Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x
Guide is Currently Locked

This guide is currently locked to archive mode. If you are the guide creator, please contact an admin for more information, or once you've updated your guide to resolve any pending issues.

x
Skarner Build Guide by MetaSolaray

Jungle [9.22] MetaSolaray's Rank One Skarner In-Depth Jungle Guide

Jungle [9.22] MetaSolaray's Rank One Skarner In-Depth Jungle Guide

Updated on November 21, 2019
10
39
Votes
0
Vote Vote
master
League of Legends Build Guide Author MetaSolaray Build Guide By MetaSolaray 39 0 44,772 Views 7 Comments
39 0 44,772 Views 7 Comments League of Legends Build Guide Author MetaSolaray Skarner Build Guide By MetaSolaray Updated on November 21, 2019
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.



Hello Apprentice
Welcome to the MetaSolaray in depth Jungle Skarner guide.
"GET OVER HERE!"

Hey there Apprentices, MetaSolaray here with another guide focusing on the pet of the jungle family, Skarner, The Crystal Vanguard. Skarner is one of the few champions in League of Legends who levy’s a tax. The QSS tax, and like the IRS he is very happy and willing to bring down the law on anyone who doesn’t pay this tax. While his kit has a few gimmicks, and he even received a fundamental change to his previous form, his core identity of being a fantastic bruiser and having superb pick potential, will always leave the enemy scurrying away from your personal spork tail. Let’s get started!


Skarner? Where is he, who is he, Why is he and can I pet him?

Skarner has strong syngery with pick comps, and is great at preventing an enemy champion from carrying especially if they stubbornly refuse to pay the Quicksilver Sash tax. His flexability for both bruiser styled Trinity Force builds or pick builds based off Turbo Chemtank give him great flexibility of what he’s going to be running in any given matchup. Being one of the few champions who has a surpression even a tank slightly out of position can suddenly find himself in the middle of your team being wailed on relentlessly. Nothing says “No smite steal for you” then surpression preventing all summoner spells. Now all you have to worry about is Zoe Smite... Jhin 4th bullet.



PASSIVE
ABILITY
CRYSTAL SPIRES (Passive): Skarner's presence causes a number of Threads of Vibration to appear at set points on the battlefield, which can be captured by champions who stand near them for 2 seconds. Once captured, Threads of Vibration are owned until contested and the defending team can stand on the spire to prevent the opposing team from capturing it. Threads of Vibration grant 30 split among its captors upon being captured, or 15 if only a single champion participated in its capture, and provide sight around them for 1.5 seconds upon being captured, becoming impossible to recapture for 15 seconds. Crystal Charge: While within range of a Threads of Vibration controlled by his team, or while an enemy is stunned with Ixtal's Impact or suppressed with Impale, Skarner gains 70 − 120 (based on level) bonus movement speed, 43% − 160% (based on level) bonus attack speed and restores 2% maximum mana every second.



Threads of Vibration is riot’s attempt at giving Skarner a ‘niche’ has been...mixed results since it’s inception. These Threads of Vibration are a bulk of your early game power and give you a significant boost of your dueling potential and give you a large amount of mana regeneration. Sharing gold with an ally in the early game when the spires open is a smart way to gain a slight advantage. Secondly it provides a short burst of nearby visibility as well. If you’re contested and one of these are nearby, you can use it to escape, engage, or even force a close fight in your favor. If one is taken make sure to capture it again as the stat boosts in combat are simply invaluable for Skarner.




Q
CRYSTAL SLASH (Q): Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Shattered Earth again while powered by Crystal Energy, he deals bonus magic damage. Skarner deals 80% bonus Attack Damage physical damage to all nearby enemies. If a unit is struck, he charges himself with Crystal Energy for 4 seconds. While Skarner is charged, Shattered Earth deals 80% bonus Attack Damage (+30% Ability Power) bonus magic damage.Basic attacks against non-structures lower Shattered Earth cooldown by 0.25 seconds (quadrupled against champions).



