Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Bruiser/Tank - Phase Rush
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Smite
Items
Threats & Synergies
Amumu
Amumu is very hard to deal with at pretty much every point of the game. He's really tanky, so you can't pick him off effectively, he has strong teamfighting so you can't just wait for him to fall off, and he can lock you down really hard if you go for a pick with an ult engage. By far one of the most difficult matchups if the Amumu is even half decent
Yuumi
As with most Juggernauts, Skarner is very strong if paired with a Yuumi, doubly so if he is building enough damage items. A fed bruiser Skarner with a Yuumi on him is an unkillable CC machine that 2 shots your tanks. Less effective if you're building tank, but the speed and healing is still appreciated
Yuumi
As with most Juggernauts, Skarner is very strong if paired with a Yuumi, doubly so if he is building enough damage items. A fed bruiser Skarner with a Yuumi on him is an unkillable CC machine that 2 shots your tanks. Less effective if you're building tank, but the speed and healing is still appreciated
Champion Build Guide
I have three different sets of runes listed, which each serve one of the listed roles that I mentioned before. If you take Predator, you will have an easy time engaging the enemy and starting a fight, and you can easily lock down the most important member of their team with your chase. This strong engage playstyle is important if your team lacks engage or if your team has good followup to your Predator + ult. If you take Phase Rush, you will have very strong disengage, which allows you to catch your target and kidnap them, dragging them towards your team with your Phase Rush speed. This disengage play style is good into enemy teams with strong lockdown, as it prevents you from getting focused and killed right after ulting. Phase Rush also serves to let you stick to targets and escape slows as well, so it has a lot of utility. Conquerer is the strongest DPS keystone for Skarner, and should be taken if your team already has a tank and you want to serve as more of a fighter, as Skarner can have really high DPS with Conquerer and the right items.
Tank Items:
Force of Nature: They 3+ enemy AP champs or strong AP carry. The additional speed you get helps you chase opponents as well
Thornmail: Strong healing on the enemy team. If the healing comes from auto-attackers, sit on Bramble Vest. If they have a lot of healing from enchanters and/or they won't be focusing you, you can full build Thornmail to force the GW
Anathema's Chains: They have a strong hyper-carry that is providing most of their DPS
Sterak's Gage: They have a lot of burst damage and/or you want to provide more damage (take if you are strong)
Randuin's Omen: They have 2+ crit carry characters
Warmog's Armor: They have a lot of poke (i.e. Corki + Zoe). Generally, I don't see many team comps that this is worth taking into, but it is a possible option
Gargoyle Stoneplate: You need mixed resistances and will be in the midst of the fighting (good if your primary goal is to absorb damage)
Fimbulwinter: The fights will be long and drawn out and you have enough resistances
Bruiser Damage:
Wit's End: They have an AP threat but you also want more DPS
Titanic Hydra: They have several bruisers/tanks. Also just a generally good item on bruiser Skarner
Muramana: High DPS item. This item gives no defensive stats, but it gives an extremely large boost to Skarner's damage
Black Cleaver: They have lots of armor on their team, and/or you have several AD threats
Demonic Embrace: Sort of a meme item on Skarner, but it can be good if you have a lot of bonus health (i.e. Fimbulwinter & Titanic Hydra)
Bruiser Survivability:
Sterak's Gage: After changes, it's still a good item. Lifeline shield is still good, and the AD it gives is good late game. It has been changed to give efficient stats when you're at a higher level due to base AD scaling, but that just means you should buy it 3rd/4th/5th instead of rushing it second. Skarner is 7th out of all the champions in terms of lvl 18 base AD (8th if you count Mega Gnar), so he gets a lot of AD from it; additionally, since Trinity Force increases base AD, so it synergizes with this item. You should take this item most games
Maw of Malmortius: Niche option into heavy AP comps. I say niche because you can't run this item with Sterak's Gage, and the shield won't protect you from AD champs, so usually you should just take Sterak's Gage instead
Silvermere Dawn: Useful if the enemy team has a lot of lockdown and you find yourself being targeted while frontlining. Ideally you should have enough tenacity from Mercury's Treads and runes into a CC heavy comp, but if that isn't enough, you can consider running this item. If you are facing a Mordekaiser, you can just buy QSS and sit on it, as building the full item won't be worth the 40% tenacity after use
Death's Dance: Really strong after the changes, only gives armor but absorbs magic damage through the passive. This item doesn't give HP, but it's a generically good item if you don't need anything specific for the enemy team comp. Strong especially into fed assassins, as it gives you a chance to return damage or CC them before their damage comes through
Dead Man's Plate: A good defensive item that also provides a lot of speed, good to take if they have a lot of AD and/or you need more speed
You must be logged in to comment. Please login or register.