The Crystal Vanguard
| Release Date: | August 9, 2011 |
| Cost: | 6300 975  |
| Attributes: | Jungler, Fighter, Melee |
| Resource: | Mana |
Statistics
| Health: | 440 (+96) |
| HP Regen: | 7.5 (+0.85) |
| Mana: | 205 (+40) |
| Mana Regen: | 6.45 (+0.45) |
| Move Speed: | 345 |
| Attack Damage: | 54.1 (+4.2) |
| Attack Speed: | 0.625 (+2.1%) |
| Range: | 125 |
| Armor: | 19 (+3.8) |
| Magic Resist: | 30 (+1.25) |
[edit] Description
| Lore:
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Centuries ago, there lived a race of creatures as ferocious as they were wise. The brackern were unusual beings blessed with the earth's primal magic, embodied in the form of crystals. Their kind knew of an arcane ritual to bind their life's essence to a crystal, communing with the magic embedded in it. With this power, the brackern thrived in the Odyn Valley, protecting both creatures and crystals alike. Despite attacks from those looking to claim the primal magic, it seemed that nothing could get past the brackern's defenses. Nothing, that is, until the devastation of a Rune War.
A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When Skarner burst to the surface, he lashed out in anger and confusion. Reason eventually won out over his anger when he realized that the agents of the League who found him were simply functionaries. Skarner was invited to the Institute of War to share the brackern's story. In return, the summoners told him about the history that his kind had slept through. Much had been done to curb the unchecked use of magic since the Rune Wars, but it was obvious that the world was not yet safe for his kind to reawaken. For now, however, there is a place where Skarner can use his power to change the world into one to which his kind could eventually return: the League of Legends.
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"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world."
- Skarner
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[edit] Abilities
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| (Innate) 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.
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| (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.
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| Cooldown: 3.5 seconds
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| Radius of AoE: 350
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| Cost: 20 / 22 / 24 / 26 / 28 mana
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Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage)
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Magic Damage: 24/ 36 / 48 / 60 / 72 (+0.4 per ability power)
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| Slow Amount: 20 / 25 / 30 / 35 / 40%
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| (Active) Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
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| Cost: 60 mana
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| Cooldown: 18 seconds
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Shield Strength: 70 / 115 / 160 /205 / 250 (+0.6 per ability power)
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| Attack Speed Boost: 30 / 35 / 40 / 45 / 50%
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| Movement Speed Boost: 15 / 17 / 21 / 23%
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| (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.
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| Cooldown: 10 seconds
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| Range: 600
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| Missile Speed: 1800
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| Cost: 50 / 55 / 60 / 65 / 70 mana
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Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
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Heal: 30 / 45 / 60 / 75 90 (+0.3 per ability power)
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Maximum Heal: 60 / 90 / 120 / 150 / 180 (+0.6 per ability power)
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| (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, Skarner's target will be dealt the same amount of magic damage again.
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| Range: 350
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| Cooldown: 130 / 120 / 110 seconds
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| Cost: 100 / 125 / 150 mana
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Magic Damage: 100 / 150 / 200 (+0.5 per ability power)
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Total Magic Damage: 200 / 300 / 400 (+1.0 per ability power)
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[edit] Competitive Usage
[edit] Patch History
v1.0.0.152
- Base Movement Speed increased by 25.
v1.0.0.150
- Crystalline Exoskeleton cooldown increased to 18 seconds from 14
- Impale will no longer finish casting if the target escapes the range during the cast time
v1.0.0.132
- Crystal Slash
- Mana cost adjusted to 20 / 22 / 24 / 26 / 28 from 15 at all levels
- Slow decreased to 20 / 25 / 30 / 35 / 40% from 25 / 30 / 35 / 40 / 45%
- Impale cooldown increased to 130 / 120 / 110 from 110 / 100 / 90
v1.0.0.127
- Attack Speed per level increased to 2.1 % from 1.44 %
- Energize will no longer activate when attacking Towers.
- Crystal Slash Mana cost decreased to 15 at all ranks from 22 / 24 / 26 / 28 / 30
- Fracture will now heal Skarner if it kills the target.
- Impale duration increased to 1.75 from 1.5 seconds
v1.0.0.125
- Crystal Slash
- Physical damage increased to 25 / 40 / 55 / 70 / 85 from 20 / 35 / 50 / 65 / 80
- Magic damage increased to 24 / 36 / 48 / 60 / 72 fro m20 / 32 / 44 / 56 / 68
- Fracture missile speed increased to 1,800 from 1,600
v1.0.0.123
Skarner released
[edit] External links
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[edit] Gallery
Sandscourge Skarner - 975 
Earthrune Skarner - 975 
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