(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against non-champion units. Autoattacks on towers won't reduce cooldowns at all.
Tips :
Cooldown thanks to the passive.
An excellent passive!
Doesn't work on the towers.Lets Skarner recover his ultimate very quickly with a bit of a cooldown reduction by attacking monsters in the jungle to gank quicker.
The very weak cooldown on Skarner's Q, combined with the cooldown reduction, will let you use it repeatedly when Skarner attacks a champion.
Using this passive will make the difference between a good Skarner and the best. Skarner must be near his opponent and not miss his Q to maintain the slow.
(Active): Skarner lashes out, dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
Tips :
Skarner creates a shock wave.Skarner's slow and damage.
You will never escape!
A spell that does a lot of damage despite the weak damages that would estimate, simply because of its weak cooldown combined with the very powerful passive that can be used often.The low cost of the spell means you can use it often.
The fact is that this spell can be used at least every 2 seconds by positioning it well to be able to attack with Skarner and also permanently slow your opponent. Be careful not to ruin this spell just after the flash from your opponent, he will not be slowed.
To do the jungle quickly you will need to spam this spell, during a gank you must first touch an opponent before using it on your target. So it is often useful to go with the Q on a creep before attacking your target, depending on his positioning.
Cooldown reduction will let you have this spell often, combined with Skarner's very efficient passive you will be able to hit your opponent hard.
Cost: 20 / 22 / 24 / 26 / 28 mana
Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage)
Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
Tips :
Skarner's shield changes colour.A shield that offers movespeed and attack speed.
Skarner, LoL's bullet train!
It is necessary for the shield to survive to benefit from the movespeed and attack bonus, so it can sometimes be interesting to use it after your opponent's little burst to catch him, but this will still cost you HP.
This shield is very efficient, especially if you manage to have your resistance, as opponent will have more difficulty breaking it, reducing your chance of losing your bonus.This bonus is very efficient for catching your target and using your ultimate.
With a 40% CDR, the spell's cooldown is 8.4 seconds, very little compared to its potential length of 6 seconds, by using the passive it is possible to quickly recover your shield.
Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
Attack Speed Boost: 30 / 35 / 40 / 45 / 50 %
Movement Speed Boost: 15 / 17 / 19 / 21 / 23 %
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. If any marked targets receive further damage from Skarner, or if they die when struck by Fracture, Skarner will consume the mark to heal himself. Subsequent marks consumed and unit kills will heal for 50% of the last.
Tips :
Skarner's shield changes coclour.A bit of sustain
Skarner's weakest spell
Lets Skarner be able to heal himself in the lane phase.Useful to farm from afar so that you don't have to advance and risk a gank.
This spell adds some damage but costs a lot of mana relatively speaking, so it doesn't benefit you a lot.
Each additional mark heals Skarner by 50% of the previous mark's gain.
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per ability power)
Maximum Heal: 60 / 90 / 120 / 150 / 180 (+0.6 per ability power)
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
Tips :
Skarner catches his target to draw him to his teammates.The pull
I'm gonna get you!
Skarner can't flash during his ultimate, but he can use his flash to use his ultimate and surprise his enemy.Skarner gets a lot of benefit from movespeed, letting him pull his target towards his team so that they can make an easy kill.
Be careful of a Banshee's Veil as well as anti-spell shields, because it will be obvious that you are trying to use your ultimate because of its short range.
The small range of the spell forces Skarner to play intelligently, so it is useful to take a movespeed bonus like Shurelya's Reverie.
Cooldown: 130 / 120 / 110 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 100 / 150 / 200 (+0.5 per ability power)
Total Magic Damage: 200 / 300 / 400 (+1.0 per ability power)
Pros
A lot of mobility with powerful controls to gank successfully.
An ultimate that can turn the game around by catching a dangerous carry if he is badly positioned.
Naturally very resistant.
If the opponent flashes when you use your ultimate then he risks being brought just next to you.
Cons
Weak against long range CCs, like a stun from Taric
Doesn't provide allies any protection.