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Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction

Aside from Anivia, I play a looooooot of





Also, one last thing: Please, please, PLEASE do not play Skarner as an AD fighter. AD does very little for him, and if you aren't building AP on him, you'd be a LOT better off going pure tank. This is no longer true, as Skarner got some AD ratios added on to him. He'd honestly be a pretty decent hybrid candidate, as well.
OP: Overpowered
AD: Attack Damage
AP: Ability Power
MS: Movement Speed
MR: Magic Resist, magic defense
CDs: Cooldowns
CDR: Cooldown Reduction
AoE: Area of Effect
SS: Summoner Spell
HP: Hit points; health, life
MP: Magic points; mana
CC: Crowd control. League has a bizarre usage of this term. It doesn't mean dealing with a group of enemies, like in everything else. CC in League of Legends is equivalent to status effects (ex. poison, darkness, slow, etc.) in anything else.
DPS: Damage per second, as opposed to burst, which is dealing the majority of your damage in a short period of time, generally under a second or two.
MFSB:
Moonflair Spellblade
Vile:
Vilemaw
TT: Twisted Treeline
SR: Summoner's Rift
3s: 3vs3; Twisted Treeline
5s: 5vs5; Summoner's Rift
Old 3s: TT prior to the total remodel on 10-25-12.
New 3s: The current TT, with Vilemaw, new items, etc.
"Glass": Little to no defense.
IMO: In my opinion
ATM: At the moment
If there's anything I missed, please let me know.
AD: Attack Damage
AP: Ability Power
MS: Movement Speed
MR: Magic Resist, magic defense
CDs: Cooldowns
CDR: Cooldown Reduction
AoE: Area of Effect
SS: Summoner Spell
HP: Hit points; health, life
MP: Magic points; mana
CC: Crowd control. League has a bizarre usage of this term. It doesn't mean dealing with a group of enemies, like in everything else. CC in League of Legends is equivalent to status effects (ex. poison, darkness, slow, etc.) in anything else.
DPS: Damage per second, as opposed to burst, which is dealing the majority of your damage in a short period of time, generally under a second or two.
MFSB:

Vile:

TT: Twisted Treeline
SR: Summoner's Rift
3s: 3vs3; Twisted Treeline
5s: 5vs5; Summoner's Rift
Old 3s: TT prior to the total remodel on 10-25-12.
New 3s: The current TT, with Vilemaw, new items, etc.
"Glass": Little to no defense.
IMO: In my opinion
ATM: At the moment
If there's anything I missed, please let me know.
Pros
Insane chasing power
Four AP ratios, two of which are very high (
Seismic Bastion,
Impale)
Fantastic initiator, extremely good ganks
Powerful CC
Versatile: Can tank or carry just by switch his items; scales with AD, AP, and HP (it's hard to find a bad item for him)
Not that item dependent (really just needs MS and HP to get rolling)
Can solo
Vilemaw early (those crystals, man)
Low mana costs, so even spamming spells doesn't take a lot out of you
Is voiced by David Lodge
Cons
Short range outside of
Ixtal's Impact
He takes a significant hit to stats while fighting outside of his crystal zones, especially early game
Lonely
Insane chasing power
Four AP ratios, two of which are very high (


Fantastic initiator, extremely good ganks
Powerful CC
Versatile: Can tank or carry just by switch his items; scales with AD, AP, and HP (it's hard to find a bad item for him)
Not that item dependent (really just needs MS and HP to get rolling)
Can solo

Low mana costs, so even spamming spells doesn't take a lot out of you
Is voiced by David Lodge
Cons
Short range outside of

He takes a significant hit to stats while fighting outside of his crystal zones, especially early game
Lonely
Skarner excels in extended fights, boasting above average DPS and low CDs. This means that he deals his damage over time, as opposed to in a single burst, but with low CDs, he can ramp his damage up quickly. He doesn't really have much of a combo, but that doesn't mean that his abilities don't have synergy. Skarner can easily outrun people, and either damage them while chasing, or slowing them down and just getting the hell away.
The starting items are purely to help your first round in the jungle. After that, you want some form of Runeglaive. Honestly, every single jungle enchantment would work for him. I used to get
Ranger's Trailblazer, but with the insane crystal zone buff, it might not be necessary anymore.
Stalker's Blade would naturally be the next choice, but really any of the four should work.
Anyway, you work your way from there with open eyes. If you lack chasing power, get items like
Turbo Chemtank,
Dead Man's Plate, and/or
Enchantment: Alacrity. If you need defense, look into
Dead Man's Plate (hello again),
Spirit Visage, and maybe
Abyssal Mask if you're ahead. While
Frozen Heart is an amazing item, you can get its stats elsewhere on Skarner, so I go for other items most of the time on him.
If you're able to stick to people well enough, and can also take hits, the next thing on your checklist is damage.
Nashor's Tooth will do things for Skarner that you didn't think would be possible. With just that and Runeglaive, you'll be able to 1v1 all but the most dedicated duelist, not to mention, a lot of your damage is AoE and hybrid, which can make it very difficult to deal with a fed Skarner.
The starting items are purely to help your first round in the jungle. After that, you want some form of Runeglaive. Honestly, every single jungle enchantment would work for him. I used to get


Anyway, you work your way from there with open eyes. If you lack chasing power, get items like







If you're able to stick to people well enough, and can also take hits, the next thing on your checklist is damage.

Thanks to your absurdly powerful crystal zones, you can start with golems and take Gift of Heavy Hands. From here, it honestly doesn't matter where you go next. Just get a full clear, keeping in mind that the wraiths, while the weakest camp, aren't within a crystal zone. After your first clear, look to gank a lane if possible, and if not, be prepared to capture an altar and/or go see what the enemy jungler's up to.
Skarner is a tanky AP champ who benefits from both AS and CDR in order to become a great duelist, and MS and tankiness to be a great initiator. Skarner has four AP ratios, including 80% on his W's shield, and 100% on his ult. With enough AP and MS, he even becomes a tanky assassin, which is pretty amazing. He lacks the burst damage of similar tanky AP junglers such as
Maokai, but he insane DPS, especially for a tank, and he has two powerful forms of CC. Due to his versatility, he fits into most team comps. The bottom line is that he's fun and totally viable, strong, in fact, at least in 3s. Plus, he's finally rocking an awesome skin:
Guardian of the Sands Skarner
.


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