Skarner: The Primordial Sovereign

Skarner is a Jungle and Top champion released on August 9, 2011. Classified as Vanguard and Juggernaut (legacy: Tank, Fighter), he plays primarily in the Jungle with Top lane as a secondary role. He is Melee with only 150 attack range – below standard melee range of 175–200 for most melee tanks. Adaptive type: Physical. Resource: Mana. Base MS: 335.

Last changed patch V26.01. Store price: 2400 BE / 880 RP. Skarner’s rework design centers on the Quaking passive stack system that requires landing 3 stacks for the max-HP damage proc, creating a rhythm of ability cycling to maintain stacks during engagements. His E + terrain slam combo (suppressing a grabbed target into a wall for 35% E cooldown reduction + 1.1-second stun) is the primary skill-expression mechanic – the difference between a Skarner who knows wall positions and one who doesn’t is dramatic. Most critically, Impale’s 3-champion suppression is unique in the game; no other ability simultaneously suppresses multiple champions. Landing Impale on 3 targets at once creates guaranteed kill conditions for Skarner’s team that simply do not exist with any other champion.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6302793.15
Mana (MP)3201106.6
HP57.522.25
MP57.221.95
Armor (AR)33121.49
Attack Damage (AD)63161.33
Magic Resist (MR)3272.31
Movement Speed (MS)335335 + E charge ramp
Attack Range150 (below standard melee)150 (fixed)
Base AS0.625Bonus AS: 0–39.33%
AS RatioN/AWindup%: 18.75%

💡 150 Attack Range – The Shortest Melee Reach: Skarner’s 150 attack range is one of the shortest in the game for a melee champion. Standard melee champions have 125–200 range; Skarner at 150 is below Darius, Sett, and most juggernauts. This means Skarner must be closer to his target than most tanks to land autos. Q’s +25 bonus range on empowered autos (175 effective) partially compensates during Shattered Earth. E’s charge and grab compensates for the engagement distance during Ixtal’s Impact. The 150 range makes auto-attack trading in early lane phases less forgiving than other tanks at the same position.

Passive: Threads of Vibration

INNATE: Skarner’s basic attacks (on-hit), Shattered Earth, Upheaval, and Impale apply a stack of Quaking to enemies hit for 4 seconds, refreshing on subsequent applications and stacking up to 3 times. Enemies afflicted with 3 stacks take magic damage equal to 5%–9.47% (based on level) of their maximum health over the duration, capped at 100–323.53 (based on level) against monsters.

StacksEffectDuration
1 stackQuaking applied, no damage yet4 seconds, refreshed on re-application
2 stacksQuaking doubled, no damage yet4 seconds from last application
3 stacks (MAX)5%–9.47% max HP magic damage over durationDamage over 4-second Quaking window
Stack sourcesAuto attacks, Q (Shattered Earth), Upheaval throw, R (Impale)Each application refreshes all 3 if already at max
Monster cap100–323.53 (level-based)Prevents one-shotting epic monsters

💡 3-Stack Rhythm – The Core Damage Loop: The passive requires landing 3 ability/auto applications before damage triggers. In the jungle, the Q’s 3 empowered autos naturally apply 3 stacks in 3 hits – passive triggers on the third Q auto automatically. Against champions, the most efficient 3-stack path is: auto (1) → Q third strike/Upheaval (2) → auto (3) → passive triggers. Against a 5000 HP champion at level 18: 9.47% × 5000 = 473 magic damage over 4 seconds purely from the passive proc. Against multiple targets hit simultaneously by R (Impale): all 3 suppressed champions can have stacks from the R application, adding max-HP damage to each simultaneously.

⚠️ 4-Second Stack Duration – Refresh Pressure: Quaking stacks expire after 4 seconds if not refreshed. In fights where Skarner misses auto attacks or cannot cast abilities for 4+ seconds (heavy kiting, CC chain), stacks reset to 0. Maintaining stack pressure requires consistent ability cycling or auto-attacking every 4 seconds minimum. W’s shockwave applies Quaking, providing a stack even when melee range is not achievable during fights where the target is temporarily out of reach.

