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% (based on level) of their maximum health over the duration, capped at 100 – 300 (based on level) against monsters. 」「 0.625% – 1.125% (based on level) of their maximum health every 0.5 seconds over the duration, capped at 12.5 – 37.5 (based on level) per tick against monsters. 」
Targeting input: PassiveAffects: EnemiesDamage type: Proc damageDamage sub-types: MagicSpell shield: See NotesParries: See Notes
Notes (2)
- Basic attacks that are dodged by the target or missed while Skarner is blinded do not apply stacks of Quake. Blocked attacks will still apply stacks.
- Spell shield prevents Quaking's application from Upheaval and Impale only.
Active: Skarner rips a boulder from the ground, empowering up to three 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.
- Bonus Physical Damage per Hit
- 10 / 20 / 30 / 40 / 50 (+ 90% bonus AD) (+ 3% of his bonus health)
- Total Bonus Physical Damage
- 30 / 60 / 90 / 120 / 150 (+270% bonus AD) (+ 9% of his bonus health)
- Bonus Attack Speed
- 20 / 25 / 30 / 35 / 40%
The final attack slams the boulder, dealing an additional 11% of each target's maximum health physical damage and slowing afflicted enemies by 40% for 1 second. The additional damage is capped against monsters and is not applied against structures.
- Monster Percent Health Damage Cap
- 150 / 200 / 250 / 300 / 350
After 0.5 seconds of the cast, Skarner gains the ability to use Upheaval during Shattered Earth.
Casting Shattered Earth resets Skarner's basic attack timer. Shattered Earth's duration is paused during Ixtal's Impact.
Targeting input: AutoAffects: Self, EnemiesDamage type: Proc damageDamage sub-types: PhysicalSpell shield: Not BlockedParries: Blocked
Notes (26)
- The empowered attacks can be parried and will not trigger the area of effect if either the target blocks or dodges the attack, or if the attacks miss while Skarner is blinded.
- The attacks will be still consumed in all cases regardless.
- Note that if the main target is not blocking or dodging, then the area of effect can still deal damage to those who do.
- Shattered Earth ends prematurely if Skarner initiates a Recall channel.
- The empowered attacks have an uncancellable windup against champions, minions, and turrets only.
- Editor's Note: Prior to Patch 14.9, the windup was uncancellable regardless of the target's type. It is currently unknown if the change was intentional or not, but seems to be partially intentional based on observation.
- Empowered attacks against other units can be interrupted by crowd control or casting Ixtal's Impact, but not by issuing movement commands.
- The aforementioned unit types, as well as monsters, inhibitors, and the nexus are considered "valid" for Shattered Earth and will only trigger its effects when the main target was one of those. This includes:
- Triggering the damaging area of effect,
- Refreshing the duration when an empowered attack has begun,
- and consume empowered attacks only when they landed. (This way the attacks are not consumed when the target died beforehand.)
- Attacking any other units will cause Skarner to use his normal basic attacks instead while Shattered Earth is expiring (but still benefit from the increased attack speed and range).
- To be more precise about Ixtal's Impact's duration pause, it adds 0.25 seconds to the duration every 0.25 seconds, but will set it to an estimated minimum of 1.5 seconds if it would have been lower.
- The slow applied by Shattered Earth is a generic slow debuff.
- Shattered Earth is special cased to generate a stack of Spear of Shojin's Focused Will.
- Only the third hit of Shattered Earth triggers Tear of the Goddess and Archangel's Staff's manaflow.
- The attack reset will not save time if Skarner possesses sufficiently high attack speed because of the ability's 0.35 seconds cast time. Starting from around 271.4285% bonus attack speed, basic attacking is fast enough to match the time with the reset and will be even faster with more, causing Shattered Earth to actually slow down the user at that point.
- However, this only takes attack speed into account and ignores various other factors, such as the damage and other bonuses from the ability and the fact that Skarner generally does not like building such high amounts of attack speed. Additionally, attempting to do the attack reset at such high attack speed is already a hard task, if not requires frame perfect execution to save any ticks worth of time.
- Skarner's attack speed is not immediately updated upon casting Shattered Earth. Beginning the first attack shortly after casting results in an attack that does not benefit from the attack speed granted by the ability.
- If Upheaval hits an enemy while a new instance of Shattered Earth is active, Shattered Earth's effects are immediately lost.
- While Shattered Earth is active, it will not benefit from cooldown refund effects such as Transcendence or Navori Flickerblade's Transcendence.
- Editor's Note: This is not a Skarner-specific issue. Various abilities, including Ultimates, that grant a different ability in their slot after activation may suffer from this problem (e.g. Briar's Blood Frenzy and Snack Attack) and may be fixed or may have been fixed on a case-by-case basis.