Shattered Earth is your consistent form of damage in a teamfight, combined with the AoE Burn of Stalker's Blade - Cinderhulk allows you to remain a consistent threat of damage source should the enemy be unable to be lashed upon. This is also the key ability that syngerizes so well with attack speed due to the lowered cooldown per auto attack that it significantly increases your DPS. This ability also has a secondary increased ratio of enegerized Q’s after hitting a previous Shattered Earth in the last four seconds. This adds a slight increase of magical damage to each Shattered Earth making you a bigger overall threat. Optiomal usage of this ability is Shattered Earth > AA > and throwing in as many AA’s as you can and spamming Shattered Earth as much as possible.




W
CRYSTALLINE EXOSKELETON (W): Skarner gains a shield and has increased Movement Speed while the shield persists. Skarner is shielded for 0 (10/11/12/13/14% of his maximum health) (+80% Ability Power) damage for 6 seconds. While the shield persists, Skarner gains movement speed that ramps up to 16/20/24/28/32% over 3 seconds.



Seismic Bastion is your mobility spell, increasing your overall movement speed depending on lvl and providing a %max health shield as a compliment. This shield remaining up is critical and is why Skarner often will focus on health purchases to further increase the uptime of this ability. With Skarner Seismic Bastion as your engage as the cooldown is dependent purely on first activation. Note that the listed movement speed is not what you gain as it provides a portion of it upfront then accerlerates more and more. Due to this you should avoid using this ability to late as the increased MS is achieved at 3 seconds over it’s six second duration. This movement speed increase only lasts as long as the shield does so keep that in mind.




E
FRACTURE (E): Skarner summons a blast of crystalline energy which deals damage to enemies struck and slows them. Basic attacking these enemies within a short window will stun them.

Passive: Crystallizing enemies with Ixtal's Impact and Impale grants Crystal Charge for the disable duration and reduces the cooldown of Ixtal's Impact by the same amount.

Active: Skarner summons a blast of crystalline energy, dealing 40/65/90/115/140 (+20% Ability Power) magic damage, slowing targets hit by 30/35/40/45/50% for 2.5 seconds and reducing the blast's speed.Enemies hit by Ixtal's Impact are afflicted with Crystal Venom for 5 seconds, causing Skarner next basic attack against them to deal 30/50/70/90/110 additional physical damage and stun the target for 1.25 second.



Ixtal's Impact is your CC train and your only skillshot so use this ability well and be cautioned. Many of Skarner combo’s rely on optimal use of this ability. Many combos will either open with Ixtal's Impact skillshot first or after your Seismic Bastion with the aim to hit as many targets as possible. Due to the ability’s slow travel speed you’ll want to aim this ability slightly ahead of where the enemy is going. For every target this ability hits the skillshot will retain it’s original flight path but at a heavily deaccelerated rate for travel speed making multi landed fracture’s hard. The reward however is due to the two passives that are applied. First every target hit is slowed for a duration and given a stack of crystal venom. Should a target be AA’d while under the effects of crystal venom they’ll take a burst of physical damage & be stunned for 1.25 seconds. ON top of this the cooldown of your next fracture is reduced by the length of the CC (After tenacity) & you are providing the Threads of Vibration bonus for a short time. Overall you’re left with a nice incentive to land multi target fractures but are still nicely rewarded should you only hit one. The disability shortening cooldown is also applied to your Impale, so if possible try to open with your Seismic Bastion in shorter duels to get both the opening CC of your stun to shorten ti’s CD then the length of your surpression ult applied as well.




R
IMPALE (R): Skarner suppresses an enemy champion and deals damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, the target will be dealt additional damage. Skarner suppresses an enemy champion for {{ rduration }} seconds, dealing {{ physicaldamage }} physical damage plus {{ magicdamage }} magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner target will be dealt the same damage again.