Q: Shattered Earth + Upheaval

Cost: 45 Mana  |  CD: 8/6.75/5.5/4.25/3 sec  |  Cast Time: 0.35  |  Effect Radius: 300

SHATTERED EARTH ACTIVE: Skarner rips a boulder from the ground, empowering up to 3 of his next basic attacks within 5 seconds of each other. These attacks gain +25 bonus range, bonus attack speed, and deal bonus physical damage to the target and surrounding enemies, including structures. The final attack slams the boulder, dealing an additional 9% of each target’s maximum health as physical damage and slowing afflicted enemies by 40% for 1 second. After 0.5 seconds of the cast, Skarner gains the ability to use Upheaval during Shattered Earth.

UPHEAVAL (sub-ability): Cost: None  |  Range: 1050  |  Width: 180  |  Speed: 1600. Skarner ends Shattered Earth by throwing his boulder in the target direction. It explodes upon colliding with the first enemy hit, applying the same damage and slow to the target and surrounding enemies as the final Shattered Earth attack would.

ParameterValue
Bonus Damage per Empowered Auto10/20/30/40/50 (+90% bonus AD)(+3% of his bonus health)
Bonus Attack Speed20/25/30/35/40%
Third Auto / Upheaval Bonus Damage+9% of target’s max HP physical damage
Slow on Third Auto / Upheaval40% for 1 second to target + surrounding
Upheaval Range1050 units (long range throw)
Monster % Damage Cap150/200/250/300/350
Bonus Health Scaling+3% of Skarner’s bonus health per empowered hit
Upheaval Delay Availability0.5 seconds after Q cast

💡 Upheaval as a Flex Option: After 0.5 seconds of Shattered Earth’s cast, Skarner can throw the boulder early at any point. Upheaval fires at 1050 range and deals the third-strike’s 9% max-HP damage + 40% slow on first champion contact. The two use cases are: (1) Ranged poke – throw Upheaval immediately after the 0.5-second window to apply max-HP damage from range before engaging, then follow up with E; (2) Q conservation – use only 2 empowered autos, then throw Upheaval early, resetting Q faster than waiting for the natural third auto. The 3-second Q cooldown at max rank means Upheaval-early cycles let Skarner Q → Upheaval → Q again every 3–4 seconds in extended fights.

💡 Bonus Health Scaling Rewards Tank Building: Shattered Earth’s bonus damage scales with +3% of Skarner’s bonus health per empowered hit. At 4000 bonus HP (achievable with Warmog’s + Heartsteel + Sunfire): 3% × 4000 = 120 bonus damage per empowered auto, added on top of the 50 (+90% bonus AD) base. Three empowered autos: 3 × (50 + 120) = 510 bonus physical damage purely from the bonus health scaling during one Q activation. Building pure HP items amplifies Q’s physical damage output directly, making tank-damage builds simultaneously more durable and more threatening.

W: Seismic Bastion

Cost: 60/65/70/75/80 Mana  |  CD: 10/9/8/7/6 sec  |  Cast Time: 0.3  |  Effect Radius: 600/700  |  Speed: 1650

ACTIVE: Skarner slams his claws into the ground, shielding himself equal to 8% of his maximum health for 2.5 seconds and releasing a shockwave that quickly expands in a radius around him to deal magic damage to enemies hit and slow them by 20% for 1 second. Skarner can move during Seismic Bastion’s cast time.

ParameterValue
Shield Strength8% of Skarner’s maximum health (scales with HP items)
Shield Duration2.5 seconds
Magic Damage50/70/90/110/130 (+80% AP)
Slow20% for 1 second
Effect Radius600/700 units (expanding shockwave)
Cooldown10/9/8/7/6 seconds
Cast MovementSkarner can move during the 0.3s cast time
Quaking ApplicationYes – W shockwave applies a Quaking stack to enemies hit

💡 Max-HP Shield Math: At 4000 max HP: 8% × 4000 = 320 HP shield per W cast. With 6-second cooldown at max rank, W can theoretically proc every 6 seconds in sustained fights. Over a 24-second fight with 4 W casts: 1280 HP of shielded damage. This scales directly with HP items: Warmog’s adds ~600 HP (48 shield), Heartsteel adds ~800+ HP (64+ shield per cast). W’s shield is Skarner’s primary durability tool during E engages – the standard pattern is W immediately before E to absorb incoming burst during the charge approach.

