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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
IMPORTANT, READ THIS FIRST
EDIT 1: Tried him in jungle after nerf, he is still godly. Made build. However, I fear that a lane build is too hard (due to mana costs of spamming "q").
Hello summoners. Look at the other Skarner builds, now back to mine, now back to the others, now back to mine. Sadly those others aren't mine, but if you stop reading theirs and switch to reading mine, you'll finally learn the secrets of how to play Skarner like me.

At first glance, it looks complicated, but its worth it. Skarner's power lies in how fast you can use
Shattered Earth to activate
Trinity Force and auto attack your enemy all at the same time slowing them down.
If you like the build, please up-vote it. If not, please tell me why.

At first glance, it looks complicated, but its worth it. Skarner's power lies in how fast you can use


If you like the build, please up-vote it. If not, please tell me why.
Why pay 6300 IP or 975 RP for
Skarner?
Pros:
Cons:

Pros:
- Very high HP sustain in lane, thanks to
Ixtal's Impact
- Very good pusher/jungler
- Fast movement speed, thanks to
Seismic Bastion
- Best slow and attack combo skill yet
- A ultimate that can turn the tide of a teamfight
- Pretty much should win every 1v1
Cons:
- Mana starved in early game
- Can't pop
Shattered Earth fast enough early game
- Low damage output early game
- See a trend?
Energize
Energize
(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against non-champion units. Autoattacks on towers won't reduce cooldowns at all.
Crystal Slash
(Active): Skarner lashes out, dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
Crystalline Exoskeleton
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
Fracture
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. If any marked targets receive further damage from Skarner, or if they die when struck by Fracture, Skarner will consume the mark to heal himself. Subsequent marks consumed and unit kills will heal for 50% of the last.
Impale
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
Energize
(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against non-champion units. Autoattacks on towers won't reduce cooldowns at all.

Crystal Slash
(Active): Skarner lashes out, dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.
If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
-
Cooldown: 3.5 seconds
Radius of AoE: 350
Cost: 15 mana
Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage)
Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per ability power)
Slow: 25 / 30 / 35 / 40 / 45 %

Crystalline Exoskeleton
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
-
Cost: 60 mana
Cooldown: 14 seconds
Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
Attack Speed Boost: 30 / 35 / 40 / 45 / 50 %
Movement Speed Boost: 15 / 17 / 19 / 21 / 23 %

Fracture
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. If any marked targets receive further damage from Skarner, or if they die when struck by Fracture, Skarner will consume the mark to heal himself. Subsequent marks consumed and unit kills will heal for 50% of the last.
-
Cooldown: 10 seconds
Range: 600
Missile Speed: 1800
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per ability power)

Impale
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
-
Range 350
Cooldown: 110 / 100 / 90 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 100 / 150 / 200 (+0.5 per ability power)
At level 1 get
Shattered Earth. This is your primary attack spell, it sucks now, but its Skarner's bread and butter.
At level 2 get
Ixtal's Impact. Helps with HP sustain in lane and skill shooting.
At level 3 get
Seismic Bastion. To close the gap or escape when needed.
Level up
Impale in levels 6, 11 and 16. This is obvious, level your ultimate whenever you can.
From levels 4-5, 7 and 9, max out
Shattered Earth.
From levels 8, 10 and 12-13, max out
Ixtal's Impact.
From levels 14-15 and 17-18, max out
Seismic Bastion.
Note: If things are looking bad in lane, level the following:
From levels 8, 10 and 12-13, max out
Seismic Bastion.
From levels 14-15 and 17-18, max out
Ixtal's Impact.

At level 2 get

At level 3 get

Level up

From levels 4-5, 7 and 9, max out

From levels 8, 10 and 12-13, max out

From levels 14-15 and 17-18, max out

Note: If things are looking bad in lane, level the following:
From levels 8, 10 and 12-13, max out

From levels 14-15 and 17-18, max out

Your Marks ( Greater Mark of Desolation) and Quintessences ( Greater Quintessence of Desolation) should be armor penetration. This will help early game, combined with your masteries, you should have a total of 31 armor penetration at level 1. So any mage champ will be easy pickings.
Your Seals should be flat armor runes (
Greater Seal of Armor). This will help with early jungling and early lane sustain.
Your Glyphs should be magic resistance per level runes (
Greater Glyph of Scaling Magic Resist). These will shine in late game.
Your Seals should be flat armor runes (

Your Glyphs should be magic resistance per level runes (

I go 11-19-0 for Skarner. I put 11 points in offense. I chose to max out
Alacrity
rather then putting points into
Sorcery and
Archaic Knowledge
. The reason is that
Sorcery gives you a 3% cool-down reduction. With both
Nashor's Tooth and
Ionian Boots of Lucidity, you'll have 40% cool-down reduction (which is the maximum you can have). So that 3% bonus will be wasted. Instead, you will benefit from the bonus attack speed.
19 points in defense. Pretty much a standard tank build minus
Tenacity (points went into
Alacrity
instead. Skarner is NOT a tank, but tanking some damage is always a good idea).
And finally 0 points in utility.






