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Skarner Build Guide by Geore Bluth

Tank Speed Demon Skarner (Updated for 6.21)

Tank Speed Demon Skarner (Updated for 6.21)

Updated on October 26, 2016
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League of Legends Build Guide Author Geore Bluth Build Guide By Geore Bluth 129,836 Views 9 Comments
129,836 Views 9 Comments League of Legends Build Guide Author Geore Bluth Skarner Build Guide By Geore Bluth Updated on October 26, 2016
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1
SharkBait_uhaha | October 6, 2016 8:02am
Nice clear, but in red side I always start in blue(I get 3 hp pots) and only use 1 and I almost all the time finish blue with half health or so, and after that, I do wolves, then group, then rift scuttler, then rotors, red and finally Krugs. In blue side I have my adc to help me in red, though Krug are really nice cause the smite passive, but still, it works since when u smite red it gives hp. Also I have tried guinsoos and/or hextech gunblade for 5th item and gives me a decent extra damage with ultimate, E, and Q charged. Also gives extra hp to shield. Please reply if those two items are good in offense also I'd like to see an offensive build as well, since I use skarner as an attacker sometimes if I already have a tank.
In attacker I usually build: warrior, trinity force/black cleaver, titanic hydra/frozen mallet, dead man's plate, merc treads or ninja Tabi or boots of swiftness,or I replace boots or hydra with guinsoos/gunblade (if I am getting steraks) if not then I forget guinsoos/gunblade and go steraks or maw of malmortius.
1
Geore Bluth | October 26, 2016 12:43pm
I think starting with 3 potions is a waste because you'll never need them. I think it's better to either start 1 potion and a vision ward and place it at a lane that has pressure, or go with the refillable potion so you can use it while soloing dragon later and sell it once you don't need it anymore.

Guinsoos and hextech are actually decent items for Skarner damage wise, but they require such a gold investment and really give nothing to your tankiness that most of the time I'd say it wasn't worth it. I like doing damage too but in most situations, I'm the only or one of the only tanky people on the team and if I can't take a huge beating and dump out cc, we'll lose. I'd reccomend Triforce, steraks, warriors, frozen mallet, titanic hydra, and black for the most effective dps you need in a normal game. Sometimes you get very ahead and want to have some fun, going guinsoos or gunblade can work.

I've also been going wit's end occasionally if I end up skipping Triforce for black cleaver so I can have some attack speed and MR. It's a very cost effective item.
1
LegitD0nuT | September 30, 2016 11:14pm
Wouldn't you think it'd be better to max e, w, then q? I understand why maxing e first would be a good idea, but since usually for the duration of maxing your second ability your only AD would be the bit from tri. That being said, shouldn't you max W second in order for the increased MS in order to catch up to others and whatnot? In general any order works fine for Skarner imo, I've tried Q-W-E and E-Q-W and they both work fine for me. So shouldn't you get Q-W-E for first 3 abilities, then max E-W-Q? Taking W second also makes it easier to make mid-game plays.
1
Geore Bluth | October 26, 2016 12:37pm
I used to max e first. However, the win rates here http://lolalytics.com/champion/Skarner/ based on skill maxing shows that maxing e and maxing q have very similar win rates. I like to max e when I go cinderhulk and q when I go triforce/warriors first, to get the bonus from the ad. It's so close statistically I don't think either way is wrong.
1
Fallitron123 (1) | June 10, 2016 11:41am
so should i get trinity or iceborn ?
btw nice guide! :D
1
Geore Bluth | June 12, 2016 10:20pm
Hey thanks, man. As of patch 6.11, trinity almost every time. If the team is all AD, you're behind, and you're really the only tank, go iceborn. Almost every other time I'd go Trinity, and get it quickly. It's effectiveness falls down a lot if not gotten in the first 20 or so minutes of the game.

Any suggestions for the guide? Maybe videos or explanations you'd like to see?
1
GenShadow (1) | March 3, 2016 5:42pm
Okay runes and masteries aside since we could discuss them all day long but they are made to suit a playstyle instead of being one definite set for one definite champion. Because honestly, whatever works with those and that would be all to say :)

-Thinking junglers are not a threat to Skarner is a big mistake! They are his primary worries for half the game since as the jungler you should counter gank or gank without them counter ganking you. Nothing is worse than a random jungler jumping in to clean you and the laner without any problem. I agree the decision to play Skarner is unrelated to who the enemy jungler is but your playstyle should match your opponent, for example a Lee Sin should force you to ward your first couple of clears to prevent invades. Or a Rengar should force you to keep a super close eye on all brushes since he could jump out of them and burst you down inside your spires. A Shaco is a guaranteed first clear invade regardless of buff or not. This is what i meant earlier.