💡 W as Quaking Stack + Peel: Seismic Bastion’s shockwave applies a Quaking stack to all enemies in the 600–700 radius. In teamfights where multiple enemies are clustered, W hits all of them simultaneously – applying stack 1 (or refreshing to 3) to 5 enemies in a single cast. Combined with R’s multi-target suppression that also applies Quaking, W used immediately after R ensures all suppressed targets receive their third stack during the suppression window. W is both a defensive ability and a Quaking stack accelerator in teamfight contexts.

E: Ixtal’s Impact

Cost: 50/55/60/65/70 Mana  |  CD: 22/21/20/19/18 sec  |  Cast Time: None  |  Collision Radius: 160

ACTIVE: Skarner charges forward in the direction of the cursor for up to 2.75 seconds, during which he gains slow immunity, becomes ghosted, ignores terrain collision, and has unobstructed vision of the surrounding 650 units. Automatically navigates movement. Ixtal’s Impact can be recast after 1 second, and does so automatically after the duration.

SPEED RAMP: Skarner begins the charge at a static 150 movement speed, increasing by 100 every 0.264 seconds, up to 950 total movement speed by the end of the duration.

ON CHAMPION/LARGE MONSTER COLLISION: Skarner grabs them with his claws, attaching them to himself, suppressing them, revealing them, increasing the charge’s turn rate to maximum, and gaining +300 bonus movement speed (minimum 650, maximum 1150 total). If a target has been grabbed before the first 1.75 seconds: remaining duration set to 1 second. After 1.75 seconds: remaining duration set to 0.5 seconds. Speed does not ramp while a target is grabbed.

TERRAIN SLAM (if attached target hits terrain): Detaches target, deals physical damage, stuns for 1.1 seconds, and reduces Ixtal’s Impact’s cooldown by 35%

ENDS IF: Skarner becomes immobilized, grounded, or affected by any cast-inhibiting CC during the charge. Target detaches if this occurs.

ParameterValue
Charge DurationUp to 2.75 seconds
Speed at Start150 MS (static), +100 every 0.264 seconds
Maximum Speed950 total MS (ramp completes in ~2.1 seconds)
Slow ImmunityFull immunity during charge
Terrain IgnoreYes – passes through walls and terrain
On Grab: MS Bonus+300 bonus MS (min 650, max 1150 total)
Grab Before 1.75s1 second remaining charge after grab
Grab After 1.75s0.5 seconds remaining charge after grab
Terrain Slam Damage30/60/90/120/150 (+120% bonus AD)(+6% max HP)
Terrain Slam Stun1.1 seconds
Terrain Slam CD Reduction35% cooldown reduction on E
RecastAfter 1 second (ends charge, cancels grab)

💡 Terrain Slam – The Critical Skill Expression: Ixtal’s Impact’s 35% cooldown reduction + 1.1-second stun from wall collision is the primary skill-expression mechanic of Skarner’s kit. At rank 5 E cooldown (18 seconds): 35% reduction = 6.3 seconds removed = E available again in 11.7 seconds instead of 18. In a 30-second teamfight, this is the difference between 1 E grab and potentially 2 E grabs if the first terrain slam occurs early in the fight. Knowing every terrain wall within E’s charge path in every jungle and lane location is the primary mastery requirement for high-level Skarner play.

