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Crystal Spires
Crystal Spires.png

Innate: Skarner's presence causes 6 Crystal Spires to appear at set points on the battlefield:

Crystal Spires can be captured by Champion icon.png champions after Minion icon.png minions have spawned by standing near them for 2 seconds. Once captured, Crystal Spires are owned until contested and the defending team can stand on the spire to prevent the opposing team from capturing it.

Crystal Spires grant 30 gold Gold 30 gold split among its captors upon being captured, or 15 gold Gold 15 gold if only a single champion participated in its capture, and provide Sight icon.png sight around them for 1.5 seconds upon being captured, becoming unable to be recaptured for 15 seconds.

Skarner gains Crystal Charge while within range of a Crystal Spire controlled by his team, for 1.25 seconds after triggering Crystal Venom Crystal Venom, or for 1.75 seconds after stinging an enemy champion with Impale Impale.

Crystal Charge: Skarner gains 70 − 120 (based on level) Movement speed icon.png bonus movement speed, 43% − 160% (based on level) Attack speed icon.png bonus attack speed and restores Mana icon.png 1% maximum mana every 0.5 seconds.

Crystal Spires near buff monsters start the game already captured by the side's respective team.

  • Crystal Charge's duration refreshes if it was gained by an ability.

Map-Specific Differences
Howling Abyss icon.png Howling Abyss differences
  • Number of Crystal Spires spawned on the battlefield changed to five:
    • One in each brush (with the central one being neutral)
    • One in each team's base (below each inhibitor)

Crystal Slash
EFFECT RADIUS: Range center.png 350
COST: 10 Mana
COOLDOWN: 3.5 / 3.25 / 3 / 2.75 / 2.5
Crystal Slash.png

Active: Skarner slashes around himself, dealing physical damage to all surrounding enemies.

Physical Damage:
1 / 1.5 / 2 / 2.5 / 3% of target's maximum health (+ 20% AD)

If an enemy is hit, subsequent uses of Crystal Slash within 5 seconds deal bonus magic damage.

Bonus Magic Damage:
1 / 1.5 / 2 / 2.5 / 3% of target's maximum health (+ 20% AD) (+ 30% AP)
Total Mixed Damage:
2 / 3 / 4 / 5 / 6% of target's maximum health (+ 40% AD) (+ 30% AP)

Basic attacks against non-structures reduce Crystal Slash's Cooldown reduction icon.png cooldown by 0.25 seconds, quadrupled to 1 against enemy champions.

  • Spell Shield.png Spell shield will block the damage but will not prevent Skarner from triggering the bonus effect.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • No longer reduces its cooldown on-hit.*

Crystalline Exoskeleton
COST: 60 Mana
COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11
Crystalline Exoskeleton.png

Active: Skarner crystallizes himself, gaining a Hybrid resistances icon.png shield for up to 6 seconds and initial Movement speed icon.png bonus movement speed that accelerates by 100% over 3 seconds while the shield holds.

Shield Strength:
10 / 11 / 12 / 13 / 14% maximum health (+ 80% AP)
Initial Bonus Movement Speed:
8 / 10 / 12 / 14 / 16%
Maximum Bonus Movement Speed:
16 / 20 / 24 / 28 / 32%

  • No additional notes.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Shield AP and health ratios halved.

TARGET RANGE: Range center.png 1000
WIDTH: Range model.png 140
SPEED: 1500
COST: 55 Mana
COOLDOWN: 14 / 13.5 / 13 / 12.5 / 12

Passive: Every time Skarner triggers Crystal Venom Crystal Venom or stings an enemy with Impale Impale, Fracture's Cooldown reduction icon.png cooldown is reduced by the corresponding base duration of the disable.


Active: Skarner launches a blast of crystalline energy in the target direction, dealing magic damage to all enemies struck and Slow icon.png slowing them for 2.5 seconds, as well as marking them with Crystal Venom Crystal Venom for 5 seconds.

Magic Damage:
40 / 65 / 90 / 115 / 140 (+ 20% AP)
30 / 35 / 40 / 45 / 50%
Crystallizing Sting.png

Skarner's next basic attack against a target marked with Crystal Venom Crystal Venom consumes the mark to deal them bonus physical damage and Stun icon.png stun them for 1.25 seconds.

Bonus Physical Damage:
30 / 50 / 70 / 90 / 110

  • Fracture is disabled during Impale Impale.
  • Fracture is always cast from the original casting location.
  • Crystal Venom triggers even if the attack is Spirit's Refuge.png blocked (Stun icon.png stun applies), but not if it's Counter Strike.png dodged. The damage of the entire attack is negated in both cases.

