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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
- Jungler Hybrid
- Offtank/DPS
- Hybrid Lane

Skarner - The Crystal Vanguard
He is definitely a unique character among many, and can be built in a Variety of ways. My personal favorite is a Jungler Hybrid DPS. Other Viable Options are AP Offtank, Hybrid (Without the Jungle) or even an AP carry. The builds I am presenting are the ways that I build him in a way that allows for an optimal amount of damage with some tanky-ness. Almost like a Jungle-Hybrid-DPS-Offtank. I think it makes sense when you look at the items chosen and the explanation in the guide. (Assuming you follow it)
As a Side note:
If you like this Guide please check out my Wukong Guide attached to the sidebar or accessed Here.
Granted this character is new and this guide is also new, I will perform updates to keep it in good shape, as long as it has enough views/votes etc. etc.
This is a picture of my recent match history

- Decent Jungler
- Great unique Ultimate for isolating Carries
- Good chasing ability and escaping
- Crystal Slash allows for a lot of quick damage output
- Passive allows for some great QUICK combo's
- Built in skill with some Health regeneration
Ixtal's Impact and
Shattered Earth allows for some good HP regen
Cons:
- Often Focused due to his annoying ultimate
Impale
- Rather Mana Starved early game
- Not the best jungler (Not the fastest, most efficient, and not the best ganking capability)
- Melee attacker disabling some early game harass, if laning



Energize
Passive: Basic attacks lower the cool downs of Skarner's abilities by 1 second against champions and 0.5 seconds against non-champions.

Instant: Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for 5 seconds.
Sustained: If he casts Crystal Slash again while empowered by Crystal Energy, he deals bonus magic damage and slows all targets hit for 2 seconds.

Instant: Skarner receives a shield for up to 6 seconds. While the shield persists his movement speed and attack speed are increased.
Sustained: When the shield is destroyed by an enemy the bonus attack speed and movement speed are lost.

Instant: Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them for 6 seconds.
Sustained: Any further damage dealt to marked targets by Skarner will allow him to consume the mark to heal himself. Subsequent marks consumed will heal for 50% of the last.

Instant: Skarner suppresses an enemy champion for 1.5 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him.
Sustained: When the effect ends, Skarner's target will be dealt the same amount of magic damage again.









This is your typical Chase harass combo, using







As long as you have the Mana remember to mash


















Greater Mark of Desolation
Greater Mark of Desolation
+1.66 Armor Penetration
I chose this rune for a little extra armor pen when jungling so that you can kill Jungle monsters a little faster, and some more damage with auto attacks.

Greater Seal of Resilience
+1.41 Armor
These runes are almost a must for


Greater Glyph of Alacrity
+0.64% Attack Speed
These runes are good to synergize with

Greater Quintessence of Desolation
Greater Quintessence of Desolation
+3.33 Armor Penetration
This is just for some more penetration with auto attacks to help with killing monsters in the jungle.
For alternative runes look at the other suggested builds for a laning

With my 1/18/11 Skarner is able to utilize his defenses and withstand the jungle.
With other builds such as 21/0/9 You lack defense and may be unable to jungle efficiently or at all.
With 0/21/11 you will lack some mana regen and the specialization of smite which is always nice to have. (Especially for a jungler)
The focus for Masteries was placed on to the defensive tree because Skarner, when jungling can die rather easily compared to other more sustainable junglers. Therefore I put most mastery points in this tree to counter act his lack of defenses. The other part of emphasis was placed on the utility tree because greed helps you pick up those items early game, and 2 points into