19 points in defense. Pretty much a standard tank build minus


And finally 0 points in utility.
In the beginning buy a
Meki Pendant and 2
Health Potions. The reason I start with a MP regeneration item is for early lane sustain. You'll notice very quickly (even after the flat 15 MP cost for
Shattered Earth patch) that your out of mana fairly quickly. With a
Meki Pendant, it'll help you stay in lane and farm up some gold before going back.
On your first trip back get
Boots and an
Amplifying Tome (for movement speed and more AP for that extra damage).
On your third trip back, upgrade those
Boots for
Ionian Boots of Lucidity. If you are short on gold, get
Fiendish Codex instead. Either way you will be able to reap the benefits of some much needed cooldown reduction (-15% or -10% respectivly).
Fourth trip's objective should the the opposite item from the one you selected above (so you now have -25% cooldown reduction) and a
Sapphire Crystal. Wait, why did we stop building
Nashor's Tooth halfway? The answer is for more mana and physical damage output. The
Sheen will pay off faster then rushing
Nashor's Tooth. The reason is that it provides that extra push of damage in early game. It also catches enemies unaware and by the time they realize they can't 1v1 you, its too late.
So, on your fifth trip back, upgrade the
Sapphire Crystal for a
Sheen and get ready to melt some faces. Literally.
Sixth and seventh trips will be to build the
Stinger and
Nashor's Tooth respectively. I usually buy 2
Daggers and then buy the
Stinger and
Nashor's Tooth in one shot. Congrats, your cooldown reduction is now at maximun (-40%). Now that we've completed
Nashor's Tooth (a almost 3000 gold item) first, why? The answer is that this item synergies with Skarner perfectly: +50% attack speed, +55 AP, 10 mana/5 sec and -25% cooldown reduction. All things Skarner needs in one item, there isn't a item any better then this for the same price and that takes up only one item slot. Just like the
Sheen before, this item also catches people unaware because of its massive attack speed boost and cooldown reduction. That will give you an edge and seal so easy kills.
Now let focus our time on building the
Trinity Force. Pick up a
Long Sword, then upgrade it to a
Phage (for the movement speed slow chance). Next is yet another
Dagger, then upgrade it to a
Zeal (for more attack speed). Finally, buy yourself the
Trinity Force. This item further boosts Skarners attack speed, AD, AP and every spell cast makes your next basic attack's base damage +150% more.
Oh, your still reading? Didn't the game finish yet? No? Damn, they don't know they've lost yet huh. Ok, lets continue.
Since your enemy team is either naive about Skarner ability or they are hard to kill, we need some lifesteal and spell vamp. One thing you've notice by now is that Skarner is whooping a ton of damage now, and can spam
Shattered Earth every 2.1 seconds (in reality its every 1.5 sec against minions and every 1.0 sec against enemy champions thanks to Energize). This can be put to work by getting a
Hextech Gunblade. Even post-nerf, its still a good item to use (even if it use to be better). Its your call on weather to build the
Bilgewater Cutlass or
Hextech Revolver first (also depends on how much gold you have saved). Regardless, it'll turn into a
Hextech Gunblade eventually.
Your last two item slots have a few options. I prefer to get
Guinsoo's Rageblade and
Bloodthirster for more AD, AP, attack speed and lifesteal. However, if you need armor or magic resist, these items are two you can do without. So:
Enemy has too much armor/HP. No problem. Get:




On your first trip back get


On your third trip back, upgrade those



Fourth trip's objective should the the opposite item from the one you selected above (so you now have -25% cooldown reduction) and a




So, on your fifth trip back, upgrade the


Sixth and seventh trips will be to build the







Now let focus our time on building the






Oh, your still reading? Didn't the game finish yet? No? Damn, they don't know they've lost yet huh. Ok, lets continue.
Since your enemy team is either naive about Skarner ability or they are hard to kill, we need some lifesteal and spell vamp. One thing you've notice by now is that Skarner is whooping a ton of damage now, and can spam





