Causes 6 Crystal Spires to appear at fixed points on the Rift. These spires can be captured by champions. Skarner gains Crystal Charge while within range of a Crystal Spire controlled by his team, for 1.25 seconds after triggering Crystal Venom, or for 1.75 seconds after stinging an enemy with Impale.
Crystal Charge: Gains bonus movement speed, attack speed, and mana regen.
Slashes around himself, dealing physical damage to all surrounding enemies. Subsequent uses of Crystal Slash on an enemy that has already been hit by it will dish out bonus magic damage to them. Auto-attacks reduce this ability's cooldown.
Crystallizes himself, gaining a shield for up to 6 seconds and initial bonus movement speed that accelerates by 100% over 3 seconds while the shield is present.
Passive: On triggering Crystal Venom or stinging an enemy with Impale, Fracture's cooldown is reduced by the corresponding base duration of the disable.
Active: Launches a blast of crystalline energy in the target direction, dealing magic damage to all enemies struck and slowing them for 2.5 seconds, as well as marking them with Crystal Venom for 5 seconds. Skarner's next auto-attack against a marked target will consume it to deal bonus physical damage. It will also stun them for 1.25 seconds.
Roots the enemy target and impales them with his stinger. He deals them 60% AD physical damage and bonus magic damage and reveals and suppresses them for 1.75 seconds. He can drag his victim along with himself during that duration, and the target takes the same damage again after the duration ends.
Quick tips to play Skarner
Make sure you farm as much as you can in the early game. Hitting level 6 quickly will increase your kill pressure as Skarner relies heavily on his Ultimate R.
In team fights, use your Ultimate R on key targets that do not have QSS. Do not use it on champions who have QSS.
Avoid team fighting unless your Ultimate R is up as you’re somewhat limited to what you can achieve while it’s on cooldown.
Featured combo
E
W
AA
Q
AA
R
Q
E
AA
Q
With higher amounts of Ability Haste E then W and walk up to AA Q AA. Use R, then Q them as you drag your target around. Spin right as your R ends followed by an instant E AA Q.