💡 Speed Ramp Timing: Ixtal’s Impact starts at only 150 MS – barely above walking speed. It takes approximately 2 seconds to ramp to 950 MS (100 MS increase every 0.264 seconds × 8 intervals = 800 additional, reaching 950 total). Activating E too close to the target means impact occurs at 300–500 MS rather than 950. Activate E from 600–800 units away to allow the full ramp to develop before reaching the target. Against mobile champions who can flash or dash at low speeds, E at low ramp = target escapes. E at high ramp with proper distance = unavoidable collision.

⚠️ E Ends on CC: Any immobilization, ground, or cast-inhibiting CC on Skarner immediately ends Ixtal’s Impact and detaches the grabbed target. Against teams with CC that specifically counters charges (Poppy’s Keeper’s Verdict pushes Skarner away and grounds him, Janna’s tornado knock-up, Lulu’s Polymorph), the enemy can preemptively CC Skarner mid-charge to cancel the entire engage. This is the primary counter to Skarner’s E and must be considered when choosing engage timing against CC-heavy compositions.

R: Impale (Ultimate)

Cost: 100 Mana  |  CD: 120/105/90 sec  |  Cast Time: 0.75  |  Range: -50 to 625  |  Width: 350/200

ACTIVE: Skarner winds up his stingers over the cast time, then lashes them forward in an isosceles trapezoid in the target direction, dealing magic damage to enemies hit and impaling up to 3 of the closest enemy champions within the area to suppress them for 1.5 seconds. While suppressed, the targets are revealed and attached to Skarner 300 units in front of him. If he successfully impales at least one enemy champion, Skarner gains 40% bonus movement speed for the same 1.5 seconds.

DURING IMPALE: Skarner cannot basic attack, cast Shattered Earth or Ixtal’s Impact, or use Flash during Impale while targets are impaled. Targets are placed 200 units in the same direction at the end of the effect.

DURING SHATTERED EARTH: If Impale is cast during Shattered Earth, Skarner automatically casts Upheaval in the direction of Impale’s cast.

ParameterValue
Magic Damage150/250/350 (+100% AP)
Suppression Duration1.5 seconds
Maximum Targets Suppressed3 enemy champions simultaneously
Attachment Position300 units in front of Skarner during suppression
End Position200 units in same direction at effect’s end
MS Bonus (on hit)40% bonus MS for 1.5 seconds if hits 1+ champion
Q Auto-UpheavalAutomatically fires Upheaval in R direction if Q is active
Restrictions During RCannot auto-attack, cast Q, E, or Flash while targets suppressed
Cooldown120/105/90 seconds

💡 3-Champion Suppression – Unique in the Game: Impale is the only ability in League of Legends that simultaneously suppresses up to 3 champions for 1.5 seconds. Suppression prevents any action from the target: they cannot move, attack, use abilities, Flash, or use any item actives. Three suppressed champions in the center of Skarner’s team means Skarner’s 4 teammates have 1.5 seconds of completely free damage on 3 stationary, unable-to-react targets. Against a 3-carry enemy composition caught in a perfect R, the fight effectively ends during the suppression window.

💡 40% MS During R – Positioning After Suppression: Impale grants 40% bonus MS for 1.5 seconds when at least one champion is hit. Skarner’s team moves faster toward the suppressed targets during this window while the suppressed champions cannot react. The 40% MS bonus allows Skarner to drag the attached champions toward his team during the 1.5 seconds – the targets are attached 300 units in front of Skarner and move with him. Walking toward the center of Skarner’s team during R drags all 3 suppressed champions directly into the team’s attack range.

💡 Q + R Synergy – Upheaval Auto-Fire: If Shattered Earth (Q) is active when Impale is cast, Upheaval automatically fires in the direction of Impale’s cast. This means the 9% max-HP Upheaval explosion applies on top of R’s suppression damage in the same direction simultaneously. Against a target hit by both R suppression and Upheaval’s explosion: R damage (350 at rank 3) + Upheaval’s 9% max-HP physical damage on the same target during suppression. Activating Q before R always adds the Upheaval bonus damage for free to all R-direction targets.

