Skarner | |
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General Information | |
Title | The Primordial Sovereign |
Pronouns | He/Him |
Release Date | August 9, 2011 |
Cost | 4800 880 |
Primary | Fighter |
Secondary | Tank |
Statistics | |
HP | 630 (+ 110) |
HPR | 7.5 (+ 0.75) |
MP | 320 (+ 45) |
MPR | 7.2 (+ 0.75) |
MS | 335 |
AD | 63 (+ 3) |
AS | 0.625 (+ 2.1%) |
RNG | 150 |
AR | 33 (+ 5) |
MR | 32 (+ 2.05) |
Developer Info | |
DDragon Key | Skarner |
Integer Key | 72 |
External Links | |
Universe | universe.leagueoflegends.com |
Game Info Wiki | leagueoflegends.fandom.com |
Skarner is a champion in League of Legends.
Lore[]
- For outdated and now non-canon lore entries, click here.
- Background
The ancient, colossal brackern Skarner is revered in Ixtal as one of the founding members of its ruling caste, the Yun Tal. Devoted to keeping his nation safe from the rest of the world, Skarner dwells in a chamber beneath Ixaocan where he can hear the vibrations of the earth and detect potential threats. As more members of the Yun Tal begin questioning Ixtal's self-isolation, Skarner grows increasingly paranoid and will do anything to keep Ixtal and its people safe—no matter the cost.
All Ixtali grow up hearing the name Skarner, the ancient protector of Ixtal—the brackern who shaped the earth itself and built the first arcologies. His visage is painted in reliefs and immortalized in the annals of Ixtal's history, a myth still honored and revered. But deep beneath the cardinal arcology of Ixaocan is the chamber where Skarner dwells. There, he listens to the vibrations of the earth above him. Listens... and waits. Skarner's myth began millennia ago. Born to the brackern clan Ọ̀pal-hin, he was a progeny of the legendary broodmother Nixalẹ. While the other bracklings in his brood left the safety of Nixalẹ's back, Skarner chose to linger, his unease and curiosity driving him to study her power and wisdom. Observation soon evolved into ingenuity. Unlike his broodmates, Skarner honed the brackern's innate control of earth and perfected the art of reading underground vibrational patterns, allowing him to sense and decipher far-away movements. When Skarner was older, it was through these vibrations that he detected a dramatic shift in the continent, marked by the arrival of settlers from the east. Clan Ọ̀pal-hin did not trust these newcomers, but Skarner's curiosity could not be suppressed. He needed to know what made them tick. He surveyed these "Ixtali" people. They were born, they toiled, they died—there one second, and gone the next. However, through his observations, Skarner saw that they used what limited time they had to build, create, and invent. Their existence fascinated him... until he discovered just how fragile they truly were. When a nearby rockslide threatened to destroy the burgeoning Ixtali settlement, Skarner, wanting to preserve the subjects of his observation, intervened. Emerging from the jungle, he towered over the people and used his physical strength and command of the earth to pulverize the rockslide before it could touch the village. As the dust cleared, the Ixtali gazed upon their savior in awestruck reverence and gratitude. Within Skarner, a protectiveness began to stir. These fragile beings could not survive without him. He no longer observed the Ixtali from afar, and as he became more involved with them, Skarner spent less time with his clan. The humans became his permanent project, and their nation, his new home. The relationship he formed with the early Ixtali was one of exchange: the Ixtali shared their culture and history, and Skarner used his earthen prowess to help build the cardinal arcology of Ixaocan where the planet's lines of power connected. But Skarner's greatest contribution was as a founding member of the civilization’s ruling caste. Combining Ixtal's scientific mindset with the collectivist culture of the brackern, the Yun Tal’s goal was to lead its people into a bright future. And so it was through Skarner's protection that Ixtal flourished. Outside of Ixtal, the Shuriman Empire extended its reach, and Skarner watched as Ascended stormed the continent. His belief in the resourcefulness of mortals was shattered