This ability is literally Skarner Trademarks everyone get out your “GET OVER HERE” thoughts out of your head right now and let’s get started. Skarner Impale is a short range surpression, and during the channel time of .25 seconds enemies who are able to get out of your vision range or outside of a certain ranged will be able to cancel (BUT NOT PUT IT ON cooldown) your Impale. However once the animation is finished that target will be snapped back towards you regardless of the animation they’re currently in. Tristiana Rocket Jump away? GET OVER HERE! Someone trying to escape into a Magical Journey? GET OVER HERE! Impale is not reduced by tenacity what so ever and the only way for someone to remove it is via Quicksilver Sash. Optiomally you’re going to want to use this ability in the early game by first leading with Ixtal's Impact to get off a hard stun, then pulling the target into your teammates to try to get Ixtal's Impact up as soon as possible. However as the later the game goes you’ll likely be forced to go for the Impale pick alone so do not be afraid to lower your optiomal cooldowns for a secured pick. Once you’ve grabbed a target make sure to rush back towards your allies to forcefully shift the position of the enemy, and remember anything that changes your position will drag your victim with you for the duration of the suppression including enemy knockbacks! Use this ability for force picks, punishing face checkers in the late game and during the mid game using your item build path to rush in and pick a squishy target to their death. As the surpression is just about to end make sure to do a quick 180 turn as the enemy will be following you. This is to place yourself between you and where the enemy is likely going to attempt to flee and thus will force them to walk around your character model instead of through nothing.

As you climb in elo and especially as the game drags on people will begin to pay the Quicksilver Sash tax. Now here you need to make a forceful decision and decide how this game needs to be dictated. If the enemy Draven is their carry and has Quicksilver Sash it may not be worth it to ult him but instead the weaker ap target. While this may seem conunter to the ideal of crushing the enemy carry by reducing the enemy’s ability to pick (Such as an Ahri with Charm) will make it easier to dogpile onto the vulnerable carry champion. This is your best course of action when your team is heavily relying on your Impale to execute for it’s value. However when your team has significant more powerful CC such as a Varus or Ashe ult you can threaten your Impale by remaining near a Quicksilver Sash holding enemy champion, forcing them to either choose to ignore one cc or ignore your own. Forcing Quicksilver Sash to go on cooldown only to be followed by a Sejuani Glacial Prison, a Mordekaiser Realm of Death or a Liss Frozen Tomb is nothing to be ignored. Remember the Quick silver sash]] tax is your penalty to be paid by the enemy, or they will feel the impaling tail end of your wrath.



Pros


Very strong in pick comps with an ult that isn’t reduced by CC.
Champs who don’t pay QSS tax can be invalidated in any team fight.
Has flexible build options.
Great mana regen while in crysal spire, solid camp clear.
Early ranged CC for ganks into post 6 ult transition.
Is a FREAKING SCORPION

Cons


Has no dashes hard cc especially slows can deny him reaching optimal target.
Ult has short range, flash ults may be the only way in some comps to pick right targets.
Ult only pulls if you can move, CC prevents you from forcing re-positions.
Has low single target damage, unable to solo objectives quickly.
Only form of early contribution requires you to hit slow moving E.
Scorpion’s are pretty much spiders, so kill it with fire.


Primary

Predator offers Skarner greater target access making champions who have dashes unable to escape you. Your goal on your first back is to back asap to get your boots and get access to your rune. For each gank that results in a unique takedown the next Predator cooldown grows shorter and shorter (With the proper Hunter rune). When your main in a teamfight is picking a single VIP target then this is the rune you’re going to want to run. Combined with additional items you simply become an unkitable monster that refuses to let things get in his way. A warning is the sound effect for Predator is played for both sides. If you activate predator far away from the enemy they will be alerted you’re incoming.

Both forms of your engage rely on hard CC being applied first. Either via your Ixtal's Impact or your Impale so this is the best method to apply the bonus damage. This makes your engage and early duels effective to hold your own footing. With taste of blood being subpar for your purposes and scaling poorly and you lacking a dash there is truly no other option.

