Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Quick
![]() |
About Me: I've been playing jungle ever since I was able to get my first jungle rune page during the middle of Season 2. I main both jungle and support, and used ![]() |
![]() |
This guide is broken into two parts:
Part I: The general over view of skarner.
Part II: This is my playstyle when I'm playing skarner. It goes over how I look at the map, what I specifically look for, etc.
![]() |
Skarner is one of the strongest solo-Q jungle picks due to his high mobility and cc. He has no direct counters in jungle if played correctly, and is one of the easier junglers to pick up. |
![]() |
Pros: Low learning curve Cheap item build Lots of built in utility Strong all game Can control game flow |
123456789012345678 |
![]() |
Cons: Somewhat easy to counter jungle No gap close Low DPS unless fed |
![]() |
Greater mark of attack speed These marks are optimal for skarner because they allow him to proc his passive more frequently, which reduces the cool downs of all his other abilities by 0.5 seconds. These are the only markes that influence all of your abilities and are the ones I use. ![]() |
![]() |
Greater seal of armor These seals are needed so that you can absorb damage while jungling. There are no alternatives. |
![]() |
Greater Glyph of scaling magic resist These glyphs are what I use to compete with middle game magic damage from champions. These provide more MR around level 11, which is about the time heavy magic damage opponents get the second rank of their ultimates. Because of this, I find these runes to be the best for glyphs. ![]() |
![]() |
Greater quintessence of movement speed These are important because they allow you to close in on opponents very well, allowing you to use your ultimate. ![]() |
The defensive tree partitioned.
Tier 1 Masteries:



Tier 2 Masteries:



Tier 3 Masteries:


Tier 4 masteries:




Tier 5:
Get these masteries for damage reduction. The

Tier 6:

The utility tree partitioned:
Tier 1:



Teir 2:



Tier 3:

Questions regarding my masteries:
1) Do you put points into the offensive tree ever?
No because Skarner's DPS is low, so any attempts to augment his damage doesn't make sense. He won't have lane farm, so he won't be able to buy carry items. With this said, it's just smarter to build him as a utility/tank/support jungler as that role is a lot easier for him to achieve based not only on his abilities, but also due to the low item cost.
2) Do you ever run a 4/x/20 page to get a base of 10% CDR at level 1?
No. Skarner doesn't need early game CDR because of his passive. By the time he needs some CDR to use his ult more frequently he can just buy an item with CDR. Running a page that isn't mainly built upon the defensive tree would make jungling him a lot harder.
Flash is a summoner spell I take on skarner all the time because it allows him to flash onto the person he wants to ult and bring that person into his team. It also provides him with the ability to escape a dangerous situation, and also allows him to gap close over walls to either make plays or exit a fight after making a play. The utility this summoner spell brings to skarner is unparalleled.
Smite is needed as a jungler to secure buffs, steal buffs, and control Dragon and Baron.
It can't be used during his ultimate, and it's too obvious when using it as an initiation tool. You have a built in speed buff from
Seismic Bastion, and I find this is enough of a buff to work with. Also, most of the time we will be building
Shurelya's Battlesong, which will give us another speed boost. With this said, I think
Ghost is obsolete on skarner.
I don't think this summoner spell is needed on skarner because he has a built in slow and displacement. The reason junglers take exhaust is two fold:
1) To allow for easier ganks by slowing down opponents. Although Skarner's slow is a little more tricky to achieve than simplay pressing a button and using
Exhaust, it's still pretty much the same effect.
2) To reduce the damage out put of burst champions. Skarner has his Q to peel if anyone decides to jump on his carries, and he has his ultimate in case he really needs to get people off. Note: Whenever I play skarner people almost never dive on my carry because they know I will just ult them and they will die. #skarnermindgames.
Smite is needed as a jungler to secure buffs, steal buffs, and control Dragon and Baron.
It can't be used during his ultimate, and it's too obvious when using it as an initiation tool. You have a built in speed buff from