- The empowered attacks lack spell effects as they deal proc damage, which does not match with how empowered attacks supposed to behave in general.
- Editor's Note: This is possibly a band-aid fix to avoid an issue where Shattered Earth would trigger various effects twice per attack instead of once, as it could be seen during the first PBE deploy of the rework's release, after which the ability was changed from spell damage to proc.
- The buff used for Shattered Earth is fuzzy. Each attack removes 1 stack on a delay of up to 0.25 seconds. This has no known side effects currently.
- The slow is also applied and removed in a fuzzy manner, meaning that sometimes it may last shorter or longer than intended, depending on the ticks.
Tips & tricks (4)
- Rather than asking if using the final attack or the throw is worth more, instead think and decide about when to use the throw.
- When attempting to engage in from safety with Ixtal's Impact, you should consider pre-emptively casting Shattered Earth in most situations. Trying to do it after the engage leaves you more vulnerable as you have to wait for the cast time WHILE in champion combat.
- Similarly, learning when and how to use Shattered Earth is the most vital part when you begin to play Skarner. It makes the gameplay experience very punishing when used neglectfully.
- As already mentioned in Impale's description, casting Impale while Shattered Earth is active will immediately forces Upheaval to be cast with no cast time. This can be utilised for more efficient damage dealt when optimised or even gaining surprise takedowns against fleeing enemies.
Map-specific differences (3)
- Shattered Earth base damage changed to 20 / 40 / 60 / 80 / 100.
- Upheaval base damage changed to 20 / 40 / 60 / 80 / 100.
- Final attack / Upheaval target health ratio changed to 12% of target's maximum health.
Active: 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 Shattered Earth's final empowered attack would.
- Physical Damage
- 10 / 20 / 30 / 40 / 50 (+ 90% bonus AD) (+ 3% of his bonus health) (+ 11% of target's maximum health)
- Maximum Monster Damage
- 160 / 220 / 280 / 340 / 400 (+ 90% bonus AD) (+ 3% of his bonus health)
Targeting input: DirectionAffects: EnemiesDamage type: Area damageDamage sub-types: PhysicalSpell shield: See NotesProjectile: Blocked
Notes (6)
- While Upheaval can deal damage to structures, the missile can't directly hit them. They have to be within the radius of the explosion.
- Spell shield will not prevent the explosion from occurring.
- This ability will cast from wherever the caster is at the end of the cast time.
- The direction of cast will be updated to go toward the cast location.
- The slow applied by Shattered Earth is a generic slow debuff.
- If Upheaval hits an enemy while a new instance of Shattered Earth is active, Shattered Earth's effects are immediately lost.(bug)
Map-specific differences (3)
- Shattered Earth base damage changed to 20 / 40 / 60 / 80 / 100.
- Upheaval base damage changed to 20 / 40 / 60 / 80 / 100.
- Final attack / Upheaval target health ratio changed to 12% of target's maximum health.
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.
- Magic Damage
- 50 / 70 / 90 / 110 / 130 (+ 80% AP)
Skarner can move during Seismic Bastion's cast time.
Targeting input: AutoAffects: EnemiesDamage type: Area damageDamage sub-types: MagicSpell shield: BlockedProjectile: Not Blocked
Notes (3)
- The shield is granted at the start of the cast time.
- The shield ratio is equal to 50.4 – 200 (based on level) (+ 8% of his bonus health).
- This ability will cast from wherever the caster is at the end of the cast time.
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. He automatically navigates his movement along the way and is able to steer himself with a slow turn rate that increases over time, resetting upon changing direction. Ixtal's Impact can be recast after 1 second, and does so automatically after the duration.
Skarner begins the charge at a static amount of 150 movement speed that increases by 100 every 0.264 seconds, up to 950 total movement speed by the end of the duration. If Skarner collides with an enemy champion or large monster, he grabs them with his claws for the time of the remaining charge, attaching them to himself, suppressing them, revealing them, increasing the charge's turn rate to the maximum, and gaining 300 bonus movement speed, with a minimum total of 650 and a maximum total of 1150. If a target has been grabbed before the first 1.75 seconds of the charge, the remaining duration is set to 1 second, and set to 0.5 seconds otherwise. The charge does not ramp up in speed while a target is grabbed.
If Skarner's attached target collides with terrain, the charge ends, detaching them from him, dealing physical damage, stunning them for 1.1 seconds, and reducing Ixtal's Impact's cooldown by 35%.
- Physical Damage
- 30 / 60 / 90 / 120 / 150 (+ 120% bonus AD) (+ 6% of his maximum health)
Recast: Skarner ends Ixtal's Impact. If a target has been grabbed, he detaches them from himself.
