Skarner Build Guide by Glacialwrath
Champion Build: Skarner
| Health | 3568 |
| Health Regen | 79.8 |
| Mana | 1325 |
| Mana Regen | 33.55 |
| Armor | 170.09 |
| Magic Resist | 165.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 10 |
| Attack Damage | 179.7 |
| Attack Speed | 96.148 |
| Crit Chance | 40%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
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Mastery Tree Is Outdated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
Welcome!
Attention!
This guide is not complete in formatting and "pretty pictures" and such-- if you rate it, I ask that you kindly rate on content for now, until I get a chance to pretty it up. Thanks~ Glacialwrath
This is my guide to Jungle
So, why make this guide when others exist? Well, a slightly different build, a few extra notes to help people out, and my passion for my 2nd favorite Champion in my favorite role all make good reasons, I think.
What's my background? My first ranked duo queue, 5v5, with him-- first ranked 5v5 period with him actually, I got Legendary. If that's not enough, I don't know what is.
Now, I'll make things clear. You don't want to read a guide that is too long. I don't want to write a guide that is too long. We want things just the right size, along with being effective, right? Right. So, without further ado, let's get to it~!
Pros / Cons
Pros:
-One of the best junglers around
-Not hard to use, and not especially hard to master
-
-Diverse enough to fit on almost all team compositions
-Can be played at all elo levels
-Has the best laughs. Type /laugh 3 times and you'll see...
-Has an awesome Easter Egg! Once per match, in a random bush, in an allude to Pokemon, you'll hear him go "Skar, Skar, Skarner!"
Cons:
-He can't really be built to specify one specific thing-- your team needs dedicated tank(s), AD carry/ies, etc. He's a mix.
-Blue buff reliant early-game.
-Weak ganks pre-6.
-Looks pathetic on his dying animation :(
-Although Sandscourge Skarner is an awesome skin, Earthrune is one of the worst in existence. I look forward to when (shhhh!) Battlecast Skarner is released.
Runes
Runes are incredibly flexible on
Skarner, however, these are the ones that I feel are most viable. In this guide, I will just list what I use, followed by other replacement options:
Quintessences:
I use these personally.
However, you may wish to consider these for extra damage or survivability:
Seals:
I personally use these to help live during early ganks.
Although you can go with armor per level seals, I find that the item build gives you enough later, and it's best to survive as much as you can early, to snowball later on as much as possible.
These are some other options:
Glyphs:
To balance out early game. Ideally as a Jungler, you'll want to prioritize top, since he's all alone. However, you may find that mid or bot needs your help-- possibly with some AP damage coming your way. This will ensure that you will live, they will die, and that everyone is happy. ^-^
If that isn't to your liking, I would follow the same example-set as above for Seals, for the same reasoning. Save me some typing, and you some reading, and just refer back to them :)
Marks:
Once again, prefer to be less of a hybrid? Refer to the other options. Same as Glyphs and Seals. However, I would stick to these.
Items
Item Build:
I could go into a lengthy discussion here. I sorta will actually, since it is necessary. However, I'll abstain from using "well using the damage from the 95th percentile of all
To start the game, you'll want to buy your standard Boots+Health Potsx3. Now, moving on, you want gold giving items, survivability, and sustainability. So, this is what you'll work towards.
Next you should end up with something like this-- after a long period. "But wait, that's so many items, that can't possibly be 'core!'" Yes it can. I would always build this way, no matter what. "But... I've been told to never build any one way!" Well, with Skarner being the hybrid he is, this will always work unless they are incredibly AD-heavy, in which case a
At this point, you may be wondering why I haven't mentioned
So, first, build
Next you'll want to build
Finally, finish off your
Build one of these-- or parts of both, then both. How do you decide?
Usually you will want
Against a more AP-heavy team, or just a fed AP (if a fed
Because of the finished build of
Ah, see, this is where it gets interesting. If you are snowballed early, you can actually pick this up before the previous two items. However, more than likely, this will be last.
But, the really interesting part... Is why not go with
Truth be told, if you're still being hurt at this point, there is nothing wrong with going with
Masteries
Ah, time to explain Masteries. Okay, I know that most people don't want a massive explanation, especially since these are the most easily tweaked, and thus, you probably just want to hear my own quick reasoning? Okay, deal.
Summmoner's Resolve: Extra gold on Smite. Awesome. You need it for farm.
Hardiness 3/3: You need this to survive. You'll find you really don't need Resistance.
Tough Skin 2/2: Necessary for early jungling.
Durability 4/4: More health, to survive more. Vital. Plus, Vigor doesn't help Skarner much when he needs it.
Indomitable 2/2: You need it for early game. Evasion in this tier isn't worth it. Honor Guard could be taken later on instead, and is definitely another viable option.
Bladed Armor: Faster Jungling. Vital.
Initiator 3/3: Vital for ganking, and sometimes chasing.
Enlightenment: Vital for
Juggernaut: Less CC'able, more survivable. Take it.
Summoner's Insight: You want Flash up as much as possible. Switch to Summoner's Wrath in the offensive tier if using one of those summoner spells-- though bare in mind you won't be able to get Runic Affinity.
Expanded Mind 3/3:
Swiftness 1/4: With the Quints and such, you don't need a full 4/4. Consider more points in this if you took different Quints than
Meditation 3/3: Helps you jungle early game, helps you overall late game. Vital, though, as stated, you may wish to put more points in Swiftness instead. Be wary.
Runic Affinity: I would say this is needed-- if not, you may have to be a bit more decisive on using your abilities... As a spammer. Especially since you are Blue-buff reliant, go with this.
Now, why no Offensive points? Truth is,
Skill Sequence And Skills Explained
Ugh! So much to take in! Your head must hurt by now, right? Yeah... It's okay though! This part is easy to understand, so take a deep breath, and relax...I will first explain each skill, then, the skill sequence to go with.

