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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
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So why




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Other Jungle Guides By Myself:



Attack speed reds will obviously make you attack faster but on







Flat armor yellows make you much more durable in the jungle as the jungle monsters attacks are based physical. Since armor scales best from low amounts, they provide a surprising amount of damage reduction. They will also make you more tanky on ganks and in team fights.

Scaling magic resit blues will let you take more abuse from magic damage later into the game while still providing a minimal amount early. Skarner is passively tanky early on so not having early higher level magic resit that flat magic resist blues provide will not be much of a problem.

Attack speed quints will further your passive attack speed from your red runes and but your starting attack speed to 25%. This is essential for

0 Offense
21 Defense

10 extra gold on


A bit more flat magic resit to complement your runes and increase your early game durability.

Flat armor will further increase your survivability early on in the jungle.

2 flat reduction on attacks really pays off when 3-4 minions hit you 6-8 times each.

A little bit of health per level is actually very cost efficient and will allow the next mastery in the series.

This will further stack with reduce monster damage to reduce jungle camp damage by 4 per hit.

This flat health boost gives you a free health quint and will make you a little bit more durable.

Referring to the previous reason, when 3-4 minions are hitting you 6-8 times each, this is a ton of free AOE damage to speed up your clear time.

This will add to your gank potential and increase your clear time by lowering travel time.

The 3% health and 10% cc reduction will make you harder to take down and control.
9 Utility

15 Second cool down reduction on flash will have you flash ulting more often.

The extra mana can mean the difference in a kill and an escape in those low mana situations.

The reduction in recall time may save you in those situations where you are trying to escape in time in a bush and they are all running for you.

Further stacks with


Increases the duration of buffs which will keep you stronger for longer.

This is a must on all jungles in my opinion, and







I feel that flash is by far the most important second summoner for




Substitute Choice:

If you aren't going to take




Poor Choices:

You have a built in slow with your






Even worse than





Will help out the team but not as much as instantly winning a fight cause you took


You are building rather tanky and shouldn't be getting chain cc'ed so hard that you will need this. If they are stunning you this much, that will leave you carry open to free fire and you will win the fight anyway. If you feel you really do need this summoner just build a


This spell is almost unmentionable of why you shouldn't select it. It is much better for laneing and the cool down is so long that you wont find much use for it. You used to be able to



Any spells not listed in the poor choices were so poor they weren't even worth mentioning.
Brief Explanations:
EnergizeEnergize
This is your passive. Every time you hit an enemy champion all of your cool downs, including your ult, are reduced by 1 second. This has half effect on minions and monsters. Combine this with attack speed as mentioned in the rune section and you will be able to spam you abilities. It is also extremely helpful for getting your ult back after a gank. When attacking an enemy in a fight, be sure to always be auto attacking and not just hitting spells as it will let you cast in more rapid succession.

This is your bread and butter ability, your slow and your main source of damage. It is also the reason your Q key might need to be replaced after playing





This is your shield, speed boost and attack speed steroid. It will allow you to have more devastating ganks with the speed, sustain better in the jungle and clear faster or do more DPS with the attack speed. The attack speed also works with your passive to bring your abilities, including this one, off cool down faster. This ability literally scales with itself. Many people prefer to max it first for the move speed on ganks but I personally prefer to max


This is another AOE ability that works perfectly with


This is your ultimate and





As mentioned above we will be following and explaining the build 1 item path for this part. The situational items section does contain most of the build 2 items as well so feel free to substitute items where you feel it to be necessary. The last item of a build is usually situational as well and is a best case scenario item. Very rarely will your game go best case scenario though so keep this in mind. As with all guides, item builds should be taken as a guideline and never followed exactly 100%. Each and every game will unfold differently and you should change your build to best adapt to the current situation.
Keep in mind changing you build doesn't necessarily mean switching out items, it could be as simple as building items or even component items in a different order than specified.


