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Skarner Build Guide by Aeon.Ixion

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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


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League of Legends Build Guide Author Aeon.Ixion

A Refreshing Take on Skarner (Aeon Style!)

Aeon.Ixion Last updated on October 12, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 4

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 11

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 15


Guide Top

Introduction


So, first off I'm Aeon.Ixion / Aeon.ArtStyle. An average ranked-player scrub (debatable) that plays on the PH Server. I'm an AP Carry main so jungle isn't really my forte but I'm confident that I have a concrete knowledge of Jungle Skarner and Jungle in general. This is my first guide so please bear with me if it isn't as fancy as the other guides out there!

Secondly, I'd like to explain WHY I made this guide. Two reasons basically:
One: A lot of people have been asking me to teach them how to play Skarner.
Two: My build is.. "odd" yet very refreshing and totally viable in a competitive environment.

I think these two reasons are enough to merit a whole guide for Skarner.

DISCLAIMER: This is my own personal style of playing and building Skarner but I'm not claiming that this is the only, most optimal or the best way to build and play him. To each his own.


Guide Top

Pros & Cons

Pros

Tanky.
Dat ult.
Scales well into all stages of play.
Ganks Pre-6 are average at best.
Above average clear time.
Sexy voice.


Cons
Blue dependent early on.
No gap closers.
Susceptible to kiting.


Guide Top

Masteries

Masteries
4/1
1/5
2/5
3/1
4/1
1/1
1/5
3/5
4/1
4/1
1/1
2/5
Offense
Mental Force: Basically with the AP Glyphs and this you get a total of 15 AP. Not half bad, it's basically already a Doran's Ring.. without the health and regen of course. XD

Defense
Summoner's Resolve: 10 Gold is still gold, especially since the jungle doesn't really provide that much gold.
Resistance: A lot of early nukes are magic damage, so a little MRes would help a bit.
Hardiness: Armor is very important for your first or so clears.
Durability: A great mastery late game-wise.
Veteran's Scars: Basically one of the best masteries in the defensive tree in my opinion. Especially for a Jungler.

Utility
Good Hands: I'm sure there's no need to explain, quite game-changing in some situations actually.
Summoner's Insight: Do NOT underestimate a 15-second CDR for Flash. Flash is important for initiation and some clutch plays.
Swiftness: More mobility, better ganks and jungling overall.
Runic Affinity: Since you'll be hogging the buffs early on, this is definitely a must-have.
Greed: As I've explained earlier, the jungle doesn't provide a sufficient amount of gold to scale with the other lanes. This is definitely one of the most important in the tree.
Wealth: MORE GOLD! :D

ALTERNATIVES


Guide Top

Runes

Runes

Greater Mark of Magic Penetration
9

Greater Glyph of Ability Power
9

Greater Seal of Armor
9

Greater Quintessence of Gold
3
Runes are up to preference. There is no right and wrong rune setup, provided there are "optimal" ones. Basically this is what I prefer..

Greater Mark of Insight
Magic Pen has an amazing synergy with my build as it has a hefty amount of AP and incorporates DFG (%HP Nuke). Magic Penetration is pretty much a %Magic Damage Amplifier.

Greater Glyph of Potency
Ability Power on a AP-Scaling Champion is never a bad idea. It might be little but far from non-significant.

Greater Seal of Resilience
Flat armor is pretty much a staple for most (if not all) junglers. Provides sustain and a small early game advantage.

Greater Quintessence of Avarice
Jungle is the hardest role to master, no contest. A jungler has to ward, counter-ward, clear camps, counter-jungle, gank and get on-par with other champions despite the minimum exp and gold that the jungle provides. This is the capital reason in why a lot of junglers have GP10 items in their "core". It is for that same reason that I chose to run GP10 Quints as well. It might not seem to be much, but it is VERY impactful. Personally, I think this is the best and SAFEST setup in terms of Quints. Since invading and stealing Skarner's blue gimps him very much, this also allows him to be able to "bounce back" easier.