as he saw the darker side of humanity: corruption, driven by a lust for power. Skarner could sense the building tension in Shurima. He was vocal about his distrust, but when the Shuriman Empire invited Ixtal to form an alliance, the Yun Tal eagerly accepted. With the Icathian rebellion, he was vindicated—but at the cost of many lives. By the time the Shuriman Empire collapsed and Ixtal regained its independence, Skarner had nothing but disgust left for the world outside their jungle—a wasteland of pain and suffering. A wasteland made even worse by the Rune Wars. Witnessing such destruction, Skarner finally convinced the Yun Tal to withdraw from the world, shielding their lands with magic and lies to hide themselves away. But his faith in the Yun Tal was shaken. Where they'd failed to keep the Ixtali safe, Skarner would not. Now knowing that only he could protect Ixtal, Skarner constructed himself an underground chamber below Ixaocan, designed to amplify the vibrational threads across the continent. Every thrum spoke of another threat to Ixtal's safety, but he could also hear the steady noise of Ixtal above him—proof that, through his sovereignty, the city continued to survive. There, he listened... and waited. Deep beneath the dark earth, his paranoia festered until, over time, vigilance gave way to seclusion, and he ceased leaving his chamber altogether. To the Ixtali above ground, Skarner slowly faded from memory into myth, his presence known only by the Yun Tal who traveled underground to confer with him about Ixtal's future. Now, as new generations of elemental masters join the Yun Tal, discussions have begun about the possibility of rejoining the world once more. Skarner hears these whispers, which spur his paranoia, as he knows that opening the door will invite pain, suffering, and death like it did generations ago. The only one Skarner can trust is himself, and he'll do anything it takes to protect Ixtal and its people. Even if that means becoming the root of their destruction, himself. | |
"I may have faded into legend—but I am no mere story." |
Abilities[]
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Patch History[]
Q total damage ratio increased; cost decreased.
Even with our last round of buffs in 10.15, Skarner still feels like he's in hibernation with his kin. We’re doing another pass to put a bit more sting in his...stinger?
Q - Crystal Slash
Patch 10.15
Q damage ratio and bonus damage ratio now scales with target’s maximum health; buff duration increased, cost increased and now flat.
We’re increasing the scorpion’s damage so he’s more equipped to slash through front line targets when itemizing as a bruiser (and a stinger, of course). As another flourish, we’re also making a quality-of-life change to his E.
Q - Crystal Slash
DAMAGE RATIO : | [33/36/39/42/45% total attack damage] | |
⇒ | 15% total attack damage (+1/1.5/2/2.5/3% of target's maximum health) |
BONUS DAMAGE RATIO : | [33/36/39/42/45% total attack damage (+0.3 AP)] | |
⇒ | 15% total attack damage (+1/1.5/2/2.5/3%of target’s maximum health) (+0.3 AP) |
E - Fracture
Patch 9.5
Spire radius increased; Red buff Spire now covers Krugs and Raptors on both sides of the map. Spires removed from minimap.
We're moving Skarner's red buff Spire to be in range of both Krugs and Raptors, which will give him more options in his jungle pathing and help with his jungle clear in all three monster camps. With this Spire now closer to the Krugs and Raptors, it'll also be harder for opponents to steal it from him due to how deep it'll be in the enemy's jungle. We’re also removing the Spires from the minimap, so his counterjungling attempts aren't nearly as obvious to the enemy team.
Passive - Crystal Spires
v8.5
E stun duration decreased.
So few people play Skarner that it took a while for us to notice how strong the patch 8.1 changes to Skarner had made him. Now that it's on our radar, we're splitting the difference between Fracture's pre- and post-8.1 stun duration to put him in a less oppressive spot.
E - Fracture
v8.1
E proc deals more damage and stuns for longer. Base mana increased.
Skarner has been pretty weak in the preseason, so we're buffing up his damage, crowd control, and mana.
