

Skarner
The Crystal Vanguard
How this differs from the live game
- The Abilities are completely different
- Bruiser and auto attacker
- Impale (R) is a single target point and click
Build
Runes and masteries
x9Mark of Attack SpeedMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Speed +15.30%
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack speed marks are for faster jungle clears and more Energize procs, which means more Crystal Slash casts; Q's listed damage scales with bonus AD, not AP. Armor seals and MR glyphs are the standard jungle durability page, while movement speed quints help Skarner reach Impale range.
This is a standard 0/21/9 jungle tank page: deep Defense for clears and front-lining, with Utility reaching Runic Affinity because the jungler owns red buff and often cycles blue later.
Skill order
ultimate at 6, 11 and 16Energize
- Crystal Slash (Q) takes points at levels 1, 3, 5, 7, 9.
- Crystalline Exoskeleton (W) takes points at levels 2, 8, 10, 12, 13.
- Fracture (E) takes points at levels 4, 14, 15, 17, 18.
- Impale (R) takes points at levels 6, 11, 16.
Max Q first for clear speed, sustained dueling, and repeated slows once charged; W second gives the shield, move speed, and attack speed Skarner needs to force Impale angles.
Why these items
Openingsall within the 475 starting gold
Machete sustain start — Default jungle start: Hunter's Machete plus five Health Potions gives the safest first clear.
Machete ward start — Use this when an early invade, buff steal, or lane-protecting ward matters more than maximum potion sustain.
Corein buy order
1Spirit of the Ancient Golem2,000gSpirit of the Ancient Golem gives Skarner health, sustain, CDR, jungle damage, and Tenacity in one slot.
2Iceborn Gauntlet3,250gIceborn Gauntlet turns Skarner's constant Q casts into repeated Spellblade hits and extra sticking power without buying a second Spellblade item.
3Spirit Visage2,750gSpirit Visage adds CDR, magic resistance, health, and amplifies Fracture healing and general sustain.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads only if you are not finishing Spirit of the Ancient Golem and need Tenacity from boots instead.

Boots of Swiftness1,000gBuy Boots of Swiftness when slows are the main thing stopping you from reaching Impale range.

Guardian Angel2,750gBuy Guardian Angel when you are the primary engage and one revive can decide late-game Baron or inhibitor fights.

Wit's End2,150gBuy Wit's End when ahead against magic damage and you can stay in melee long enough to use the attack speed and on-hit damage.

Shurelya's Reverie2,100gBuy Shurelya's Reverie when your team needs a hard engage button to start fights before Skarner can Flash-Impale.
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Damage +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack Damage marks directly improve Crystal Slash's physical hit through its 80% bonus AD ratio and make last-hitting easier. Armor seals are the default top lane page, MR glyphs cover mixed damage, and movement speed quints help Skarner reach Q, auto, and Impale range.
This is a 9/21/0 bruiser page: the offense points give attack speed and armor penetration for Q trades and autos, while defense reaches Honor Guard for surviving top lane all-ins. Safeguard is the extra higher-row point that legally unlocks Block, Tenacious, and Juggernaut.
Skill order
ultimate at 6, 11 and 16Energize
- Crystal Slash (Q) takes points at levels 1, 3, 5, 7, 9.
- Crystalline Exoskeleton (W) takes points at levels 2, 8, 10, 12, 13.
- Fracture (E) takes points at levels 4, 14, 15, 17, 18.
- Impale (R) takes points at levels 6, 11, 16.
Max Q first for lane trading, wave control, and repeated slow uptime, then W for shield value and chase power. Take one early E for mark healing and ranged interaction, but it is not the main damage pattern in top lane.
Alternative — Max W before Q only into lanes where you cannot stand in Q range early and need the larger shield to survive short trades.
Why these items
Openingsall within the 475 starting gold
Doran's Shield start — Default into basic-attack bruisers and ranged poke; the health, regen, and attack block keep Skarner stable until Q ranks come online.
Flask sustain start — Use into mana-taxing or poke lanes where repeated Q/W/E use and long lane stays matter more than early combat stats.
Cloth armor start — Best into heavy physical all-in tops where early armor and five potions beat Doran's Shield's smaller sustain window.
Corein buy order
1Trinity Force3,628gTrinity Force is the main Season 3 bruiser spike: Skarner procs Spellblade constantly with low-cooldown Q and uses the movement speed to stick.
2Spirit Visage2,750gSpirit Visage gives health, MR, cooldown reduction, and stronger self-healing from Fracture marks and sustain effects.
3Randuin's Omen3,125gRanduin's Omen supplies the armor and health needed to front line, and its active helps hold targets after Impale or Q slows.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against mostly physical teams or auto-attack top/jungle pressure with limited crowd control.

Frozen Mallet3,300gBuy Frozen Mallet when your team lacks follow-up crowd control and you need every auto after Impale to keep a target pinned.

Frozen Heart2,900gBuy Frozen Heart into double AD or attack-speed carries when the aura and cooldown reduction are more valuable than Randuin's health.

Banshee's Veil2,750gBuy Banshee's Veil against pick comps or single crucial spells that stop your Flash or Ghost into Impale engage.

Maw of Malmortius3,200gBuy Maw of Malmortius against burst AP lanes or double AP compositions when you still need AD for Q and autos.
One build, written by a player. Newest first.
Write a Skarner buildBuild
Runes and masteries
x9Mark of Attack SpeedMark
x6Seal of ArmorSeal
x3Seal of Mana RegenerationSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Speed +15.30%
- Armor +6.00
- Mana Regen +1.20 / 5s
- Move Speed +4.50%
- Scaling Magic Resist +1.80
Three mana regen seals so the early clear does not run dry; the rest is armour.
0/21/9. All the damage comes from Feral Flare and Trinity Force, so the points buy durability instead.
Skill order
ultimate at 6, 11 and 16Energize
- Crystal Slash (Q) takes points at levels 1, 4, 5, 7, 9.
- Crystalline Exoskeleton (W) takes points at levels 2, 8, 10, 12, 13.
- Fracture (E) takes points at levels 3, 14, 15, 17, 18.
- Impale (R) takes points at levels 6, 11, 16.
Q max for the clear, W early for the shield, E when you want the slow to land.
Why these items
Openingsall within the 475 starting gold
Hunter's Machete — The clear-first start, on the way to Feral Flare.
Cloth Armor — When you expect to be invaded and need to survive the first rotation.
Corein buy order
1Feral Flare2,000gThe clear. Stack it early and the camps stop costing you time.
2Spirit of the Ancient Golem2,000gTenacity, health and the mana the passive wants.
3Trinity Force3,628gSkarner procs Sheen off a short cooldown Q — this is most of the bruiser damage.
Situationalonly when the game asks for it

Spirit Visage2,750gAgainst magic damage, and for the healing off the passive.

Blade of The Ruined King3,200gAgainst a health stacker you need to drag down.

Zephyr2,850gWhen the enemy team has enough crowd control to make tenacity the better slot.
Notes
the author's own wordsFast clear bruiser.
first and everything else is durability —
is the only damage item in the list and it is enough, because the ultimate does the winning.
Farm the camps hard until Feral Flare is stacked, then use
on whoever their team cannot afford to lose.
Build by G3, transcribed from the League Classic Wiki archive.
Abilities
per rankEnergize
Basic attacks lower all ability cooldowns by 0.5 seconds. Double effect when attacking champions.
Crystal Slash5 ranks
Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus magic damage and slows all targets hit.
- Base Damage
- 25 / 40 / 55 / 70 / 85 + 80% bonus AD
- Proc Damage
- 24 / 36 / 48 / 60 / 72 + 40% AP
- Cooldown
- 3.5s
- Cost
- 20 / 22 / 24 / 26 / 28 Mana
- Range
- 325
Crystalline Exoskeleton5 ranks
Skarner gains a shield, and while the shield persists his movement speed and attack speed are both increased.
- Damage
- 70 / 115 / 160 / 205 / 250 + 60% AP
- Cooldown
- 14s
- Cost
- 60 Mana
- Range
- 700
Fracture5 ranks
Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them. Striking enemies will consume the mark to heal Skarner. Killing targets outright will also activate the heal.
- Damage
- 80 / 120 / 160 / 200 / 240 + 70% AP
- Healing
- 30 / 45 / 60 / 75 / 90 + 30% AP
- Cooldown
- 10s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 800
Impale3 ranks
Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.
- Damage
- 100 / 150 / 200 + 50% AP
- Cooldown
- 130 / 120 / 110s
- Cost
- 100 / 125 / 150 Mana
- Range
- 350
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she keeps the lane long because Charm and Spirit Rush deny Skarner the clean melee uptime he needs.
Watch for Charm: stops Skarner's W engage and gives Ahri the space to land Orb of Deception both ways.
How to beat
Hold just outside Charm range and use W to threaten, not to fully commit, until Charm is down. Once she misses it or spends Spirit Rush charges aggressively, Flash or W into Impale and keep attacking to refresh cooldowns with Energize.
Later Ahri is safer in side lanes and better at picking before fights, while Skarner is stronger when grouped and threatening a single Impale target. Buy magic resist, control flanks, and force her to use Spirit Rush defensively before ulting.
- Do not Impale while she still has multiple Spirit Rush charges unless she is already in melee range.
- Sidestep the return path of Orb of Deception; the true damage return is what makes trades turn bad.
- Charm missing is your real engage timer, not Orb of Deception missing.