⚠️ 0.75-Second Wind-Up – R’s Vulnerability Window: Impale has a 0.75-second cast time during which Skarner is visible winding up. Enemy teams who recognize the R animation can attempt to dash out of the trapezoid during the wind-up. Against mobile champions with sub-0.75-second dash startup (Zed, Tristana, Ezreal), the 0.75-second window provides time to escape. Pre-position Skarner so escape dashes lead further into the trapezoid’s area rather than out of it, or use E to close distance and grab before using R so the target is already suppressed.

🗺️ Wall Position Guide – E Terrain Slam Locations

Terrain slam mastery requires knowing these key wall positions for maximum 35% E cooldown reduction:

LocationWall TargetValue
Dragon pit entranceThin wall between river and pitSlam into drake-side wall during objective fights
Baron pit entranceRock formation at Baron entranceGrab baron-contesting enemy into pit wall
Jungle walls (tier 1)Walls adjacent to Red/Blue buff campsSlam invading enemies into camp walls
Mid river wallsTerrain between mid lane and riverE grab mid laner, slam into river wall
Top/bot tribush wallsBrush wall adjacent to tribushTerrain slam fleeing carries into wall
Base wall (late game)Outer base wall near inhibitorSlam through base terrain in late-game dives

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Q 3-Stack Passive Loop in Jungle: Q’s 3 empowered autos naturally apply the 3 Quaking stacks on the third hit, triggering the passive max-HP damage on every large monster. This makes Skarner’s jungle clear against large camps highly efficient – Q → 3 autos (each empowered, stack building) → passive procs on third auto. Against large monsters, Q’s third auto + passive proc combines the 9% max-HP physical slam with the 5%–9.47% max-HP magic damage from Threads of Vibration simultaneously for massive burst on jungle monsters.
  • W Before Every E Charge: The standard engage pattern is W (8% max-HP shield, 2.5 seconds active) → E (charge, grab, slam). The W shield absorbs incoming damage during the E approach and the enemy’s reaction damage during the grab. Without W pre-cast, Skarner takes full burst during the charge without mitigation. W before E is non-negotiable for every engage sequence unless W is on cooldown (6-second CD vs E’s 18-second CD means W is nearly always available before E.
  • Level 6 R Timing: First Impale should target the highest-value multiple-suppression scenario: a fight where 2+ enemy carries are within the R trapezoid simultaneously. Never use R to suppress 1 champion when 2–3 are reachable with adjusted positioning. The 90-second minimum cooldown makes each R cast critically valuable. Against a 1-carry team where the carry is the only target, single-target R is acceptable; against 2–3 carry compositions, positioning for multi-target R is worth the extra 2–3 seconds of positioning time.

Mid Game (Levels 7–13)

  • E Charge Path Planning: Before activating Ixtal’s Impact, identify: (1) the target’s position and likely movement direction, (2) the nearest terrain wall to the intended slam location, (3) the exit direction if the target flashes during the grab. Activate E from 600–800 units away to ensure maximum speed ramp at target contact. Aim the initial E direction slightly ahead of the target’s movement to intercept rather than chase – at 950 MS, Skarner moves faster than any champion, but trajectory must account for where the target will be 0.5–1 second into the charge.
  • Q + R Combo in Teamfights: Activate Q before R is cast in every teamfight. The Upheaval auto-fire upon R reduces the Q activation overhead to zero – Q goes active → R cast → Upheaval fires automatically in R’s direction → all R targets take Upheaval’s 9% max-HP damage + slow during their 1.5-second suppression. The Q → R sequence adds approximately 400–600 bonus physical damage to all R targets from Upheaval against standard HP champions at no additional effort cost beyond pressing Q before R.
  • Seismic Bastion Quaking Stack in Multi-Target Fights: W’s shockwave applies Quaking to all enemies in 600–700 radius. In grouped fights after R’s multi-suppress, W hits all suppressed targets simultaneously (they are attached 300 units in front, within W’s 600-radius). W during R suppression applies Quaking stack to all 3 suppressed targets while they cannot react, setting up the passive max-HP damage proc on all 3 during the remaining suppression window. W → auto builds the 3rd stack on each target rapidly.