Base stats
E - Fracture
PROC DAMAGE : | [25/35/45/55/65] | |
⇒ | 30/50/70/90/110 |
v5.24
E always works, R’s ratio down.
Another gank-and-tank jungler, Skarner’s late-game revolves around a powerful mix of crowd control and durability. That said, Skarner’s also murdering everyone while being tanky, so we’re tuning that down. In exchange, he gets a buff for when we roll out 10v10 combat. Or waveclear. Very minor waveclear.
E - Fracture
R - Impale
v5.23
Crystals spawn earlier.
Passive - Crystal Spires
v5.18
Passive weaker early. E slow down.
Skarner’s not beating people senseless, but it’s clear that he’s still generally too powerful. Skarner’s definitely checking the box on ‘relentless in his zones’ but has more chasing power than is ideal for a Juggernaut. Peeling back some of that stickiness as well as some of his unintended early scaling (oops) should move us closer to a Skarner that scraps, but doesn’t always scuttle away victorious.
Passive - Crystal Spires
E - Fracture
v5.17
Passive gives less Movement and Attack Speed at early levels, but scale at end-game. Passive Mana Restore down.
Skarner's still over-performing after our hotfixes in 5.16, specifically in the early game. Our last set of changes drilled on the raw effectiveness when running at you, while these are more focused to give some agency back to players looking to push him off of his Crystal Spires without eating deadly scorpion claws to the face.
Passive - Crystal Spires
26/8/2015 Patch Updates
Movement speed and attack speed lowered. W's shield lowered. E's cooldown is increased, and deals less damage.
Oh dear. Skarner released at the strongest state we've seen a character...pretty much ever. While the below changes might look like a lot, these were all added on towards the end of his development cycle as a result of feedback on the PBE. We shouldn't have listened quite so well. No hard feelings, PBE.
General
W - Crystalline Exoskeleton
E - Fracture
Skarner Impaling enemies and dragging them away from their comfort zone is a unique and powerful moment that definitely sets him apart from the cast; the issue is figuring out what he does when kidnapping carries isn’t an option. Seeing how Skarner’s always missing his kind, we went for the 2-for-1 of curing his homesickness and giving him a unique identity by dragging some big ol’ spires from the Crystal Scar and droppin’ em on Summoner’s Rift.
They’re not just for show, however - true to his nature as a diamond-encrusted energy scorpion (what a sentence), Skarner becomes infused with a boatload of combat stats when he’s near them, making him the scorpion to go when it comes to map control. Capturing and controlling these spires becomes a game within itself, denying Skarner’s rampage or letting him gleefully wreck through the jungle like a kid in a crystal store. No matter what position he’s played, Skarner’s dominance over these choke points make him an experience that’s clearly differentiated from other fighters, especially if your team’s goal is snatching all of the neutral objectives you can carry.
General
Lowering Movement Speed and Health per level in favor of Attack Damage scaling.
NEW
Passive - Crystal Spires
Skarner's presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing a crystal prevents them from being captured by the opposing team for 15 seconds.
Q - Crystal Slash
Both charged and uncharged Q have traded base damage for a scaling ratio. Costs less Mana and can be cast more.
W - Crystalline Exoskeleton
Now scales with maximum health instead of having a base amount of shield value.
E - Fracture
Fracture now marks enemy champions and causes Skarner's next attack to damage and stun them.
R - Impale
R costs less. Magic damage significantly lowered, but now deals bonus physical damage.
- "In some really weird cases, Skarner could stun towers. You're not an Ohmwrecker, Skarner. You're a scorpion. Get it together."
- Passive - Crystallizing Sting
- BUGFIX : Can no longer be used on towers when cancelling an autoattack on the passive's primary target
v5.5
Q's damage up (hey, it stacks up man), E's damage at later ranks up.
