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Spells:
Ghost
Exhaust
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
*Edit:
changed my item build and the item build justification
I go for more tanky runes and masteries. I find it helps with the early game stages of the match. With early durability, you can really get in close with that harass, and hopefully outlast your opponents in those early 2v2 or 1v1 fights. It will hopefully allow you to melee farm a bit easier while keeping harass damage to a minimum.
Skill order should be self explanatory. Max crystal slash first since it's your main skill. the utility and dps it brings is fantastic in my opinion. Besides it's a lot more mana efficient than maxing fracture first on an AP skarner. Max exoskeleton 2nd for the shield, AS and MS buffs, Max fracture last, and get impale whenever possible.
Skill order should be self explanatory. Max crystal slash first since it's your main skill. the utility and dps it brings is fantastic in my opinion. Besides it's a lot more mana efficient than maxing fracture first on an AP skarner. Max exoskeleton 2nd for the shield, AS and MS buffs, Max fracture last, and get impale whenever possible.
For summoner spells, you can really use almost any combination of ghost, flash, ignite, exhaust.
note that I don't play skarner as a jungler, i lane with him so no smite. I will always use either ghost or flash if not both. the added mobility is good for getting out of sticky situations or initiating with impale. I might also consider clarity since my build makes skarner extremely mana starved so clarity might be an option if you are unable to keep a lock down on blue buff (i usually make sure to get blue buff. skarner with blue buff and his Q spam is pretty ridiculous).
note that I don't play skarner as a jungler, i lane with him so no smite. I will always use either ghost or flash if not both. the added mobility is good for getting out of sticky situations or initiating with impale. I might also consider clarity since my build makes skarner extremely mana starved so clarity might be an option if you are unable to keep a lock down on blue buff (i usually make sure to get blue buff. skarner with blue buff and his Q spam is pretty ridiculous).
I have now edited my item build. the previous build rendered skarner mana efficient and constantly having to go back to base for mana, or taking blue buff from someone who could probably better use it. thus, the i changed the first item to a manamune. It'll really give you all the mana you'll ever need and give you attack damage to go with it.
I changed the build from getting blood thirster after boots to tri-force because it gives a bit of everything, and skarner can use it, whether its the extra AD, AP, AS, slow effect, etc.
then i focus on the damage with blood thirster, and black cleaver.
the last item i get is usually a phantom dancer for the nice AS, crits, and move speed. but sometimes when its a close game, more survivability is called for. thus, i can get anything from a banshee's to a GA depending on the situation.
I changed the build from getting blood thirster after boots to tri-force because it gives a bit of everything, and skarner can use it, whether its the extra AD, AP, AS, slow effect, etc.
then i focus on the damage with blood thirster, and black cleaver.
the last item i get is usually a phantom dancer for the nice AS, crits, and move speed. but sometimes when its a close game, more survivability is called for. thus, i can get anything from a banshee's to a GA depending on the situation.
The hardest part of playing skarner is probably the use of his ultimate, impale. It is a great utility stun that allows you to drag opponents into a more beneficial position for your team.
This is the main reason why getting either flash or ghost (or both) is such a great idea. you can use these summoner spells to quickly initiate on an unsuspecting carry and take them out before the fight begins. Just flash/ghost near them, impale, and drag towards your team mates.
After you hit level 6, your uses for impale are relatively limited since this is an AD build, it won't deal lots of damage. What you can do is wait till the creep waves reach your tower, then flash in, impale and drag to tower while slowing with crystal slash. Hopefully with all that utility, the tower will deal most of the damage for you and help you pick up an easy kill.
The other use for it is for that 2v2 fight. don't use it immediately. Wait to see how the fight unfolds. If your lane partner is taking too much damage, you can impale to peel them off. If your enemies have a channeling skill, (katarina, fiddle, MF) then you can impale to disrupt them and limit what they can do.
Just be sure to not to make mistakes. for instance, I have killed or almost killed team mates because I ulted and dragged an opponent with an active AOE such as karth or fiddle towards my team. In actuality, I've only killed team mates this way when I'm playing with good friends and want to troll them a bit. I feel like this kind of mistake shouldn't happen since it's more of a common sense issue than a skill issue. While it brings many lols, it doesn't help the team.
Also, be sure NOT to initiate impale on the tank...worst idea EVER
This is the main reason why getting either flash or ghost (or both) is such a great idea. you can use these summoner spells to quickly initiate on an unsuspecting carry and take them out before the fight begins. Just flash/ghost near them, impale, and drag towards your team mates.
After you hit level 6, your uses for impale are relatively limited since this is an AD build, it won't deal lots of damage. What you can do is wait till the creep waves reach your tower, then flash in, impale and drag to tower while slowing with crystal slash. Hopefully with all that utility, the tower will deal most of the damage for you and help you pick up an easy kill.
The other use for it is for that 2v2 fight. don't use it immediately. Wait to see how the fight unfolds. If your lane partner is taking too much damage, you can impale to peel them off. If your enemies have a channeling skill, (katarina, fiddle, MF) then you can impale to disrupt them and limit what they can do.
Just be sure to not to make mistakes. for instance, I have killed or almost killed team mates because I ulted and dragged an opponent with an active AOE such as karth or fiddle towards my team. In actuality, I've only killed team mates this way when I'm playing with good friends and want to troll them a bit. I feel like this kind of mistake shouldn't happen since it's more of a common sense issue than a skill issue. While it brings many lols, it doesn't help the team.
Also, be sure NOT to initiate impale on the tank...worst idea EVER
Hope you enjoyed my build/semi-guide. I welcome all feedback, whether it's about the build, or the guide itself. If I should add things I've missed, let me know. Your feedback is greatly appreciated and I will try out suggestions with sound reasoning and mold my current build around those suggestions if I feel that it improves the build. Thanks in advance!
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