Skarner Build Guide by Aeon.Ixion
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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.
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.
Pros & Cons
▲ Dat ult.
▲ Scales well into all stages of play.
▲ Ganks Pre-6 are average at best.
▲ Above average clear time.
▲ Sexy voice.
▼ No gap closers.
▼ Susceptible to kiting.
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
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.
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
Greater Mark of Magic Penetration
Greater Glyph of Ability Power
Greater Seal of Armor
Greater Quintessence of Gold
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.