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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Energize(Passive): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against non-champion units. Autoattacks on towers won't reduce cooldowns at all.
Shattered Earth:
Skarner lashes out, dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts
Shattered Earth again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
Cooldown: 3.5 seconds
Radius of AoE: 350
Cost: 20 / 22 / 24 / 26 / 28 mana
Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage)
Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per ability power)
Slow: 20 / 25 / 30 / 35 / 40%
Crystaline Exoskeleton:
Skarner receives a shield for up to 6 seconds. While the shield is still active,
Skarner's movement speed and attack speed are boosted.
Cost: 60 mana
Cooldown: 14 seconds
Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
Attack Speed Boost: 30 / 35 / 40 / 45 / 50%[/color]
Movement Speed Boost: 15 / 17 / 19 / 21 / 23%
Ixtal's Impact:
Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. If any marked targets receive further damage from
Skarner, or if they die when struck by
Ixtal's Impact,
Skarner will consume the mark to heal himself. Subsequent marks consumed and unit kills will heal for 50% of the last.
Cooldown: 10 seconds
Range: 600
Missile Speed: 1800
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per ability power)
Maximum Heal: 60 / 90 / 120 / 150 / 180 (+0.6 per ability power)[/color]
Impale (Ultimate):
Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time,
Skarner can move freely and will drag his victim around with him. When the effect ends,
Skarner's target will be dealt the same amount of magic damage again.
Range 350
Cooldown: 130 / 120 / 110 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 100 / 150 / 200 (+0.5 per ability power)
Total Magic Damage: 200 / 300 / 400 (+1 per ability power)


If he casts

Cooldown: 3.5 seconds
Radius of AoE: 350
Cost: 20 / 22 / 24 / 26 / 28 mana
Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage)
Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per ability power)
Slow: 20 / 25 / 30 / 35 / 40%
Crystaline Exoskeleton:


Cost: 60 mana
Cooldown: 14 seconds
Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
Attack Speed Boost: 30 / 35 / 40 / 45 / 50%[/color]
Movement Speed Boost: 15 / 17 / 19 / 21 / 23%





Cooldown: 10 seconds
Range: 600
Missile Speed: 1800
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per ability power)
Maximum Heal: 60 / 90 / 120 / 150 / 180 (+0.6 per ability power)[/color]




Range 350
Cooldown: 130 / 120 / 110 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 100 / 150 / 200 (+0.5 per ability power)
Total Magic Damage: 200 / 300 / 400 (+1 per ability power)












Energize reduces



















Impale pops spell shield.
Impale will damage Black Shield and the suppress is negated.
While




If


Cleansing



Knock-backs and pulls on an Impaled target will move it, but the unit will travel back to

While



Centuries ago, there lived a race of creatures as ferocious as they were wise. The brackern were unusual beings blessed with the earth's primal magic, embodied in the form of crystals. Their kind knew of an arcane ritual to bind their life's essence to a crystal, communing with the magic embedded in it. With this power, the brackern thrived in the Odyn Valley, protecting both creatures and crystals alike. Despite attacks from those looking to claim the primal magic, it seemed that nothing could get past the brackern's defenses. Nothing, that is, until the devastation of a Rune War.
A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When
Skarner burst to the surface, he lashed out in anger and confusion. Reason eventually won out over his anger when he realized that the agents of the League who found him were simply functionaries.
Skarner was invited to the Institute of War to share the brackern's story. In return, the summoners told him about the history that his kind had slept through. Much had been done to curb the unchecked use of magic since the Rune Wars, but it was obvious that the world was not yet safe for his kind to reawaken. For now, however, there is a place where Skarner can use his power to change the world into one to which his kind could eventually return: the League of Legends.
"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world."
Skarner
A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When


"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world."










Do not be afraid of spamming your abilities as your Energize will reduce your cooldown ability per auto-attack.