AkaliEven
Skarner can beat Akali in a committed brawl, but Twilight Shroud and Shadow Dance let her choose short trades and deny target access.
Watch for Twilight Shroud: breaks Skarner's basic attack chain and wastes the window where W attack speed should refresh his cooldowns.
How to beat
Fight near minions or revealed ground so Akali cannot freely reset inside Shroud. Save Impale until after she uses Shadow Dance to stick, then drag her out of Shroud and keep Q cycling through Energize.
Later Akali is more dangerous to backline carries, but Skarner is better in front-to-back fights if he can peel or suppress her after she commits. In side lane, the duel depends on whether she can repeatedly disengage with Shroud before Skarner finishes her.
- Do not blow Impale into Twilight Shroud unless you already have vision or she is leaving it.
- If she marks you with Mark of the Assassin, back off before the proc instead of letting her get a free burst trade.
- Drag her away from Shroud with Impale rather than deeper into it.

AlistarFavoured
Alistar has disruption and durability, but he lacks the sustained damage to beat Skarner alone once Unbreakable Will is down.
Watch for Unbreakable Will: removes Impale's control and cuts your damage during the window you want to finish him.
How to beat
Do not open with Impale unless Alistar has already used Unbreakable Will or cannot afford to cleanse it. Let him spend Pulverize and Headbutt, then re-enter with W and keep auto attacking so Energize gives you repeated Q and shield uptime.
Later Neither champion wants a long side-lane duel, but Skarner wins it if Alistar cannot escape. In teamfights Alistar's peel is more reliable, so Skarner should look for carries after Headbutt-Pulverize is committed.
- If he has Unbreakable Will ready, Impale is mostly a bait, not a kill button.
- Fight after Headbutt, because that knockback is his best way to break your melee uptime.
- His heal extends the duel but does not outscale your repeated Qs.

AmumuEven
Amumu's percent health damage and lockdown make the duel dangerous, but Skarner has better sustained single-target uptime if he dodges Bandage Toss.
Watch for Curse of the Sad Mummy: freezes Skarner during his W window and lets Despair keep ticking for free.
How to beat
Keep enough spacing to dodge Bandage Toss before committing, because getting pulled into Despair starts the fight on Amumu's terms. Once his Q or ult is down, stay attached with W and Q, using Impale to interrupt his retreat or drag him out of his team rather than to burst.
Later Amumu usually brings more teamfight impact with Curse of the Sad Mummy, while Skarner is better at isolating one target. In side lane it remains close, but Skarner should avoid long fights if Amumu has strong magic damage items.
- Step out of Despair when your W shield breaks instead of trading through every tick.
- Bandage Toss missing is a bigger opening than Tantrum being down.
- Impale can pull Amumu away from your team after he enters, but it will not undo Curse once it lands.

AniviaUnfavoured
Anivia controls the space too well for Skarner, and Rebirth means he often has to win the fight twice.
Watch for Crystallize: cuts off Skarner's W path and can trap him inside Glacial Storm where he cannot keep clean melee uptime.
How to beat
Do not chase through choke points where Crystallize turns your engage into a trap. Bait Flash Frost first, then use W from an angle and save Impale to pull her out of Glacial Storm or away from her egg position.
Later Anivia wins wave control and siege defense, while Skarner needs flank angles or Flash-Impale to matter. In side lane he can kill her only if wall and stun are unavailable; otherwise she stalls until help arrives.
- If Rebirth is available, make sure you can stay on the egg before spending everything.
- Never path straight through Glacial Storm after your shield is gone.
- Crystallize can ruin Impale drag paths, so angle your engage before ulting.

AnnieUnfavoured
Annie's stun burst punishes Skarner's short engage range before he can build sustained cooldown value.
Watch for Pyromania: turns Disintegrate, Incinerate, or Tibbers into a stun that stops Skarner's engage and sets up her full burst.
How to beat
Track her stun counter and do not use W forward when Pyromania is ready. Force her to spend stun defensively or on a minion wave, then immediately close and Impale before she can reset another stun cycle.
Later Annie is much more threatening in grouped fights because Tibbers stun can decide a fight instantly. Skarner should build magic resist, avoid obvious front-door engages, and suppress her only after her stun is spent or from fog with Flash.
- Count Pyromania stacks; this matchup changes completely at four.
- Do not trade autos into Molten Shield longer than needed.
- If Tibbers is down, she is much easier to drag through your team.

AsheEven
Skarner wins if he reaches Ashe, but Frost Shot and Enchanted Crystal Arrow make that hard without a flank or summoner spell.
Watch for Frost Shot: repeated basic attacks keep Skarner out of range and can break his W shield before he reaches her.
How to beat
Do not run at Ashe in a straight lane while she is already attacking you. Use brush, flank angles, or Flash, and commit only after Volley or Enchanted Crystal Arrow is unavailable so she cannot layer slows and stun during your W approach.
Later Ashe wins open side-lane space if she sees Skarner coming, but Skarner decides teamfights if he reaches her with Impale. Build slow resistance or armor and look for flank paths rather than chasing through her team.
- Boots of Swiftness are specifically valuable if Ashe is kiting you with Frost Shot.
- If Enchanted Crystal Arrow misses, you have the best all-in window you will get.
- Impale her sideways or backward; dragging in a straight line after her team gives her peel time.

BlitzcrankFavoured
Blitzcrank can interrupt Skarner, but he lacks the sustained damage to win a straight melee fight after his first combo.
Watch for Power Fist: knocks Skarner up during his W uptime and delays the cooldown-refresh chain from Energize.
How to beat
Let Blitzcrank throw Rocket Grab first if possible, because getting grabbed is not always bad but getting displaced under his team is. After Power Fist is used, stay in melee and Q repeatedly; save Impale for when he tries to run with Overdrive or when Mana Barrier is about to buy him time.
Later Blitzcrank is more about picks than duels, while Skarner is better in extended front-line fights. In teamfights, avoid being pulled away from your carries unless you can turn the grab into an Impale on a priority target.
- Mana Barrier can make him look killable before he actually is.
- If he grabs you alone, he often brings you into your preferred range.
- Do not chase Overdrive through his team; Impale him after the speed window starts.

BrandUnfavoured
Brand's spell chain and max-health burn punish Skarner heavily before Skarner can stay in melee range.
Watch for Sear: when Brand has already applied Blaze, it stuns Skarner and guarantees the rest of the combo.
How to beat
Approach diagonally and do not commit after being tagged by Conflagration or Pillar of Flame, because Sear becomes the real danger then. If Sear misses, W straight in and Impale before Pyroclasm can bounce through nearby allies or minions.
Later Brand is much stronger in grouped damage fights, especially if Skarner's team is clumped. Skarner should build magic resist, flank from fog, and suppress Brand before he gets a clean Blaze combo across the team.
- Do not fight beside minions or allies when Pyroclasm is ready.
- Being Ablaze changes Sear from poke into a stun threat.
- Move out of Pillar of Flame before chasing; eating the delayed hit often loses the duel.

