Skarner Build Guide by RaskolnikovsAxe
Champion Build: Skarner
| Health | 2418 |
| Health Regen | 22.8 |
| Mana | 1125 |
| Mana Regen | 14.55 |
| Armor | 190.09 |
| Magic Resist | 107.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 204.7 |
| Attack Speed | 136.608 |
| Crit Chance | 40%S |
| Crit Damage | 0% |
| Ability Power | 160 |
| Life Steal | 10% |
| Spell Vamp | 20 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 20% |
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Mastery Tree Is Outdated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
Skarner is a damage-focused champion with many smaller sources of damage as well as one of the best junglers and ranked picks. He excels at dealing sustained damage to a single target and brings a huge amount of utility to the field with his near-constant AoE slow and his ability to lock down high-priority targets with his ult. Since I originally wrote this guide, the game has gone through many changes including the jungle changes, new masteries, and buffs to Skarner's stats. This has made Skarner a much stronger champion than before and because of this, I've shifted focus of this guide to the jungle rather than the lane. I'll try to keep the information about laning in here if you want to solo top with Skarner but I'd recommend the jungle.
Skarner has a lot if innate survivability with a shield, move speed boost, and the second highest base HP of any champion (second only to Nunu). His lack of a strong nuke also means that his damage remains unnoticed much of the time as the enemy team instead focuses your teammates who do all their damage at once in large nukes. Because of this, I have felt little need to build him as tanky as other melee champions and this build focuses more on damage than resistances and health. I have no doubt that Skarner can be quite effective built tankier than this, but this is the build that I have found the most success with.
As with any guide, use your own judgement and feel free to experiment with your own builds.
Runes & Masteries
Runes
For jungling runes I pick armor seals, attack speed glyphs, and armor pen quints and marks. This gives Skarner excellent damage in the jungle as well as a rapid clear speed. It also makes your ganks significantly stronger.
For laning, you might want to focus a bit more on survivability, grabbing MR glyphs or flat health quints for example. I have not played Skarner solo top very much because he's such a monster in the jungle so I can only really guess at what works.
Masteries
The new mastery trees gave me a chance to change focus with Skarner. Instead of defensive masteries I go 21/0/9 snagging
Summoner Spells
I Recommend
Skarner's strength in in his ability to 'stick' to a target and keep dealing them damage until they drop. The extra move speed from Ghost comes in handy for chasing or escaping and also allows you to drag an enemy further with
A must have for junglers, Smite will give you fast clearing times as well as the ability to steal important objectives from the other team including the blue and red buffs, golem, and dragon.Alternatives
You're an Idiot
Abilities & Skill Order
A spectacular passive, I cannot believe how good this is. This ability makes Skarner who he is and is what makes him a strong hybrid champ. With this passive it's easily possible to be casting
This is Skarner's main damage ability and the one I choose to max out first. Though its damage seems small, remember that you will be casting it near constantly in fights and that it procs your
It makes Skarner glow blue; awesome! But besides that it's also a great ability which is why I max this second. A relatively long-lasting steroid to attack speed and move speed as well as a shield, this ability synergizes especially well with
A decent amount of damage with good scaling but a completely lackluster heal. If you hit all six minions in a wave with this at rank 1 you will heal for 60 health. Yahoo. To get in range to consume all 6 marks you probably lost more than that from harass. Outside of laning, it's a fairly straightforward damage move that doesn't have the use in harassing that it does in lane, partly due to its disappointing range.
For jungling, I take one rank in this at level 2, but max it last. That heal will help your sustainability early as you work your way through the wolf and wraith camps but it's fairly worthless for ganking. Putting another rank in
Skarner's ultimate which is just now starting to be appreciated for how awesome it is. A strong initiator as well as mid-fight CC move that's excellent for peeling champions off your carry or for locking down enemy carry. Kind of a combination of Rammus'
- During laning, use it to pull an enemy into your tower for some solid damage or even a kill.
- Like any other form of hard CC, us it to interrupt channels such as Malzahar or Katarina's ult.
- It has a relatively large range as compared to other 'melee' CC moves (such as
Fling and
Puncturing Taunt) so you can use it to initiate on the enemy carry and drag them into your team. Somewhat superior to Blitzcrank's grab in this way because Impale is targeted. - If you're jungling you can use it to gank. Though it seems to have a high cooldown, you will reduce that quickly with your passive over the course of jungling.
- You can also use it to peel someone off of your own carry.
