VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Skarner

the Primordial Sovereign

Skarner is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMixed damageMelee attacks
Usual roleJungle
ClassTank · Fighter
DifficultyMedium · 5/10
Basic attacksMeleeMelee basic attacks · 150 range.
Damage profileMixed damageThe kit can deal meaningful physical and magic damage. One resistance does not answer every part of it.
Reference patch16.20.1

Strengths and limits

What Skarner does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Combines damage and durability in committed skirmishes or extended exchanges.
  • Creates space through durability, control or a reliable front-line threat.

Limits to respect

  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Basic attacks apply Quaking. Stick to your target and re-apply it for maximum damage.

2

Capturing Crystal Spires before attempting neutral objectives or team fights around them improves Skarner's performance in said fights dramatically.

3

Impale is extremely powerful when you use it to position an enemy so your allies can attack them.

Riot opponent tips

What an opponent is told to watch for
1

Ixtal's Impact can be stopped by any stun, root, or knock-up. Save a key cooldown if he's coming for a gank!

2

Impale can be dodged. Use Flash or another ability to get out of reach.

3

Skarner's sustained damage can eventually take you down. Be careful not to ignore him.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Skarner in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Meaningful mixed pressure

One resistance may answer only part of the kit. Check the current build and the rest of the opposing team before specialising defensively.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Skarner?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
Reducible controlSlowsHealing or sustainShieldsHealth-scaling or true damage
SPLIT DEFENCE

Split defence

Health · shields · balanced resistances

Meaningful physical and magic damage makes one resistance incomplete.

Compare the whole team and the champion's current build before specialising.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Skarner fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Skarner is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Skarner is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Skarner is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Skarner is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Skarner abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Threads of Vibration

What it doesSkarner's Attacks, Shattered Earth, Upheaval, and Impale, apply Quaking. At max stacks of Quaking, enemies take max Health magic damage over its duration.

Practical readThreads of Vibration is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Q
Q ability

Shattered Earth / Upheaval

What it doesSkarner rips a boulder from the earth that empowers his attacks and can be thrown as a powerful projectile.

Practical readShattered Earth / Upheaval is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown8/6.75/5.5/4.25/3 secCost30Listed range400 units
W
W ability

Seismic Bastion

What it doesSkarner gains a shield and creates an earthquake whose shockwave damages and slows foes.

Practical readSeismic Bastion contributes a slowing effect and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10/9/8/7/6 secCost60/65/70/75/80Listed range700 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Ixtal's Impact

What it doesSkarner charges forward and passes through terrain. If he collides with a champion or large monster, he'll slam them into the next wall he hits to damage and stun them.

Practical readIxtal's Impact contributes hard crowd control and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown22/21/20/19/18 secCost50/55/60/65/70Listed range1700 units
Cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.

R
Ultimate

Impale

What it doesSkarner's tails lash forward to suppress enemy champions. Once suppressed, the victims will be dragged along by Skarner as he moves around.

Practical readImpale contributes hard crowd control. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/105/90 secCost100Listed range625 units

Levels 1–18

Skarner · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1630 Health320 Mana
Level 3792 Health379 Mana
Level 61,065 Health478 Mana
Level 111,595 Health671 Mana
Level 162,222 Health899 Mana
Level 182,500 Health1,000 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityShattered Earth / Upheaval

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 18 secRank 26.75 secRank 35.5 secRank 44.25 secRank 53 sec
W
Basic abilitySeismic Bastion

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29 secRank 38 secRank 47 secRank 56 sec
E
Basic abilityIxtal's Impact

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 221 secRank 320 secRank 419 secRank 518 sec
R
UltimateImpale

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2105 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1630320 ManaChoose the first basic ability
2709349 ManaAdd another basic ability or rank
3792379 ManaAdd another basic ability or rank
4879411 ManaSpend one ability point
5970444 ManaSpend one ability point
61,065478 ManaFirst ultimate rank normally available
71,163514 ManaSpend one ability point
81,265551 ManaSpend one ability point
91,371590 ManaSpend one ability point
101,481630 ManaSpend one ability point
111,595671 ManaSecond ultimate rank normally available
121,713714 ManaSpend one ability point
131,835758 ManaSpend one ability point
141,960804 ManaSpend one ability point
152,089851 ManaSpend one ability point
162,222899 ManaFinal ultimate rank normally available
172,359949 ManaSpend one ability point
182,5001,000 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

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