As a jungler your duties is to enhance your potential vision for your team to make plays, prevent mistakes and most importantly adapt to the situation. Vision denial for the enemy team turning into a two minute Stealth Ward for your team is simply understated in it’s value. While Eyeball Collection is a more ‘snowball’ focused rune that rewards constant brawls Zombie Ward provides the consistent uptick in vision that can’t be replaced. This also promotes a healthy habit of going into Sweeping Lens ASAP and often I go this during my very first outing to start denying vision ASAP. Invading with your team? Now you can know if you’re stepping over an early Stealth Ward or not. If you feel your elo not enough people Stealth Ward I’d advised Ghost Poro over Eyeball Collection as this will allow you to extend in-depth vision on the enemy jungler and use good warding positions to keep track of the enemy jungler.

With this build having two high value item actives with Predator and Turbo Chemtank you need a way to increase your uptime. Each kill gives you more mobility to hunt down targets even if your Impale cd is much higher. If you shift into other items, such as Randuin's Omen and have much higher upkeep.


Secondary

With the core of this playstyle is Sonic Speed, then you’ll want to take a rune that enhances that mobility even further. Celerity makes Predator stronger, Turbo Chemtank more effective, and even general mobility around the map during downtime.

You look like a crab, so this is useful for you to be all crab like. Increased mobility in the river that is enhanced by Celerity. Gives you a bit more power during objective contesting.


Primary (Situational)

Aftershock provides a large boost to the resistances that Skarner needs especially for his health scaling shield provided from his Seismic Bastion. When you make a pick with your Impale this rune provides you a large boost of raw resistances to counter engage. This is the rune you want to take when you are not focusing on picks, but instead serve as the engage to draw a powerful front liner away from his backline to get focused down.

Demolish is a powerful rune in the current meta thanks to the plating meta we’re currently in. Each successful gank can quickly snowball into a crazy lead for your team due to your Demolish. As you stack health quickly and easily near 3k health by 2 items you will get even more value out of this rune than most others.

As a scaling champion this rune is the best choice compared to the others in this option. This provides you more resistances in the early mid game and scales up all your purchases in the resistance field. Plus it scales Aftershock even more in the early game when you’re buying more health focused items.

As you lack any gap closer, Unflinching is the way to go. It provides a raw slow resistance that allows Skarner to ignore his biggest weakness of being kited. This is much more powerful in the early game in providing resistance to crowd control and slows then Legend: Tenacity can.

As you lack any gap closer, If the enemy team has low CC then this is the rune you’ll take otherwise. As your W scales off HP so boom, more health.


Secondary (Situational)

This rune helps give you even more sustain in teamfights allowing you to scale off of teamfights and can prevent a death, especially if you’re given a strong lead in the early game to prevent you losing out on your bounty.

Since your ability to apply mulitple Ixtal's Impact stuns is based off AA a bit more never hurts. This also helps reset your Shattered Earth cooldowns faster and as you have unflinching you don’t truly need the secondary stats it provides in bulk. If you’re against a team with heavy CC legend tenacity is a great secondary choice to bulk up even more so and have perma tenacity.


Stalker's Blade - Cinderhulk > STARTING/TANK
For your base start you’re going to want to go the tank route for Stalker's Blade - Cinderhulk. Stalker's Blade - Cinderhulk provides scaling for a majority of your kit and itemization. Seismic Bastion scales off health and with a majority of your purchases including a bulky item of some sort this item is superb on both builds. Always be mindful that the AoE burn makes you a consistent up threat when mixed with your Shattered Earth.


