Q before E: pick up the rock before you charge so the gank starts with the slow already loaded, then wall-stun into immediate R instead of arriving empty-handed and making the combo feel clunky
Treat a burned Flash like a map state on Skarner: his best fights come from short wall crossings, pit-wall E checks, and other spots where he chooses the landing place, and recent data says that displacement-and-follow-up pattern pays him more than it does almost any other jungler
When you are not ahead enough to kidnap a carry cleanly, change jobs and drag the diver or first overstep back into your team with E and R; even games stay live on Skarner, but deeper early holes make blind open-field charges fall apart fast
Start with the champion whose position you can actually ruin, not the one with the fanciest nameplate. If a flashless carry is close enough for wall-stun into R, take it. If that angle is not clean, ult the diver or bruiser who has already crossed too far into your team, because dragging that body backward often wins the whole fight immediately. Supports are also fine if they are the first one checking river or pit space. The bad habit is holding R for the dream target while the real opening passes. On Skarner, a clean one-man relocation is usually enough.
Skarner's Attacks, Shattered Earth, Upheaval, and Impale, apply Quaking. At max stacks of Quaking, enemies take max Health magic damage over its duration.
Skarner rips a boulder from the earth that empowers his attacks and can be thrown as a powerful projectile.
Skarner gains a shield and creates an earthquake whose shockwave damages and slows foes.
Skarner charges forward and passes through terrain. If he collides with a champion or large monster, he'll slam them into the next wall he hits to damage and stun them.
Skarner's tails lash forward to suppress enemy champions. Once suppressed, the victims will be dragged along by Skarner as he moves around.