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Skarner - The Crystal Vanguard

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Skarner
SkarnerSquare.png
The Crystal Vanguard
Region: Shurima.png Shurima
Role: Fighter.png Fighter
Release: 08/09/2011
Cost: 4800IP 880RP
Resource: Mana
Statistics
Health: 440 (+90)
HP Regen: 7.5 (+0.85)
Mana: 205 (+40)
Mana Regen: 6.45 (+0.45)
Move Speed: 345

Attack Damage: 54.1 (+4.5)
Attack Speed: 0.625 (+2.1%)
Range: 125
Armor: 23 (+3.8)
Magic Resist: 30 (+1.25)
Friends/Rivals
Friends:

Champion Spotlight

Description

Lore: 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.

Read More...

"We are one. We cannot be shattered."

- Skarner, the Crystal Vanguard

Abilities

PassiveCrystal Spires
Crystal Spires.png
(Innate) 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 acrystal prevents them from being captured by the opposing team for 15 seconds. While near active crystals, Skarner gains 70-120 Movement Speed (at levels 1 through 18), 43~160% (42 + 6% per champion level) Attack Speed, and restores 2% of his maximum Mana per second.


QCrystal SlashBanshee's Veil.png
Crystal Slash.jpg
(Active) Skarner deals physical damage to all enemy champions in range. Stacks grant bonus magic damage to Crystal Slash.
Cooldown: 3.5/ 3.25 / 3 / 2.75 / 2.5 seconds
Cost: 10 / 11 / 12 / 13 / 14 Mana
Cooldown reduction on non-champions: .25 seconds
Cooldown reduction on champions: 1 seconds
Physical Damage: 0.33 / 0.36 / 0.39 / 0.42 / 0.45 total Attack Damage
Bonus Charge Damage: 0.33 / 0.36 / 0.39 / 0.42 / 0.45 total Attack Damage
Attack Speed: 8 / 10 / 12 / 14 / 16%
Stacked Bonus: 24 / 30 / 36 / 42 / 48%
Range: 350


WCrystalline ExoskeletonBanshee's Veil Grey.png
Crystalline Exoskeleton.jpg
(Active) Skarner gains a shield for 6 seconds, as well as movement speed that reaches full strength after 3 seconds.
Cooldown: 13 / 12.5 / 12 / 11.5 / 11 seconds
Cost: 60 Mana
Shield Strength:12% / 13% / 14% / 15% / 16% of Skarner's maximum Health
(+0.8 ABILITY POWER)
Maximum Movement Speed: 16 / 20 / 24 / 28 / 32%
Range: Self


EFractureBanshee's Veil.pngCleanseQss.png
Fracture.jpg
(Active) Magic damage is dealt to all enemies in line and are slowed down for 2 seconds. Fracture's missile speed decreases for each champion hit.

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.

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.

Cooldown: 13 / 12.5 / 12 / 11.5 / 11 seconds
Cost: 55 Mana
Missile Width: 700
Missile Speed: 1500
Magic Damage: 40 / 75 / 110 / 145 / 180
(+0.4 ABILITY POWER)
Slow: 30 / 35 / 40 / 45 / 50%
Range: 980


RImpaleQuicksilver Sash.png
Impale.jpg
(Active) Skarner suppresses an enemy champion and deals an additional 100% of Skarner's total Attack Damage at the beginning and end of the spell. During this time, Skarner can move freely and will drag his helpless victim around with him.
Cooldown: 120 / 100 / 80 seconds
Cost: 100 Mana
Magic Damage: 20 / 60 / 100
(+0.5 ABILITY POWER)
Total Magic Damage: 200 / 300 / 400
(+1.0 ABILITY POWER)
Range: 350



Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LNL logo small.png 2014 LNL Summer 1 3 3 0 100 7.1
LPL.png 2014 LPL Summer Regular Season 3 17 11 6 64.7 17.9
NA LCS.png 2014 NA LCS Summer Regular Season 0 1 1 0 100 0.9
CS EU logo.png 2014 EU Challenger Series Summer #2 1 1 0 1 0 10.5
EU LCS.png 2014 EU LCS Summer Regular Season 0 2 0 2 0 1.8

Patch History

Patch Notes 7.2

  • BUGFIX:
    • Guardian of the Sands Skarner no longer causes an insanely loud noise to play if certain actions were taken

Patch Notes 6.9

  • Battlecast Alpha Skarner no longer occasionally plays base Skarner's VO

Patch Notes 5.24

E always works, R's ratio down.
Quote.png Another gank-and-tank jungler, Skarner’s late-game revolves around a powerful mix of crowd control and durability. That said, Skarner’s alsomurdering 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. Unquote.png

Fracture.jpg E - Fracture

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

Impale.jpg R - Impale

  • RATIO: 1.0 total attack damage ⇒ 0.6 total attack damage

Patch Notes 5.23

Crystals spawn earlier.

Crystallizing Sting.jpg Passive - Crystal Spires

  • NEUTRAL CRYSTAL UNLOCK TIMER: 1:30 ⇒ 1:15

Patch Notes 5.18

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."

  • Crystallizing Sting.jpg Passive - Crystallizing Sting
    • 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.jpg E - Fracture
    • Slow: 45/50/55/60/65% ⇒ 30/35/40/45/50%

Patch Notes 5.13

"In some really weird cases, Skarner could stun towers. You're not an Ohmwrecker, Skarner. You're a scorpion. Get it together."

  • Crystallizing Sting.jpg Passive - Crystallizing Sting
    • BUGFIX: Can no longer be used on towers when cancelling an autoattack on the passive's primary target

Patch Notes 5.5

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.jpg 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.jpg E - Fracture
    • MAGIC DAMAGE: 40/60/80/100/120 ⇒ 40/75/110/145/180

Patch Notes 5.1

"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.jpg Q - Crystal Slash
    • COST: 16/18/20/22/24 mana ⇒ 16/17/18/19/20 mana
  • Fracture.jpg E - Fracture
    • COOLDOWN: 12 seconds at all ranks ⇒ 12/11.5/11/10.5/10 seconds

Patch Notes 4.11

When we made changes to Skarner back in patch v4.10, 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

Patch Notes 4.10

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 v4.2, 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
    • Updated textures for base and all skins. Skarner also now has specular maps, making him all shiny-like
    • Added new particles for Skarner's W and his new passive
    • New icons have been added for all abilities
  • Crystallizing Sting.jpg "NEW" Passive - Crystallizing Sting
    • CYRSTAL 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 ATTACK DAMAGE) ⇒ 20/32/44/56/68 (+0.2 ATTACK DAMAGE)
  • 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

Patch Notes 4.4

"We said we'd monitor Skarner after his changes, and we're continuing to do so. The buffs in patch v4.3 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

Patch Notes 4.3

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%

Patch Notes 4.2

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

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.

Patch Notes 1.0.0.150

  • 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

Patch Notes 1.0.0.132

  • 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

Patch Notes 1.0.0.127

  • 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

Patch Notes 1.0.0.125

  • 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

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