Defensively, it can drag in turret diving enemies when they go in for a kill.
When an enemy champion is in your team's fountain,

It can be used to pull an enemy away from a fleeing ally, allowing them to escape.
The immobilization can be used to prevent an enemy champion completing a channeled ultimate.
You can use it to separate a key member of the enemy team, particularly the carry, to swiftly kill.
To pull back a runner from a teamfight.
To pull an enemy away from their turret or towards your own.
If you're chasing an enemy try using it to pull them back to your allies.
While using




Using





As
Skarner needs to be very close to his target to do damage, any build should look upon survivability items with either health, armor or magic resistance.
A
Sunfire Aegis can be bought to inflict extra damage with
Impale, as well as trigger the heal from
Ixtal's Impact.
Skarner's short cooldowns and great scaling with attack speed, attack damage, and ability power make him a perfect candidate for taking advantage of the cost effectiveness of
Guinsoo's Rageblade.
A
Trinity Force is an exceptionally strong item for
Skarner,
Sheen gives his ablities more damage and gives him more mana,
Zeal increases his already strong chasing power by giving movement speed and the attack speed works well with his passive,
Phage gives more chasing power, damage and provides some extra health.
The
Sheen effect can be procced almost every single time due to his passive reducing the cooldowns of his skills and the ability to spam Crystal Slash.
Building
Nashor's Tooth on
Skarner gives him many useful stats. Its combination of large cooldown reduction and attack speed bonuses to proc his passive gives him incredible ability to spam his skills. The mana regeneration helps his naturally low mana regeneration, and the ability power is useful due to his decent AP ratios.
Getting a
Manamune will help with mana problems, but does not grant much late game utility.
Getting a
Phantom Dancer or a item that gives Attack Speed will help his passive reduce cooldowns faster.
Getting a Philosopher's Stone early will help to sustain mana and health.
It can be built into
Shurelya's Battlesong which helps with initiating fights, catching enemies, or escaping.
Building
Eleisa's Miracle provides good Mana-Regeneration and allows you to purchase
Boots of Swiftness without having to abandon Tenacity.
Randuin's Omen is a strong item if the enemy is kiting you, as it slows their movement speed if they attack you.
Hextech Gunblade and
Bilgewater Cutlass also have great slowing effects that are actives.

A





A





The

Building


Getting a

Getting a

Getting a Philosopher's Stone early will help to sustain mana and health.
It can be built into

Building





Starting items:
Cloth Armor,
Health Potion x5 OR
Regrowth Pendant,
Health Potion
Skill progression:
Shattered Earth→
Seismic Bastion→
Shattered Earth
Jungling order: Wolves → Blue Golem (
Smite) → Wraiths → Golems → Red Lizard (
Smite) → Wraiths (lvl 4) > Gank




Skill progression:



Jungling order: Wolves → Blue Golem (



This also makes immobilizing effects much more devistating as it ruins his CD reduction.


Buy a







Be careful when turret diving a low health


Some champions with a knockback ability (e.g.






Start at Wolves, say to you're ap carry, to hit them. Then go blue and ask for a hard leash, 300-400 health. Use
Smite here. Go towards top or mid if gank is available. If not, go Wraiths, then take Golems, if you low on hp, you can gank mid. Then wait until Smite is up. Go to red, smite it. Remember to finish it with
Smite, because maybe that enemy
Tryndamere is in the brush, waiting until it's low. Gank often to make you're enemy's burn the summoner spells, like Exhaust, Ghost or Flash, when ganking.. Then at lvl 7, counter jungle some, smite the big wraíth, and one auto attack, and let one small wraith after, so you look like a massive troll-face :D



Bye, and thank you for reading my
Skarner guide, hope you guys, got something out of this guide, remember that
Skarner is more viable as jungler, than solo top. I'll maybe do a solo top guide, but first of all, a bunch of new guides. Send me a message which one you want to have. I can't play so much because of my School.


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