![[image loading]](http://i.imgur.com/p7SXs.jpg)
Guides by Super Awesome Players:
Skarnold Trump: http://solomid.net/guides.php?g=27376
Scip: http://www.solomid.net/guides.php?g=33958
+ Show Spoiler [Patch Notes] +
V1.0.0.132 (Sejuani):
- Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels.
- Crystal Slash 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.
+ Show Spoiler [Statistics and Abilities] +
Health: . . . . . . .440 (+96)
Mana: . . . . . . . 205 (+40)
Damage: . . . . . 54.1 (+4.2)
Attack Speed: . .0.625 (+2.1%)
Range: . . . . . . .125
Health Regen: . .7.5 (+0.85)
Mana Regen: . . 6.45 (+0.45)
Armor: . . . . . . . 19 (+3.8)
Magic Res: . . . .30 (+1.25)
Move Speed: . . .320
Abilities:
![[image loading]](http://i.imgur.com/6cpIf.png)
(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against a non-champion target.
![[image loading]](http://i.imgur.com/o1Nv8.png)
(Active): Skarner lashes out dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
![[image loading]](http://i.imgur.com/TSKAo.png)
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
![[image loading]](http://i.imgur.com/x13tm.png)
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. Any further damage dealt to marked targets by Skarner will consume the mark to heal himself. Subsequent marks consumed will heal for 50% of the last.
![[image loading]](http://i.imgur.com/Jmp0b.png)
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
Mana: . . . . . . . 205 (+40)
Damage: . . . . . 54.1 (+4.2)
Attack Speed: . .0.625 (+2.1%)
Range: . . . . . . .125
Health Regen: . .7.5 (+0.85)
Mana Regen: . . 6.45 (+0.45)
Armor: . . . . . . . 19 (+3.8)
Magic Res: . . . .30 (+1.25)
Move Speed: . . .320
Abilities:
![[image loading]](http://i.imgur.com/6cpIf.png)
(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against a non-champion target.
![[image loading]](http://i.imgur.com/o1Nv8.png)
(Active): Skarner lashes out dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
- Cooldown: 3.5 seconds
- Radius of AoE: 350
- Cost: 20 / 22 / 24 / 26 / 28 mana
- Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus AD)
- Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per AP)
- Slow: 20 / 25 / 30 / 35 / 40 %
![[image loading]](http://i.imgur.com/TSKAo.png)
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
- Cooldown: 14 seconds
- Cost: 60 mana
- Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per AP)
- Attack Speed Boost: 30 / 35 / 40 / 45 / 50 %
- Movement Speed Boost: 15 / 17 / 19 / 21 / 23 %
![[image loading]](http://i.imgur.com/x13tm.png)
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. Any further damage dealt to marked targets by Skarner will consume the mark to heal himself. Subsequent marks consumed will heal for 50% of the last.
- Cooldown: 7 / 6 / 5 / 4 / 3 seconds
- Cost: 50 / 55 / 60 / 65 / 70 mana
- Range: 600
- Missile Speed: 1800
- Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per AP)
- Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per AP)
![[image loading]](http://i.imgur.com/Jmp0b.png)
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
- Cooldown: 130 / 120 / 110 seconds
- Cost: 100 / 125 / 150 mana
- Range: 350
- Magic Damage: 100 / 150 / 200 (+0.5 per AP)
Setup:
Jungling:
- Summoner Skills: Smite/Flash
- Masteries: 8/10/12 or 8/21/1 or 0/21/9
- Runes:
- Quints: 3 * Movement Speed/Attack Speed/Armor Penetration
- Marks: 9 * Attack Speed/Armor Penetration
- Seals: 9 * Flat Armor
- Glyphs: 9 * Attack Speed/Magic Resistance
- Quints: 3 * Movement Speed/Attack Speed/Armor Penetration
- Skill Order: QWQWQR, R > Q > W > E
Start with Boots and 3 Health Potions for early ganking, or Regrowth for sustain. Philosopher's Stone is Skarner's go to sustain tool. Kindlegem is a good follow up to Philosopher's Stone for a Shurelya's rush. Wriggle's isn't that great of an alternative unless you're abusively counter-jungling someone.
Shurelya's Reverie is widely considered to be Skarner's core item. Other good items include Wit's End, Trinity Force, Frozen Heart, Randuin's Omen, and Banshee's Veil.
Playstyle:
Skarner is a jungler/tanky DPS. As a jungler Skarner's early ganks are decent but not fantastic, though the slow from his Q will nearly guarantee kills on overextended opponents. Once he has his ultimate his ganks become godlike. He can farm the jungle very rapidly with relative ease, hold his own against duelists, and take dragon/buff camps very quickly even with just one damage item.
Skarner can act as an initiator throughout the game, but this becomes more difficult and dangerous as the game progresses. In a team fight his role is to either hang around your carries and wreck any assassins/melee going after them, or to pull a priority target into your team's kill zone.
Essential Skills:
Ganking:
Ganking in the new jungle is costly, and it's no longer enough to just blow the enemy summoner spells and rest well in the knowledge that life will be easier for that lane. Your goal should be either to get a kill every gank, or set up a follow up gank that will undoubtedly get a kill.
Thankfully Skarner has ridiculously powerful ganks after level-6 due to Crystal Prison. Remember that Crystal Prison can be used to negate enemy escape moves. With good reflexes/luck/prediction you can negate a number of gap creation moves (such as Tristana's jump). Simple movement speed increases (like Ghost) are extremely easy to deal with.
Animation Canceling:
Know and understand this concept as it applies to LoL. This skill is the difference between Skarner's Q being a deadly permanent slow that your enemies can't escape from, and Skarner constantly trailing behind his enemies unable to spam Q because they're always barely in range.
Crystal Prison:
Use this ability carefully. You can initiate teamfights by flashing onto opponents and dragging them to your team, but you put yourself in great danger by doing so. More often than not it's better to wait for a team fight to start and then use this to disable/draw away a critical opponent.
Remember to reverse direction immediately before the effect ends. This will cause your target to flip to the other side of you, adding a little extra distance and placing you in an advantageous position. If Q is primed for slowing, save hitting it for just before the ability ends as well.
Also, be extremely mindful of displacement abilities. A good ult can turn bad if the enemy moves you in the wrong direction.
Team Composition Awareness:
Skarner does not need blue buff but can use it to great effect. This makes him a good complement to champions who do not need blue buff at all, such as Kennen or Vladimir.
While Skarner can initiate, it isn't reliable once the late-game arrives. Make sure your team has another method of initiation, such as Ashe arrow.
Beware champions with built-in spell shields or cleanses, such as Sivir, Olaf, and Gangplank. They can easily invalidate your ultimate if you aren't careful, dramatically decreasing your usefulness.
Miscellaneous:
+ Show Spoiler [Previous Patch Notes] +
V1.0.0.132 (Sejuani):
V1.0.0.127 (Graves):
V1.0.0.121:
- Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
- Crystal Slash 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
V1.0.0.127 (Graves):
- 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 Fracture kills its target.
- Impale duration increased to 1.75 from 1.5 seconds
V1.0.0.121:
- Crystal Slash Physical Damage increased to 25/40/55/70/85 from 20/35/50/65/80 and Magic Damage increased to 24/36/48/60/72 from 20/32/44/56/68.
- Fracture Missile Speed increased to 1800 from 1600.
+ Show Spoiler [Change Log] +
9/10/2012: Minor revisions, added links to guides by Scip and Skarnold Trump.
2/2/2012: Sejuani Patch changes added.
10/19/2011: Graves Patch changes added.
9/20/2011: Initial Version