- " You're not the only one that misses your kind, Skarner. Another beneficiary of our focus on jungles this patch, we're aiming to give more damage back to the scorpion, especially in the later-game where his rank-ups can feel relatively poor. "
- Q - Crystal Slash
- DAMAGE :
18/28/38/48/58 physical damage⇒ 20/30/40/50/60 physical damage - BONUS MAGIC DAMAGE :
18/28/38/48/58 magic damage per stack of Crystal Energy⇒ 20/30/40/50/60 magic damage per stack of Crystal Energy
- DAMAGE :
- "2015 Jungle Love Train ends its 5.1 run visiting all the Skarner mains out there missing their kind. For similar reasons we've stated for Evelynn and Hecarim, Q cost reductions are here to compensate for the lack of Elder Lizard sustain, while a lower cooldown on Fracture Skarner can continue to be annoying in those late game teamfights."
v4.16
Updated Bios
- BIO The following champions have received updated in-client bios.
v4.11
"When we made changes to Skarner back in patch 4.10, we had to tune down some of his offensive power in favor of his sticky Skarner-ness. Now that the loneliest scorpion has made his way to the live game, we're seeing he's still doing a lot of damage on top of his disruptive play so we're dialing him back just a bit."
- Q - Crystal Slash
- PHYSICAL DAMAGE:
20/32/44/56/68⇒ 18/28/38/48/58 - BONUS MAGIC DAMAGE:
20/32/44/56/68⇒ 18/28/38/48/58 - BONUS MOVEMENT SPEED:
+3/4/5/6/7% per stack of Crystal Energy⇒ +2/3/4/5/6% per stack of Crystal Energy
- PHYSICAL DAMAGE:
- R - Impale
- SKARNERFIX: Fixed a bug where Skarner could occasionally throw out basic attacks while impaling a target
v4.10
Crystal Slash now gives Skarner Movement Speed per stack of Crystal Energy. Skarner's passive has been replaced with one that allows him to stun targets when he builds up spell hits on them.
"And we're back with our second Skarner update! We've spoken at length about getting Skarner to a more exciting place since our initial changes in 4.2, but we needed to make sure we were giving him a stronger identity without bringing back his old gameplay issues (particularly his 'feast or famine' problem where he'd either succeed really hard or he'd get squished without contributing much to a fight).
In approaching these changes, we heard a lot of your feedback about getting Skarner closer to his old role as a sticky crowd-control focused tank-bug (arachnid, whatever) and less of a damage-dealing scorpion duelist. Ultimately these changes should give Skarner a stronger identity as a disruptive tank while also giving him more opportunities to peel in a team fight, even if he's behind. We've obviously had to tune back some of Skarner's offensive powers to give him that extra annoyance, but this time around he should feel closer to his old lonesome self."
- Visuals
- SHINY SKARNER: Updated textures for base and all skins. Skarner also now has specular maps, making him all shiny-like
- MORE SHINY: Added new particles for Skarner's W and his new passive
- EVEN MORE SHINY: New icons have been added for all abilities
- "NEW" Passive - Crystallizing Sting
- CRYSTAL VENOM: Skarner's damaging spells apply a 'Crystal Venom' debuff to enemy Champions and large monsters for 5 seconds
- UTILITY: If Skarner lands a basic attack on a target with 3 stacks of 'Crystal Venom', he will deal an additional 20-105 magic damage and stun the target for 0.5/0.75/1 second
- CRYSTAL VENOM: After being stunned, targets cannot be debuffed by Crystal Venom for 6 seconds
- Q - Crystal Slash
- "NEW" UTILITY: Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against Champions)
- "NEW" CRYSTAL ENERGY: Crystal Energy now additionally grants +3/4/5/6/7% movement speed per stack (up to 3 stacks)
- BASE PHYSICAL DAMAGE:
25/40/55/70/85 (+0.8 attack damage)⇒ 20/32/44/56/68 (+0.4 attack damage) - BONUS MAGIC DAMAGE:
24/36/48/60/72 (+0.4 ability power)⇒ 20/32/44/56/68 (+0.2 ability power)
- E - Fracture
- MAGIC DAMAGE:
80/120/160/200/240 (+0.7 ability power)⇒ 40/60/80/100/120 (+0.4 ability power) - COOLDOWN:
14 seconds at all ranks⇒ 12 seconds at all ranks
- MAGIC DAMAGE:
- R - Impale
- "NEW" IMPALEMENT: Impale consumes all stacks of Crystal Venom and deals 50/75/100 magic damage per stack consumed
- COOLDOWN:
130/120/110 seconds⇒ 110/100/90 seconds
v4.4
We said we'd monitor Skarner after his changes, and we're continuing to do so. The buffs in patch 4.3 were a good direction but it looks like Skarner could use a little more reliability.