Cho'GathUnfavoured
Cho'Gath's silence, knockup, sustain, and Feast true damage make him favored in a straight, equal-item duel.
Watch for Feral Scream: silences Skarner during his engage and can stop W, Q cycling, or Impale timing before Feast finishes the fight.
How to beat
Bait Rupture with short W feints and do not stand in front of Cho'Gath for free Vorpal Spikes trades. Commit only after Rupture or Feral Scream is down, then use Impale before he reaches Feast execute range or to drag him away when you cannot finish.
Later Cho'Gath generally controls side lanes better once stacked and remains a stronger front-line teamfight body. Skarner should avoid isolated stat-checks and instead use Impale on carries or pull Cho away from his backline after his silence is spent.
- Watch your health against Feast; the duel ends earlier than it looks.
- Rupture missing is your permission to enter, but Feral Scream still controls your first second.
- Do not chase through minion waves where Vorpal Spikes hits you for free.

CorkiUnfavoured
Corki's mixed damage, armor shred, and Valkyrie make it difficult for Skarner to reach and stay on him.
Watch for Valkyrie: denies Skarner's all-in after W or Impale setup and leaves a damage trail that punishes chasing.
How to beat
Force Valkyrie before using Impale; if you ult first, Corki can often escape as soon as suppression ends. Approach from the side so Gatling Gun cannot shred you for the entire chase, then commit while Valkyrie is down and keep him in Q range.
Later Corki is stronger in teamfights if he can free-hit with mixed damage, while Skarner only wins by isolating him. In side lane, Skarner needs a flank or Flash because a visible run-down usually fails.
- Do not chase along the Valkyrie trail unless he is guaranteed dead.
- Gatling Gun facing matters; circle him instead of standing in the cone.
- Armor alone is not enough because his damage profile is mixed.

Dr. MundoUnfavoured
Dr. Mundo outlasts Skarner in extended duels because Sadism and Infected Cleaver keep him healthy and in control of spacing.
Watch for Sadism: gives Mundo enough regeneration to survive Skarner's Impale window and turn the long fight afterward.
How to beat
Dodge or sidestep Infected Cleaver before committing, because repeated cleavers stop W from ever becoming a real engage. If you must fight, save Impale until after Sadism starts so you can drag him toward help or hold him in damage while his regeneration is being pressured.
Later Mundo is the better side-lane tank duel once finished, while Skarner offers more reliable single-target lockdown in teamfights. Skarner should not try to solo through Sadism without Grievous Wounds support or team damage.
- Executioner's Calling matters here only if you are actually assigned to fight him.
- Do not spend everything before Sadism; he wants to absorb your first rotation.
- Boots of Swiftness help against repeated Cleaver slows more than raw armor does.

EvelynnEven
Evelynn can burst and disengage, but Skarner wins the fight if he survives the opener and keeps her in melee range.
Watch for Agony's Embrace: chunks Skarner and slows him at the start of the all-in, making it harder to keep W uptime on Evelynn.
How to beat
Expect Evelynn to start the fight from camouflage and keep enough health that her first rotation does not force you out. Once she uses Agony's Embrace or Ravage, Impale her before Dark Frenzy movement speed lets her reset the fight.
Later Evelynn is more dangerous on flanks and picks, while Skarner is stronger when grouped around carries with reliable suppression. In side lane, vision control and health totals decide whether she can burst or Skarner can pin her down.
- Do not walk low-health through unwarded entrances; she gets to choose the first hit.
- Impale after her burst starts, not before she has committed.
- Magic resist cuts most of her kill pressure, but you still need to keep contact.

EzrealUnfavoured
Ezreal can kite Skarner with Mystic Shot cooldown resets and Arcane Shift unless Skarner catches him after the blink.
Watch for Arcane Shift: breaks Skarner's engage range and punishes an Impale used too early.
How to beat
Threaten with W to force Arcane Shift, then disengage briefly or Flash after him; do not Impale before the blink unless he has no escape path. Keep minions between you and Mystic Shot when closing so he cannot keep lowering his cooldowns while kiting.
Later Ezreal is favored in open side lanes and poke fights, but Skarner can still decide a teamfight if Ezreal shifts forward or loses vision of a flank. Build armor or mixed defenses and save Impale for after Arcane Shift.
- Arcane Shift down is the matchup; everything else is secondary.
- Stand behind minions during the approach to deny Mystic Shot resets.
- Essence Flux lowering your attack speed weakens Energize value, so do not force long trades through it.

FiddlesticksUnfavoured
Fiddlesticks can fear Skarner out of his engage and Drain through a duel unless Skarner interrupts or drags him immediately.
Watch for Drain: heals Fiddlesticks while damaging Skarner, flipping any fight where Skarner cannot break the channel.
How to beat
Do not commit into Terrify unless you can survive the full fear duration. Once fear is down, use Impale or movement to break Drain positioning, and never stand inside Crowstorm longer than needed to finish the suppression drag.
Later Fiddlesticks is far stronger from fog in teamfights, while Skarner is better at punishing him after Crowstorm lands poorly. Keep vision around walls, build magic resist, and save Impale to pull him out of Drain or away from your backline.
- Terrify down is your engage window; Drain alone is manageable if you can interrupt spacing.
- Do not duel inside Crowstorm unless he is already locked and dying.
- Dark Wind silence can stop your follow-up after W, so avoid fighting near bounce targets.

GangplankEven
Gangplank's poke and Remove Scurvy answer Skarner's lockdown, but Skarner can win the sustained melee fight if the cleanse is forced first.
Watch for Remove Scurvy: cleanses Impale and denies the control window Skarner relies on to secure the duel.
How to beat
Do not use Impale until Remove Scurvy is down unless you only need to force the cleanse. Absorb or dodge Parrrley poke with W, then commit when he has used oranges or Raise Morale aggressively and keep Q cycling in melee.
Later Gangplank scales harder for crit side-lane damage and global teamfight pressure, while Skarner remains better at guaranteed pick attempts if Remove Scurvy is unavailable. In teamfights, force his W with allied crowd control before spending Impale.
- Impale into Remove Scurvy is a lost cooldown trade.
- Parrrley poke matters before the all-in; do not let him soften you for free.
- Cannon Barrage can turn your chase into a slow field, so save W if his ultimate is ready.

GarenEven
Skarner can keep Garen in combat and outlast short trades, but Garen's silence and execute punish any overcommit below half health.
Watch for Decisive Strike: the silence stops Skarner from refreshing W or using Impale during Garen's engage window.
How to beat
Stay close enough to tag him with Crystal Slash or Fracture so Perseverance does not restart for free, but do not chase blindly through Judgment. Let Decisive Strike land or expire before committing Impale, then use W movement speed to stick once his speed burst is gone.
Later In the side lane this stays scrappy and depends on health thresholds, with Skarner favored if he denies passive resets and Garen favored if he gets clean execute setup. In teamfights Skarner is more valuable by dragging a carry, while Garen mostly punishes frontliners who drop low.
- Hit him once before backing off so Perseverance cannot heal the trade away.
- Do not Impale into Decisive Strike silence; wait until the silence has been spent.
- If Demacian Justice is available, treat low-health shield bait as losing bait.

GragasUnfavoured
Gragas controls spacing with slows, sustain, Body Slam, and Explosive Cask, making it difficult for Skarner to force the extended melee fight he wants.
Watch for Explosive Cask: it knocks Skarner out of melee range or away from an Impale drag path.
How to beat
Hold outside Barrel Roll detonation zones and avoid giving him an easy Body Slam collision before your W is up. Commit after Body Slam is used on waveclear or disengage, then Impale before he can reset distance with Cask.
Later Finished Gragas usually controls side-lane waves better and can disengage the duel unless caught without cooldowns. In teamfights Skarner should look for flank or flash-Impale angles rather than running through barrels and Cask peel.
- Do not chase through a placed Barrel Roll; the attack speed slow ruins your cooldown cycling.
- If Body Slam misses, that is your real all-in window.
- Impale near your team or a wall so Explosive Cask cannot simply erase the drag.

