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Skarner Build Guide by ElephantPoops

Dont Get Too Close, a Jungle Skarner Guide by ElephantPoops

Dont Get Too Close, a Jungle Skarner Guide by ElephantPoops

Updated on July 2, 2012
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League of Legends Build Guide Author ElephantPoops Build Guide By ElephantPoops 6 2 21,545 Views 7 Comments
6 2 21,545 Views 7 Comments League of Legends Build Guide Author ElephantPoops Skarner Build Guide By ElephantPoops Updated on July 2, 2012
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1
blastantir (10) | July 9, 2012 12:39am
Seems to be ok, it's similar to the way i'm playing this champion.

Take my vote.

( maybe you can read and vote my guide too )
1
Lhari | July 3, 2012 8:42pm
Thanks for clarifying your choices, upvote for good argumentation ^^

I generally play skarner semi-tanky semi-dpsy, take the first 2 blues for myself, after that give it to mid, unless mid is bad for blue (Kennen etc) once you've got a phil stone blue isnt that important anymore.
1
ElephantPoops | July 3, 2012 9:21am
Lhari wrote:

Decent guide, few things I'd take into consideration though

Skarner is a slow initiater until you get reverie, which means, until you've got quite abit of gold - you'll be behind everyone else, the bonus speed from 4 point swiftness reduces that slightly, as you're always hogging your blue as Skarner.

Secondly, I'd be careful not to make skarner TOO tanky, some Attack Speed still does him good as a tanky jungle... I tend to build Wit's End instead of FoN, it gives a decent amount of survivability and it gives you 40% AS, which scales nicely into your shield...

Last thing; I disagree in Skarner having CDR boots over AS boots... I actually disagree in both pairs, as Im always using either Tabi or Mercs, but stacking the AS up, it gets quite a bit better than CDR due to the mechanics of Skarner. 2 attacks pr sec is 1 sec off any ability, as said earlier you're hugging blue which is 15% CDR, pretty much putting your Q off cd in 3 swings, granted, it would be off CD in 2 swings with CDR boots, but you'd struggle to get 2.0+ AS without attack speed boots, specially if you choose to go for Guinsoo's as the ramp up time is there, even if its not as bad as some people make it out to be.

Edit: Also, I'd suggest getting one point in E early, as it can take the last 1% off that guy who evaded you with flash...



Yes, all 4 points in Swiftness is great but as I mentioned in the guide you should be giving your blue to the mid laner. With level 1 boots and the move speed quints plus the buff from W you should be able to catch up to anybody before they pick up level 2 boots, and plus if you land your Q on them it gives your teammates a chance to catch up as well. 4 points in Swiftness is not necessary and it looks like I'm going to have to add a section explaining why :P. I also mentioned getting a point in E early in the section where I compared E and W. I only get the CDR boots when I know my team either has a very strong tank or they're on teamspeak with me and they're okay with me sacrificing some tankiness for more ult spam. I don't get the CDR boots for reducing basic abilities. I only use CDR boots in Build 2. I almost always go tabis or mercs as well. It's all personal preference. And Wit's end is mentioned as an alternative item. I usually build very tanky because I play with teams usually and I can trust them to carry so I don't have to build much offense. I build it once in a while though, when I can't trust my team. Anyways thanks for the feedback.
1
ElephantPoops | July 3, 2012 9:15am

Instead of Force of Nature i think is better doing a bansheen veil.
But GJ +1.



And if you have time go see my guides plz ^^.


Yes Banshee's Veil is a good item but I don't think Skarner really benefits from the spell shield since he should be targeted by high priority CC's / Ults anyways. I like FoN because it gives you a good movespeed buff. Get Banshee's if you really feel you need it. Thanks for the +1 and the comments! :D
1
cyberfacada (14) | July 3, 2012 3:28am
Instead of Force of Nature i think is better doing a bansheen veil.
But GJ +1.



And if you have time go see my guides plz ^^.
1
Gott der 7 Meere (51) | July 3, 2012 3:17am
Nice Layout, decent build... Keep up the good work :D
1
Lhari | July 2, 2012 9:03pm
Decent guide, few things I'd take into consideration though

Skarner is a slow initiater until you get reverie, which means, until you've got quite abit of gold - you'll be behind everyone else, the bonus speed from 4 point swiftness reduces that slightly, as you're always hogging your blue as Skarner.

Secondly, I'd be careful not to make skarner TOO tanky, some Attack Speed still does him good as a tanky jungle... I tend to build Wit's End instead of FoN, it gives a decent amount of survivability and it gives you 40% AS, which scales nicely into your shield...

Last thing; I disagree in Skarner having CDR boots over AS boots... I actually disagree in both pairs, as Im always using either Tabi or Mercs, but stacking the AS up, it gets quite a bit better than CDR due to the mechanics of Skarner. 2 attacks pr sec is 1 sec off any ability, as said earlier you're hugging blue which is 15% CDR, pretty much putting your Q off cd in 3 swings, granted, it would be off CD in 2 swings with CDR boots, but you'd struggle to get 2.0+ AS without attack speed boots, specially if you choose to go for Guinsoo's as the ramp up time is there, even if its not as bad as some people make it out to be.

Edit: Also, I'd suggest getting one point in E early, as it can take the last 1% off that guy who evaded you with flash...
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