I don't think this summoner spell is needed on skarner because he has a built in slow and displacement. The reason junglers take exhaust is two fold:
1) To allow for easier ganks by slowing down opponents. Although Skarner's slow is a little more tricky to achieve than simplay pressing a button and using

2) To reduce the damage out put of burst champions. Skarner has his Q to peel if anyone decides to jump on his carries, and he has his ultimate in case he really needs to get people off. Note: Whenever I play skarner people almost never dive on my carry because they know I will just ult them and they will die. #skarnermindgames.
I want to briefly explain the difference between sustain damage and burst damage because I mentioned
Exhaust in the previous section.
Lots of damage within a few seconds. Usually I find that burst champions can use their abilities to nearly kill opponents within 2 seconds.
Examples:
Graves - Graves can easily use his dash and
Buckshot +
Collateral Damage to lay out several hundred points of damage on an enemy champion within 1 second of cast time.
Veigar - If you've ever seen a good veigar, you know he can bring an enemy champion from 100% hp to 0% HP by using one single rotation of his abilities. His combination at level 6 will also allow him to burst down players within roughly 2 seconds of cast time.
Damage that is dealt over time, such as an attack damage champion dealing a lot of auto attacks, or a mage champion who can spam abilities over a long period of time.
Examples:
Ryze - Ryze is probably the best example of a sustain damage champion because of his ability to constantly use his spells repeatedly to harass targets. Although he may not be able to lay out a 2k killing combo like
Veigar, he can lay out several hundred points of damage within a few seconds, and then do it again, and again, and again, and again (you get my point).
Tryndamere - Another good example because he's based entirely on auto attacks. Auto attacks are the purest form of sustain damage because they can be cast literally every single second by any champion.
Note: You can technically label any champion who can quickly kill an enemy as a burst champion depending on the game's situation. For example, if the enemy
Tryndamere is mega fed, someone in your chat might say, "Back, trynd will burst you down." Burst damage is, of course, relative to the defenses of a champion, which means if a burst damage champion is under farmed he won't be very effective. This also means that a champion who is generally considered as a sustain damage type, can actually turn into a burst damage type if he has a large item lead.
Note: As the game progresses things will even out, so the above effect will only last for a specific time period.

Burst Damage
Lots of damage within a few seconds. Usually I find that burst champions can use their abilities to nearly kill opponents within 2 seconds.
Examples:




Sustain Damage
Damage that is dealt over time, such as an attack damage champion dealing a lot of auto attacks, or a mage champion who can spam abilities over a long period of time.
Examples:



Note: You can technically label any champion who can quickly kill an enemy as a burst champion depending on the game's situation. For example, if the enemy