HeimerdingerUnfavoured
Heimerdinger's turrets and grenade punish Skarner for walking straight in, and Skarner has to spend too much health reaching him.
Watch for CH-1 Concussion Grenade: the direct stun stops Skarner's engage and lets turrets burn through his shield.
How to beat
Do not duel inside a prepared turret nest unless you can clear a turret first with Q and step out. Approach from fog or after grenade misses, then use W and Impale immediately before he can kite around turrets.
Later Heimerdinger is not a natural side-lane duelist, but a set-up lane still favors him if Skarner walks in frontally. In teamfights Skarner should ignore turret zones until grenade is down, then grab Heimer or a higher-value carry.
- A turret nest turns your W shield into a timer, not safety.
- Clear one turret before forcing if he has had time to set up.
- If grenade is held, fake the engage with W movement speed and turn back.

JannaFavoured
In a forced 1v1 Janna lacks damage to kill Skarner, but her whole kit is built to deny the actual catch.
Watch for Monsoon: it knocks Skarner out of melee and breaks the Impale follow-up if she times it after the grab ends.
How to beat
Walk her down with W, but save Impale until Howling Gale or Monsoon has been forced if possible. If she uses Zephyr aggressively, she gives up part of her spacing and becomes much easier to tag with Fracture into autos.
Later Skarner wins the side-lane duel, but Janna will almost never choose it. In teamfights she is a peel check: bait the tornado or Monsoon before committing your real Impale target.
- Do not open with Impale if Monsoon is still available and your team cannot follow instantly.
- Zephyr used for poke is a window to close distance.
- Her shield buys time, but it does not let her brawl you alone.

Jarvan IVEven
Jarvan has stronger burst and armor shred, while Skarner wins longer contact if he survives the first combo and keeps attacking.
Watch for Dragon Strike: the armor reduction makes Jarvan's follow-up autos and Cataclysm trade much harder than they look.
How to beat
Do not give him a free Demacian Standard plus Dragon Strike engage while your W is down. If he uses the combo to start, absorb the burst, keep Q cycling, and Impale after Cataclysm or once his escape flag is gone.
Later Side lane remains close, with Jarvan better at short burst windows and Skarner better in sustained brawls. In teamfights Jarvan starts fights more easily, but Skarner's single-target suppression is stronger if he reaches a carry after Jarvan commits.
- Track Martial Cadence; his first hit matters more than the next few.
- If he flags out before fighting, he has no clean escape from Impale.
- Do not stand in Cataclysm with W down unless you are ready to finish the fight.

JaxUnfavoured
Jax denies Skarner's attack-based cooldown cycling with Counter Strike and scales harder in a straight melee duel.
Watch for Counter Strike: it dodges Skarner's basic attacks, cutting off Energize cooldown refunds while setting up Jax's stun.
How to beat
When Counter Strike starts, stop trying to trade autos and use the moment to reposition or hold Impale until the dodge ends. Commit only after the stun is spent, then chain Q and autos while his main defensive window is down.
Later Finished Jax takes over the side lane and Skarner should not handshake long isolated duels. In teamfights Skarner can still beat him by suppressing him during his dive or dragging a carry before Jax cleans up.
- Counter Strike blocks the autos you need for cooldowns, so do not feed it free time.
- Impaling Jax during Counter Strike wastes part of your best window.
- Armor helps, but his late scaling eventually beats pure brawling.

KarthusFavoured
Skarner can run Karthus down and interrupt his spacing, but must respect the damage he still deals after dying.
Watch for Wall of Pain: the slow and resistance shred make Skarner take far too many Lay Waste and Defile ticks while approaching.
How to beat
Approach diagonally so Lay Waste is harder to land and do not cross Wall of Pain unless W is available. Once you reach him, Impale him out of his Defile zone or toward your side, then leave space after the kill before Death Defied finishes casting.
Later Skarner wins the isolated side fight if he can reach Karthus, but Karthus's teamfight damage remains enormous even when killed. In 5v5s, Skarner should suppress him away from clustered allies or choose a different target if killing Karthus would trap the team in Defile.
- Do not stand still inside Defile just because Karthus is dying.
- Wall of Pain is the real gate; wait it out if you cannot cross with W.
- After killing him, move out before his passive spell window finishes.

KassadinEven
Skarner wins if he forces Kassadin to stay in melee, but Kassadin's silence and Riftwalk make that hard to secure cleanly.
Watch for Null Sphere: the silence blocks Skarner's shield, Q refresh, or Impale timing during the first exchange.
How to beat
Do not start the all-in immediately after being silenced; keep moving with W once you can cast again. Try to force Riftwalk defensively first, then Impale as he lands or when he lacks enough distance to blink out of follow-up autos.
Later Kassadin becomes much harder to pin down in side lanes once Riftwalk is low cooldown and stacked with mana. In teamfights Skarner should punish Kassadin when he dives in, not chase him through repeated blinks.
- Null Sphere before your W turns a good chase into a failed one.
- Hold Impale for after Riftwalk if he can blink out of your team's range.
- Long chases favor Kassadin unless he is already low on mana.

KatarinaFavoured
Skarner's suppression cleanly stops Death Lotus and his sustained melee damage beats Katarina if she cannot reset off a kill.
Watch for Death Lotus: it front-loads her kill attempt, but loses most of its value if Skarner saves Impale for the channel.
How to beat
Stay close enough that Shunpo does not become a free disengage, but do not spend Impale just to start the fight. Let her commit with Shunpo or Death Lotus, then suppress her channel and keep Q cycling while her damage reduction window fades.
Later Skarner still wins the isolated duel unless he is already low enough for her burst. In teamfights his job is to hold Impale or another interrupt for Katarina's reset attempt rather than using it on the first target he sees.
- Never use Impale right before she channels Death Lotus unless it will kill her.
- Her Shunpo damage reduction is temporary; keep hitting after it fades.
- Denying the first reset matters more than chasing her after a failed engage.

KayleUnfavoured
Kayle kites Skarner with ranged Righteous Fury and Reckoning, then denies his kill window with Intervention.
Watch for Intervention: it makes Skarner's Impale burst and chase window fail if he commits before it is used.
How to beat
Do not run at her while Righteous Fury is active unless you have W and a clear path. Bait Intervention with a partial engage or hold Impale until it expires, then re-engage before Reckoning and Divine Blessing create distance again.
Later Finished Kayle usually controls the side lane because she can hit from range and immune the decisive moment. In teamfights Skarner should either force Intervention early or switch targets while Kayle's ultimate protects someone else.
- Count Righteous Fury uptime; fighting during the ranged window is her fight.
- Impale into Intervention is usually a lost duel.
- Boots and slow resistance matter because Reckoning decides whether you ever touch her.

KennenUnfavoured
Kennen has ranged poke, speed, and layered stuns that make it difficult for Skarner to stay attached long enough to win.
Watch for Mark of the Storm stun: three marks stop Skarner during the chase and break his sustained melee rhythm.
How to beat
Avoid taking a free Thundering Shuriken before the fight, because one mark lets Kennen threaten instant stun with follow-up spells. Wait out Lightning Rush or force it defensively, then use W to close and Impale before he stacks Maelstrom freely.
Later Kennen is safer in side lane if he can kite with Lightning Rush, while Skarner wins only from fog or after cooldowns are down. In teamfights Skarner should avoid clumping inside Slicing Maelstrom and look to suppress Kennen before or after his ultimate, not during a full stun chain.
- Entering the fight already marked makes his stun too reliable.
- Lightning Rush used for waveclear is your best catch window.
- Mercury's Treads reduce the stun chain enough to keep chasing.

Kog'MawEven
Skarner kills Kog'Maw if he reaches him, but Bio-Arcane Barrage and Void Ooze can shred him before contact.
Watch for Bio-Arcane Barrage: the extended range and percent-health magic damage punish Skarner's health stacking while he tries to close.
How to beat
Do not chase in a straight line through Void Ooze; angle around it or wait for W before committing. Once Bio-Arcane Barrage is down or Kog'Maw steps too close, Impale immediately and drag him away from his kite path.
Later In side lane the matchup is decided by terrain: open space favors Kog'Maw, fog and short lanes favor Skarner. In teamfights Skarner's best value is reaching Kog'Maw before he free-fires, but he needs help crossing the frontline.
- Void Ooze on the ground is a no-go zone unless W is active.
- Do not build only health into Bio-Arcane Barrage.
- After killing him, leave Icathian Surprise range instead of finishing a greedy auto.

