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Crystal Spires
Crystal Spires

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

Crystal Spires can be captured by Champion icon champions after Minion icon 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 Gold 30 gold split among its captors upon being captured, or Gold 15 gold if only a single champion participated in its capture, and provide Sight icon 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 Crystallizing Sting 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 bonus movement speed, 43% − 160% (based on level) Attack speed icon bonus attack speed and restores Mana icon 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 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 350
COST: 10 Mana
COOLDOWN: 3.5 / 3.25 / 3 / 2.75 / 2.5
Crystal Slash

Active: Skarner slashes around himself, dealing Attack damage 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 Magic damage 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 cooldown by 0.25 seconds, quadrupled to 1 against enemy champions.

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

Map-Specific Differences
The Thinking Manatee profileicon 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

Active: Skarner crystallizes himself, gaining a Hybrid resistances icon shield for up to 6 seconds and initial Movement speed icon 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 Ultra Rapid Fire differences:
  • Shield AP and health ratios halved.

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

Passive: Every time Skarner triggers Crystallizing Sting Crystal Venom or stings an enemy with Impale Impale, Fracture's Cooldown reduction icon 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 slowing them for 2.5 seconds, as well as marking them with Crystallizing Sting Crystal Venom for 5 seconds.

Magic Damage:
40 / 65 / 90 / 115 / 140 (+ 20% AP)

30 / 35 / 40 / 45 / 50%
Crystallizing Sting

Skarner's next basic attack against a target marked with Crystallizing Sting Crystal Venom consumes the mark to deal them bonus physical damage and Stun icon 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 blocked (Stun icon stun applies), but not if it's Counter Strike dodged. The damage of the entire attack is negated in both cases.
    • PENDING FOR TEST: Blind icon Blind.

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

Active: Skarner Root icon roots the target enemy Champion icon 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 reveals and Suppression icon 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 unstoppability, 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 suppression is removed.
  • If the target becomes Playful untargetable, dies, Skarner loses Sight icon 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 cooldown nor consume Mana icon mana.
  • Spell Shield Spell shield will not block the Root icon root.
  • Impale is special cased to end prematurely if the target is affected by Devour Devour, both for an ally and enemy Tahm Kench OriginalSquare Tahm Kench.
  • Impale applies a small Airborne icon displacement to the target every 0.25 seconds whenever they are not close to Skarner. These displacements do not apply Airborne icon airborne and are not flagged as displacements, meaning that targets who are not Cc-immune icon immune to the Suppression icon suppression are also never immune to the displacement, either. As a consequence, Unstoppable icon unstoppability 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 dashes are interrupted and do not apply their 'on dash completion' effects (if they have one) when successfully impaled:

  • Corki OriginalSquare Corki's Special Delivery Special Delivery
  • Nocturne OriginalSquare Nocturne's Paranoia Paranoia's recast
  • Sett OriginalSquare Sett's The Show Stopper The Show Stopper
    • This ability You and Me! attaches its target to Sett. Dragging him out will detach that unit from him.
  • Shyvana OriginalSquare Shyvana's Dragon's Descent Dragon's Descent
  • Yone OriginalSquare Yone's Soul Unbound 2 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. If Impale's cast time completes before the recast's cast time does, the Suppression icon suppression will be removed by the Remove Scurvy cleanse.

The following Dash 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 OriginalSquare 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 vanish while she's being dragged and her ultimate goes on a 10-second Cooldown reduction icon cooldown after a brief delay. The unstoppability is not removed (she still cannot resist Impale's displacement despite of this) in this case however, which ends when the ability cancels.
  • Impale is cast after the emergence:
    • Rek'Sai's dash is interrupted.

Vi OriginalSquare 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 unstoppability is not removed (she still cannot resist Impale's displacement despite of this). 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 OriginalSquare Camille's The Hextech Ultimatum The Hextech Ultimatum is impractical to test, as it renders her Playful untargetable instantly the moment it's activated, which will always cancel Impale's cast, regardless of the timing. This ability's interaction with Impale will remain unknown.


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