Note: As the game progresses things will even out, so the above effect will only last for a specific time period.
Energize - Passive
Energize | 1 | Passive reduces your cool downs when attacking. 1 second for champions, 0.5 for creeps and monsters, doens't work on towers. |
- Clear camps slightly slower by only using auto attacks to allow for your ultimate to come off of CD faster.
- When chasing enemy champions walk in front of them and press Q + Auto attack. They will be perma-slowed if you can do this properly. (Q, move, auto, move, auto, Q, repeat until dead)
Crystal Slash - Q
- When you ult enemies, press Q while bringing them into your team and then Q them again as they run.
- This is an aoe, so it affects units that aren't directly in front of skarner.
Crystalline Exoskeleton - W
- When using your ultimate it's sometimes better to save this ability and activate it to pull someone deep into your team. If you need to use this to get close to an opponent, then feel free to do so.
Fracture - E
- When in team fights hit as many people as you can with this ability. This is a good way to insure you get assists. Remember that if you can damage someone who is killed, you are granted assist money.
Impale - R
- When ulting, try to save you movement speed buff to pull an enemy back into your team.
- Always pull the enemy champion towards the person on your team who has the most CC, as they can then further cc the target and increase the chances for a kill.
- When using this ability use Q so you can slow the enemy once the ultimate ends.
- Use this any time it gives your team an advantage. If you see the enemy tank out of position, and you know it will take 10 seconds for the enemy team to help him, then pull his *** into your team and kill him. Even if it's a tank or a support, forcing a 4v5 is a huge advantage late game.
Skill Order Explained
The reason we max Q first is due to the damage and slow effects it brings. This allows us to clear at Skarner's fastest potential.
W is the second ability we level because it provides attack speed, movement speed, and a shield. Note that the shield given by W allows you to absorb more damage per camp than the heal from E will heal you at all levels.
E is bad early game because it's out classed by W and doesn't really do that much damage. Late game it is somewhat useful because you will heal roughly over 100 HP when you E>Q. Do this 4 times in a fight and it's 400 HP. That's not too bad, now is it?
Get ult whenever you can to reduce the cool down so you can win the game faster.
I've narrowed down the most common items I buy on Skarner and why I buy them. To be honest, the game never goes on long enough for me to actually finish my build, and I usually only get about 7k worth of gold into the build.
Standard start on almost any jungler. Don't take
Cloth Armor because it will make your clear too slow and you will actually end up taking more damage from camps if you don't kill them faster with the [hunter's machete]. If you don't believe me, go try it. He hits level 4 at about 4:15 without a leash.
Iceborn Gauntlet does more damage than trinity force because it's enhanced auto attack has the potential of damaging multiple people. The slow is also more reliable, and it even gives defensive stats. Trinity force costs more, and effectively does slightly less (on skarner, not in general). With this said, if I ever get to late game and need a damage item, I get the
Iceborn Gauntlet as it goes well with your Q and can effectively deal more damage than trinity force.
Starting Items
Standard start on almost any jungler. Don't take

2nd Back and Mid game Goals
![]() |
1 |
combined with your ![]() |
![]() |
1 |
I get this item to build into ![]() ![]() |
![]() |
1 |
I generally get this after my ![]() ![]() |
Late Game Goals
![]() |
1 |
A pretty standard tank item, only problem is that it's uber expensive. Buying an ![]() |
![]() |
1 |
Has an aoe slow effect. Combined with ![]() |


![]() |
1 | Get this if the enemy team has lots of heavy auto attack champions. |
![]() |
1 | Gives a lot of damage because you'll be able to auto attack very quickly. Good VS Magic damage users, and has an extra on hit magic damage bonus. Very good DPS item that also makes you tanky. |
Items I Never Get
![]() |
1 | F.M is not needed on skarner because he has his Q. Although the HP looks enticing you can get just as much from other items you're going to be building anyway. |
![]() |
1 | Sure, skarner has one A.D. ratio, but he's not an assassin jungler. This item will just make him die faster in fights. |
![]() |
1 | Again, you don't need this because you have your Q to slow people down. |
![]() |
1 | Your Q gives you wave clear, and you're not going to be benefiting from the active as your AD won't be high. The life steal is also meh because of your low DPS. |
![]() |
1 |
Because ![]() ![]() |
![]() |
1 | You just won't make use of the stats on this item other than the increased damage to minions and monsters. |
![]() |
1 | You don't need too much CDR because of your passive. And you're going to probably have some CDR from other items anyway. This item is extraneous. Mobility or defense boots are superior. |
![]() |
1 | You don't need these because of the speed boost you get from your W. |
![]() |
1 |
You won't ever need this because once you lock into an enemy champion, your Q will prevent them from getting away. You also have W, and your Ult, and ![]() |
Why I don't buy
Wriggle's Lantern





You can do very well in jungle with just the


Bottom Line:

1) Farm your jungle and take lane farm if someone backs away.
Farming your jungle and farming a lane when there's nobody there to take the farm allows you to stay relevant to the game, and in some cases, carry it. Only do this if you don't see any ganks/team fights.
2) Don't force ganks.
Only gank lanes when you know you can be successful. Example of success includes: pushing someone out of lane, forcing an enemy to use a summoner spell, relieving pressure. Don't gank a lane you know won't result in one of the above because it will be a waste of time.
3) Never fix losing lanes.
The reason a lane loses isn't because the enemy jungler "ganked 10 times" or because the enemy is "O.P." It's because your laner sucks. Simple. Your. Laner. Is. Bad. He got out played. No amount of ganks or kills will ever make him better, so ignore a losing lane unless you can make a play in it. Most of the time you won't be able to, so just focus on your other lanes.
4) When people say "gank top" ask them if flash is down or not.
I usually almost always ignore requests to gank lanes becaise I know (as a jungler who has played hundreds of games) when I can and cannot gank a lane. However, from time to time I accept requests to gank lanes I normally wouldn't because an enemy laner's flash is down. If someone says to gank his lane because his opponent's flash is down, and you know you can do it, then do it. If they don't know if their flash is up or not then they're not very good (no offense) as laners should always know when summoners are up or not in order to win their lanes...
5) Look for counter ganks.
Think in terms of the enemy jungler and look for possible lanes that he can gank. If you suspect he will gank that area either camp it directly or farm around that area so you can counter gank. Map awareness is key because if you see your top laner is pushing really hard, but you missed the enemy slipping into the bottom lane bush for a lane gank, then you're going to be camping a counter gank that will never occur.
6) Know buff times.
Blue and Red - 5 minutes. Typically second buffs come at 7:10, and then 13:30.
Dragon - 6 minutes.
Baron - 7 minutes.
Consider small camps to be 60 seconds, wraiths are 50, but it's not as important as the larger monsters.
Place wards at the enemy buffs around the 5/6 minute marker to counter jungle (with a teammate).
7) Counter jungle.
If you see the enemy jungler is far away from his jungle, and you know he has a buff up, then try and take it.
8) Ward stuff.
If your top isn't buying wards, throw him a ward. I know, it's annoying when lanes don't ward, but if you can get one then just do it.
9) Be present in team fights.
When you see a team fight breaking out, then go and help out your team. I don't care if you're one auto attack away from finishing your blue buff, just drop what you're doing and help out your team.
10) Someone is always about to kill you
Always be paranoid when jungling. Keep your guard up and save your escapes in case you are counter jungled and need to run. Bring your buffs into the bush to finish them and to see if the enemy jungler is sitting there waiting for a steal.
11) Always consider your wraiths to be warded.
Because they are! Every game enemy mid/jungler wards my wraiths at least two times (that I see). If you see the enemy mid lane suddenly run out of lane towards you when you're doing wraiths, chances are he's about to kill you.
12) Look at lane behavior.
Look at lanes as you approach them. If they suddenly retreat for no reason, it's because you were seen by a ward and they know you're coming.
Look for sudden an unnecessary aggression from an enemy laner. This is a common indication of a gank. If you see the enemy mid is being hyper aggressive for no reason, be ready to counter gank.
Look for low HP opponent baits. Usually people who are low on HP stay in lane because they're trying to bait an enemy into attacking them so the jungler can gank them. Never fall for this.
13) Get and oracles and pink wards to counter jungle
Do this so you don't lose the game because of a stupid mistake.
14) More later if I think of anything. Possible video on this stuff once I finish editing it.
1) Always build tanky before building damage
You need to build tanky because you're expected to be the team's front line and peeler. You need to be able to absorb damage and protect your team so that your team can win the game.
2) Use your ult on who ever you freaking can
Sometimes my teammates yell at me for this, but it's because they don't know jungle. Here's the thing. If you notice someone is super out of position, and you know that you can ult that person into your team and kill him before his team can help him, then do it. Just do it, even it's it's something like