Late Game (Level 14+)

  • Multi-E Engage via Terrain Slam: At rank 5 E with 35% cooldown reduction from terrain slam: 18 × 0.65 = 11.7 seconds effective cooldown after terrain slam. In a 30-second teamfight where the first E terrain slams at second 5: second E available at second 16.7. Two E grabs per fight means Skarner can grab the ADC (terrain slam), engage his team, then grab the support or mid laner 12 seconds later while the team is still fighting. This represents the difference between one kill-secured and two kills per teamfight.
  • Impale 3-Target Composition: Against enemy compositions with multiple squishy backline targets (double ADC meta, AP mage + ADC), position Skarner’s R between both targets simultaneously. The trapezoid shape (350 wide at near end, 200 wide at far end) can catch a clustered backline that is attempting to retreat. R used when both carries are retreating together through a narrow corridor is the highest-value use of Impale – suppressing both removes their contribution from the fight for 1.5 seconds while Skarner’s team eliminates one and bursts the other during the window.
  • Late-Game Q Bonus Health Scaling: At late build (4000+ bonus HP from Warmog’s + Heartsteel + other HP items), Q’s empowered autos deal 3% × 4000 = 120 bonus damage each in addition to base damage. Three empowered autos: 510 bonus physical damage from bonus health scaling alone per Q activation. Q’s 3-second cooldown at max rank means in extended fights, Q cycles every 3 seconds for 170 average bonus damage per second from HP scaling alone, independent of any AP or AD items.

⚔️ Core Combo Guide

  1. Standard Jungle Gank: W (shield active) → E (charge from 600-800 units: ramp to 950 MS) → E grab (target suppressed by contact, 300 units in front) → steer toward terrain wall → target slams wall (stun 1.1s, 35% E CDR) → Q (3 empowered autos, Quaking builds to 3) → passive proc (5-9% max-HP damage) → R if multiple targets available
  2. Teamfight Q + R Combo: Q (Shattered Earth active) → position within R trapezoid range of 2-3 enemy backliners → R (auto-fires Upheaval in R direction: 9% max-HP damage on all targets + R magic damage + 1.5s suppress on 3) → W (8% max-HP shield + Quaking stack on all suppressed) → drag all 3 suppressed toward team → autos (Quaking to 3 stacks on each) → passive procs on all 3 simultaneously
  3. Double E Engage: W → E (grab target 1) → terrain slam (1.1s stun, E CD reduced to 11.7s) → Q during stun → all autos (passive proc) → E again after 11.7s → grab target 2 → terrain slam → Q → autos
  4. Anti-Carry Isolation: Identify grouped enemy carries → R trapezoid aimed between both → 3-champion suppress (2 carries + support caught) → W during suppress (Quaking stack on all 3) → 40% MS drag toward team → E during 1.5s window if any target breaks free → Q empowered autos on highest priority target during suppression