-Skarner is mediocre before Sheen and Stalker blade and pre-6 fighting. That is an undebatable fact of the game, you cannot duel champions like Udyr, Lee Sin and so on until a few items unless if they are really bad or you get some help. Even once you reach level 6 you need to choose when to impale because of its cooldown being considerably high at level 1.

-Here is the nice part, don't rush trinity! Rush Sheen and then build accordingly, if enemy adc fed then build armor, if midlaner fed then go MR but if ahead then keep building Trinity or go Black Cleaver or Hydra. Skarner simply needs Sheen to get going because anything after is a bonus due to his ridiculous raw stats and scaling. Iceborn is cheaper but a waste of spellblade which is almost twice as effective in trinity, the later also gives a secondary passive to stick which does not require armor to become more efficient. Then again this is the beauty of Skarner, you can build almost whatever and still be effective in someway. Also you don't need mana with Skarner, he regens so fast in the spires he will never, NEVER need any mana boosts.

-Quite the claim for 'fastest clear' to level 6, got anything to back it up? anyone doing a full first clear with buffs and then go back to buy full stalker blade and boots can roam back and do your kind of clear. Same process with what? 30 xp difference? Not to mention if one were to gank a pushed lane and assume dominance over the opponent which could result in a kill or simply some minion xp and there would be no difference.

-Also never lost a buff, not a lot of invasion? I simply do not buy it, too many champs can invade easily especially against Skarner since lots of champions have higher dmg output at low levels and again those would be Lee Sin, Rengar, Shaco. Either you have been playing with fools or just lucky to never face a good jungler with similar champs to those i mentionned.

-Cinderhulk does give a very nice 400 hp for cheaper than other items not to mention being space efficient compared to other items. I personally forget it sometimes and immediately rush it since i simply cannot understand why someone would delay health on which his W scales not to mention he makes it dangerous to stay too close which is something he is good at. Skarner can close gaps and maintain that distance to deal ridiculous damage, Cinderhulk help stack it.

-Different junglers, different objective control for example WW can solo drag once he has his jgl item at level 6 or close to, same for Udyr and a couple more. Skarner cannot do that, he requires Sheen at the very least with the stalker blade(or equivalent) in order to survive a solo versus the dragon. This should be covered since it explains the specifics of the champion as to how they personally hold the objectives down. Also just mentionning a solo Baron is a bad idea, Skarner is not one of those champs who can do that. This is what i believe should be covered.
1
Geore Bluth | March 3, 2016 4:46pm
-Seals of scaling health: Yes, but skarner can do his first clear minus buffs with enough health. Since you're going Iceborn first and you won't be doing hardly any fighting till level 6, scaling health works better.

-Masteries: Recovery versus Unyielding? I could see a case for both, but I think both are pretty insignificant, due to the fact that on Skarner, I primarily stack health over defenses. Cunning over Ferocity..I have gone back and forth between the two for a while, but recently use Cunning because of the extra move speed, and I think it makes you a better duelist due to the assassin perk. Ferocity is definitely viable though.

-Matchups: I don't believe Skarners primary counters are junglers. What hurts skarner the most is to be kited, and the kiting needs to very strong, such as Janna. When I choose to play Skarner, I rarely make my decision based on the enemy jungler and more likely make it against the team comp as a whole.

-21 games this season* I played him in 70+ games in season 5 and 70+ games in season 4. I also have a 5 kda and 68% win rate in plat with him, so I think it proves the effectiveness of my strategy.

-Skarner is actually a very effective duelist at pre 6, his iceborn powerspike, and when hes finished titanic hydra. Especially if you're in your zone, few people can 1v1 you. However, if Skarner is going to lose, he can just e, w, and run away. This makes him very strong when meeting other junglers in the jungle.

-Iceborn V Trinity force: You're leaving out the most influential part of my decision, cost. Iceborn is an entire 1k gold cheaper than Tri force, giving you a significantly stronger powerspike. It gives you enough CDR, Armor, Utility, and mana to then be able to basically buy whatever you want. Tri force is very nice, but it's too expensive for a first item rush from the jungle.