Lee SinEven
Lee Sin wins explosive early trades and can kick Skarner away, but Skarner takes over if the fight becomes a sustained melee brawl.
Watch for Dragon's Rage: the kick removes Skarner from melee range or interrupts the direction of an Impale drag.
How to beat
Stand behind minions or move unpredictably so Sonic Wave is not free. If Lee takes Resonating Strike, shield the impact, keep hitting through his burst, and Impale after Dragon's Rage or Safeguard has been used.
Later Skarner becomes more reliable in extended side-lane fights as he gets tankier, while Lee remains better at picks and displacement. In teamfights Skarner should avoid being kicked away from the backline and punish Lee after he dives in.
- A missed Sonic Wave is your clearest engage window.
- Do not Impale if Dragon's Rage can immediately kick you out of your team.
- Lee's shield and lifesteal window are temporary; keep the fight long.

LeonaFavoured
Leona can lock Skarner down but lacks solo damage, so Skarner wins the duel once her defensive cooldowns are spent.
Watch for Eclipse: the bonus Armor and Magic Resist make Skarner's first all-in waste damage if he fights into the full duration.
How to beat
Let her use Zenith Blade or Shield of Daybreak first, then keep attacking once the stun chain ends. Do not dump all damage into Eclipse; keep Q cycling and commit Impale after the resist window starts to fade or when she tries to leave.
Later Skarner wins the isolated fight, but Leona is rarely alone and is much stronger as engage support. In teamfights Skarner should not tunnel her unless she is the only target; drag a carry while tracking her crowd control.
- Her passive Sunlight does little in a true 1v1 because no ally can consume it.
- Wait out Eclipse before judging whether she is killable.
- If she uses Zenith Blade in, she has no easy way out of your sustained damage.

LuluUnfavoured
Lulu's slow, polymorph, shield, and Wild Growth deny Skarner's single engage long enough for her to kite him out.
Watch for Whimsy: polymorph stops Skarner from attacking or casting during the exact window he needs to stick.
How to beat
Do not commit Impale into a ready Whimsy unless your team can follow instantly. Bait Glitterlance or Whimsy with W movement, back off during polymorph, then re-enter before Help, Pix! and Wild Growth fully reset the trade.
Later Lulu does not want extended solo duels, but finished support/mage Lulu can make Skarner's catch fail repeatedly. In teamfights Skarner should track whether Whimsy and Wild Growth are available before choosing a target, because she can invalidate the first grab.
- Polymorph denies Energize autos, not just damage.
- Wild Growth can interrupt your follow-up positioning after Impale ends.
- If Glitterlance misses, she is much easier to force into using Whimsy defensively.

LuxEven
Lux wins if she keeps Skarner at spell range, but Skarner wins quickly if Light Binding misses and he gets into melee.
Watch for Light Binding: the root stops Skarner's W chase and gives Lux the full Lucent Singularity plus Finales Funkeln sequence.
How to beat
Approach from an angle and avoid standing behind a minion she can bind through. Once Light Binding is down, activate W, ignore light poke, and Impale before she creates another slow zone with Lucent Singularity.
Later In side lane Lux remains fragile but dangerous if she lands the first root from fog. In teamfights Skarner should not frontally run through her bindings; he should flank or wait until she uses Q before forcing the grab.
- A missed Light Binding is the whole matchup.
- Lucent Singularity slow can stall your W duration, so do not start too far away.
- Banshee's Veil can turn her pick pattern into your engage window.

MalphiteEven
Skarner can grind Malphite down if he keeps Energize and Crystal Slash running, but Ground Slam cuts the attack speed that fuels Skarner's cooldown engine.
Watch for Ground Slam reduces your attack speed, slowing Energize resets and making your shield window much weaker.
How to beat
Do not start the real trade into Granite Shield; tap him first, let the shield fall, then chase with Crystalline Exoskeleton. If he uses Ground Slam early, back off until the attack-speed debuff fades, then re-enter with Q spam and hold Impale for when he tries to walk out or set up Unstoppable Force.
Later Neither side cleanly kills the other fast in a finished side lane, but Malphite's teamfight engage is more reliable if Skarner cannot flank. Skarner should look for post-Unstoppable Force pulls on carries rather than wasting Impale on the tank.
- Break Granite Shield before committing Impale.
- Ground Slam is strongest while your W shield is still up because it denies the attack-speed value.
- If he ults away defensively, keep chasing only if your W speed is available.

MalzaharUnfavoured
Malzahar wins if he keeps distance because Nether Grasp and Null Zone punish Skarner's all-in path before Skarner can finish the drag.
Watch for Nether Grasp suppresses you in place, often inside Null Zone, and stops your Impale engage from becoming a kill.
How to beat
Hold outside Malefic Visions range until you can enter with W and a clear angle; eating poke first makes the all-in unwinnable. Bait or block Nether Grasp, then commit immediately with Impale because Malzahar has little escape once his suppression is gone.
Later Malzahar remains better in grouped fights if he can suppress Skarner or a carry from behind his frontline. Skarner needs a flank, a spell shield, or QSS timing before trying to start through him.
- Do not duel him while standing in Null Zone.
- Voidlings give you Energize targets, but chasing them can pull you into his silence and ultimate range.
- If Nether Grasp is down, he is much easier to run down with W speed.

Master YiEven
Skarner's suppression can stop Master Yi's reset pattern, but Highlander ignores slows and Yi's sustained damage can win if Skarner wastes Impale.
Watch for Highlander makes Yi immune to your slows and gives him the attack speed to shred through Crystalline Exoskeleton.
How to beat
Do not rely on Crystal Slash or item slows once Highlander is active; save Impale for after Alpha Strike lands so he cannot dodge the grab. Fight him near minions or monsters only if they let you keep Energize rolling without giving Yi free Alpha targets to stall your damage.
Later Yi becomes the stronger pure side-lane duelist if he has enough damage and lifesteal, while Skarner is more useful when he suppresses Yi before resets in a teamfight. Grouped, hold Impale specifically for Highlander unless a carry is completely exposed.
- Impale after Alpha Strike, not before it.
- Your slows do not matter during Highlander, so your shield timing matters more than chase tools.
- If he channels Meditate low, keep attacking to reduce cooldowns and be ready to interrupt with Impale if needed.

Miss FortuneFavoured
Once Skarner reaches Miss Fortune, she has no dash and cannot channel Bullet Time safely through Impale and constant melee pressure.
Watch for Make It Rain slows your approach and can buy enough space for her to keep Strut and autos working.
How to beat
Approach from fog or behind minions so Double Up and Make It Rain do not soften you before contact. Use W to cross the slow field, then Impale if she starts Bullet Time or if she is about to leave melee range.
Later Miss Fortune is far more dangerous in teamfights than side-lane duels because Bullet Time punishes clustered teams. Skarner should flank or flash-Impale her before the channel, not walk through her frontline in vision.
- Impale cancels Bullet Time's channel value by dragging her out of the cone.
- Tagging her once removes Strut and makes the chase much easier.
- Do not stand behind a low minion where Double Up can bounce for heavy poke.

MorganaEven
Morgana can deny Skarner's pull with Black Shield, but if he breaks or waits it out she lacks the damage to survive a long melee duel.
Watch for Black Shield blocks Impale's disable while it holds, turning your best commit into wasted cooldown time.
How to beat
Pressure with Q and E first and do not cast Impale into a fresh Black Shield. Stay slightly off-center to dodge Dark Binding, then commit after Black Shield fades or has been damaged enough to break.
Later Morgana matters more as anti-engage than as a duelist, and Black Shield can ruin Skarner's teamfight pick. Force shield early with a fake engage, then re-enter when your team can follow before it comes back.
- Never Impale a healthy Black Shield unless breaking it is guaranteed first.
- Dark Binding into Tormented Soil is her real duel damage window.
- If she starts Soul Shackles, drag her away from your team or leave the tether radius with W.

