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Recommended Items
Spells:
Smite
Ghost
Items
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Pros/Cons Of Playing Skarner
Pros
- Fast and effective jungler
- Does great damage for a tank
- Iniciator
- Ult great for TF and supression
- Great diver, principally with ult
- Has few counters
- Good duelist, especially on late game
- Great persecutor and escapist
- His annoying slow skill can help fleeing allies
Cons
- Does great damage for a tank
- Iniciator
- Ult great for TF and supression
- Great diver, principally with ult
- Has few counters
- Good duelist, especially on late game
- Great persecutor and escapist
- His annoying slow skill can help fleeing allies
- Completely harmless outside melee range
- Low damage off the jungle on early game
- One of the worst laners in game
- Ult can be easily supresssed
- His performance depends too much of the team synergy
- Counters few enemies
- Low damage off the jungle on early game
- One of the worst laners in game
- Ult can be easily supresssed
- His performance depends too much of the team synergy
- Counters few enemies
Viable Options
Don't take these
- Smite Basic for a jungler and completely indispensable and untradeble.
- Flash You can use it to jump through walls, to evade a killing blow or to get to your retracted target to use your ultimate on a TF.
- Ghost My favourite but it does not gives you the chance that simply pop up near your target, you're gonna have to run for it and take the risk of being slowed/stuned.
- Ignite It could be useful to finish a target, but it costs a escape resource. Not the best idea, but viable.
- Flash You can use it to jump through walls, to evade a killing blow or to get to your retracted target to use your ultimate on a TF.
- Ghost My favourite but it does not gives you the chance that simply pop up near your target, you're gonna have to run for it and take the risk of being slowed/stuned.
- Ignite It could be useful to finish a target, but it costs a escape resource. Not the best idea, but viable.
Don't take these
- Exhaust You already have one of the best slows in the game and a stalker blade, you don't need that for slow. The AS reduction could be very useful in a duel, but it's not worth the sacrifice.
- Teleport It's only really useful on late game and it costs a flash or ghost. Junglers don't take this.
- Heal It could be usefful, but leave it to the support, the other options are long way better.
- Clarity You're mana hungry and this can tempt you. Don't fall for this, it's not worth it.
- Teleport It's only really useful on late game and it costs a flash or ghost. Junglers don't take this.
- Heal It could be usefful, but leave it to the support, the other options are long way better.
- Clarity You're mana hungry and this can tempt you. Don't fall for this, it's not worth it.
Runes
- Greater Seal of Scaling Health Great late game. Extra health is always good for hybrid builds.
- Greater Seal of Armor Helps you to clean the jungle with your life up. Also helps with early ganks.
- Greater Mark of Attack Damage Since this build is a little more AP than AD, these will balance it out.
- Greater Glyph of Cooldown Reduction Skarner's Seismic Bastion (his w) and his Ixtal's Impact (his e) have fairly long cooldowns, so this helps with that. Also you can never have a Shattered Earth (his q) that is too quick.
- Greater Quintessence of Attack Speed AS is essential for Skarner, since Crystal Slash reduces his cooldown with autoattacks. At the beginning your AS is low and these help to clear the mosters early game.
- Greater Seal of Armor Helps you to clean the jungle with your life up. Also helps with early ganks.
- Greater Mark of Attack Damage Since this build is a little more AP than AD, these will balance it out.
- Greater Glyph of Cooldown Reduction Skarner's Seismic Bastion (his w) and his Ixtal's Impact (his e) have fairly long cooldowns, so this helps with that. Also you can never have a Shattered Earth (his q) that is too quick.
- Greater Quintessence of Attack Speed AS is essential for Skarner, since Crystal Slash reduces his cooldown with autoattacks. At the beginning your AS is low and these help to clear the mosters early game.
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