- Don't forget that it's suppress and enemies can't cast spells while they're impaled. If you time it right, you can use it to prevent champions from escaping via flash or other abilities.
- If worse comes to worst, you can also use it to give yourself a slight edge in a 1v1. Impale your opponent for the damage and to give yourself those extra few spellcasts and autoattacks to finish them off before they finish you.
- If you're being chased and about to die but have your ult up, use it on the person chasing you. Chances are they'll be so surprised that they won't have the presence of mind to deal the killing blow to you when the suppression ends.
Impale Tips & Tricks
(Thanks to Azure_Dauragon and Dolemon!)
- When you use
Impale, try reversing direction right before it ends. This forces the enemy champion to run around you when they regain control, giving you an extra few hits on them which may make all the difference. - Because your ult is slightly ranged, you will be out of attack range if you start pulling as soon as you ult at max range. Try waiting half a second before you start pulling so the enemy is right next to you, then start moving.
- If you're initiating with
Impale, use
Crystal Slash as soon as you ult the enemy. By the time Impale ends, Crystal Slash should be off cooldown and you can use it again to slow the target immediately. - You can use
Impale to pull champions through terrain if it's narrow enough. The paths to the side of the river in mid lane are a good spot for this.
Skill Order
For jungle Skarner, there is no reason not to max
Items & Alternatives
Your Core
A good goal for most core builds is a cost between five and six thousand gold (in addition to boots). Even if you're having a bad game, you can expect to get that much and so that core should be enough to get your champion to 75% of the capabilities you plan for them. At 5070 gold, this core is on the cheaper side of the range. On top of that, it's possible to only buy the
Sheen portion of the Trinity Force which will get you most of the way to your damage potential for less than 1/3 the cost.
The key to this build is how the items lead from one to another fluidly without large jumps where you go from ineffective to rollface by completing a single item (think Ashe and
Infinity Edge). Everything else you build after your core is totally optional but if you're going Jungle Hybrid Skarner, these core items should be in your build every game.
Early Game
--A good item for any jungler. The bonus damage allows you to clear camps faster and, like Smite, secure objectives like the Baron, Dragon, and enemy buffs more quickly. I do not build this into a
Wriggle's Lantern because I feel as though it saves me gold not to and I like having the option of building a Madred's Bloodrazer late game without having to rebuy the Razors.
Very self-explanatory for a melee champion and for a tanky dps. The only other boots I'd possibly recommend are
Berserker's Greaves or
Boots of Swiftness for how they synergize with Skarner's kit. However, he's shut down so hard by CC and kiting that I'd nearly always go with the Mercury's Treads.
Though not a great item on many champs it's recommended for, Sheen is absolutely perfect for Skarner. The extreme spammability of his Q means that you will be activating its ability as often as possible, dealing the maximum damage. The extra mana and bonus AP also synergize strongly with his abilites (all of which have AP scaling). Skarner's base damage is enough that I usually save building this until after I've completed my boots. However, it's an excellent source of cheap, early-game damage so if you prefer, by all means rush Sheen.
Mid Game
This is where about 75% of Skarner's damage in the mid-game comes from as well as his source of survivability.
Zeal gives him increased move speed for better chasing and more attack speed for
Energize.
Phage gives him attack damage and health (on top of his already high base health) as well as an additional slow effect. Finally, you get an upgraded Sheen effect to deal even more damage. All in all, an excellent item for Skarner.
A perfect item for hybrids, Nashor's tooth gives Skarner every stat he could possibly want. Between the AS (with
Energize) and the CDR, you'll have your ultimate up about every 45 seconds. In addition, the extra AP and AS will significantly increase your damage and especially your split-pushing potential making this a great mid to late game item. If you are able to have the blue buff most of the time, I'd recommend building the
Stinger portion first for the AS and damage. If not and you're having mana issues, build
Fiendish Codex.
Late Game
***Note: I usually buy the parts for this item (
Vampiric Scepter and
Hextech Revolver) at some point in the mid-game. It is usually neither necessary nor worth it to finish the Gunblade until after you've completed at least one defensive item.***
When you get to the late game you're going to start having some survivability issues. Though Skarner has a lot of innate strength because of his base HP and built-in shield, this begins to tail off in the late game as enemy champions begin to itemize more resistances and deal more damage. Though a Gunblade isn't strictly a survivability item, it does help you sustain pushes incredibly well.