As I do with most jungles, I prefer to start with boots on


Philosopher's StonePhilosopher's Stone
This is a perfect first buy for





I like to get this right now to add a little meat to your bones. You will be later turning this into a


I like to get boots 2 early because it will give you even more speed for your ganks. It will also make CC less effective against you while ganking and give you some durability if the person you gank tries to just kill you. I feel that the passive cc reduction is also extremely necessary for when you start team fighting as you will be on the front line. If you are doing very well you can delay the boots 2 buy and continue building your


This is your force step in your





After you have a bit of beef from your



This is the final item toward your





Combining the 3 items you have build will free up room, give you more stats, better passives on the move speed and damage proc and all only costs 300g. The move speed will help you catch and slow or ult enemies and the sheer damage output from this alone will be insane.

Now that you have some damage you will be a threat, you will need to build some defense to be able to survive in the center of the brawl. This will build later into a


The attack speed on this synergizes amazingly with energize. The damage on hit increases your single target damage output and the magic resist passive also adds some survivability to an item that already greatly increases your damage.

This not only will give you an insane boost to your mana pool and make you super tanky vs AD characters, but it will also de-buff the enemy team. The cool down also greatly increases you damage output.

The passive move speed on this combined with your shield and




Situational Items / Substitute Choices:

This item is EXTREMELY useful to have one for yourself. The support player normally buys one but if you have your own, you can pop it right when you know that you are going in and not rely on someone else to do it for you. It also offers a lot of cool down reduction and has a nice health bonus.

If you find you need some kind of general defense against both AD and AP, this item will offer moderate amounts of each. If you are planning to build this later you can also start building parts of it much earlier in the game as needed. It also gives armor and magic resistance and a very small damage boost to your team which they will love you long time for.

This is very helpful if you find yourself being the focus of much CC. it will also remove



Sometimes if you need to further slow the enemies attack speed on top of



Will allow you to avoid incoming CC while rushing at an ult target. Also makes you more tanky against mages and gives you a nice boost to your health and mana pools.

An extremely underrated item. Builds from smaller also useful items and will make you a lot more tanky and the cool down reduction will have not only you but your whole team doing more damage. A nice item to support your team if they are doing well or you are behind.

This offers nice amounts of Armour and a bit of magic resistance as well. It can also mentally win the team fights for you if the enemy sees you have it and choose not to focus you while you slaughterhouse everything. It is also very good against teams with about 50/50 AP and AD damage. This would be a better buy as well when you choose the build 1 path. If you are just tanky support, by end game you wont be doing much damage anyway so their is no need to focus you and you should already have massive defensive stats anyway.




Once you reach max build and you no longer need money, make sure to always be running elixirs. If you are approaching a team fight that will probably decide the game and you have some extra gold but can't afford a full buy, buy some elixirs as well. If money isn't a factor or just no one else can afford, also keep an