Your last two item slots have a few options. I prefer to get


- Against AD heavy teams, get
Thornmail (for AD champs like
Master Yi or
Tryndamere).
- Against AP heavy teams, get
Force of Nature (for champs like
Singed) and/or
Banshee's Veil (for champs like
Annie).
Enemy has too much armor/HP. No problem. Get:
Last Whisper for heavy armor enemies.
Black Cleaver for damage, attack speed and deal a crushing 45 armor penetration (with your runes and masteries that pumps it up to a whopping 76 armor penetration!)
Madred's Bloodrazor helps you deal with heavy HP enemies (for champs like
Lee Sin or
Singed).
Against a Single Champ:
In the beginning, use
Shattered Earth to poke damage and not to make them too comfortable. Once you get
Ixtal's Impact and
Seismic Bastion you will have more of a presence. Always start with
Shattered Earth, as soon as its ready, pop it again for the slow when your around your target. Use
Seismic Bastion to get some temporary HP, movement and attack speed. Whenever
Shattered Earth is on cooldown, use
Ixtal's Impact for more DSP output. Rinse and repeat. If they are faster then you, you may want to use
Impale to drag them back a bit to seal the kill.
Against Minions:
In the early game, you don't have enough mana, AD or attack speed to kill minions with ease. Use
Shattered Earth to last hit if you can't auto-attack last hit. Once you hit level 3, you can farm better. Normally open up with
Ixtal's Impact to damage as many minions you can reach when they are walking towards you in a row. Re-position yourself to use
Shattered Earth to hit all the marked minions to absorb HP (no doubt that your missing some from enemy champs) then finish them off with auto-attacks and another
Shattered Earth.
In Jungle:
Same idea as minions. Spam
Shattered Earth as much as you can against red or blue buffers.
In the beginning, use








Against Minions:
In the early game, you don't have enough mana, AD or attack speed to kill minions with ease. Use




In Jungle:
Same idea as minions. Spam

As Skarner, you are NOT a tank. Most people forget this. So, whenever engaging in a team fight, you can start it off by using
Seismic Bastion to rush to them, then use
Impale and drag your target back to your team. At this point pop
Shattered Earth as much as you can against your dragged target and together with your team you should of killed your first enemy. Rush towards whose left and keep on using
Shattered Earth to slow them down, do some area of effect damage around yourself and charge
Trinity Force for addition damage.
However, this does not always work. You can instead use
Impale if a enemy champ starts to harass one of your weaker allies (like your mage). Ult them and drag them back a wee ways with
Seismic Bastion and watch the rest of your team kill them. Althernativly, you can use
Shattered Earth to slow them down and kill them with your team all at the same time saving your
Impale for a stronger enemy (perhaps one with heavy CC spells).
Remember: Always Be Attacking Something (ABAS). Skarners passive sets him up nicely to spam everything in teamfights. As long as your auto attacking champs, all your skills cooldown timers get reduced by 1 second every basic attack. This translates to increased spam on every spell and being able to use your ultimate faster.





However, this does not always work. You can instead use




Remember: Always Be Attacking Something (ABAS). Skarners passive sets him up nicely to spam everything in teamfights. As long as your auto attacking champs, all your skills cooldown timers get reduced by 1 second every basic attack. This translates to increased spam on every spell and being able to use your ultimate faster.
Thats about it. Good luck and have fun.
Version 1.3.5
Change Log:
1.0.1 - Fixed title from "Every single day I'm dragging 'em" to "Every day I'm dragging 'em."
1.0.2 - Changed chapter 9 and 10's names.
1.1 - Completed Item and added Core Items chapter. Enjoy.
1.2 - Finished the last two chapters (finally), might need some editing to make them perfect.
1.3 - Added new masteries, more small fixes coming.
1.3.1 - Added warning at the beginning of build.
1.3.2 - Updated warning chapter, added jungle build
Version 1.3.5
Change Log:
1.0.1 - Fixed title from "Every single day I'm dragging 'em" to "Every day I'm dragging 'em."
1.0.2 - Changed chapter 9 and 10's names.
1.1 - Completed Item and added Core Items chapter. Enjoy.
1.2 - Finished the last two chapters (finally), might need some editing to make them perfect.
1.3 - Added new masteries, more small fixes coming.
1.3.1 - Added warning at the beginning of build.
1.3.2 - Updated warning chapter, added jungle build
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