Righteous Glory > ENGAGE/PEEL/CDR
The king of pick secured, this item gives Skarner a huge burst of movement speed and an AoE Slow when he’s reached a target or after a short delay. This slow makes it harder for enemies to disengage should they use a dash shortly after being hit enabling you to snare them within your grasp. Providing a low amount of armor you should avoid trying to tank for to long against armor based targets with this item. Use this item when your teammates are nearby ready to engage on your Impale target as your MS increase is only on engage and not after the suprression begins. This item is best used as the second item for a Predator build Skarner but is adapatable on any.


Dead man's Plate > UTILITY/HEALTH
Take this item off the bodies of your enemies, dead man’s plate is simply a third tool in a Predator build in securing picks. Unlike every other item this item secures a mobility advantage at all times as long as you’ve avoided basic attacking in between a charge. The best part of this item is that it provides even more HP and armor then Turbo Chemtank, but the MS is not lost when you’ve Impale an enemy target. This means more MS to drag your suppressed target from his teammates and into your own.


Sterak's Gage > HEALTH/BURST RESISTANCE
While Skarner is not known for one shotting fools like Udyr or Lee Sin his ad ratios are not something to be ignored either. While many builds only allow Skarner or Trinity Force this is the more tanky option should you want a bit more oomph in your Shattered Earth ratios during combat. Sterak's Gage provides a huge HP boost shield that gives your Seismic Bastion more time to recharge and be reapplied. Along with the tenacity this item will help you absorb the enemy team’s opening engage of damage into both of your shields. Note that your Seismic Bastion uptime is how long your MS lasts, so the longer you can delay this the better for mobility.


Abyssal Mask > SPELL ADAPTION
The MR item you want to build if you’re against dot based champions, providing a 20% reduction in the damage of repetitive sources such as Cassiopeia, Singed, or Brand. Do note that it offers less HP then Spirit Visage which makes this a more of a counter item build when against those champions.


Spirit Visage > INCREASED HEALING/ MAGIC RESIST
While Skarner doesn’t have much forms of self heal this is the only other MR item that provides HP and MR in significant bulk. Can especially be useful if you have a Soraka or other healer on your team.


Zeke's Convergence > ADC PROTECTION
This item provides another huge boost to your allies, but most importantly provides a boost to your ADC should you need to supplement them with even more damage. The ignited AoE slow field will make it even more difficult for your pulled target to disengage from you. This item is pure resistances so make sure to supplement this with high HP value items to give your shield a fighting chance to remain up.


Gargoyle Stoneplate > SURVIVABILITY/MAGIC RESIST
Raw HP is easily countered by certain champion kits and items such as Blade of the Ruined King, once you’ve reached your desired build path this item can be a way to both boost your shields raw value but also it’s effectiveness against damage types this is the item for you. A full tank Skarner doesn’t do much on the damage front, but the amount of CC you can throw in the middle of chaos with this item included will still bring great value to you. You’ll want to activate this item as you make your secured target pick to try to get the 100% boost to your max hp instead of the 60% boost.


Randuins Omen >
Yasuo got you down? Kai'Sa get fed yet again? Did that Ashe slow you and weaken your land with unempowered crits while her husband gently works out his right hand? Then this is the item for you! By reducing the amount of damage from crit based attacks this item provides additional peel for your team in engages and disengages. This item provides a large boost of defensive armor thanks to the recent buff. When against two or more crit champions this item can almost be mandatory to reduce the amount of damage coming your way.


Thornmail > REFLECTS PHYSICAL ATTACKS
Healing champions giving you a hard time? Vayne exists in your general game state? Then thornmail will counter sustain champions especially powerful to avoid people drain tanking on Blade of the Ruined King against you. If you need other items Bramble Vest alone will provide a huge burst of anti healing that allows you to provide the grievous wounds your team needs.


Knight's Vow > ADC PROTECTION/HEALING
Need healing and protecting that fed Jinx? This item will provide you with sustain throughout your teamfights as your performing your job of protecting your carries. As they’re dealing damage you’re healing for the damage and if you’ve added a Spirit Visage on it you’re maintaining even more healing from carries DPS. This item is best for comps that rely on a single target to be protected.


