Each basic attack reduces Skarner's ability cooldowns by 0.5 seconds. The effect is doubled when attacking enemy Champions. Attacking turrets will not trigger Energize.
This passive will actually prove its worth more in the new jungle than in the old one. Since the rewards for the jungle camps increased (slightly), you will be farming a bit more during the midgame whenever you can. You will be ganking a bit less, but because you are autoattacking the jungle creeps your ultimate actually charges a bit faster! This means that even though you gank less, you will have stronger individual ganks because your ultimate is almost always up.
Q: Crystal Slash
Skarner damages all enemies within range. If he hits any enemies, using Crystal Slash again within 5 seconds deals bonus magic damage and slows all enemies hit for 2 seconds.
This is Skarner's bread and butter skill. This alone allows him to clear camps quickly, slow enemies permanently and deal a significant amount of damage as well. The mana cost is reasonably low as well. You will max this first because it is your main damage tool and you will spam it whenever you get the chance.
Always make sure to use this skill before you autoattack a jungle camp. This way, you will already lose half a second of Crystal Slash's cooldown on the first autoattack.
W: Crystalline Exoskeleton
Skarner gains a shield that absorbs a certain amount of damage. The shield dissipates after 6 seconds if not already destroyed. While the shield is active, Skarner gains increased movement speed and attack speed.
This skill was nerfed a while ago, increasing the cooldown. It didn't affect his ganking at all, but it does mean that you can't use it twice during strong camps such as the small golems. However, the nerf didn't impact your clear speed too much. You will want to use this a small distance before the jungle camp so that you get increased movement speed running towards it and still fully expend the shield for maximum attack speed and survivability. This is something you will have to learn by experience. It costs a lot of mana so try not to spam it too much.
ACTIVE: Skarner damages all enemies in a line and marks them for 6 seconds.
If Skarner damages a marked target (consuming the mark) or Fracture kills an enemy, Skarner heals himself. Each heal after the first heals half of the previous trigger until Fracture is used again.
This skill is still pretty damn useless. The sustain it gives you is marginal, the damage is low and you won't be able to spam it without your blue buff, which you will give to your mid laner most of the time. Early game, you're better off putting an extra point in your Crystal Slash because the creeps will die faster, preventing more damage than this skill would ever heal. Late game it can be nice for tagging assists easily. In teamfights, only use this skill if you can hit at least three enemies with it and they are putting some heavy damage on you. Most of the time though, it's not worth it because using it slows you down.
Skarner suppresses target enemy champion for 1.75 seconds, damaging the target. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the duration, the target takes the same damage again.
This skill is absolutely amazing! It is, in my opinion, one of the strongest defensive ultimate in the game and has some jaw-dropping offensive uses as well. With impale, you will effectively nulify the teamfight presence of that fed Diana, Jax, Irelia or whatever thing decides to jump on your carry. I can't stress how strong this is as a peeling tool. This is all because it is a suppression skill, which is not affected by tenacity
. Without a suppression breaker, you will always grab your foe for the full duration.
Furthermore, if they don't have a strong diving team but rather a defensive line-up, you can win teamfights for your team by flash-grabbing the AD or AP Carry.
When you grab somebody and want to drag them, always make sure you turn around
just before the suppression ends. This way, they will drag behind you and will be farther away from their original position. You're required to have good knowledge of the skill duration to perform this.