Crystal Spires:Skarner's presence causes a number of Crystal Spires to appear at set points on the battlefield, which can be captured by champions who stand near them for 2 seconds. Once captured, Crystal Spires are owned until contested and the defending team can stand on the spire to prevent the opposing team from capturing it.
Crystal Spires grant 30 split among its captors upon being captured, or 15 if only a single champion participated in its capture, and provide sight around them for 1.5 seconds upon being captured, becoming impossible to recapture for 15 seconds.
Crystal Charge: While within range of a Crystal Spire controlled by his team, or while an enemy is stunned with Fracture or suppressed with Impale, Skarner gains 70 - 120 (based on level) bonus movement speed, 43% - 160% (based on level)bonus attack speed and restores 2% maximum mana every second.
Twisted Treeline (5) - One within Vilemaw's pit, and one nearby to each of the Golem and Wolf camps.
Crystal Scar (6) - One beneath the Windmill, one near the Storm Relic, one beside each of the upper Speed Shrines, and one either side of the lower Speed Shrine.
Murder Bridge (5) - One in each of the maps brushes, and one in each of thee team's bases below their respective inhibitors.
The spires near Baron Nashor, Dragon, Vilemaw, the Windmall, the Storm Relic, the central brush on Howling Abyss begin the game as neutral and cannot be captured until after minions spawn (1:30), but can otherwise be captured by either team from the off-set. All other spires begin as either allied or enemy depending on position, but can be captured from the moment the game starts.
In One For All and mirrored matches, no additional spires are spawned although all allied Skarners will receive the benefits from allied spires.
Crystalline Exoskeleton has no cast time and does not interrupt Skarner's previous orders.
COST: 55 mana
COOLDOWN: 14 / 13.5 / 13 / 12.5 / 12
Active:Skarner launches a blast of energy forward in a line that deals magic damage and slows the first six enemies it hits for 2.5 seconds, as well as and marking them with Crystal Venom for 5 seconds. Fracture's missile slows down every time it hits an enemy champion.
Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 20% AP)
Slow: 30 / 35 / 40 / 45 / 50
Skarner's next basic attack against a target marked with Crystal Venom consumes the mark to deal them bonus physical damage and stun them for 1 second.
Bonus Physical Damage: 25 / 35 / 45 / 55 / 65
Fracture's cooldown is reduced by 1 second whenever he stuns a target with Fracture and 1.75 seconds whenever he suppresses an enemy with Impale.
Active:Skarner rears his stinger, rooting his target for 0.25 seconds as he brings it down, dealing 100% AD physical damage, magic damage and suppressing them for 1.75 seconds. At the end of the duration, the target takes the same damage again.
If Impale's suppression is removed via a method of crowd control removal such as Quicksilver, the secondary damage is not dealt.
If Skarner loses sight of his target or if his target exceeds a range threshold during the initial 0.25 seconds, the ability is cancelled but does not go on cooldown.
Impale's target can exceed the threshold either by being in the process of dashing when immobilized, removing the immobilize and then quickly moving away, or by an ally knocking Skarner back.
Skarner's target will follow him around regardless of the method of movement - including through forced movement spells such as Buster Shot and Dark Passage.
While Impale's suppress is active, Skarner is considered to be facing in the direction of his movement, not the direction he is facing, for the purposes of abilities such as Petrifying Gaze and Mocking Shout.