Trinity Force > ALL AROUND STATS
Low CD’ that are spammable, Check. Has a use of attack speed in his kit? Check. Loves CDR? Check. That means this champion can abuse triforce. With the sheen procs being easily shifted into a Shattered Earth > AA combo this item gives Skarner MS to grab targets with his Impale, CDR reduction for his vital abilities and lastly a little bulk to keep him healthy. This is a core damage item when you’re looking for carrying a game with your damage rotations.


Spear Of Shojin > UPCOMING ITEM
This is an upcoming item that a few lane Skarner are using. As most of Skarner identity is consistent low damage repeating abilities this dials up your pain by a huge margin. Once you’ve Impale a target it’s now not just to pull them to your team but can also be used to isolate a target and proceed to beat them to death. With low CD Shattered Earth and with Ixtal's Impact not only reducing off your basic auto attacks but also off it’s own fractured CC reduction you’re ability to lock down a single target is now second to now. The health and CDr to boot is only icing on the Awakened Scorpion’s cake.



Shattered Earth
Auto Attack
Auto Attack
This is your most basic upkeep of damage, and how you would start on your very first camp clear. Try to fit as many AA’s as possible till the cd of your Shattered Earth is off. While it is only reduced by .25 seconds on non-champions the full second reduction means you will be quite effective in upkeep ratios of damage.


Seismic Bastion
Ixtal's Impact
Auto Attack

OR

Shattered Earth
Auto Attack
Auto Attack
This is your most optiomal ganking method, using Seismic Bastion around the bushed areas of a jungle to begin your upkeep of your Seismic Bastion mobility spell. What you’re aiming for is to have the full bonus of movement speed achieved at 3 seconds to be active by the time you come into view. From there as you close the gap you’ll want to hold your Ixtal's Impact for the enemy’s mobility spells to be used if they have any. The closer you are the less likely you’re going to miss your skillshot. Remember without hitting your Ixtal's Impact your ganks are nothing short of miserable without any CC or damage. If running Predator, activate Predator AFTER you have activated your [crystalline exoskeleton]] as the channel of Predator will be cancelled should you take any ability action during it.


An enhanced version of the previous set up that provides you increased lockdown and even a backup post level six. This combo is focused on giving your Ixtal's Impact the highest amount of returned CC reduction as all of your CC is applied after it has been used. Open this gank by closing the gap as before, landing your Ixtal's Impact and applying an auto attack to consume Crystal Venom. Once this is done you can either go for a Shattered Earth now but in most situations you’re going to want to Impale just before or after the stun wears off. This will apply over 2 seconds of hard CC to the enemy target giving you plenty of time to pull him into a strong position for your allies to tear into them. Once you’ve Impale the only ability you can use is your Shattered Earth so should it still be off cooldown make sure to give him a friendly whack on the head.


This is the most often seen course of action taken in the mid to late game where you no longer have the luxury of sitting on a foe before being deleted. This combo is meant solely as an engage form, using your greatest strength to quickly force a teamfight. If you have any items to force engages use them either prior or after the activation of your Seismic Bastion and quickly close that gap. Remember to check enemy items PRIOR to starting this combo to ensure if they have Quicksilver Sash or not. Even Zhonya's Hourglass can be used before your Impale animation is applied to make you stand there awkwardly and be whaled upon. Also make sure to consider if your allies can follow up on your engage as [[Skarner] is not known for being a damage carry.