Ixtal's Impact ends immediately if Skarner becomes immobilized or grounded, or is affected by any form of cast-inhibiting crowd control, during the charge. The grabbed target is detached if this occurs. While the target is grabbed, they are attached to Skarner 200 units in front of him.
Targeting input: DirectionDamage type: Ability damageDamage sub-types: PhysicalSpell shield: BlockedGrounded: DisabledKnockdown: Not InterruptedDisruption: Interrupted
Notes (20)
- While Ixtal's Impact is active, Skarner's movement speed is set to a static amount that cannot change by any means other than by the ability itself.
- Any movement speed modifiers gained before or during the charge are retained however, and will take effect after the charge if the duration permits.
- The bonus movement speed from grabbing a target is 300 only if Skarner's movement speed was between 350 and 850 at the time.
- If Skarner was at less than 350 movement speed when he grabbed the target, his total movement speed is instead set to 650. If he was at 950 movement speed, his total movement speed is set to the cap of 1150.
- Skarner gains a slightly larger field of view during Ixtal's Impact's charge.
- Ixtal's Impact's attachment depends on the application of the suppression; if the suppression is not applied, neither is the attachment. Similarly, if the suppression is removed, so is the attachment.
- If the target resists the suppression through total crowd control immunity, displacement immunity, or a spell shield. Skarner will not attach them to himself, causing the charge to end instantly.
- If the target removes the suppression by any means, including with an applicable cleanse effect or dispel, they will detach themselves from Skarner immediately which forces the charge to end instantly and not apply any damage.
- Skarner can move up to 550 units beyond the outer-edge of the battlefield with the charge.
- Once he has surpassed this boundary, Ixtal's Impact ends immediately and Skarner is moved to the nearest valid space.
- Ixtal's Impact can interact with player-generated terrain.
- If Skarner is inside terrain when the effect ends, he will be moved to the nearest valid space.
- Enemies cannot see Skarner while he is inside terrain, unless they grant sight into the area of terrain he is inside (such as with Hawkshot or Heightened Senses) or have unobstructed vision.
- However, enemies will be notified when Skarner is inside nearby terrain while within a certain distance of him. An indicator will be visible to the enemy player's perspective to represent this.
- The following table refers for interactions while Skarner is charging:
- Death
- Grounding effects
- Immobilizing effects
- Cast-inhibiting effects
- A special indicator for Ixtal's Impact's direction and expected ending location is visible to Skarner only during his charge.
Map-specific differences (3)
- Cooldown changed to 14 / 13 / 12 / 11 / 10 seconds.
- Base damage changed to 50 / 80 / 110 / 140 / 170.
- Move distance post grab changed to 1000.
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. If he successfully impales at least one enemy champion, Skarner gains 40% bonus movement speed for the same duration.
- Magic Damage
- 150 / 250 / 350 (+ 100% AP)
If Impale is cast during Shattered Earth, Skarner automatically casts Upheaval in the direction of Impale's cast. Skarner is unable to basic attack, cast Shattered Earth or Ixtal's Impact, or use Flash during Impale. While the targets are impaled, they are attached to Skarner 300 units in front of him. Targets are placed 200 units in the same direction at the end of the effect.
Targeting input: DirectionAffects: Self, EnemiesDamage type: Area damageDamage sub-types: MagicSpell shield: BlockedProjectile: Not Blocked
Notes (13)
- Impale's attachment depends on the application of the suppression; if the suppression is not applied, neither is the attachment. Similarly, if the suppression is removed, so is the attachment.
- If a target resists the suppression by being immune to crowd control, displacement immune, or having a spell shield, Skarner will not attach them to himself.
- If all targets hit resist the suppression, Skarner will fail to attach any of them to himself and thus will not initiate Impale, causing the ability to behave as if no valid impale targets were hit.
- If a target removes the suppression by any means, including with an applicable cleanse effect or dispel, they will detach themselves from Skarner immediately.
- If all targets remove the suppression, Impale ends prematurely and is cancelled for Skarner.
- If a target would be inside of terrain at the end of the effect, they are moved to the nearest valid space.
- If a target would be on the other side of a wall, they are moved to the same side as Skarner.
- During Impale, Skarner always faces in the direction of the nearest attached target.
- This ability will cast from wherever the caster is at the end of the cast time.
- The following table refers for interactions while Skarner is in Impale's cast time:
- Death, unless protected by Resurrection
- The following table refers for interactions while Skarner is performing Impale's enemy disable:
- Death
Tips & tricks (1)
- Since Skarner forcibly faces toward his suppressed target(s), he will constantly refresh the bonus granted by Approach Velocity while performing Impale, thus allowing him to drag enemies much further.
Map-specific differences (2)
- Base damage changed to 350 / 450 / 550.
- Bonus movement speed changed to 60%.