However, in 5v5 engagements you want to use it on a high priority target, or on someone who dives your carry.
3) Never forget to use W and Reverie to pull people back into your team.
I always used to forget to do this, and it let a lot of kills slip away. Always use your speed buffs to displace the enemy as far as you can from his team!
4) Hot key your Laugh emotion to the T key so you can press it all game.
Skarner's Laugh is better than Singed's laugh, so use this ability as best you can to piss off your enemies.
Skarner generally does the generic Blue route:
Wolves> Blue> Wraith> Wolves> Red> Wraiths > Level 4. Base/Gank.
Skarner can also do a Red route:
(Golems)> Red> Gank Mid/Top> Wolves> Blue etc. But you have to tell your laner you're going to level 2 gank his lane so that he can get his CC ability at level 1.
I recommend the red route if you're on purple side because it has the ability to let the jungler Lvl 2 gank both solo lanes, while blue side is stuck ganking middle lane. I never level 2 gank bot lane because It's usually warded and difficult to get anything accomplished unless I'm
Maokai. Also, exposing yourself in bottom lane after doing a buff lets the enemy jungler know you're not in range to get to your other buff, so it will probably be taken by him.
People you can level 2 gank with assuming they're solo laning top or mid.
Anivia - Has a stun.
Cassiopeia - Has a slow.
Cho'Gath - Has a knock up that slows.
Darius - Has a pull.
Elise - Has a stun.
Irelia - Has a slow/stun.
Jax - Has a stun.
Karthus - Has a slow wall.
Kayle - Has a slow.
Lee Sin - Has a slow/gap close killing move.
Lulu - Has a slow.
Malphite - Has a slow.
Maokai - Has a slow/root.
Morgana - Has a snare.
Nasus - Has a slow.
Olaf - Has a slow.
Orianna - Has a slow.
Pantheon - Has a stun.
Renekton - Has a stun.
Rengar - Has a slow + a gap close.
Riven - Has a gap close knock back.
Ryze - Has a snare.
Shen - Has a taunt.
Singed - Has a flip.
Sion - Has a stun.
Swain - Has a snare root thing.
Taric - Has a stun.
Trundle - Has a slow.
Tryndamere - Has a slow.
Twisted Fate - Has a stun.
Udyr - Has a stun.
Veigar - Has a stun.
Viktor - Has a slow + stun.
Volibear - Has a flip.
Xin Zhao - Has a knock up.
Yorick - Has a slow.
Ziggs - Has a slow or knock back.
Zilean - Has a slow.
Zyra - Has a root
All of these laners can get you first blood. Usually this will not happen as the enemy laner will end up using an escape summoner spell, but that is still a win for your lane. I may have left out a few people on this list who are viable to gank for at level 2, but you get the idea: Gank a lane with some kind of CC so you and your laner can land more damage on him before he can run away.
Dealing with counter jungling is easy. I'll break it down:
1) You know the enemy team is going to take your starting buff and isn't going to leave.
This is the most common type of invasion, and I hate it because it's pointless. Just as some teammates to go to their side and take one of their buffs. Preferable you want to take from them the buff they are taking from you. If you cant do that then just take the one buff you have and sneak in lane exp by covering lanes. Or periodically counterjungle the enemy jungle to make up for the exp loss.
2) The enemy took a buff before you could get to it.
Pretty much the same as above. Take lane exp and counter jungle, or just don't gank and strictly farm your jungle till you hit level 6.
The thing is that Skarner's game really begins at level 6, so as long as he can reach that number semi quickly he will be fine.
Note: If you think the enemy team will do a delayed invasion and invade you at 1:50, then have your support place his free ward out side of your buff so you can see people coming.
Wolves> Blue> Wraith> Wolves> Red> Wraiths > Level 4. Base/Gank.
Skarner can also do a Red route:
(Golems)> Red> Gank Mid/Top> Wolves> Blue etc. But you have to tell your laner you're going to level 2 gank his lane so that he can get his CC ability at level 1.
I recommend the red route if you're on purple side because it has the ability to let the jungler Lvl 2 gank both solo lanes, while blue side is stuck ganking middle lane. I never level 2 gank bot lane because It's usually warded and difficult to get anything accomplished unless I'm

People you can level 2 gank with assuming they're solo laning top or mid.







