For this section I am assuming a basic knowledge of jungling. This means I will be explaining possible starting paths and tactics rather than a tutorial on how to kill the monsters ;).
Generally you will want to be getting blue buff first on
Skarner. The mana regen and cool down will allow you to clear your jungle a lot faster and keep your mana pool up in the process. If for whatever reason you are unable to start blue, you will want to back a bit early and get the
Faerie Charm component of your philosopher's stone.
Starting with
Shattered Earth, start at your wolves then do blue buff when it spawns with a leash. Once the golem is dead you will be level 2, get a point into
Ixtal's Impact and then head to your wraith camp.
With the ability to spam your spells on short cool downs with the mp5 to sustain it, you will not only be able to clear faster but you will have a lot more sustain. make sure to use
Ixtal's Impact on as many minions as possible to get the most healing out of it. Also try to keep up you
Seismic Bastion to avoid damage. After wraiths I like to move up to the mini golem camp and get level 3 and let my
Smite refresh before doing red. When you have level 3 you will have a point into all of your basic skills and should be able to jungle with taking any damage, especially with blue buff. Remember that you have a very short cool down on your
Shattered Earth combined with energize. You should be spamming QQQQQQQQQqqqqqqQQQqqQqQQqQQqQQqq whenever fighting (you can literally expect to push it over 1000 times a game lol). From here I would go to wraiths again as it will be spawning in a few seconds if it hasn't already. Get the wraiths and you will be level 4.
Right now you can be looking to gank before you go back to base. With level 2
Shattered Earth, you will be doing a ton of damage and since you started boots with all the move speed masteries, you will be super fast when you use your shield. The red buff slow combined with
Shattered Earth will practically freeze your enemy in place while the red buff damage on top of your own will be over whelming. Keep in mind when ganking a lane that even if you don't get a kill, you will help your team mate out. If you can force the enemy to waste summoners, potions or even mana, this could give you team mate the edge that later will win him the lane.
At this point you should be trying to gank wherever there is an opportunity. When there is no gank opportunities, be sure to be farming your minion camps in the jungle to keep up with gold and experience. One of the major mistakes a jungle can make is using too much time on ganking or too much on farming, you have to find the gentle balance between both. Another thing to note is try to farm more when you have a blue buff. The buffs it gives will allow you to clear camps much faster and make you more money in a shorter period of time. Also be sure to hold lanes for your team mates when they are either back or dead. The extra gold on last hits you can take will be nice but the big advantage will be free solo lane exp that would have gone to waste. Continue your ganking and farming procedure until it is time to group up for a team objective such as dragon, a lane bush or a big gank.
Going into mid game you should be looking to have your Philosopher's Stone,
Mercury's Treads,
Phage and possibly
Sheen or some of its components. If you have more than this at this point you have probably done very well for yourself or the game is progressing very slowly.
General Jungling Tips:
-
-Small minion camps spawn at 1:40 and re-spawn 1 minute after the last creature of the camp is killed.
-Blue and red buff camps spawn at 1:55 and re-spawn 5 minutes after the last creature of the camp is killed.
-Dragon spawns at 2:30 and re-spawns 6 minutes after it is killed.
-Baron spawns at 15:00 and re-spawns 7 minutes after he is killed.
Early Game Skarner:
Generally you will want to be getting blue buff first on


Starting with


With the ability to spam your spells on short cool downs with the mp5 to sustain it, you will not only be able to clear faster but you will have a lot more sustain. make sure to use




Right now you can be looking to gank before you go back to base. With level 2


At this point you should be trying to gank wherever there is an opportunity. When there is no gank opportunities, be sure to be farming your minion camps in the jungle to keep up with gold and experience. One of the major mistakes a jungle can make is using too much time on ganking or too much on farming, you have to find the gentle balance between both. Another thing to note is try to farm more when you have a blue buff. The buffs it gives will allow you to clear camps much faster and make you more money in a shorter period of time. Also be sure to hold lanes for your team mates when they are either back or dead. The extra gold on last hits you can take will be nice but the big advantage will be free solo lane exp that would have gone to waste. Continue your ganking and farming procedure until it is time to group up for a team objective such as dragon, a lane bush or a big gank.
Going into mid game you should be looking to have your Philosopher's Stone,