-My clear is the fastest to a level 6 rush- where a gank is basically a guarunteed kill even if they use flash. Most people don't try to invade Skarner because they'll have a bad time. You'd think the buff would get stolen, but this is completely unexpected for most people. I don't think I've ever lost a buff with this clear strategy.

-Cinderhulk item 5 because it is a very weak item on Skarner until he's really started to pack on health. The passive is not very needed because Skarners clear time with iceborn is already so fast. If you look around at cinderhulk junglers in high mmr soloq, many people are starting to not pick it up until late due to its scaling.

-I don't tell people how to have objective control, as this is a Skarner guide, not a jungling guide. I assume people either already know this, or will learn this from other sources.
1
GenShadow (1) | March 3, 2016 9:59am
Hello, to make it short i am not a plat player fairly obviously but Skarner is my main currently and i love dominating the jungle with him. I will try to cover as many of the things that caught my eye and explain why i agree or disagree with your statements.
-Seals of scaling health? It seems based on math that Armor seals would give more effective health than just a scaling health bar. You get 215 roughly with your runes, but reducing damage early from all sources (from early 27-33% to a solid 32-39%) seems more reliable early game for clears and fights since a lot of champions have mana issues so they mostly rely on auto attacks when ganking.
-Skills are fine, max Q first for clears, E for ganks so that's a playstyle thing, nothing more to say since you explained it well.
-Oh boy the masteries, woudn't 5% more MR and Armor work better on tanks than a puny 2 hp/sec regen? Feels like a waste to recover such a small amount especially once Skarner is done his first clear compared to how one can stack armor and mr and get even more out of them. Now also why cunning instead of ferocity? Attacks speed, increased melee dmg, lifesteal and then oppressor for more damage against those you slow and/or stun?
-Matchups... empty... nothing against junglers mostly even though that is what most people want to see. People want to know how to fight against a Lee Sin, Poppy, Zac and so on. Also a detailed matchup section is always appreciated to explain since all champions work differently.
-Just 21 Games?! Isn't that just saying like hello people i got 21 games and i know the champion enough to write a guide! Please don't, limit yourself to a build and come back once you got more. (this is a personal opinion at this point which you can ignore if you want but seriously increase that amount of games or remove that information, it hurts your credibility)
-Pros and cons, mostly good but your notes are wrong. Skarner is NOT a duelist! He can be if built correctly with guinsoo but with your build, not really. He fights well in teamfights thanks to AOE dmg and great CC but out of it he does not have great dueling potential. Duelists in the jungle would be champions like Lee Sin, Master Yi, Udyr. Those are great at 1v1.
-Iceborn Gauntlet VS Trinity Force, oh boy this one is always in a fight and i disagree with what you illustrated. First off what Skarner wants is the Sheen and those two items are the only viable options for upgrade Now let us look at the numbers. Trinity has the spellblade ability which does 200% physical dmg, Iceborn has it too BUT 125% physical dmg, yes it has a nice slow radius but if you don't stack more armor like a Malphite it is mediocre at best. Let us not forget that Trinity also has the rage passive which helps speed Skarner up to stick to his targets and gives every stat possible except AP and armor, and MR. Iceborn yes has 65 Armor compared to none in Trinity but if someone were to build Dead Man's Plate or Randuin after for EVEN more armor than before and a bonus passive. This would make Skarner even more versatile and tankier than just settling for the one armor stat on Iceborn. But at the end of the day we really just want the Sheen passive of spellblade on Skarner for Q spamming. Also for the slow, why not just get a super tanky and powerful Frozen Mallet?
-Your videos, they present your ideas well but for the clears you are simply asking for a steal or invade like honestly, who leaves the buffs there on first clear. And the teamfight one, who engages 3v5, you were pretty much guaranteed to win it so it shows little as to what Skarner can really do in a real 5v5 battle.
-Now why do you only take Cinderhulk has item number 5? It is very nice for tanks as it makes you healthy and dangerous when up close. A Sunfire cape basically that works very well in space conservation and efficiency.
-Also no item explanation as to explain why this build is optimal compared to others, you do not cover objectives that a jungler should keep an eye on such as Dragon and Baron.

Hope this was the kind of feedback you were looking for and not to be mean but amount of effort does not equal good work. I am not downvoting but i am also not upvoting as it stands, too many holes caught my attention.
-GenShadow
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