Spell vamp and lifesteal allow you to regain huge amounts of health clearing minion waves or neutral camps and also gives you the extra oomph necessary to survive the opening bursts in a teamfight. The bonus AP and AD also scales very well with your abilites and autoattacks and the active is an excellent targeted slow for chasing or even initiating when combined with
Impale. Don't forget the active.
Because my build for Skarner has focused on damage more than survivability, there's really only one slot for a defensive item. Given the choice of any one item, I think Guardian Angel is the strongest choice. It gives a solid amount of armor and decent magic resist along with its passive revive ability. When you die, it's very possible to come back and get back in the fight quickly due to the lifesteal and spellvamp from
Hextech Gunblade.
Obviously you should build whichever survivability item is best for the particular match you're playing.
Force of Nature is good because of the increased move speed and
Randuin's Omen is strong due to the active slow and bonus health.
Frozen Heart is also a good choice for to its bonus mana, enemy AS reduction, and CDR. Use your best judgement.
A good item to finish with, Phantom Dancer gives Skarner even more AS and MS as well as a significant amount of crit chance. If the game goes on extremely long, I usually sell my boots and buy another Phantom Dancer, the extra MS making up for the loss of boots and CC reduction.
Alternatives
As a general rule, anything that increases AS should be considered as an alternative for Skarner. Of note are the
A decent choice on Skarner as with any hybrid. Skarner's abilities (especially his Q) are quite spammable so it's easy to maintain the stacks on the Rageblade. The added bonus of using his Q to maintain stacks is that Skarner will always have his
By not turning
A great item for Skarner and one I usually include even against AD teams. The magic resist is nice, but even more important is the health regen and bonus movespeed. This gives you a lot of survivability and helps keep a push going and going.
Against an AD-heavy team I'd pick one of these two items for defense. They give very similar stats with a few differences. Frozen Heart has a passive enemy AS reduction, more armor, and 15% more CDR making you hit harder and more often. Randuin's Omen gives you less armor but a sizable amount of health and health regen, as well as building out of a
Jungling & Match Strategy
Early Game: Jungling, Ganking, and First Blood
Though he is one of the stronger junglers, Skarner is fairly susceptible to counter-jungling in the early game so make sure you have your allies guard for you. Since his mana costs were adjusted, it's no longer necessary to start at the blue buff. However, the standard blue to small golems path is the fastest path (usually completed at around 3:30) and the one I take most often. Pretty much any other potential path is possible but requires that you ration your mana, using
Once you hit level 4, you're going to want to gank. Use Ghost and
After ganking the lanes that seem promising, go back into your jungle (or the enemy jungle for some countering) with a focus on getting to level 6. Once you hit level 6 and get
Mid Game: Roaming and Pushing
Once a tower or two falls and champions start to roam Skarner has a little more freedom. Continue jungling but also help push lanes. This will draw your opponents out of position allowing either you or another lane to take a tower. Use the speed boost and mobility from
While pushing a tower, try to use your ult to punish a champion that gets even slightly out of position. By pulling them out from under the tower you can get a kill without having to dive and tip the advantage in your team's favor, securing a tower kill. Try to use your ult on either champions that have a lot of escapes or the champion that deals the most damage and is the greatest threat.
Late Game: Split Pushing, Baron, and Finishing your Build
At this point you should have at least have a Trinity Force and a
Alternately, if you're doing well, late game is the time Skarner truly shines. Though you're not doing raw damage in the form of a Bear Bomb like Annie, you do strong, sustained damage with your total AD being at least 250 and significant AS and sustainability from your
[hr]
Jungling Tips
Here are a few tips for jungling with Skarner that didn't really fit anywhere else:
- Skarner is strong enough that he does not need Smite to kill the blue at level 1, especially if he has a leash. You can use this to do some quick counter-jungling by smiting the enemy blue wraith, then taking your normal jungle path.
- When you start a camp, lead with
Crystal Slash. That way, your first autoattack will already be lowering its cooldown rather than being wasted. - If you kill a minion with
Fracture you still get the healing bonus so don't be afraid to use it to last hit.
For Laning
When laning with Skarner you're going to need to focus a bit more on sustainability. His early game is somewhat weak compared to many solo top champions, lacking the sustain of Udyr or Irelia and lacking the burst of other champions. It's not bad to start with a
Regrowth Pendant and later build it into a
Philosopher's Stone, solving his issues with farming, mana, and survivability in lane. While it is tempting to max
Fracture first because of its harass and healing, do not, do not, do not. Unless you're building AP, Fracture is nearly worthless in teamfights compared to
Crystal Slash. It has a long cooldown, fairly short range, minimal healing, and a slow particle effect.
