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Skarner Build Guide by Imasukai

Other Ermahgerd, Skerner!

Other Ermahgerd, Skerner!

Updated on December 9, 2012
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League of Legends Build Guide Author Imasukai Build Guide By Imasukai 13,170 Views 6 Comments
13,170 Views 6 Comments League of Legends Build Guide Author Imasukai Skarner Build Guide By Imasukai Updated on December 9, 2012
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1
KillerNeko (13) | December 10, 2013 4:19am
This is a good jungling Skarner, the fact that you know Skarner need a bit of ability power and attack speed has lead to a good item choice, especially Nashor's Tooth.

I actually find stacking AP and attack speed more effective than just pure AD, thats why I bought item like Trinity Force who have bit of everything and Lich Bane, with all the ability power, all your spell become powerful, even Ixtal's Impact had more heal to sustain yourself on lane now.

Basically, Skarner need cooldown reduction, AD and AP, health and attack speed. So he have lots of variety item, but I always finish up Nashor's Tooth first. I could have something like Iceborn Gauntlet or Frozen Mallet later.
1
Imasukai | December 10, 2012 2:58am
It appears I don't have the IP to buy what you're suggesting to give it a try >.>
Might have to get an IP boost and grind.
1
Imasukai | December 9, 2012 3:27pm

From a competitive stand point I don't like the rune choices because they're really only there so you can clear your jungle faster.

With this new jungle, I'm seeing a lot of players, including myself, actually opt-out of the armor penetration runes, unlike how we used to have them as core runes in S2. The reason for this is due to the fact that the junglers can now just go back to base after their first clear and buy a fast-clear item, such as a Wriggle's Lantern and plow through the jungle without any real problem.

I also think you need to have Armor runes. If you don't I feel you'll find yourself low during the middle of your first clear, and anyone can march into your jungle and duel you.


If I were you I'd go with Attack Speed Marks, Armor Seals, MR Glyphs, and Movement Speed Quints. The attack speed allows you to land your fast-clear item's more more efficiently, the defenses keep you alive in ganks, and the MS will be huge considering everyone got a buff to their base MS. Combine this with your built in MS buff and you'll have very strong early ganks.

Also, you should turn on the comment+vote option in your build's edit section so that people don't randomly down vote you. (Note that I didn't cast a vote)


Duly noted. Thanks for the feedback, I shall have a play around with it tonight.
1
CounterSnipe (10) | December 9, 2012 2:21pm
From a competitive stand point I don't like the rune choices because they're really only there so you can clear your jungle faster.

With this new jungle, I'm seeing a lot of players, including myself, actually opt-out of the armor penetration runes, unlike how we used to have them as core runes in S2. The reason for this is due to the fact that the junglers can now just go back to base after their first clear and buy a fast-clear item, such as a Wriggle's Lantern and plow through the jungle without any real problem.

I also think you need to have Armor runes. If you don't I feel you'll find yourself low during the middle of your first clear, and anyone can march into your jungle and duel you.


If I were you I'd go with Attack Speed Marks, Armor Seals, MR Glyphs, and Movement Speed Quints. The attack speed allows you to land your fast-clear item's more more efficiently, the defenses keep you alive in ganks, and the MS will be huge considering everyone got a buff to their base MS. Combine this with your built in MS buff and you'll have very strong early ganks.

Also, you should turn on the comment+vote option in your build's edit section so that people don't randomly down vote you. (Note that I didn't cast a vote)
1
Imasukai | December 9, 2012 9:10am
Alicar wrote:

Worked well for me, thanks!


No worries! :)
1
Alicar | December 9, 2012 6:07am
Worked well for me, thanks!
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