Skarner Build Guide by Turbopasta
Champion Build: Skarner
| Health | 3268 |
| Health Regen | 54.8 |
| Mana | 2025 |
| Mana Regen | 33.55 |
| Armor | 195.09 |
| Magic Resist | 146.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 5 |
| Attack Damage | 249.7 |
| Attack Speed | 64.148 |
| Crit Chance | 20%S |
| Crit Damage | 0% |
| Ability Power | 120 |
| Life Steal | 22% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello, and welcome to my guide on
Skarner, the Crystal Vanguard. I've been a really big fan of Skarner since his initial release a couple months back. The thing that made me fall in love with him was his ultimate,
Impale. I saw so much potential in an ability like that. It was like a short-range
Blitzcrank grab that would never miss. Unfortunetly, when he was first released, he was much weaker than he is now. I lost a lot of games with him because of that, and the fact that I didn't really know what to build on him. Recently though, Riot put out a patch that made him amazing, and boosted nearly everything about him. Since that patch he's been toned down a little, but he's still an extremely powerful champ.
I've been playing lots of
Skarner games in ranked lately, and winning nearly all of them, thanks to how game-changing his slow and ultimate can be. I estimate that I've gained around 400 ELO off
Skarner alone. Granted, I'm only 1350 elo at the time of writing this, I still think that this build will work great in higher elos as well, provided
Skarner isn't banned.
To give you an idea of what I mean, here's a quick little screenshot I took of my recent match history in ranked. Not my greatest or worst games by any means, just a show of what I can usually do with him.

Pros / Cons
Thanks to JhoiJhoi for the chart.
| See |
Pros
+ God-tier ganks, especially once he hits level 6 + Fantastic movement steroid ( + The combined slow from + + No real "hard counter" champs besides + Crystals are badass + Sometimes pretends to be a Pokemon if you sit in a bush for a while |
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rtmsg |
Cons
- Mana issues - Doesn't clear the jungle as fast as, say, - - Usually needs help from an ally to kill something with |
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Runes

My runes for Skarner are a little unconventional.
I love using
Greater Quintessence of Movement Speed on him, as it really makes it easier to close the distance to an enemy. It also makes me feel safe when I go out to counterjungle with him.
Greater Mark of Attack Speed. I only use these runes on Skarner and Shyvana, but for good reason. Skarner is more valuable for his abilities than his auto-attacks, and the extra 15% attack speed synergies really well with his passive,
Energize.
For seals I get
Greater Seal of Armor. They make it much safer to jungle at lower levels, as well as boosting your survivablity in general. Most junglers use these seals, as they are just really good.
Lastly, for Glyphs I get
Greater Glyph of Scaling Magic Resist to help with his scaling into lategame. If you feel mana is an issue, however, you can swap these with
Greater Glyph of Scaling Mana Regeneration
Masteries

Tough Skin
and
Bladed Armor
are both mandatory for jungle Skarner.
I actually like
Siege Commander
, as I feel most people in solo queue forgo this in exchange for more damage or defense.
Initiator
is great on Skarner. More movefast, more better.
If mana is still an issue for you, you can move 3 points from
Swiftness
into
Meditation
, but I personally like the movefast.
Runic Affinity
is very mandatory for all junglers.
Summoner Spells
For the love of god, PLEASE take
Great spell for both escapes and initiations. I tend to use
I haven't actually tried this on Skarner, but I don't recommend it. You probably won't get much use out of it with this build, since Skarner's speed is going to go so high it will hit the soft-cap.
Core Items
Let me make something clear right off the bat:
See those items way at the top of the page? You know, the ones next to the big picture of Skarner that ends with
Frozen Heart? When looking at this item build, please keep this in mind:
EVERYTHING PAST TRIFORCE IS SITUATIONAL
YOUR CORE ITEMS ARE SHURELYA'S REVERIE, MERCURY'S TREADS, AND TRINITY FORCE
Honestly, sometimes I don't even get to finish
________________________________________________________________
I start off the jungle with a
________________________________________________________________
So by now you should have a
________________________________________________________________
I almost always build
________________________________________________________________
After your boots are finished, it's time for
IMPORTANT NOTE: If you proc
________________________________________________________________
After making Skarner a king with his new crown, you are going to want to start working on your
IMPORTANT NOTE: If you are safely attacking a tower as Skarner, and have some mana to spare, spam
________________________________________________________________
After that I like to build
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Once the 3 items are finished, purchase
________________________________________________________________
While
Situational Items
The following items should typically be purchased after you've finished your core, but there may come times where you have to rush other things instead. It's hard to really say what to get and not get in a guide like this when situations get complicated, so I'm just going to trust you'll develop a "feel" for it. That being said, I'd like to list some items which I feel benefit Skarner well given the situation. So, let's get to some situations...
________________________________________________________________
One or more AD carries on the enemy team is fed.
Finally, you COULD get
________________________________________________________________
One or more AP carries on the enemy team is fed
To be fair,
________________________________________________________________
The enemy team is CC (Crowd-control) heavy
If you're still finding that you are getting caught in CC after building your
________________________________________________________________
Your allies are extremely fed, and you are far behind.
Sometimes, games don't go your way. Maybe your allies were pushing the whole match, and you couldn't get any ganks in. Maybe you got counterjungled, and never managed to catch up to everyone's levels. Maybe the enemy bot lane was terrible, and all of a sudden your ad carry has a +20 kill-death ratio. Regardless of these reasons, when something like this happens, you should focus on boosting whatever strengths your team has going for them, since, if they die, the enemy will get 500 gold if your ally was doing well, plus your ally will be gone for a while, which means you might lose a tower, an inhibitor, a baron, a dragon, or even the Nexus.
I feel
Lastly,
Before you consider these items, make sure that your support isn't considering building one of these, or in the process of building one of these. It's pretty embarrassing to have the enemy team point out to you that you and the support built an
________________________________________________________________
You, or your allies, are getting randomly ganked in the jungle with remarkable coordination from the enemy. You assume that there are wards everywhere.
Support doesn't necessarily have to be the one who counter-wards. Skarner makes for a great counter-warder with
Make sure to place
As a rule, only ward dragon and baron with
________________________________________________________________
Your team has little to no damage output
I've found that Skarner typically works best if he gets tanky items with a bit of damage, but there may come a time where you get grouped up with a 4-man premade that decides to roll
I've never actually tried building
My thoughts on Wriggle's Lantern for Skarner