NasusUnfavoured
Nasus outscales the brawl because Wither cripples Skarner's attack-based cooldown cycling and Fury of the Sands wins extended melee range.
Watch for Wither slows both your movement and attack speed, denying chase and reducing Energize resets during the part of the fight Nasus wants to extend.
How to beat
Take short trades before Wither stacks fully and leave Spirit Fire quickly so his Siphoning Strike lands into higher armor. Commit only if Fury of the Sands is down or if you can Impale him away from Spirit Fire and finish before his lifesteal catches up.
Later Nasus becomes the stronger side-lane threat once Siphoning Strike is stacked, while Skarner's value shifts to pulling carries or peeling Nasus off his backline. Do not answer him alone forever unless you have a clear item and cooldown lead.
- Leaving Spirit Fire matters more than chasing one extra Q.
- Wither directly attacks your Energize engine, not just your movement.
- Impale can waste part of Fury of the Sands if you drag him away instead of standing and trading.

NidaleeEven
Nidalee controls the fight at range with spear poke and traps, but Skarner wins if he reaches her before she can reset through cougar movement and heal.
Watch for Bushwhack reduces your Armor and Magic Resist, making both spear poke and cougar burst much harder to survive.
How to beat
Do not chase through brush blindly; traps and Prowl turn the lane into her reset zone. Dodge or sidestep Javelin Toss, then use W to close after she spends Pounce or heal, saving Impale for when she tries to switch forms and escape.
Later Nidalee is better at poking and avoiding side-lane deaths, while Skarner is better in direct forced fights. In teamfights, do not start after eating a long spear; wait for her to step forward to heal or throw Q and punish that cast time.
- A trapped Skarner loses the resistances he needs to survive the all-in.
- Long-range Javelin Toss before the duel can decide it before melee starts.
- If she Pounces forward for cougar damage, that is your cleanest Impale window.

Nunu & WillumpFavoured
Nunu is hard to kill quickly but lacks the sustained dueling damage to beat Skarner once Skarner stays on him and interrupts his ultimate plan.
Watch for Ice Blast slows your movement and attack speed, making it harder to stick and lowering Energize value.
How to beat
Stay close enough that Ice Blast cannot turn into a full disengage, and keep attacking to cycle W and Q. Save Impale or W movement for Absolute Zero; either drag him out of position or leave the channel radius before the burst completes.
Later Nunu is more valuable enabling an ally than fighting Skarner alone, so side lane favors Skarner unless Nunu is only stalling. In teamfights, do not tunnel on him unless stopping Absolute Zero opens the fight.
- Consume does not help him in a champion-only duel unless nearby monsters are available.
- Absolute Zero is punishable if you keep Impale for the channel.
- Ice Blast hurts your cooldown cycling because the attack-speed slow reduces Energize triggers.

OlafUnfavoured
Olaf is one of Skarner's worst honest duels because Ragnarok ignores Impale and slows while Reckless Swing keeps dealing true damage through tank stats.
Watch for Ragnarok makes Olaf immune to Impale and your slows, removing Skarner's main way to control the all-in.
How to beat
Do not commit while Ragnarok is available unless Olaf is already too low to exploit it. Bait axes and short trade around their pickup path, then re-engage after Ragnarok ends with Impale to stop his retreat or lifesteal window.
Later Olaf remains the stronger straight side-lane brawler, but Skarner has better pick control when Ragnarok is down. In teamfights, force Olaf to ult early, kite back, then Impale a higher-value target after his immunity expires.
- Impale does nothing to an active Ragnarok Olaf.
- Reckless Swing ignores your armor, so stacking only armor does not solve the duel.
- Avoid fighting on top of his axe pickup path or Undertow will stay nearly permanent.

PantheonEven
Pantheon can win the early burst with stun and Heartseeker, but Skarner wins longer trades if he survives the first rotation and keeps hitting.
Watch for Aegis of Zeonia stuns you long enough for Pantheon to line up Heartseeker Strike and front-load the trade.
How to beat
Respect his first spell cycle and avoid standing still in the full Heartseeker cone. Once Aegis Protection is consumed, chase with W and force an extended fight where Energize gives repeated Q and shield uptime.
Later Pantheon's side-lane burst falls off against armor and health, while Skarner's pick threat stays relevant. In teamfights, track Grand Skyfall flanks and punish him after he lands rather than chasing him before the channel.
- Remove Aegis Protection with a basic attack before relying on a heavy hit.
- Step out of Heartseeker Strike instead of trading into all three strikes.
- If he uses Aegis of Zeonia defensively, he has no clean way out of your W chase.

RammusEven
The duel is slow and awkward because both champions are tanks, but Rammus punishes Skarner if Skarner auto-attacks into Defensive Ball Curl and Taunt.
Watch for Puncturing Taunt forces you to attack into Defensive Ball Curl, reflecting damage and wasting your shield timing.
How to beat
Do not unload autos into Defensive Ball Curl unless you must; kite the duration, then fight when his resists drop. Save W to recover after Powerball impact or Taunt, and use Impale to drag him out of Tremors or away from minions and structures.
Later Rammus is usually stronger as a counter-engage tank, while Skarner has the cleaner single-target pick if he can avoid being taunted first. In side lane neither kills quickly, so wave position and turret pressure matter more than the duel.
- Defensive Ball Curl turns your Energize autos against you.
- Dragging him during Tremors can deny structure damage or peel him off your carry.
- Powerball is easier to punish after impact because he has spent his gap closer.

RyzeUnfavoured
Ryze's root and repeated spell rotations punish Skarner before he can stay in melee long enough to win.
Watch for Rune Prison roots you at spell range, stopping your W chase and letting Ryze unload Overload, Spell Flux, and Desperate Power safely.
How to beat
Approach from fog or after Rune Prison is used on something else; walking straight at Ryze from max range loses too much health. If you reach him, Impale early enough to deny his Desperate Power kite, but do not chase through repeated Spell Flux bounces near minions.
Later Ryze scales into a stronger sustained-damage duelist and teamfight mage, while Skarner must create a pick before Ryze starts rotating spells. Magic resist and spell-shield timing matter more than extra damage in this matchup.
- Rune Prison stops movement, not just damage, so W must be timed after or from close range.
- Spell Flux near minions can add extra damage through bounces.
- Desperate Power gives him movement speed, so delaying Impale can let him kite out.

ShacoEven
Skarner wins the direct stat-check if he pins the real Shaco, but boxes, Deceive, and Hallucinate make that hard to force cleanly.
Watch for Jack In The Box fears you during the chase, interrupting your melee uptime and letting Shaco reposition for Backstab damage.
How to beat
Do not chase through unwarded paths where boxes are likely stacked. Wait out Deceive or force him to use it defensively, then Impale the real Shaco after Hallucinate tells are clear rather than wasting it on the clone.
Later Shaco is better at avoiding side-lane death and threatening backline angles, while Skarner is better in grouped front-to-back control. Carry vision and force objectives so Shaco has fewer trap paths to play through.
- Box fear can break the timing of your W chase completely.
- Impaling the clone is the easiest way to lose the duel after level 6.
- If Shaco uses Deceive into you for damage, he has spent his escape.

ShenEven
Shen can stall with shields, sustain, and taunt, but Skarner's repeated Qs and cooldown refunds let him win long trades if Shen cannot disengage.
Watch for Shadow Dash taunts you, interrupting your chase path and forcing you to spend part of your shield window attacking Shen on his terms.
How to beat
Trade after Feint is down, and do not burn Impale into a shielded, high-health Shen unless your team or turret can punish the drag. Keep close enough to stop Stand United with Impale if he channels near you.
Later Shen usually has more map impact through Stand United, while Skarner has the stronger immediate pick in a grouped fight. In side lane, Skarner can pressure him, but must communicate if Shen leaves with ultimate.
- Impale can interrupt Stand United if you are in range during the channel.
- Feint can soak a surprising amount of your short trade damage.
- Shadow Dash used forward is your best chance to keep him in melee afterward.

SingedUnfavoured
Singed wins by refusing the stationary duel, dragging Skarner through Poison Trail and Flinging him out of good melee positioning.
Watch for Fling throws you behind Singed into Poison Trail, breaking your chase angle and forcing you to take damage while repositioning.
How to beat
Do not chase in a straight line through poison; cut him off from the side and use W only when you can actually reach him. Wait for Fling or Mega Adhesive to be down before committing Impale, then drag him away from his poison trail rather than along it.
Later Singed is better at side-lane stalling and dragging fights across terrain, while Skarner is better at locking one target if the enemy team groups too close. In teamfights, ignore extended Singed chases and threaten his carries when he runs past you.
- Chasing directly behind Singed is losing even when you are faster.
- Mega Adhesive can waste your W speed before you ever reach Fling range.
- Impale him sideways or backward out of Poison Trail, not along his escape path.