Leveling
Fracture at the expense of
Crystal Slash will hurt Skarner's output in the mid game significantly, precluding snowballing. That said, Fracture is very strong in lane and so I put 2 points into it at the very beginning, then focus on
Crystal Slash followed by
Crystalline Exoskeleton. This should deal enough damage and give enough healing that remains strong throughout laning while not gimping your damage significantly in the mid game.
Bottom line:
Fracture is fairly good for harassment and has a decent heal but its utility drops off significantly as soon as laning ends. On the flip side,
Crystal Slash is relatively weak in lane (though I'd argue both have comparable farming potential) but has much much more utility once laning ends.
EarlyGame: Laning and First Blood
Skarner does deceptive early game damage so if you're trying for first blood, level
During laning itself you're not likely to get a lot of last hits. Level
Mid Game: Roaming and Pushing
Once a tower or two falls and champions start to roam Skarner has a little more freedom. Try to keep pushing/farming a lane to make up for the last hits you missed in the early game. If your opponent leaves the lane, take the opportunity to get a few hits in on their tower, especially if you have
Don't be afraid to enter teamfights either. It's usually best to let a teammate initiate, then pick a target and stay on them until they're dead. As above, your ult has many uses and because of your passive it's cooldown is much shorter than it appears. Don't be afraid to use it.
Late Game: Split Pushing, Baron, and Finishing your Build
Late game for laning is exactly the same as the late game for a jungler Skarner above.
Tips & Tricks
Here are a few miscellaneous tips and tricks for quick and easy reference:
- If you get a Rageblade, use
Crystal Slash as often as possible. Its low cooldown means that you will keep it constantly at 8 stacks and your slow will always be ready. - If you're waiting to ambush/gank an enemy, use
Crystal Slash to hit some minions as you initiate. That way the slow will be ready by the time you get in range of the enemy.
Crystal Slash will only become charged if you hit something with the first, non-empowered cast. Once you've become empowered, however, you can keep spamming it without hitting any targets and still have the slow active.- Don't forget that
Crystalline Exoskeleton increases your attack speed when pushing towers. - Remember that the bonus damage from Sheen/Trinity Force also works against towers. Spam abilities while pushing towers to do the maximum damage.
- When you use
Impale, try reversing direction right before it ends. This forces the enemy champion to run around you when they regain control, giving you an extra few hits on them which may make all the difference. (Thanks to Azure_Dauragon) - Because your ult is slightly ranged, you will be out of attack range if you start pulling as soon as you ult at max range. Try waiting half a second before you start pulling so the enemy is right next to you, then start moving. (Thanks to Azure_Dauragon)
- If you're initiating with
Impale, use
Crystal Slash as soon as you ult the enemy. By the time Impale ends, Crystal Slash should be off cooldown and you can use it again to slow the target immediately. (Thanks to Azure_Dauragon) - You can use
Impale to pull champions through terrain if it's narrow enough. The paths to the side of the river in mid lane are a good spot for this. (Thanks to Dolemon)
Updates & Credits
- 8/12/11--Fixed a mistake in the masteries. Added section on Skill Order. Added a Tips & Tricks section. Changed the skill order so that you put ranks in Q and E evenly until laning ends, then proceeding with the R>Q>W>E order instead of skilling Q first and E last through the entire match.
- 8/15/11--Slightly edited and added to Tips & Tricks. Changed runes from Armor Pen reds/quints to Magic Pen reds and AP quints. Refined skilling order to be 2 points in
Fracture early, then max R>Q>W>E. - 8/16/11--Clarified the core build.
- 8/20/11--Added a few points to the Tips & Tricks section.
- 12/14/11--Completely rewrote guide to include changes from Season 2 as well as Skarner buffs. Changed items, masteries, runes, and summoner spells to put more focus on Jungle Skarner.
Credits
Thanks to Azure_Dauragon for their suggestions on how to best use Skarner's ult.
Thanks to Stormbl for the correction to the defense masteries.
Thanks to Hawkeyes007 for the correction about Tryndamere's ult (can be used while suppressed).
Thanks to Dolemon for more ult suggestions.
Thanks to everyone else who has commented with their ideas and suggestions and to everyone who has voted on this guide.
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