Crystal Spires can be captured by champions after 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 split among its captors upon being captured, or 15 gold if only a single champion participated in its capture. Capturing a Crystal Spire grants sight of its radius for 1.5 seconds and renders it unable to be captured again 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, and for 1.75 seconds after stinging an enemy champion with Impale.
Crystal Charge:Skarner gains 70 − 120 (based on level)bonus movement speed, 43% − 160% (based on level)bonus attack speed and restores 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.
Passive: Every time Skarner triggers Crystal Venom or stings an enemy with Impale, Fracture's 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 within its path and slowing them for 2.5 seconds, as well as marking them with Crystal Venom for 5 seconds.
40 / 65 / 90 / 115 / 140 (+ 20% AP)
30 / 35 / 40 / 45 / 50%
Skarner's next basic attack against a target marked with Crystal Venom consumes the mark to deal them bonus physical damage and stun them for 1.25 seconds.
Active:Skarnerroots the target enemy champion over the cast time and attempts to impale them with his stinger. Upon successfully impaling the target, he deals them 60% ADphysical damage and bonus magic damage and suppresses them for 1.75 seconds, during which they are revealed and Skarner can drag them with himself. At the end of the duration, the target takes the same damage again.
Impale is special cased to end prematurely if the target is affected by Devour, both for an ally and enemy Tahm Kench or if Skarner is teleported by Realm Warp.
Impale will not end prematurely if Skarner enters resurrection.
While Impale is active, and for the purposes of direction-conditioned abilities, (e.g. Petrifying Gaze, Mocking Shout) Skarner is considered to be facing in the direction he is moving and not the one his model is facing.
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 and are not flagged as displacements, meaning that targets who are not immune to the suppression are also never immune to the displacement, either. As a consequence, displacement immunityfails to ignore this movement. See the table below.
The following dashes are interrupted and do not apply their 'on dash completion' effects (if they have one) when successfully impaled:
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 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.
Rek'Sai will not vanish while she's being dragged and her ultimate goes on a 10-second cooldown after a brief delay. The displacement immunity is not removed in this case however, which ends when the ability cancels.
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.
Skarner's presence causes a number of Crystals to spawn. Crystals can be captured indefinitely by standing on top of them (neutral zones are unable to be captured until 1:30) granting 15 or 30 split among contributors, giving sight over the area for 1.5 seconds, and preventing recapture by the opposing team for 15 seconds. Defending champions can stand on the Crystal to prevent capture.
While near captured Crystals or a Crystallized enemy, Skarner gains Crystal Charge, granting him 100 bonus movement speed and 48 − 160 (based on level)% bonus attack speed as well as regenerating 3% maximum mana per second.
New Passive - Crystalize: Enemies hit are afflicted with Crystal Venom for 5 seconds, causing Skarner's next basic attack against them to deal 25 / 50 / 75 / 100 / 125 bonus physical damage and stun them for 1 second.