v4.3
We lowered Crystal Slash’s mana cost and increased Fracture’s slow.
“We’re giving Skarner some help in the early game with a focus on his crowd control capabilities.”
- Q - Crystal Slash
- MANA COST:
20/22/24/26/28⇒ 16/18/20/22/24
- MANA COST:
- E - Fracture
- SLOW:
30/35/40/45/50%⇒ 45/50/55/60/65%
- SLOW:
v4.2
We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
- General
- BASE ATTACK SPEED :: lowered by 1%
- Passive - Energize
- EFFECT :: Unchanged
- Q - Crystal Slash
- EFFECT :: When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
- SLOW ::
No longer slows⇒ moved to Fracture
- W - Crystalline Exoskeleton
- COOLDOWN :: 18 seconds ⇒ 16 seconds
- MOVEMENT SPEED BONUS :: from 15/17/19/21/23% ⇒ 16/20/24/28/32% (now ramps up over the first 3 seconds)
- BASE SHIELD AND ABILITY POWER RATIO :: 70/115/160/205/250 (0.6 ability Power)⇒ increased to 80/135/190/245/300 (0.8 ability Power)
- EFFECT :: No longer provides an Attack speed bonus
- E - Fracture
- COOLDOWN ::
10 seconds⇒ 14 seconds - EFFECT :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
- MISSILE RANGE ::
800⇒ 1000 - MISSILE WIDTH :: reduced slightly
- MISSILE SPEED :: lowered slightly
- EFFECT :: Heal mark removed
- COOLDOWN ::
- R - Impale
- ROOT TIMING :: Impale now roots the target during the windup animation
- VOICE OVER :: Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target
- Base Movement Speed increased by 25.
- Crystalline Exoskeleton cooldown increased to 18 seconds from 14
- Impale will no longer finish casting if the target escapes the range during the cast time
- Crystal Slash
- Mana cost adjusted to 20 / 22 / 24 / 26 / 28 from 15 at all levels
- Slow decreased to 20 / 25 / 30 / 35 / 40% from 25 / 30 / 35 / 40 / 45%
- Impale cooldown increased to 130 / 120 / 110 from 110 / 100 / 90
- Attack Speed per level increased to 2.1 % from 1.44 %
- Energize will no longer activate when attacking Towers.
- Crystal Slash Mana cost decreased to 15 at all ranks from 22 / 24 / 26 / 28 / 30
- Fracture will now heal Skarner if it kills the target.
- Impale duration increased to 1.75 from 1.5 seconds
- Crystal Slash
- Physical damage increased to 25 / 40 / 55 / 70 / 85 from 20 / 35 / 50 / 65 / 80
- Magic damage increased to 24 / 36 / 48 / 60 / 72 fro m20 / 32 / 44 / 56 / 68
- Fracture missile speed increased to 1,800 from 1,600
v1.0.0.123
Skarner released
Additional Content[]
Champion Information[]
- Skarner's Champion Page
- Universe of League of Legends Page
- Gameplay update: juggernauts
- Skarner Mechanics Preview
- Champion Sneak Peek - Skarner, the Crystal Vanguard
Related Lore[]
Promotional Page
Journal of Justice
Skin Release[]
Promotional Page
Other[]
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