SionUnfavoured
Sion's stun, shield burst, and Cannibalism lifesteal beat Skarner in a committed melee fight unless Skarner can disengage the ultimate window.
Watch for Cannibalism gives Sion heavy lifesteal on attacks, letting him outheal Skarner's sustained damage during the all-in.
How to beat
Bait Death's Caress and step away before the shield detonates, then re-enter once it is gone. If he activates Cannibalism, use Impale to drag him away or buy time instead of standing still and trading into the lifesteal.
Later Sion becomes a brutal side-lane stat-checker when allowed to hit, while Skarner is more reliable at starting or peeling in teamfights. Finished builds favor Skarner only if he denies Sion's uptime with crowd control and help from allies.
- Do not fight inside Death's Caress if the shield is about to pop.
- Cryptic Gaze gives him a clean shield detonation setup.
- Impale is often best used defensively to waste Cannibalism seconds.

SivirEven
Skarner wins if he gets onto Sivir after Spell Shield is down, but Sivir can block Impale and kite him with On The Hunt.
Watch for Spell Shield blocks Impale and turns Skarner's best commit into a wasted engage.
How to beat
Do not open with Impale unless Spell Shield has already been used. Walk her down with Crystalline Exoskeleton, tag her with Fracture or Crystal Slash to force the shield, then ult after it drops.
Later Sivir is stronger in grouped fights because On The Hunt starts fights on her terms, while Skarner is better as a pick champion if he can flank. In side lane he can beat her only when he has enough armor and a clean path through her shield timing.
- Cast Fracture before Impale if she is holding Spell Shield.
- Do not chase through Ricochet waves; she wants you slowed by minions and poked twice by Boomerang Blade.
- If On The Hunt is used defensively, save W until after her first speed burst fades.

SonaFavoured
Sona is fragile and cannot survive a clean Skarner engage unless Crescendo interrupts the approach or creates space for teammates.
Watch for Crescendo stops Skarner's run-in and can deny the Impale pull window.
How to beat
Approach from fog or an angle where she cannot line up Crescendo on you and your team. If this is a true duel, force her to spend Song of Celerity, then W through the next Q poke and Impale before she can kite out.
Later Sona is not a side-lane duelist, but her teamfight value is high if she hits multiple champions with Crescendo. Skarner should avoid front-to-back running at her and instead threaten flanks or punish her after Crescendo is down.
- Her Power Chord damage-reduction version can make your first trade weaker, so watch her passive count.
- Do not ult into an obvious Crescendo line unless your team can follow through afterward.
- If she uses Song of Celerity early, she has no real answer to W plus Impale in a duel.

SorakaFavoured
Soraka can silence and heal through poke, but she lacks the damage and mobility to beat Skarner alone once he reaches her.
Watch for Infuse silences Skarner and delays W, Crystal Slash chains, or Impale long enough for Soraka to walk away.
How to beat
Hold W until after Infuse if you are already close, because being silenced before the shield wastes your chase timing. If she uses Infuse for damage early, run her down immediately and keep basic attacking to refresh Crystal Slash through Energize.
Later Soraka should never be matching Skarner in a side lane; she wins by keeping carries alive in grouped fights. Skarner's job is to drag a priority target out before Wish and Astral Blessing erase the first health bar.
- Do not spend Impale during Infuse's silence window.
- Her Astral Blessing armor matters more against your sustained physical damage than her health restore alone.
- If Wish is still up, expect the duel to take one extra rotation.

TaricEven
Taric is durable enough to blunt Skarner's sustained damage, but Skarner has better sticking power once Dazzle is down.
Watch for Dazzle stuns Skarner during his W chase and lets Taric reset spacing or front-load Radiance damage.
How to beat
Do not burn Impale into his stun range unless Dazzle is already used or you are forcing an all-in he cannot escape. Keep hitting through Shatter's armor aura to lower cooldowns, then commit after he spends Imbue or Dazzle.
Later Neither champion is a clean split-push carry, but Taric's armor aura and stun are stronger in a grouped front line. Skarner should look past Taric for a carry pull instead of wasting Impale on the support tank.
- Crystal Slash trades are weaker while Shatter's armor aura is active.
- If he walks at you with Dazzle ready, he is usually trying to set up a teammate, not win the duel alone.
- Imbue extends the fight, so save your hardest commit for after the heal.

TeemoUnfavoured
Teemo's blind, poison, speed, and mushrooms all attack the exact things Skarner needs: autos, uptime, and clean chase paths.
Watch for Blinding Dart denies Skarner's basic attacks, cutting Energize cooldown refunds and a large part of his sustained damage.
How to beat
Do not start the all-in while Blinding Dart is available unless Impale will immediately pull him into your team or turret. Approach through swept paths, let him waste Move Quick by tagging him with damage, then W after blind ends and stick with Crystal Slash.
Later Teemo can make side lanes miserable with Noxious Trap control, while Skarner is much more reliable in grouped objective fights. Buy the durability to cross mushroom zones and force fights where Teemo cannot kite forever.
- Blind does not stop Impale, but it does stop the autos you need afterward.
- A mushroom hit often breaks your W shield before the real duel starts.
- If Move Quick is active and your W is not, do not chase in a straight line.

TristanaUnfavoured
Tristana has two hard disengages and scaling range, so Skarner needs a flank or cooldown advantage to force a real duel.
Watch for Buster Shot knocks Skarner out after he commits, often wasting the duration of Crystalline Exoskeleton.
How to beat
Bait Rocket Jump first; if she still has both Rocket Jump and Buster Shot, a direct engage usually fails. Once Rocket Jump is down, use W to close, Impale before she can buffer more distance, and drag her away from her jump landing path.
Later Tristana becomes one of the hardest marksmen for Skarner to reach in side lane or teamfights. Skarner should flank from fog or peel his own carry unless her jump or ultimate is already forced.
- Do not Impale at max reach if Buster Shot is ready and your team cannot follow.
- Rocket Jump's landing slow can keep you from re-entering Crystal Slash range.
- Her range passive makes late-game straight-line chases much worse than early duels.

TryndamereUnfavoured
Tryndamere outlasts Skarner's all-in with Undying Rage and can win the extended melee fight through critical strikes and sustain.
Watch for Undying Rage denies Skarner's kill window and lets Tryndamere keep attacking while Skarner's burst and Impale are already spent.
How to beat
Fight him before he has full Fury, or do not take the duel. Use Impale to waste part of Undying Rage or drag him away after he casts it, then kite with W until the immunity ends instead of standing still trading.
Later Tryndamere is the stronger side-lane threat and forces Skarner to answer waves carefully. In teamfights, Skarner is more useful if he suppresses Tryndamere during Undying Rage or pulls a carry before Tryndamere reaches the back line.
- Mocking Shout cuts your damage if your back is turned while chasing or disengaging.
- Do not judge the fight by getting him low; the real fight starts when Undying Rage is available.
- Frozen Heart and Randuin's are more important than extra damage in this matchup.

Twisted FateFavoured
Twisted Fate can poke and stun, but if Skarner reaches him without being kited through Gold Card, TF is too fragile to survive the suppression chain.
Watch for Pick A Card's Gold Card stuns Skarner and buys the spacing Twisted Fate needs to avoid Impale.
How to beat
Track the card cycle and do not run in during a held Gold Card unless you are sure Impale lands first. Once Gold Card is spent, W straight through Wild Cards and force the all-in before he can reset Pick A Card.
Later Twisted Fate wins the map with Gate and Destiny, not the duel. Skarner should punish his side-lane catches when Destiny is down, but in teamfights he must respect Gold Card before committing.
- A held Gold Card is a stop sign; wait it out or come from fog.
- Destiny's slow can ruin a chase even when he is not beside you.
- If TF uses Gate aggressively nearby, Skarner can often meet him on arrival and win.

