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Skarner Build Guide by Ao_Li

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League of Legends Build Guide Author Ao_Li

Hybrid AP + AD Jungle Skarner - [6.21]

Ao_Li Last updated on November 2, 2016
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Ability Sequence

1
4
5
7
8
Ability Key Q
2
14
15
17
18
Ability Key W
3
9
10
12
13
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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

Pros/Cons Of Playing Skarner


Pros

- Fast and effective jungler
- Does great damage for a tank
- Iniciator
- Ult great for TF and supression
- Great diver, principally with ult
- Has few counters
- Good duelist, especially on late game
- Great persecutor and escapist
- His annoying slow skill can help fleeing allies
Cons
- Completely harmless outside melee range
- Low damage off the jungle on early game
- One of the worst laners in game
- Ult can be easily supresssed
- His performance depends too much of the team synergy
- Counters few enemies


Guide Top

Spells

Viable Options

- Smite Basic for a jungler and completely indispensable and untradeble.

- Flash You can use it to jump through walls, to evade a killing blow or to get to your retracted target to use your ultimate on a TF.

- Ghost My favourite but it does not gives you the chance that simply pop up near your target, you're gonna have to run for it and take the risk of being slowed/stuned.

- Ignite It could be useful to finish a target, but it costs a escape resource. Not the best idea, but viable.

Don't take these
- Exhaust You already have one of the best slows in the game and a stalker blade, you don't need that for slow. The AS reduction could be very useful in a duel, but it's not worth the sacrifice.

- Teleport It's only really useful on late game and it costs a flash or ghost. Junglers don't take this.

- Heal It could be usefful, but leave it to the support, the other options are long way better.

- Clarity You're mana hungry and this can tempt you. Don't fall for this, it's not worth it.


Guide Top

Runes

Runes

Greater Seal of Scaling Health
5

Greater Seal of Armor
4

Greater Mark of Attack Damage
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Attack Speed
3
- Greater Seal of Scaling Health Great late game. Extra health is always good for hybrid builds.

- Greater Seal of Armor Helps you to clean the jungle with your life up. Also helps with early ganks.

- Greater Mark of Attack Damage Since this build is a little more AP than AD, these will balance it out.

- Greater Glyph of Cooldown Reduction Skarner's Crystalline Exoskeleton (his w) and his Fracture (his e) have fairly long cooldowns, so this helps with that. Also you can never have a Crystal Slash (his q) that is too quick.

- Greater Quintessence of Attack Speed AS is essential for Skarner, since Crystal Slash reduces his cooldown with autoattacks. At the beginning your AS is low and these help to clear the mosters early game.