If you want to play

For a hybrid


This is the jungling route that I execute with


Leash:: For those of you who do not know what a leash is... Leash is a term that was coined to define the person who goes over to help you start at blue buff, what that person does/should do, is attack the Golem when it spawns at 1:55 and simply run away after 1-2 attacks. The golem then chases that person leaving you "The Jungler", unharmed for the first couple of hits whilst the golem attempts to chase the person who started the fight or "Leashed".
So to Summarize Leashing for a Jungler:
- An ally attacks Blue buff taking away his attention
- The Jungler then attacks the golem "With its Back turned" so to speak.
- The ally can leave after attacking it whenever Best "leashers" can include
Maokai's
Sapling Toss,
Heimerdinger's
H-28G Evolution Turret, or
Shen's
Vorpal Blade.
- Then the jungler kills blue while the "Leasher" is already off in their lane (Not leeching any experience from the kill.)
Poor Leash:: There are a multitude of people who don't know what "Leashing" is, and these people may...
- Attack blue with you until it is dead (Which is not good because then exp is shared, reducing your lvl)
- Attack and remain in the vicinity for too long. (This causes the golem to chase too far prompting him to return and heal health while you "The Jungler" are trying to kill it)
- Or the rather rare occasion when they plainly take blue. (On purpose or by an accident, it's happened to me folks.)
The not so "Blue" route.
In the instance where you don't feel the need to be reliant on others to leash, or your team simply does not comply/understand. Remain calm and go to the bottom golems if you must. You can start at the golems (Numbered 4 on my map), which is possible although you may NOT make it to blue in time to kill it (i.e. it was stolen) or you may be too hurt. (Which was in my case once) Another and probably better idea is to go the "Sustainable Route" which is typically starting at wraiths, smiting the big one. Or starting at wolfs and still smiting the big wraith after getting the wolves. I have yet to try the "Sustainable" route, as my jungling has been provided with a leash except for the 1st game when I had a slow start at golems.
When you reach level 4 and you pick up your









Gank: for those who don't but should know by now is a term coined to express an "Ambush" usually by hiding in a bush unseen and then catching an opponent off guard.
This is the core set of items that I build for Skarner and is usually what I end with for a long game.

Wriggle's Lantern: This item is great for any jungler for obvious reasons, it has Armor built in with some attack and life steal not to mention an occasional BURST of magic damage when jungling. Also It has a ward built in! Which is great for jungling because you are usually your teams main source of wards and map sight. I usually lay one down every chance I can in the river slightly overlooking dragon.

Mercury's Treads:
EDIT: Everyone needs shoes and




Trinity Force: This item is controversial for me, I see MANY people build this item or rather rush this item for their character. I personally think this item is good but the price and the need to get a




Guinsoos Rageblade: Personally my favorite item to synergize with




Hextech Gunblade: A great item to get with







Force of Nature: This item is rather interchangeable, I usually get it because I lack magic resist at this point but it really depends on who you are fighting, this item really helps you against some devastatingly fed AP carries.
Here are some items you may decide fit better in your build.











[*] Teammates are not hurt
[*] The enemy is not close to the turret/turret hugging
[*] Teammates are not "Oom" (Out of Mana)
[*] You remain unseen and can cut off their running path and predict if they will flash/ghost.
At this point you may pick up a kill, if not then don't worry. Head back to your jungle or try to do the process again for a gank somewhere else. Now this is around the time when you are in need of more mana and if your blue has not yet spawned (6:00-7:00) then try to take blue. This can be done with ease if the enemy does not have a jungler. But stealing their blue can be crucial to hurting their jungle.


At this point you are beginning to come out of you sheletered jungle and preforming more ganks, and establishing a lane to push. It is ok to go into the jungle on occasion to kill and take buffs but always pay attention to your team, if there is a team fight, you should obviously not be off fighting wolves. I have caught myself doing this on occasion, try to not be the focus of teamfights and not initiate them. When your tank initiates a fight try to isolate the carry by using your



At this phase you probably have hextech and maybe a FON (Depending on the build you follow) try to stay out of the fight until the tank initiates for team fights. When he does do the same thing you do in some mid game tam fights by isolating the carry. (I personally go for the AP carry, because they are usually easier to kill and dish out more BURST damage than an AD carry). If you are getting pushed too hard in middle lane try to maintain power in the other lanes and maybe backdoor with a tank. Also keep an eye on






===TheSoupKitchen===
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