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Skarner Build Guide by QwikSand

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author QwikSand

Jungle Skarner's Kind missing guide

QwikSand Last updated on April 19, 2015
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Ability Sequence

1
5
8
10
13
Ability Key Q
2
4
7
9
12
Ability Key W
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Skarner with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Malzahar Malzahar is extremely easy to get to. He has no heavy CC to stop you (except for his ultimate which stops himself which can really fuck him up). Skarner can also cancel his ultimate with your ultimate. You can also absorb his aids (E) with your W.
2
Warwick Same as Malzahar. He can't escape you can you can also cancel his ultimate.
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Abilities

PASSIVE Crystallizing Sting

This is your passive. Its a slitghy worse version of Braums passive Concussive Blows. But this is actually a really good passive on Skarner. This allows you to keep your Enemy from getting away while ganking.

Q Crystal Slash

This is your MAIN DAMAGE OUTPUT. When in combat all you literally do is get a piece of tape from your drawer and tape the "Q" button down. The cooldown is reduced when AA. The cooldown reduce is double when attacking a champion.

W Crystalline Exoskeleton

This is your main defensive output. This ability combined with Boots of Mobility makes you a fantastic roamer and ganker. This is a great ability when escaping as when. It can save you from a lot of things such as [*] Karthus's Requiem and Caitlyn's Ace in the Hole. Use this to absorb damage from monsters and when dueling.

E Fracture

This is your main way of getting a grip onto enemy's. Without the slow you are pretty much the most easily kited thing ever.

R Impale

This ability is what makes adcs want to cry. You drag your wimpy ***** into your whole team without making a "Get over here" quote. But seriously this ability is what makes Skarner one of the best gankers in my opinion. It solves the problem for the enemy's "getting away".


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Items Overview



This is the jungle I recommend on Skarner. This give him a decent tanky early game. Stalker's blade can help you get to your enemy faster when ganking or chasing fleeing enemy.



Boots of Mobility + Crystalline Exoskeleton = IMMENSE mobility when it comes to roaming and ganking. This can help you complete objectives such as the Scutte Crab, Warding, and Dragon .



After your Jungle items and boots, This is the next item you should grab. This is an amazing item on Skarner. Not only it gives you bonus armor to make you more tanky. But the Spellblade passive will give you bonus damage on an auto attack after using Crystal Slash.




This is probably Skarner's best offensive item. Gives you a movement speed buff when auto attacking. Plus bonus AP, AD, Attack Speed, Movement Speed, Heath, and Mana. Pretty much everything what Skarner needs. Trinity Force IS one of the most exepnive items in the game. Since this is already your 4th Item and you don't have any Magic Resist for a tank. I wouldnt consider building Spectre's Cowel





This is Skarner's main Magic Resist item. Since Spirit Vintage was made for Tanks that rely on healing themselve's such as Dr. Mundo, Garen, and Aatrox. Skarner doesn't have any self healing. But I would only recommend Banshee's Veil if the enemy has extremely hard CC such as Morgana, Lissandra, Lux, or Ashe. Otherwise, buy Spirit Vintage for the cool-down reduction.


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Summoner Spell's



Flash should be the summoner spell you should ALWAYS have. You can pull off some great Skarner plays with a Flash + Impale



Gee . . . I don't know why you would take Smite in the jungle like wtf.



This would be an okay summoner on Skarner. But you would already have many other ways to keep your enemy from escaping anyways.



I don't recommend it. Your Crystalline Exoskeleton is pretty much a built in Ghost anyways.


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Pros and Cons

Pros

  • Tons of CC
  • Can't Escape
  • Great Clear
  • Great Mid-Late game duelist
  • Killer Ganks lvl 6+
  • Decent Escape
  • References Pokemon!


Cons
  • Poor Early game
  • Lacks Ganks before lvl 6
  • Pretty easily kited
  • Escape is gone once Crystalline Exoskeleton shield is destroyed
  • Lacks during teamfights
  • misses kind


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Creeping / Jungling

FARMING

Skarner's clear is actually really easy all game. This is pretty much what you have to do.


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Unique Skills

Pretty much whenever you are in a duel always spam Crystal Slash. Always keep an eye on how much stacks on your passive Crystallizing Sting so you can stun them and keep them in place. Once you have your ult every squishy carry will sure fear your sting. If anyone is around try to a Flash + [impale]. If you don't have flash or you don't need to then just use Fracture.

Unless ganking at earlier levels after 6. Do NOT ult tanks. especially the ones that can for sure wombo combo your team such as Galio and Amumu.

Skarner pretty much counters everyone with a suppression by canceling it. And how does he do that? With another suppression like fighting fire with fire.

Here are some important abilities you can cancel


You are the only champion who can move while performing a suppresion