❌ Common Mistakes and How to Avoid Them

  • E at Close Range (Low Speed Ramp): Ixtal’s Impact starts at 150 MS and takes 2+ seconds to reach 950 MS. Activating E from 150–300 units means impact occurs at 300–500 MS. At these speeds, mobile targets can Flash or dash out of the collision radius. Never activate E from melee range as an engage tool – walk to 600–800 units away first, then activate E for full speed ramp. E from close range is only acceptable if the target is CC’d, slowed, or cornered against terrain.
  • R Without Q Active: The Q + R Upheaval auto-cast is a significant damage bonus that requires Q to be active when R is pressed. Many Skarner players press R before activating Q, missing the free Upheaval that fires automatically. Always press Q before R in every teamfight situation. The 0.35-second Q cast time before the 0.75-second R cast time = 1.1 seconds total, during which Skarner positions within R range. Q activates in 0.35 seconds, then R fires.
  • R on a Single Isolated Target: Impale’s unique value is suppressing up to 3 champions simultaneously. Using R to suppress 1 champion when 2–3 are available wastes the multi-suppress capability on a 90-second cooldown. Never use R if fewer than 2 priority targets are in the trapezoid unless the situation is a mandatory engage (killing the one target ends the game). Reposition for 2–3 seconds to find the angle that catches multiple champions before committing R.
  • Skipping Terrain Slam: Terrain slam’s 35% cooldown reduction is the most impactful reward in Skarner’s kit – missing it wastes an 18-second E cooldown instead of reducing it to 11.7. Against champions who escape terrain collisions (flash away from the wall while grabbed), Skarner’s E goes on full cooldown without the reduction. After grabbing a target, immediately steer toward the nearest wall – know in advance which wall is 200–400 units from the engagement area before activating E.
  • W After E Instead of Before: W before E provides shield protection during the vulnerable charge approach. W after E means Skarner takes full damage during the entire charge without mitigation. The 0.3-second W cast time + 2.75-second E charge = shield active for 2.5 seconds worth of the charge if W is cast first. W’s 2.5-second shield duration should overlap maximally with E’s charge duration – cast W 0.3 seconds before E, not after.

⚙️ Recommended Build and Itemization

Core Items

  • Heartsteel: Maximum HP scaling that directly amplifies Q’s 3% bonus health damage and W’s 8% max-HP shield. Every Heartsteel proc permanently increases Skarner’s HP pool, which then increases all HP-scaling values in the kit simultaneously. At full Heartsteel stacking, Q’s empowered autos deal significant bonus damage from the HP scaling that increases continuously throughout the game.
  • Sunfire Aegis: HP + armor + Immolate passive. Skarner’s grab mechanics keep targets at melee range for extended windows (E charge grab, R suppression), allowing Immolate to tick consistently. The HP amplifies Q’s bonus health scaling and W’s shield strength. The armor mitigates the physical damage Skarner takes during E approach sequences.
  • Warmog’s Armor: Raw HP amplification for the highest Q bonus health scaling and W shield strength values. Warmog’s passive HP regen enables sustained fighting between E cooldowns without recalling. The immediate HP contribution gives W the largest shield value possible for frontline durability during extended objective fights.

Situational Items

  • Jak’Sho, The Protean: Resistance stacking per second in combat. Skarner’s multi-second fight windows (E grab + terrain slam + Q autos + R suppression) naturally accumulate Jak’Sho stacks rapidly. The combined resistance at peak Jak’Sho + HP items creates effective HP pools significantly higher than raw stats suggest against mixed physical/magic damage compositions.
  • Gargoyle Stoneplate: Active HP amplification when hit by 3+ champions. Skarner’s R suppresses 3 champions who are then attacking him while Skarner’s team follows up – this triggers Stoneplate’s condition immediately. The Crystallize active gives a burst HP increase during the R suppression window when Skarner is taking maximum incoming damage from the suppressed targets’ teammates.
  • Thornmail: Against life-steal-heavy compositions. Skarner’s grab mechanics force targets to auto-attack him during E charge and R suppression phases, and Thornmail’s Grievous Wounds applies to attacking champions hitting Skarner. The armor further reduces incoming physical damage during these forced-proximity windows.

⚔️ Counter Picks & Matchups

✅ Skarner Counters

1. Malphite – Malphite’s slow movement speed and immobile kit make E grabs reliable with minimal trajectory adjustment. Malphite’s high HP pool amplifies Q’s 3% bonus health damage and R’s passive Quaking proc. Seismic Shards (Malphite’s Q) slow is negated by E’s slow immunity during the charge.

2. Cho’Gath – Cho’s 5000+ HP directly amplifies Q’s bonus health scaling (3% × 5000 = 150 additional bonus physical per empowered auto) and passive Threads of Vibration (9.47% × 5000 = 473 max-HP magic damage per 3-stack proc). Cho’s immobile kit makes E grabs and terrain slams consistently executable. R suppresses Cho regardless of his Rupture knock-up timing.