All of these laners can get you first blood. Usually this will not happen as the enemy laner will end up using an escape summoner spell, but that is still a win for your lane. I may have left out a few people on this list who are viable to gank for at level 2, but you get the idea: Gank a lane with some kind of CC so you and your laner can land more damage on him before he can run away.
If you are counter jungled
Dealing with counter jungling is easy. I'll break it down:
1) You know the enemy team is going to take your starting buff and isn't going to leave.
This is the most common type of invasion, and I hate it because it's pointless. Just as some teammates to go to their side and take one of their buffs. Preferable you want to take from them the buff they are taking from you. If you cant do that then just take the one buff you have and sneak in lane exp by covering lanes. Or periodically counterjungle the enemy jungle to make up for the exp loss.
2) The enemy took a buff before you could get to it.
Pretty much the same as above. Take lane exp and counter jungle, or just don't gank and strictly farm your jungle till you hit level 6.
The thing is that Skarner's game really begins at level 6, so as long as he can reach that number semi quickly he will be fine.
Note: If you think the enemy team will do a delayed invasion and invade you at 1:50, then have your support place his free ward out side of your buff so you can see people coming.



































People who help you out: Any champion that either has good damage or good CC is someone you will have an easy time ganking for.
Singed is a great example because he has decent damage, a slow, and a displacement.
Akali is a bad example pre 6 because she has no CC abilities, but post 6 she is good because of her high DPS.
Vladimir is a bad lane to gank for because he has no CC and usually has no damage until the late game.
Consider this:
Your allies will make ganking easier if they have:
- Hard CC
- High DPS
Easy enemies will make ganking easier if they have:
Little to no escapes (abilities)
Little to no escapes (summoner spells)
Low damage.
Low mobility.
Over extended.
Skarner brings a lot of CC to a gank, and can concevibly gank any lane if it's over extended against any opponent with any ally. He is very strong in this regard. It's just easier to gank lanes that have CC or damage.



Consider this:
Your allies will make ganking easier if they have:
- Hard CC
- High DPS
Easy enemies will make ganking easier if they have:
Little to no escapes (abilities)
Little to no escapes (summoner spells)
Low damage.
Low mobility.
Over extended.
Skarner brings a lot of CC to a gank, and can concevibly gank any lane if it's over extended against any opponent with any ally. He is very strong in this regard. It's just easier to gank lanes that have CC or damage.
Here are some other generic resources you can use to augment your knowledge of the game:
http://www.leaguereplays.com/download/ - Use this to view your games over again. Really helps you pick up on your mistakes and improve.
championselect.net - This site is decent for showing champion match ups.
Solomid.net - Has champion guides and generic guides.
clgaming.net - Similar to solomid, not as popular, but still similar.
reignofgaming.net - Has a lot of topics about theorycrafting, ranking champions, all that cool stuff. Really cool. Look up Stonewall008 when you can, guy puts in a lot of effort to educate community and I strongly recommend looking at his posts.
lolking.net - I don't recommend using this to look up people in your selection screen just to ***** at them. It's good for keeping track of your elo, and good for looking at other statistics. They have guides, but don't read them as most of them were posted strictly to gain fame on a brand new website.
leaguecraft.com - Has cool stuff related to league of legends. Try not to use the skins they have as Riot constantly switches around the skin files per patch. This means that roughly every patch you're going to have to somehow fix your league of legends folder, and re download your skins. Also, having these skins prevents you from viewing replays.
http://www.leaguereplays.com/download/ - Use this to view your games over again. Really helps you pick up on your mistakes and improve.
championselect.net - This site is decent for showing champion match ups.
Solomid.net - Has champion guides and generic guides.
clgaming.net - Similar to solomid, not as popular, but still similar.
reignofgaming.net - Has a lot of topics about theorycrafting, ranking champions, all that cool stuff. Really cool. Look up Stonewall008 when you can, guy puts in a lot of effort to educate community and I strongly recommend looking at his posts.
lolking.net - I don't recommend using this to look up people in your selection screen just to ***** at them. It's good for keeping track of your elo, and good for looking at other statistics. They have guides, but don't read them as most of them were posted strictly to gain fame on a brand new website.
leaguecraft.com - Has cool stuff related to league of legends. Try not to use the skins they have as Riot constantly switches around the skin files per patch. This means that roughly every patch you're going to have to somehow fix your league of legends folder, and re download your skins. Also, having these skins prevents you from viewing replays.
You must be logged in to comment. Please login or register.