The Crystal Vanguard
General counter information:
Build TenacityHard CCTry to Counter JungleTry to kite and poke
Counter Items & Summoner Spells:
|Health Points:||440 (+96 / per level)||Health Regen:||7.5|
|Mana Points:||205 (+40 / per level)||Mana Regen:||30|
|Damage:||54.1 (+4.2 / per level)||Attack Speed:||0.625 (+2.1 / per level)|
|Attack Range:||125||Movement Speed:||320|
|Armor:||19 (+3.8 / per level)||Magic Resistance:||30 (+1.25 / per level)|
|Influence Points (IP):||6300||Riot Points (RP):||975|
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.
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.
Cooldown: 3.5 seconds
Radius of AoE: 350
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.
Cost: 60 mana
Cooldown: 14 seconds
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.
Cooldown: 10 seconds
Missile Speed: 1800
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, Skarners target will be dealt the same amount of magic damage again.
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 per ability power)
|It is imperative that you Flash away when a Skarner is anywhere near you, as you'll get pulled into the enemy team.|
|knock-back/terrain abilities (Janna's Monsoon, Trundle's Pillar of Ice) are strong against Skarner because he will have a hard time trying to pull your allies.|
|Try to break Skarner's shield as it will remove the bonus movespeed and attack speed that it grants him.|