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Skarner Build Guide by Sixselections

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League of Legends Build Guide Author Sixselections

Skarner God Of Jungle+Tank

Sixselections Last updated on December 2, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 21

Strength of Spirit

Utility: 9

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Welcome to my guide on playing jungle Skarner.My name is Sixselection. If you are already a jungler, then you know the ropes and may just use my items build order for your game. If you are new to jungling and looking for great tips then this should help you out alot. I would start with the "Main Bulid - AD Off Tank" build but if you dont end up liking it, then go with one of the three alternate builds. All three of these only have a single item differance and a change of item build orders mid to late game.

I also wanna say that Skarner is by far my favorite champion to jungle with as well as my most picked champion. I put alot of time into perfecting this champion's build guide and I promise you will be at the top of your game if you follow it.

More on this build below as well as in game strategies for you so hope you enjoy this one.


''The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world.''
-- Skarner

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Summoner Spells

Crystal Slash
Range: 175
Cooldown: 3.5
Cost: 20 / 22 / 24 / 26 / 28 Mana
Active: Skarner damages all enemies within range. If he hits any enemies, using Crystal Slash again within 5 seconds deals bonus magic damage and slows all enemies hit for 2 seconds.
Physical damage: 25 / 40 / 55 / 70 / 85 (+ 80% bonus AD)
Bonus magic damage: 24 / 36 / 48 / 60 / 72 (+ 40% AP)
Slow: 20% / 25% / 30% / 35% / 40%

Crystalline Exoskeleton
Cooldown: 18
Cost: 60 Mana
Active: Skarner gains a shield that absorbs a certain amount of damage. The shield dissipates after 6 seconds if not already destroyed. While the shield is active, Skarner gains increased movement speed and attack speed.
Shield: 70 / 115 / 160 / 205 / 250 (+ 60% AP)
Attack speed: 30% / 35% / 40% / 45% / 50%
Movement speed: 15% / 17% / 19% / 21% / 23%

Range: 600
Cooldown: 10
Cost: 50 / 55 / 60 / 65 / 70 Mana
Active: Skarner damages all enemies in a line and marks them for 6 seconds.
If Skarner damages a marked target (consuming the mark) or Fracture kills an enemy, Skarner heals himself. Each heal after the first heals half of the previous trigger until Fracture is used again.
Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
Heal: 30 / 45 / 60 / 75 / 90 (+ 30% AP)
Maximum Heal: 60 / 90 / 120 / 150 / 180 (+ 60% AP)

Range: 350
Cooldown: 130 / 120 / 110
Cost: 100 / 125 / 150 Mana
Active: Skarner suppresses target enemy champion for 1.75 seconds, damaging the target. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the duration, the target takes the same damage again.
Magic damage: 100 / 150 / 200 (+ 50% AP)
Total damage: 200 / 300 / 400 (+ 100% AP)

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Ranked Play

Late game is very fun with Skarner. You definitely want to be the one in front of your team leading them around the map and taking objectives as you will likely be one of the top two tankier champs on your team.

LATE GAME ITEMS: I get a Randuin's Omen and a Shurelya's Reverie for team fights. After that I finish my Trinity Force and then finish my build with a Banshee's Veil as my last item. These both help with damage output as well as not getting caught out of position for team fights.

To initiate a battle, I pop my Shurelya's Reverie and grab anyone with Impale that is caught out of position. Remember to not grab a tanky champ though and hopefully your team can finnish the kill before the ultimate is up. From what I have seen, this is almost always how a full team fight starts, so get ready to find your AD carry right after your Impale is up.

For the rest of the battle, I either dive stright for the AD/AP on the enemey team and not worry about dying hoping that my team cleans up. If your team is the one getting dived in team fights then in the middle of the team fight I pick the first enemy champ that dives onto your AD carry, pop your Randuin's on him and then try to perma slow them with Crystal Slash until their dead. If there are multiple diving champs just stick to the one that has the highest damage output hoping they will switch to target you.

Not much else I can tell you about team battles but good luck.

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Pros / Cons

Pros / Cons


Fast jungler
Amazing level 6+ ganks
Is strong at counter jungling
He pretty much has a built in frozen mallet
Has a sheild with a speed boost
Great late game team fight initiation


Super mana dependent early game
Ganks are not very stong without your ultimate.
Relies heavily on the team to get kills
People use lots of CC on you

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Creeping / Jungling

Jungle Route/Ganks

Jungle Path (This will get you to level 4):
1. Golem buff
2. Wolves
3. Wraiths
4. Little golems
5. Lizard buff
6. Wraiths again


GANK #1 - I take my first shot at mid (if pushed) in hopes for a kill or to burn their flash. If the flash was burned then I return once I hit level 6 to gank before their flash cooldown is back up. Flash has about a three minute cooldown.
Gank #2 - I then take wolves and gank top. If the lane is pushed, this gank is almost always a kill as they have not warded yet and you have red buff. Remember to try and give the kill to the top champ if possible so they can win the lane. As far as the gank goes, I hid in river or tri brush depending on how far the lane is pushed. I tell my ally to bait them or start the attack, then i come in. If their top laner burns their flash feel free to burn yours to jump back on top of him.

After this gank I free roam for gold till about 6:30, then I head back to base. This sets you up for a 7:15 second golem buff (Remember to ping and give this to your mid laner) unless your mid is a champion that dosent use mana. Then take wolves and wraiths

GANK #3 - Take another shot at mid. You should be level 6 at this time so it should be a for sure kill 90% of the time.

I then head to Lizard buff, then little golems.

GANK #4 - I head bottem trying to get a kill or at leash a flash burned.
GANK #5 - When my second ultimate is up I head back to bot lane for a gank. Your flash is ussually up by this time too so if it is then use it offensivly to grab their AD Carry.

After this I should have enough for an oracle so I then clear all river/brush wards top, mid, and bot lane, setting up for dragon. If a lane has a gank open I take it, if not I dont wait around, just clear wards and farm junlge. This is what I call downtime becasue you have an "Oracles Target" on your head and your trying to keep this throughout the whole lanning phase.

After you clear all the wards, camp bot lane for the next 30-45 seconds. Go for another gank once your ultimate is back up. Then call your team for Dragon.

Laning phase ussually ends once two+ outer towers go down or if the game gets to around the 20 minute mark because by that time tower dive ganks will happen as all champs are strong enough to tank the damage.