Crystal Slash. Your main ability. How do I explain it? Spam. Spam. Spam. Spam. Spam again. It has a cooldown, but remember that gets lowered through auto attacks. Unsure what to do? Spam this. Spam it more. More!
This deals damage on the first hit, and charges you up for several seconds. While charged, using this again deals bonus damage, and more importantly, slows. This is why
Spam!

Crystalline Exoskeleton. A shield, that boosts your speed, and attack speed. Lower cooldowns from the boosted attack speed, a shield to take damage that is nice at all ranks but especially nice later on... It's awesome!
So.... When do you decide to use this? You don't. See an opportunity to take someone out or do something? Just use it.
When you have blue buff early game, or late game when you just don't care, spam this as well to move faster from place to place.
You can also tank turrets with this (BRIEFLY!), and you can tank Baron Nashor for a bit using this and your next ability...

This you need to use sparingly, sorta. It has a relatively high mana cost, does pretty low damage, and the health regeneration really isn't all that much.
When "farming health", use this on as many minions or jungle creeps as possible, and hit them all once-- or just kill them with it.
You can also use this if someone has a miniscule amount of health, and you need to take them out from a short distance while on cooldown with
You can also use it to killste--snipe.
>.>
<.<
Moving on...

Impale. This is what defines
This is also one of the best ultimates in game, and just cruel. And funny. You use it on someone, and it suppresses them. They can't do anything. Meanwhile, for a very short time, you can drag them around. And laugh.
When ganking, use this immediately (unless they are overextended to the extreme) and drag them back. You'll, if you can (and should), want to use
Skill Sequence!
Q>W>E. Simple as that!
Summoner Spells
These exist on every guide. Most people know them. Do you want to read a lengthy description? I'll provide what is needed, without the lengthy BS involved.
Instead of
Flash, some other options exist:
Pretty much about it. Now, I should probably go more in-depth with
No-no's:
There are other summoner spells in existence like
Creeping / Jungling
Your Role:
Your role as a jungler is to allow your top lane to get extra experience, by being alone. You are also responsible for making sure that when lanes are having difficulty, you aid them. Also, although others should buy wards, it is vital that you aid them as well. Prioritize items, but if you have gold left over, buy some wards, and help lanes that may be ganked, or just in general.
Proposed Route:
I hate giving a "this is what you do" jungle route. Find what you like. However, I suggest starting at Blue (actually, you -do- need to start at Blue), and then going to Wolves. Some junglers can start at Red-- Skarner is too Blue buff reliant to follow this route. Next, go to Red buff, after Wolves. Even if you don't need it-- why? You may need it soon, and at this level, you want it ready, in case an early gank needs you. It takes too long to get it at this level in time for an "oh ____" situation, and your early ganks are weak without it-- but actually pretty good with it due to the slow. Depending on the cooldown of
Proposed Method:
There are two methods really:
Method One: Use
Method Two: If you are trying to regenerate the cooldown on your
Remember to use
How to Gank:
Make your team aware that pre-6, they must be overextended to gank. Only gank in this situation, or if your teammates aren't being so smart, but have the enemy incredibly low and engaged-- yet still risky and you need to secure. Then kindly remind them why you were prioritizing other lanes :P.
Pre-6, wait-- but not too long. If there's no opportunity, say so, and move on to your jungle. Otherwise, wait in the bush, and ping that you're there-- and a target if you feel it's needed. Then, rush in with
Post-6, same as above, but be ready to use
When Blue Buff is Taken
If you survive or die, either way, attempt to take their blue. I kid you not, I have done this multiple times and succeeded. You will nearly die, and unfortunately, this will take all 3 health pots without a leash. It's the best out of a bad situation.
Team Work
Ah, team fights. If things are going well, you'll likely be level 9-11ish when these break out. Well, what are you to do?
You need to be decisive early. You want
Crystal Slash to hit as many as possible, but focus it on a main champion or two. With your
Crystalline Exoskeleton and that, you can disrupt a bit, deal AoE damage, and with the item build, be a psuedo-tank. You are not the tank, but in certain cases, you can act like one.
Impale in team fights is amazingly strong. However, as it's about to start and everyone does "the dance" (we all know what it is. You move back and forth, poking each other, trying to show each other "Oh I can hurt you more, I dare you to come here"), decide your potential
Impale targets. Figure out 2 or 3, as the first you choose may not get close enough. Now, either use
Impale to initiate, or counter-initiate. You do -not- want to use it on a tank. Ever. Ever. Don't make me get the bug spray.
Now, for initiation, simply
Crystalline Exoskeleton in, and
Impale, and drag your helpless target back. You may be forced to do this. Proceed to
Crystal Slash spam.
For counter-initiation, use
Impale on the initiator. The ideal one that comes to mind is
Katarina. Everyone fears her
Death Lotus, but if you see it coming, use
Impale on her as it starts (trust me, you have no need to fear the initial damage), drag her back, and laugh as you watch her die by your teammates.
You can also use
Impale as a means of just general CC against the likes of
Soraka and such, but this is highly situational. Use your best judgment.
Summary
Phew! We got through this guide, and hopefully you've learned either why you should choose
Skarner, or how to play him better, or both!
Special thanks go out to Jhoijhoi and Matt for their guides-- thanks guys!!!
And an extraordinary thanks goes out to the player Trollseph for helping me with the item build!
Finally, I'd like to thank those that have helped out the guide with wonderful comments and votes.
One in particular I'd like to bring into the spotlight is throatslasher, for the amazing point of getting Shurelya's before TF. Thanks~!
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