Skarner Build Guide by Zwirrbelbart
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Full Build Example
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.
Quick and Dirty !
Blue -> (if Smiteless Blue) Epic Wrath (with Smite) else -> Wolfes -> (Skip Wrath Camp if Smiteless) Red else -> Wrath Camp -> Gank mid or Golems -> Gank.
Since you buy Spirit of the Ancient Golem your Smite is a nice Heal/Mana Buff. So use Smite in Combat if u can.
Minios are Skarners best friend. With Hextech Gunblade and Spirit of the Ancient Golem you'll leach from Minions like a Boss! So fighting in Minionwaves may give you unexpected advantage. Profit!
After buying Spirit Stone you should use all Spells when jungling or fighting and dont "save" your Spells or Mana. YOur CD is incredible fast and your Mana will refill.
If you get allmost out of Mana in early/mid Game, use Crystaline Slash and autoattacks only to improve your refill.
From expperience Skarner needs:
- 1/2 Lane for Top-Ganks
- 2/3 Lane for Mid-Ganks
- 1/2 Lane for Bottom-Ganks
to successfully get the Kill. Although your Damageoutput is pretty good, Skarner needs help from the Allie.
There are two good ways of Ganking, depending on the durability and utility of Enemychampion:
1. Durabil/much Utility: Try to cut of Opponents way to thier Tower and use your ulti after they use Flash, or before they get in Flash-Tower Range. Allways Drag Enemy back as far as you can!
You may use Exoskeleton after Enemy flashs to gapclose and drag even farer away to your allie.
2. Nuker/Squishys: Use Ulti as fast as you can and fire Fracture immediately AFTER Ulti ends to the predicted Flashline.
GL & HF yours Zwirrbelbart (dubble R for morre zwirrble)
Passive: Each basic attack reduces Skarner's ability cooldowns by 0.5 seconds. The effect is doubled when attacking enemy champions. Attacking structures will not trigger Energize.
Cost: 20 / 22 / 24 / 26 / 28 mana
Physical damage: 25 / 40 / 55 / 70 / 85 (+ 80% bonus AD)
Attack speed: 8 / 10 / 12 / 14 / 16%
Stacked bonus: 24 / 30 / 36 / 42 / 48%
Bonus magic damage: 24 / 36 / 48 / 60 / 72 (+ 40% AP)
Active: Skarner deals physical damage to all enemies within range. Hitting an enemy will grant a stacking attack speed bonus for 5 seconds that stacks up to 3 times. While Skarner has stacks, Crystal Slash deals bonus magic damage.
Cost: 60 mana
Shield: 80 / 135 / 190 / 245 / 300 (+ 80% AP)
Max Movement speed: 16 / 20 / 24 / 28 / 32%
Active: Skarner gains a health shield for 6 seconds. While the shield is active, Skarner gains an accelerating movement speed that reaches full strength after 3 seconds.
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
Slow: 30 / 35 / 40 / 45 / 50%
Missile width: 90
Missile speed: 1700
Active: Skarner deals magic damage to all enemies in a line and slows them for 2.5 seconds.
Cooldown: 130 / 120 / 110
Cost: 100 / 125 / 150 mana
Magic damage: 100 / 150 / 200 (+ 50% AP)
Total damage: 200 / 300 / 400 (+ 100% AP)
Active: Skarner rears his stinger, immobilizing his target with fear for ~0.25 seconds as he bring his stinger down: dealing magic damage and suppressing them for 1.75 seconds. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the suppression, the target takes the same damage again.
If Skarner loses sight of his target or if his target exceeds a range threshold during the ~0.25 seconds, the ability is canceled but does not go on cooldown.
Idle while Queing:
(Official) Story of Skarner:
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.