Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Arrr, creates space through durability, control or a reliable front-line threat.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Primordial Sovereign
Skarner be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Basic attacks apply Quaking. Stick to yer target and re-apply it fer maximum damage.
Capturing Crystal Spires afore attempting neutral prizes or crew fights 'round them improves Skarner's performance in said fights dramatically.
Impale be extremely powerful when ye use it to position an foe so yer crewmates can attack them.
Ixtal's Impact can be stopped by any stun, root, or knock-up. Save a key cooldown if he's coming fer a gank!
Impale can be dodged. Use Flash or another trick to get out o' reach.
Skarner's sustained damage can eventually take ye down. Be careful nay to ignore him.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
One resistance may captain's answer only part o' th' kit. Inspect th' present loadout and th' rest o' th' opposing crew afore specialising defensively.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Skarner be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Skarner has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Skarner be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Skarner be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Skarner be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Arrr, what it doesEnglishSkarner rips a boulder from the earth that empowers his attacks and can be thrown as a powerful projectile.

Arrr, what it doesEnglishSkarner gains a shield and creates an earthquake whose shockwave damages and slows foes.

Arrr, what it doesEnglishSkarner 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.

Arrr, what it doesEnglishSkarner's tails lash forward to suppress enemy champions. Once suppressed, the victims will be dragged along by Skarner as he moves around.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 630 | 320 Mana, arr | Pick th' first aboard basic trick |
| 2 | 709 | 349 Mana, arr | Stow another basic trick or rank |
| 3 | 792 | 379 Mana, arr | Stow another basic trick or rank |
| 4 | 879 | 411 Mana, arr | Spend one trick point |
| 5 | 970 | 444 Mana, arr | Spend one trick point |
| 6 | 1,065 | 478 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,163 | 514 Mana, arr | Spend one trick point |
| 8 | 1,265 | 551 Mana, arr | Spend one trick point |
| 9 | 1,371 | 590 Mana, arr | Spend one trick point |
| 10 | 1,481 | 630 Mana, arr | Spend one trick point |
| 11 | 1,595 | 671 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,713 | 714 Mana, arr | Spend one trick point |
| 13 | 1,835 | 758 Mana, arr | Spend one trick point |
| 14 | 1,960 | 804 Mana, arr | Spend one trick point |
| 15 | 2,089 | 851 Mana, arr | Spend one trick point |
| 16 | 2,222 | 899 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,359 | 949 Mana, arr | Spend one trick point |
| 18 | 2,500 | 1,000 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.