Now that your game has unfolded more you should have a good idea on how it is going. If you or your team is not doing so well you should consider switching up your build order and/or substituting items to better adapt the your current game. If it is fortunately the opposite of this and you are actually doing quite well, then continue to rush the order of build 1 to further your ideal build and increase your dominance.
Remember even now that the game is getting deeper to always remember to keep farming when you have no where else to be. If there are no plays to be made, just keep farming rather than forcing something. A big mistake at this point that many players make is to either force or waste too much time making plays when they could just be safely farming up. With this said make sure to still be there when team fights unfold or when there is an objective to contest. Once again it relates back to the delicate balance of farming and actively ganking and contesting.
Continue to work toward your
Trinity Force if you don't already have it built and then progress into your defensive items. Once you have this you will notice just how much damage you can do. If you have ever done the tanky, support utility build on
Skarner, you will for sure notice the difference in raw damage out put with the early
Trinity Force build.
Be sure to maintain control of your own jungle and buffs for your team and do you best and controlling their jungle as well for total map control. Help your team keep crucial choke points warded as best as you can and at this point be sure to ALWAYS have a ward on baron. No matter how good you are doing, if the other team sneaks a baron they could sway to momentum very easily.
As far as actual team fights go, you will have 1 of 2 main jobs. The first and more common job will be to try and catch any of their squishy players out of position with your ultimate and bring them back to your team. Be sure to not
Impale an enemy with
Quicksilver Sash as it will be wasted. Make sure your team is also able to follow up your initiation as well. Try to be hitting with auto attacks as much as possible to keep your spells refreshing often. With your slowing effects and massive movement speed you should be able to lock down any target you chose. If the enemy is bunching up you may also be able to lock down more than 1 for awhile as your slowing on your
Shattered Earth has a small AOE effect.
The second job you may perform if you already have a good initiation or the other team is super aggressive in fights is to peel off enemies from your carries. Your slowing effect should be enough to control enemies that are charging your team and if not, you can
Impale them and let your carries free fire on the suppressed target.
When attempting baron remember that you do not have a
Wriggle's Lantern so you will be getting no procs. Depending on your team comp this could make your baron quite slow. With this being said you will usually be able to win fights at baron when the enemy is forced to advance on you. When I play
Skarner I prefer to either bait baron or start it and then force a fight from it rather than trying to muscle it down asap. If it does come down to a damage race on baron, be sure to
Impale the other teams jungle right before it gets low enough to
Smite. While suppressed by your ult, they will be unable to cast a
Smite of their own.
Continue to follow the build and make substitutions for your current game based on your best discretion. It is not uncommon for a game to end before you can even finish your
Wit's End or
Frozen Heart or even before that. Hopefully the reason it is ending is because you crushed the opponent and not the other way around haha;).
Remember even now that the game is getting deeper to always remember to keep farming when you have no where else to be. If there are no plays to be made, just keep farming rather than forcing something. A big mistake at this point that many players make is to either force or waste too much time making plays when they could just be safely farming up. With this said make sure to still be there when team fights unfold or when there is an objective to contest. Once again it relates back to the delicate balance of farming and actively ganking and contesting.
Continue to work toward your



Be sure to maintain control of your own jungle and buffs for your team and do you best and controlling their jungle as well for total map control. Help your team keep crucial choke points warded as best as you can and at this point be sure to ALWAYS have a ward on baron. No matter how good you are doing, if the other team sneaks a baron they could sway to momentum very easily.
As far as actual team fights go, you will have 1 of 2 main jobs. The first and more common job will be to try and catch any of their squishy players out of position with your ultimate and bring them back to your team. Be sure to not



The second job you may perform if you already have a good initiation or the other team is super aggressive in fights is to peel off enemies from your carries. Your slowing effect should be enough to control enemies that are charging your team and if not, you can

When attempting baron remember that you do not have a





Continue to follow the build and make substitutions for your current game based on your best discretion. It is not uncommon for a game to end before you can even finish your


Pros-
-Can go support initiator or a very dominant bruiser carry build.
-Has a suppression ult.
-Strong pre 6 ganks compared to other jungles.
-Brings much more early and late utility to the team compared to

-



-


-All skills synergize with each other perfectly.
-Very durable in the jungle.
-Still does nice damage even when building gp10 items.
-Deceptively tanky even when low with his shield and

-Ult can stop other junglers from smiting for the duration.
-Very hard to kite and peel off his target once on them.
-Good peeling ability for your own team with his slow.
-Extreme damage out put and healing while being super tanky end game (Build 1).
Cons-
-Clear speed is very dependent on blue buff early on.
-Not as dominant in the jungle early on compared to other jungles.
-Weak to counter jungling early on.
-

