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Introduction
for runes it may seem a little messy but skarner has great base stats for defense, attack speed will help you get more attacks of reducing the cooldowns of your Q getting more of due to resets which will in turn regen more health as a result of the mastery.
the scaling health is great as it scales throughout the game, if you follow this guides guild you will end up with over 5k hp.
CDR speaks for itself more Qs more W (shield) more Es (slow and stun on hit)
then you have scaling mag resist to make up for what you missed on the rest of the runes and also armour for quints because surviving is important.
the scaling health is great as it scales throughout the game, if you follow this guides guild you will end up with over 5k hp.
CDR speaks for itself more Qs more W (shield) more Es (slow and stun on hit)
then you have scaling mag resist to make up for what you missed on the rest of the runes and also armour for quints because surviving is important.
The Masteries speak for themselves if you read them, the only one i will explain is is Courage of the Colossus, more or less you want to be spamming your abilities like mad, including your E and getting the auto hit, meaning your going to be CCing alot, so you get a good shield out of it for 7 seconds.
In summary Skarner is a great tanky jungle, with great team dynamic and good CC and amazing survivability and can bring a game back from the brink of loosing, if you can get over the slow early game and jungle, he becomes a great mid/late game and can carry a game simply through being a immovable wall with an ult that can CC and drag out an opponent of your choice and bring them into allied fire, a spam able shield a spam able Q that deals decent damage with the item build that also gives life back on hit due to the masteries, and an E that is a slow and on auto attack a stun.
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