3. Nasus – Nasus’s slow MS and Q-farming pattern create predictable, stationary targets. E at proper ramp range catches Nasus in his Q cast animation. Skarner’s terrain slam against Nasus during Spirit Fire (E) provides the stun window for Q empowered autos to proc Threads of Vibration passive while Nasus cannot use Wither to slow Skarner’s attack speed.

❌ Skarner is Countered By

1. Poppy – Keeper’s Verdict (R) pushes Skarner sideways and grounds him, immediately ending Ixtal’s Impact and cancelling any E grab mid-charge. Steadfast Presence (W) grounds and slows Skarner during E charges, also cancelling the charge. Poppy is the hardest counter to Skarner’s E engage pattern with two separate grounding/displacement abilities.

2. Janna – Howling Gale (Q) tornado knocks Skarner up during E charges, ending the suppression and detaching any grabbed target. Eye of the Storm’s (E) shield on the target reduces Skarner’s initial burst damage. Monsoon (R) knocks Skarner away from all targets during R’s suppression window, interrupting the carry-drag mechanic.

3. Lulu – Whimsy (E) Polymorphs Skarner, which is a cast-inhibiting CC that ends Ixtal’s Impact immediately. Wild Growth (R) knocks Skarner up if he’s near a protected ally. Help, Pix! (W) slow + Pix attachment provides Skarner’s target with escape assistance during the E charge approach phase.

FAQ

Q: Can Skarner be CC’d during Ixtal’s Impact’s charge?

A: Yes – Ixtal’s Impact ends immediately if Skarner is immobilized, grounded, or affected by any cast-inhibiting CC during the charge. Slow immunity is provided, but stuns, knock-ups, polymorphs, and ground effects all cancel E. If a target is grabbed and E is then cancelled by CC, the grabbed target is detached and freed. This is the primary counter to Skarner’s engage: apply CC before E contact (during the approach phase) to prevent the grab entirely, or apply CC after the grab to detach the target.

Q: How many champions can R suppress simultaneously?

A: Impale suppresses up to 3 enemy champions simultaneously for 1.5 seconds. The trapezoid area catches the 3 closest enemy champions within the area – not necessarily the 3 who are deepest in the trapezoid. Against 5 grouped champions, the 3 physically closest to Skarner at the time of Impale’s hit are suppressed; the 2 further away take only magic damage and are not suppressed. Positioning to have the 3 highest-priority targets closest is the Impale aim optimization.

Q: Does terrain slam CDR apply even if the target is detached mid-slam?

A: The terrain slam effect triggers when the attached target’s body contacts terrain during E’s charge. If the target flashes away from the wall’s path at the last moment, the collision does not occur and no CDR is applied. If the target cannot Flash (suppressed, stunned, no Flash available), the terrain collision guarantees the CDR and stun. Against targets without Flash or mobility during the grab, terrain slam is near-guaranteed at known wall locations.

Q: What is the correct sequence for maximum Q + R damage?

A: Activate Q (Shattered Earth) first → cast R (Impale). Impale’s cast automatically fires Upheaval in R’s direction simultaneously with R’s impact. The sequence produces: R magic damage (350 at rank 3) + Upheaval explosion (9% of target’s max HP + 50 (+90% bonus AD)(+3% bonus health)) on all R-direction targets during suppression. Total R + Upheaval damage at rank 3 against a 3000 HP target: 350 + (9% × 3000 = 270) + 50 + scaling = approximately 670+ magic/physical damage per target hit by both effects during suppression.

Q: Is Skarner viable in both Jungle and Top?A: Yes – Skarner is genuinely viable in both roles. In Jungle: his Q 3-auto passive loop clears camps efficiently, E’s terrain knowledge is emphasized across jungle wall positions, and R multi-suppresses are accessible in teamfight scenarios. In Top lane: his W’s max-HP shield provides lane durability, Q’s bonus health scaling rewards tank builds, and E + terrain wall combos in the lane (river walls, lane walls) enable consistent CC chains. Top Skarner prioritizes lane pushing for side-lane terrain slam opportunities.

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