Here are some extra tips and hints I thought might be helpful:
-If you are about to die from damage over time such as
Ignite and there are minions next to you, try hitting them with
Ixtal's Impact and then damage them for a little life steal. Sometimes 10-20 health stolen is the difference between living and feeding. Also remember to use
Seismic Bastion in situations like this if it is off cool down.
-Careful about stacking too much attack speed if you don't have the mana pool and regen. It will allow you to cast abilities much faster with your passive but if you run out of mana, all this attack speed would have been better balanced with some mana and mana regen.
-Hitting minions and champions will reduce your cool downs with your passive energize. Remember this in situations described above, sometimes just 1 extra hit will get your
Seismic Bastion off cool down in time to save you.
-When you are caught with no where to run, turn and fight. Your passive energize will take your abilities off cool down the more you are attacking and works best when hitting enemy champions. This means that you can turn around and get your shield and healing proc off cool down much faster by just fighting and possible just our duel your pursuer.
-Your passive will also lower the cool down of your ultimate,
Impale. Be sure to always be hitting minions to get it off cool down as fast as possible.
-When running at a gank target, try to hit a minion or enemy on the way with
Shattered Earth to charge the slow. This way, when you get to your target you can slow them with your first ability rather than your second.
-
Shattered Earth can be cast while ulting.
-Once you have
Trinity Force or even
Sheen, be sure to still spam abilities when hitting towers to get the extra damage proc whenever it is up.
-As with all junglers, never
Smite the buff, dragon, or baron that you are fighting until the health is low enough. Make sure that your
Smite will be able to execute the monster and not leave it at very low health. If you fail to kill it, other junglers could smite steal your buff / objective monster and leave you looking like a rookie.
-For the above reason, always make sure you have a
Smite ready when going for major objectives such as Dragon and Baron.
-Mousing over
Smite in game will tell you exactly how much damage it will do. Keep in mind this damage will increase with every level you gain by 25.
-Remember that you can
Smite while stunned or silenced but not while suppressed. Keep this in mind when doing or trying to steal baron or dragon. If you
Impale their jungler (impale is a suppression ult), they will not be able to cast
Smite until the durations over. If timed correctly you can ult them and smite when its low enough without ever having to worry about ''out smiting'' them because they simply can't cast it.
-If you are about to die from damage over time such as



-Careful about stacking too much attack speed if you don't have the mana pool and regen. It will allow you to cast abilities much faster with your passive but if you run out of mana, all this attack speed would have been better balanced with some mana and mana regen.
-Hitting minions and champions will reduce your cool downs with your passive energize. Remember this in situations described above, sometimes just 1 extra hit will get your

-When you are caught with no where to run, turn and fight. Your passive energize will take your abilities off cool down the more you are attacking and works best when hitting enemy champions. This means that you can turn around and get your shield and healing proc off cool down much faster by just fighting and possible just our duel your pursuer.
-Your passive will also lower the cool down of your ultimate,

-When running at a gank target, try to hit a minion or enemy on the way with

-

-Once you have


-As with all junglers, never


-For the above reason, always make sure you have a

-Mousing over

-Remember that you can



Once you master jungle
Skarner you will find that he can be extremely helpful in almost every situation. Whether you are looking for a jungle to support your team with or one that you can carry in a solo q game on, just a few build changes will have
Skarner doing either for you. With just a little bit of money he can do BIG things. The way all his skills work perfectly off each other also makes him very fun to play. Once you become a confident
Skarner player you will be carrying games from the jungle harder than you ever thought possible!
Thank you for checking out my Jungle
Skarner Guide! I hope you picked up some useful information on how to better your play. Feel free to leave a comment and please thumbs up and tell your friends about my guide if you found it helpful:D! Thank you and look for more guides from me coming soon!
If you enjoyed my guide please like/follow me at SickMotion on Facebook and my twitter @Sick_Motion. You will find information regarding upcoming guides, updates when I am streaming and information regarding my personal lesson service. Also check out my stream at twitch.tv/sickmotionlol.
-SickMotion



Thank you for checking out my Jungle

If you enjoyed my guide please like/follow me at SickMotion on Facebook and my twitter @Sick_Motion. You will find information regarding upcoming guides, updates when I am streaming and information regarding my personal lesson service. Also check out my stream at twitch.tv/sickmotionlol.
-SickMotion
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