Skill Order --> Shattered Earth-> Ixtal's Impact-> Seismic Bastion
Maxing Order --> Ixtal's Impact-> Seismic Bastion-> Shattered Earth--> Impale
Item Priority --> Hunter's Talisman-> Refillable Potion-> Stalker's Blade - Cinderhulk-> Turbo Chemtank


When starting off the game one of the first things you’re going to want to do is secure the blue side or red side river with your allies IF your team can possibly hold the fight should one break out. Skarner level 1 is one of the weakest in league of legends so it should be avoided at all cost. However if possible securing this spire will give your team a 30 gold bonus if two or more champions are securing the spire for themselves (15 if only one champion secures it alone). The reason for this is to have an idea where the enemy champion is attempting to secure their scuttle from. While you can no longer see when the spire was taken if you’ve secured the top side one and notice it’s been recently taken without any enemy laner having left then you can know for a fact the enemy jungler is nearby. Secondly by having it up you give yourself a stronger chance to fight back with your waterwalking rune and provide even more flexibility in your first lvl 2-3 fight.

The best start for Skarner would be Red > Krugs > Raptors. This gives you the quickest level three and takes advantage of all the AoE your kit has to offer. Work on lining your Ixtal's Impact so it hits as many monsters as possible. While this is possible from the netural starting path of Krugs, Wolves, Gromp (only one so…IT COUNTS!) raptors is a different story. To get raptors into a straight line you’re going to want to AA one of the outer laying Raptors and step back slightly so they all begin to chase you. Luckily they have military training and will file into a somewhat straight line you can angle your Ixtal's Impact through all of them. As your crstyal venom is applied quickly try to apply the stun to as many of them as possible before it wears off. This both helps increases your AoE damage but also reduce the amount of damage you take in return. The shorten Ixtal's Impact cooldown lets you quickly reapply it as well.

Against other tanky junglers you should take advantage of your powerful level three ganks and sufficient clear due to your kit’s natural attack speed aiding you. If you’re running Predator you should back after your third camp to get your boots ASAP. When against enemy tanks they will often provide more effective AoE CC so it’s imperative that you begin building up a lead for your team using the Threads of Vibration for mobility around the map. Punish overextending lanes by coming at their flank and hitting your Ixtal's Impact AFTER mobility spells have been used. If no lanes are opening themselves to ganks then focus on proper camp clearing to quickly reach your level six. Aftershock or Predator both are superb users of the level six boost and the second you hit it you should look for a forceful gank. IF possible aim for the Seismic Bastion > Ixtal's Impact > AA > Impale combo to increase your overall damage and CC duration, but do not be afraid to hit Impale as soon as possible for champions like Akali who have crazy amount of dashes to get out of trouble quickly.

All forms of Skarner are weak at taking objectives so for prio objectives such as inferno or mountain dragon focus on laners who take advantage of your strong single target CC and give them a snowballed lead. After you’ve pushed for a plating if possible make sure to request help for them in both pings and if they’re still not moving POLITELY inform them of your need for aid. Rift herald due to it’s weak spot is much easier to solo and you should find no troubles on that end.

Your overall focus in the early game is to ensure that you have at least one hard hitting carry for the mid to late game to play off of. Should this not be occurring then you may want to consider applying personal strengths with items such as Trinity Force and Sterak's Gage, or if you’re looking for even more personal carry potential there is always Spear of Shojin.
Be you a carry engage with Skarner due to you having a majority of your team’s gold or being the engage this is the part of the path where you should decide. Stalker's Blade - Cinderhulk plays a vital role in either route as Trinity Force & Spear of Shojin all have health that will supplement the % boost and give your Seismic Bastion more uptime overall and increase durability. Don’t be afraid to adapt to the situation at hand and understand the win condition is not always being the largest source of damage.



Item Priority(Carrying) --> Trinity Force-> Sterak's Gage
Item Priority(Engage Tank) --> Turbo Chemtank-> Dead Man's Plate


As laning phase begins to draw to a close it’s going to shift the overall combos you’re going to begin performing. By this point of the game you should swap to a Sweeping Lens to clear enemy vision in the jungle. This is to force enemies into awkward face checking positions and allows you to bush bait with your Impale as a surprise. Enemies who get killed in this matter can quickly begin flaming their teams especially if they’re the squishy support who is getting no aid in warding. Remember your job is to maintain your allies mental, as for the enemies all is fair in love and war.