TARGET RANGE: Range center.png 350
COST: 100 Mana
COOLDOWN: 120 / 100 / 80

Active: Skarner Root icon.png roots the target enemy Champion icon.png champion during the ability's cast time and attempts to impale them with his stinger. Upon successfully impaling the target, he deals them 60% AD physical damage and bonus magic damage, and True Sight icon.png reveals and Suppression icon.png suppresses them for 1.75 seconds, during which he can drag his victim with himself. At the end of the duration, the target takes the same damage again.

Bonus Magic Damage:
20 / 60 / 100 (+ 50% AP)
Total Mixed Damage:
40 / 120 / 200 (+ 120% AD) (+ 100% AP)

Impale pierces through Unstoppable icon.png displacement immunity, dragging them out.*

During the ability Skarner is locked out from basic attacking, casting Fracture Fracture, or using Flash Flash.

"Feel my sting!"

  • The target will not take Impale's secondary damage if the Suppression icon.png suppression is removed.
  • If the target becomes Playful.png untargetable, dies, Skarner loses Sight icon.png sight of them, or they move 800 units away from him during the cast time, Impale cancels but does not go on Cooldown reduction icon.png cooldown nor consume Mana icon.png mana.
  • Spell Shield.png Spell shield will not block the Root icon.png root.
  • Impale is special cased to end prematurely if the target is affected by Devour Devour, both for an ally and enemy Tahm Kench Tahm Kench or if Skarner is teleported by Realm Warp Realm Warp.
    • Impale will not end prematurely if Skarner enters Revival icon.png resurrection.
  • Impale applies a small displacement to the target every 0.25 seconds whenever they are not close to Skarner. These displacements do not apply Airborne icon.png airborne and are not flagged as displacements, meaning that targets who are not Cc-immune icon.png immune to the Suppression icon.png suppression are also never immune to the displacement, either. As a consequence, Unstoppable icon.png displacement immunity fails to ignore this movement. See the table below.
  • While Impale is active, and for the purposes of direction-conditioned abilities, (e.g. Petrifying Gaze Petrifying Gaze, Mocking Shout Mocking Shout) Skarner is considered to be facing in the direction he is moving and not the one his model is facing.
Special interactions

The following Dash.png dashes are interrupted and do not apply their 'on dash completion' effects (if they have one) when successfully impaled:

  • Corki's Corki's Special Delivery Special Delivery
  • Nocturne's Nocturne's Paranoia's Paranoia's recast
  • Sett's Sett's The Show Stopper The Show Stopper
    • This ability You and Me!.png attaches its target to Sett. Dragging him out will detach that unit from him.
  • Shyvana's Shyvana's Dragon's Descent Dragon's Descent
  • Yone's Yone's Soul Unbound Soul Unbound (recast)
    • Yone's very high dash speed makes it almost impossible to catch him during the dash. Skarner is required to be close enough to Yone and needs to have near-perfect timing with Impale's cast in order to successfully cancel the dash. If cast too early, the recast will be deferred to the end of Impale's duration, or if cast too late, Impale will be canceled as Yone is already too far away.

The following Dash.png dashes are stopped likewise with the ones mentioned above, however, they do apply 'on dash completion' effects and when their dash is interrupted, the ability's effects are centered around their initial stopping point from Impale.

The following abilities do not have any special interactions with Impale other than being displaced during their cast.

Rek'Sai's Rek'Sai's Void Rush Void Rush has two different outcomes:

  • Impale is cast before the burrow into the ground:
    • Rek'Sai will not Hallucinate.png vanish while she's being dragged and her ultimate goes on a 10-second Cooldown reduction icon.png cooldown after a brief delay. The displacement immunity is not removed in this case however, which ends when the ability cancels.
  • Impale is cast after the emergence:
    • Rek'Sai's dash is interrupted.

Vi's Vi's Assault and Battery Assault and Battery behaves differently in contrast to the previously noted examples due to its uniqueness.

  • The dash is not interrupted and the displacement immunity is not removed. Vi will continue to march towards the target while simultaneously being displaced by Impale and dragged to Skarner. Once Impale ends, she is free of the displacement and will perform the ability as normal.
  • Enemies that come into range of her are still affected by entering her path.
  • The primary target is dealt the ability's final effects if they move into the respective range of Vi, thus performing the ability successfully in spite of Impale.

Camille's Camille's The Hextech Ultimatum The Hextech Ultimatum is impractical to test, as it renders her Playful.png untargetable instantly the moment it's activated, which will always cancel Impale's cast, regardless of the timing.

Kalista's Kalista's Fate's Call Fate's Call is not possible to test due to the target being Hallucinate.png vanished, rendering them unable to be selected for unit-targeted abilities like Impale.


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