABILITY POWER RATIO :: 70/115/160/205/250 (0.6 ability Power)⇒ increased to 80/135/190/245/300 (0.8 ability Power)
    • EFFECT :: No longer provides an Attack speed bonus
  • Fracture.jpg E - Fracture
    • COOLDOWN :: 10 seconds ⇒ 14 seconds
    • EFFECT :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
    • MISSILE RANGE :: 800 ⇒ 1000
    • MISSILE WIDTH :: reduced slightly
    • MISSILE SPEED :: lowered slightly
    • EFFECT :: Heal mark removed
  • Impale.jpg R - Impale
    • ROOT TIMING :: Impale now roots the target during the windup animation
    • VOICE OVER :: Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target


  • Base Movement Speed increased by 25.


  • Crystalline Exoskeleton cooldown increased to 18 seconds from 14
  • Impale will no longer finish casting if the target escapes the range during the cast time


  • Crystal Slash
    • Mana cost adjusted to 20 / 22 / 24 / 26 / 28 from 15 at all levels
    • Slow decreased to 20 / 25 / 30 / 35 / 40% from 25 / 30 / 35 / 40 / 45%
  • Impale cooldown increased to 130 / 120 / 110 from 110 / 100 / 90


  • Attack Speed per level increased to 2.1 % from 1.44 %
  • Energize will no longer activate when attacking Towers.
  • Crystal Slash Mana cost decreased to 15 at all ranks from 22 / 24 / 26 / 28 / 30
  • Fracture will now heal Skarner if it kills the target.
  • Impale duration increased to 1.75 from 1.5 seconds


  • Crystal Slash
    • Physical damage increased to 25 / 40 / 55 / 70 / 85 from 20 / 35 / 50 / 65 / 80
    • Magic damage increased to 24 / 36 / 48 / 60 / 72 fro m20 / 32 / 44 / 56 / 68
  • Fracture missile speed increased to 1,800 from 1,600

SkarnerSquare.png Skarner released

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