Way back when, building Wriggle's on Skarner was considered practical, but nowadays, Skarners have to worry about their mana a little more than they used to, not to mention that Wriggle's was recently nerfed. If the enemy team is AD heavy and you feel like you really need some sight, by all means go ahead, I just personally don't think it's optimal in most situations. Just make sure to remember to buy wards and such.
Jungle Path
I use the following path:
Once that's finished, I usually go ganking, or back to base. When Blue buff respawns around 7:10 or so, offer it to your ap caster in mid. Skarner really shines when he can take blue buff freely, as in cases where you have a
Abilities
It shouldn't come as any suprise that Skarner's kit is great. Since
________________________________________________________

________________________________________________________

Sometimes it's actually worth flashing onto an enemy just to use
________________________________________________________

It's also worth noting that it gives you a bit of a shield too, which will be most noticeable as you jungle.
Keep in mind that if you are running on very low mana, and you're trying to kill something like Red Buff or Blue Buff, it's usually better to spam
________________________________________________________

If you have blue buff going, there isn't much of a reason to NOT spam this along with
________________________________________________________

- You can use
Impale to drag enemy champions to your teammates for a fast kill. - You can use it on fleeing champs just before they
Flash over a ledge or wall. - You can help to ensure kills on slippery enemies like
Shaco or
LeBlanc - Hitting an enemy with
Impale is basically like saying "HEY EVERYBODY! HIT THIS CHAMP!" It makes it very obvious for your team to know what to focus down in a fight. That being said, you HAVE to have enough brains to not
Impale, say, anything really tanky. Your teammates will attack whatever you drag to them, regardless of how stupid your choice may have been. - You can save allies who are about to die from enemy champs by
Impaleing said enemy and dragging them AWAY from your ally. Pinging the map with the "be careful" ping at the same time helps to drive this point home. - You can stop champs from using channeling spells, such as
Malzahar's
Nether Grasp,
Warwick's
Infinite Duress, or
Nunu's
Absolute Zero. - If a target is about to get away from you, and
Crystal Slash isn't enough, sometimes just the damage that
Impale does is enough to kill the enemy. - You can drag enemy champions into allies spells, like
Kennen's
Slicing Maelstrom, or Zigg's
Mega Inferno Bomb
As of the time of writing this guide, Skarner's
In case you missed my note on it earlier, if you proc
Important to know: When dragging an enemy with
Also, when dragging an enemy champion with you, make sure you turn around at the last second to swing them over to your team. This results in putting you in between your victim's team, and and your victim, which makes it harder for them to get back, in most cases..
And one last thing: Before you start planning who you want to use
Conclusion
Alright, I think that should just about do it! Hopefully you can understand now why I think
Skarner is a great champ, and should be seriously considered for raising elo in ranked games.
If you disagree with something in this build, like something, or want to suggest something, please comment. I appreciate feedback. :D
So, yeah. The end, I guess.

"SKAR, SKAR, SKARNERRRRR!"
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