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Skarner Build Guide by Geosaur

Skarner - Solo Lane/Jungle

Skarner - Solo Lane/Jungle

Updated on August 12, 2011
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League of Legends Build Guide Author Geosaur Build Guide By Geosaur 11,505 Views 12 Comments
11,505 Views 12 Comments League of Legends Build Guide Author Geosaur Skarner Build Guide By Geosaur Updated on August 12, 2011
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1
Geosaur | August 12, 2011 8:40am
After messing around with some tanky items, I decided to remove the Warmog's, Atma's combo as it really doesn't synergize well with Skarner. Instead I put in a Rod of Ages (with early catalyst for more mana in lane) and a Sunfire Cape to make up for the armor and for the passive. Thanks for the suggestions.
1
Geosaur | August 12, 2011 8:08am
Thanks for the replies. Took out the Manamune because it really was a poor item choice.

As for the AP/hybrid requests, I added in Gunblade to replace the manamune, as well as an early Revolver for lane sustaining. I feel like adding any more AP than that would sacrifice survivability.

As for leveling up W and taking ghost, W doesn't scale as well with levels as his other abilities. At level 1 it gives you 30% Atk Speed and 15% Movespeed (a great amount for 1 rank). All subsequent ranks only add 5% Atk Speed and 2% Movespeed (and leveling it for the shield strength is not worth it. With this build being very tanky, you are a great initiator for your team. This is where flash comes in handy. If you simply pop ghost and W and try to run at someone, they are obviously going to back up, cc you, or the enemy tank is going to intercept you. With flash you are able to immediately flash to their carry or important squishy if they are out of position and Ult them back to your team to turn the fight into a 4v5.
1
W4rW1ck (1) | August 12, 2011 2:06am
Voted +1
kolloip
1
HostilePinata | August 11, 2011 9:56pm
Honestly if you want more movement speed for the quick ult then you really want to level up W fast because your movement speed gets buffed well. Not to mention flash has no place in the build because when you ult them you cannot flash. You would be better off just using ghost to move them back quicker and to get around faster.
1
FrozenDarkness (3) | August 11, 2011 8:41pm
I dont really like this...I feel like your building him like udyr and not maximizing his full potential. Manamune is a pretty bad item for him....There are much better items.
1
Embracing (353) | August 11, 2011 7:21pm
Well written.

Should add some hybrid items or AP items though. He seems to be more reliant on AP than AD, and if you build him Tanky AD, then you're wasting his abilities.
1
Geosaur | August 11, 2011 11:06am
Thanks for the input. The reason for Force of Nature is that Skarner relys on his Movespeed to catch his foes. It is true that CCs can stop you in your tracks, but I feel Banshee's Veil is more of a situational pick. I would consider taking Banshee's if the enemy team had 3+ hard CCs or a heavy AP caster that relies on burst or combos such as Anivia, Annie, Brand.
1
Cervance (4) | August 11, 2011 10:49am
Banshee's Veil. You can sit on a catalyst early game for mana, and the spell shield could stop a snare from ruining a good ult. You'd have to skip Force of Nature, but with the spell vamp and life steal from Gunblade, you shouldn't need the slow regen.
1
Geosaur | August 10, 2011 11:47pm
I only got it because I see serious mana issues without blue buff, and you dont want to hog blue buff from more important ap carries like anivia/brand/annie. If anyone has ideas for an AD/defensive mana item that would mesh with skarner im open to other options.
1
Temzilla (211) | August 10, 2011 11:29pm
Isn't manamune generally a bad item unless followed with mana items :s?
1
Geosaur | August 10, 2011 10:49pm
Thanks for the reply, however it seems more like you are posting your own guide than adding suggestions to the one posted.

I feel like the activate on Zhonya's is wasted on Skarner as you want to be constantly moving and attacking, activating it would only let whoever you are chasing get away. Hextech seems like a good choice though, was considering it instead of Manamune, but I usually have serious mana troubles.

As for your mastery suggestion, Mender's Faith (Heal CD reduced) on Skarner? Just no...

I feel like while my rune suggestions may not be the most ideal, straight flat AP across the board feels like your wasting rune slots getting .2 AP when you could get other useful stats for Skarner (as there are quite a few, Movespeed, AP, AD, CDR, Mp5, ArPen, etc)
1
dqkata43 (4) | August 10, 2011 10:15am
Trinity Force, HexteckGunblade , Mercury's Treads , Rylai's Crystal Scepter , Sunfire Cape , Zhonya's Hourglass... i think this is build with a lot of def, hp and ap... i tryed it + W skill its hard 4 them to take u ...

Masteries :3/22/5
Offense: Archmage's suvvy: 3 points

Defense: Mender's Faith: 1 point
Hardiness : 3 points
Harden Skin : 3 points
Evasion : 3 points
Defensive Mastery : 2 points
Nimbleness : 1 point
Veteran's Scars : 4 points
Ardor : 3 points
Tenacity : 1 point

Utility: Good Hands : 3 points
Perseverence : 2 points

Runes only on ap (starting level not per level)
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Skarner - Solo Lane/Jungle

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