TwitchEven
Twitch can kill Skarner if he opens from stealth with full poison stacks, but he dies quickly if Skarner survives the first burst and locks him down.
Watch for Ambush gives Twitch the first hit and lets him choose whether the duel starts with Skarner already poisoned.
How to beat
Do not wander into likely Ambush angles without vision; if he appears with Spray and Pray ready, move sideways out of the line before committing. Once Venom Cask is used, activate W, close decisively, and Impale before Expunge finishes the trade.
Later Twitch is far more dangerous in teamfights because Spray and Pray can pierce through a whole team. Skarner's value is to reveal or flank him and suppress him before he gets a free ultimate channel.
- Venom Cask's slow is the moment to decide whether you can still reach him.
- Do not chase in a straight line during Spray and Pray if other allies are behind you.
- A pink-warded or swept area changes this matchup more than a small item lead.

VayneUnfavoured
Vayne is built to beat melee tanks through Silver Bolts, Condemn, and Final Hour stealth, so Skarner needs a major positional mistake to win.
Watch for Condemn knocks Skarner away and can stun him into terrain, ending his engage before Impale value is secured.
How to beat
Never fight beside walls unless Condemn is down. Force Tumble first, approach with W from an angle that leaves no clean wall stun, and use Impale immediately when she cannot interrupt your pull.
Later Vayne wins most side-lane duels against finished tank items because Silver Bolts ignores the normal armor plan. Skarner should stop trying to solo her cleanly and instead chain crowd control with teammates or peel her off his carries.
- Wall spacing matters more than raw health in this matchup.
- Final Hour Tumble can break your target tracking long enough for Condemn to reset the fight.
- Armor helps against her autos, but it does not solve Silver Bolts.

VeigarEven
Skarner can crush Veigar if he gets through Event Horizon, but a stun into Dark Matter and Primordial Burst can end the duel before Skarner sticks.
Watch for Event Horizon creates a stun cage that denies Skarner's approach and sets up Veigar's full combo.
How to beat
Do not W blindly into the edge of Event Horizon; stop short or path around until the cage drops. Once it is down, Veigar has no mobility, so sprint in, Impale immediately, and keep attacking to cycle Crystal Slash.
Later Veigar's burst becomes lethal in grouped fights, especially against AP-heavy targets, but Skarner remains a strong answer if he can flank him. In side lane, the matchup is decided almost entirely by whether Event Horizon lands.
- Impale after Event Horizon, not before walking into it.
- Banshee's Veil can block the spell that starts his combo and force panic positioning.
- Dark Matter is avoidable unless you are stunned or suppressed by terrain pressure.

WarwickEven
Both champions are sustained melee suppressors, so the duel comes down to whether Skarner can out-tempo Warwick's healing and ultimate channel.
Watch for Infinite Duress suppresses Skarner first and gives Warwick time to heal through the trade.
How to beat
Keep the fight extended only if you are getting Energize value from constant basic attacks. If Warwick holds Infinite Duress, save Impale to answer it after the channel or to drag him away when his healing tools are committed.
Later Warwick is a solid duelist, but Skarner has better displacement for team picks. In side lane, anti-heal and armor decide long trades; in teamfights, whoever uses suppression on the better target usually matters more than the 1v1.
- Do not burst all cooldowns into Hungering Strike healing without a follow-up plan.
- Executioner's Calling changes the long melee trade more than extra health does.
- If Warwick ults your carry, Impale can punish him when the channel ends.

WukongEven
Wukong's burst and Decoy can waste Skarner's target lock, but Skarner wins longer trades if he keeps contact after the trick is gone.
Watch for Decoy breaks Skarner's chase timing and can make him waste Impale or Crystal Slash on the clone window.
How to beat
Do not Impale the instant Wukong enters range if Decoy is ready. Trade with Crystal Slash, wait for Decoy or Cyclone to be committed, then re-stick with W and drag the real Wukong after he reappears.
Later Wukong is usually stronger in teamfights because Cyclone can knock up multiple targets, while Skarner is better at isolating one target. In a side lane, Skarner can hold him if he does not waste cooldowns on Decoy.
- Watch for the brief stop before Decoy; do not chase the clone path automatically.
- Cyclone can interrupt your team's follow-up even if you successfully Impale him.
- His Crushing Blow armor reduction makes extended trades worse if you are already behind.

ZileanEven
Zilean is fragile, but Time Warp and Chronoshift make it hard for Skarner to convert a catch into an actual kill.
Watch for Time Warp slows Skarner or speeds Zilean, denying the melee uptime Skarner needs before Impale.
How to beat
Hold W until after Time Warp if possible, because matching his speed swing is what creates the engage. If Chronoshift is ready, either drag him away from safety before killing him or swap targets after forcing it.
Later Zilean is not a true side-lane duelist, but his teamfight revive can completely undo Skarner's pick. Skarner should force Chronoshift early, then re-engage when it is down rather than spending everything into the revived target.
- A bomb on you before you engage can break your W shield mid-chase.
- Rewind means one avoided Time Warp is not enough; expect a second cast in longer fights.
- If Chronoshift is on Zilean, Impale can still drag him far enough that the revive is punishable.
No champion by that name.
18- Attack damage
- 129.7
- Ability power
- 30
- Armor
- 291.4
- Magic resist
- 150.1
- Attack speed
- 0.944
- Cooldown reduction
- 40%
- Critical strike chance
- 0%
- Move speed
- 407.55

Click an item to leave it out of the numbers.
Resources
- Health
- 4,166.24
- Health regen
- 40.8 / 5s
- Mana
- 1,425
- Resource regen
- 22.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrystal Slashrank 5/5
- Base Damage
- 85
- Proc Damage
- 84
WCrystalline Exoskeletonrank 5/5
- Damage
- 268
EFracturerank 5/5
- Damage
- 261
- Healing
- 99
RImpalerank 3/3
- Damage
- 215
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.944
- Average hit
- 129.7
- Normal hit
- 129.7
- Critical hit
- 259.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 180.65
- Ability power
- 30
- Armor
- 226.4
- Magic resist
- 187.1
- Attack speed
- 1.061
- Cooldown reduction
- 20%
- Critical strike chance
- 10%
- Move speed
- 434

Click an item to leave it out of the numbers.
Resources
- Health
- 4,551.04
- Health regen
- 36.8 / 5s
- Mana
- 1,125
- Resource regen
- 14.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 10%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrystal Slashrank 5/5
- Base Damage
- 126
- Proc Damage
- 84
WCrystalline Exoskeletonrank 5/5
- Damage
- 268
EFracturerank 5/5
- Damage
- 261
- Healing
- 99
RImpalerank 3/3
- Damage
- 215
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.061
- Average hit
- 198.7
- Normal hit
- 180.7
- Critical hit
- 361.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 4.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 129.7
- Ability power
- 0
- Armor
- 91.4
- Magic resist
- 52.5
- Attack speed
- 0.848
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 345
Resources
- Health
- 2,168
- Health regen
- 22.8 / 5s
- Mana
- 925
- Resource regen
- 14.55 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QCrystal Slashrank 5/5
- Base Damage
- 85
- Proc Damage
- 72
WCrystalline Exoskeletonrank 5/5
- Damage
- 250
EFracturerank 5/5
- Damage
- 240
- Healing
- 90
RImpalerank 3/3
- Damage
- 200
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.848
- Average hit
- 129.7
- Normal hit
- 129.7
- Critical hit
- 259.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.1s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 184.7
- Ability power
- 30
- Armor
- 231.32
- Magic resist
- 93.2
- Attack speed
- 1.131
- Cooldown reduction
- 10%
- Critical strike chance
- 10%
- Move speed
- 434
Click an item to leave it out of the numbers.
Resources
- Health
- 4,655.04
- Health regen
- 46.8 / 5s
- Mana
- 1,251
- Resource regen
- 23.75 / 5s
Offense
- Attack range
- 125
- Crit chance
- 10%
- Crit damage
- 200%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrystal Slashrank 5/5
- Base Damage
- 129
- Proc Damage
- 84
WCrystalline Exoskeletonrank 5/5
- Damage
- 268
EFracturerank 5/5
- Damage
- 261
- Healing
- 99
RImpalerank 3/3
- Damage
- 215
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.131
- Average hit
- 203.2
- Normal hit
- 184.7
- Critical hit
- 369.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Life steal healing
- 34.5 / s
- Time to kill
- 4.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.