Your big target is to use your Impale on the strongest carry possible, in lower elos this often leads to enemies in the mid lane just mindlessly araming. Look for flanking points to use your engage tools to quickly and suddenly run down the closest target possible. Once you’ve Impale them begin walking towards your ally only reversing direction right before the duration ends. This is to put yourself between them and their allies should they survive past the CC train. If you haven’t used your Ixtal's Impact yet make sure to throw this on for good measure as well.

For higher elos this is where Quicksilver Sash will begin to be bought so make sure before any engage you’re actively checking if someone is building a Null-Magic Mantle. A good understanding of item builds is vital here as this will give you a heads up this foe will have a Quicksilver Sash soon. Once a carry has a Quicksilver Sash on the only time you want to Impale them is is your allies have a stronger CC they can follow up behind you (Such as Malzahar Nether Grasp or Ashe Enchanted Crystal Arrow for example). Pulling their support or even the other carry out of position can make a 5v5 a 4v5 in your favor and this is still a strong ult to make.

For carry Skarner look for enemies who are spilt pushing, as you’ve invested in damage you can get a lot of damage by performing your full duration of combo. As bruisers are usually the ones spilting you will have reduced CC on your Ixtal's Impact but this only serves to add in the pain. Pings are helpful here to have an ally come along for the free kill so make sure to communicate effectively.


Baron and Closing out the Game
Skarner is NOT a champion who can force towers down alone unless he is building Trinity Force with Demolish due to the lack of AS in his kit without proccing the spire from his Ixtal's Impact. Even then the short duration of 1.25 seconds is subpar in maintaining it long enough to make good use of it. Most Skarner players should instead look to Impale a single person out of position and forcing the enemy team into a 4v5 over a vital objective. At this point of the game even Impale an enemy tank jungler is critical as this means your team will be able to force an objective such as baron nashor for free without the risk of a smite steal.


You can also use your Impale to peel off enemy champions as many bruisers like Riven, Jax, Aatrox do not have many open slots to force a Quicksilver Sash into their build. A Quicksilver Sash in their build delays other core items they’ll need and the need to hold onto it for your Impale can force other hard hitting CC like Morgana on them. Analyze how team fights are going to see if your engages are working or if your teammates inability to reposition themselves for it. It is always easier for randoms to focus on themselves then what you’re doing and it’s your job to adapt for your team. Once you’ve recognized how teamfights are going, make sure to apply your Ixtal's Impact to as many targets as possible to maintain it’s up time.
IF you were building for a carry at this point of the game you should aim to force baron ASAP. Carry Skarner falls off hard as late game champions begin to come online and Quicksilver Sash is more easily fitted into a build. Forcing objectives may be the best route to close out a game at this point so don’t be afraid for calling a 50/50 if needed.


Skarner is the king of pick and pull, and I hope this guide was helpful to teach you the ways of the spire. While writing this guide I tried to focus on the kit of Skarner of the rune choices in particular so that regardless of how you build your Skarner you can take the tips, tricks and secrets to your focus. If you have any specific questions about rune optimization that wasn’t included or even more questions feel free to leave a comment and I’ll be glad to get to you.

While my discord is for Udyr players, my advise is always free for all so feel free to join that discord to ask any questions and maybe even find another champion you can fall in love with. If you’re looking to support the dream make sure to drop by the twitch as well and follow me on twitter.
May the sun be with you!

Make sure to follow me on twitch at https://www.twitch.tv/metasolaray and my youtube at https://www.youtube.com/c/metasolaray.

May the sun be with you!~

MetaSolaray
Download the Porofessor App for Windows
League of Legends Build Guide Author MetaSolaray
MetaSolaray Skarner Guide
Vote Vote
[9.22] MetaSolaray's Rank One Skarner In-Depth Jungle Guide

League of Legends Champions:

Teamfight Tactics Guide