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.
Spells:
Smite
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction





All that being said, building jungle


This section will cover the thought put behind my mastery choices.
These masteries are standard melee bruiser talents, taking 21 in defense and 9 in utility in order to fix mana problems, improve run speed and increase buff durations.
I did not take points in
Hardiness
as the 6 armor that it provides won't do much early game and won't help at all late game versus a fed AD carry. The other points are pretty standard in the defensive tree, taking CDR (
Enlightenment
) for increased clear speed,
Bladed Armor
for increased clear time,
Initiator
for mobility, and
Indomitable
to reduce damage from jungle creeps early game.
The points in utility improve mana pool and regeneration to solve early game mana problems, improve run speed to increase gank success and improve jungle speed, and a final point into Runic Affinity to extend the duration of jungle buffs.
These masteries are standard melee bruiser talents, taking 21 in defense and 9 in utility in order to fix mana problems, improve run speed and increase buff durations.
I did not take points in





The points in utility improve mana pool and regeneration to solve early game mana problems, improve run speed to increase gank success and improve jungle speed, and a final point into Runic Affinity to extend the duration of jungle buffs.
This section will cover the thought process behind each of my rune choices and why each of them is best on
Skarner.
is an absolute must on
Skarner. Skarner, being a highly mobile champion, greatly benefits from being able to move around the map very quickly. This greatly improves
Skarner's clear time as he can move from camp to camp faster and is thus able to gank earlier. Furthermore, the swiftness quints will greatly come in handy when
Skarner begins level 4 ganks where he will need to be able to chase and stay on a target with his W and his Q.
The attack speed marks greatly improve
Skarner's clear speed and overall damage output as the attack speed greately synergizes with
Skarner's passive, Energize. Shorter cooldowns due to the improved attack speed is a great asset that should not be taken for granted, as in this guide we max our
Shattered Earth first and thus do crazy AoE damage to jungle creeps and players alike.
Greatly helps with the early game aspects of jungling, as jungle creeps do a lot of damage and can overwhelm new junglers with their high damage. For instance, if someone gives you a bad leash on blue, it would really hurt a new player and traumatize them for the rest of the round because of the amount of damage they took from the initial blue buff. These flat Armor Seals will be a sort of safety net for if, god forbid, something goes wrong in the jungle and you're dealt a bad hand. Even a new player can jungle with these bad boys on their side.
The Magic Resistance per level glpyhs greatly help
Skarner get more durability by late game. As
Skarner should be built a tanky bruiser, these glyphs will help mitigate the magic damage that
Skarner will will be absorbing late game.














I don't want to get into too much detail about summoner spells on Skarner, as there is basically only a couple that are even remotely viable on him.
MANDITORY
For obvious reasons, Smite is your bread and butter of the jungle. Without it, Skarner would be promptly torn to shreds and re purposed as a floor mat for Blue Golem to sit on.
RECOMMENDED
Flash gives Skarner all that he could possibly need in the game. It gives him an escape to run away from counter junglers/ganks, it gives him chase for ganking in a lane, and it gives him an initiate for when it comes time to flash+
Impale the AD/AP Carry.
Viable
Ghost Second to Flash,
Ghost gives great chasing potential as well as a potent escape. It is viable, but not recommended as
Flash offers the same opportunities, but better. Viable if jungling at low levels.
Exhaust If you want to kill someone 1v1, exhaust should be your go-to summoner spell. Any counter jungler will immediately be exhausted and killed before they can even run away. While having the extra offensive summoner might be alluring, being ganked and not having an escape is not. Taking
Exhaust also reduces your late game potential because you can't initiate a fight as well and you won't be able to disengage if you are engaged on.
Ignite Another summoner that can be used to kill another champion 1v1. Though Exhaust is better for dueling another champion,
Ignite is equally useful in securing a last second kill. I personally don't use
Ignite for the same reason that I don't run
Exhaust on
Skarner, he doesn't have any escapes.
Low Summoner Level:
Heal Only viable at LOW levels, as you won't have a rune page or a full mastery page to clear your jungle. I have personally never run
Skarner with heal, but I'd imagine it would come in handy when at low health in the middle of red buff.
NOT VIABLE
Everything else, i.e.
Teleport,
Revive(lol),
Promote,
Clarity, and
Clairvoyance.
MANDITORY

RECOMMENDED


Viable










Low Summoner Level:


NOT VIABLE
Everything else, i.e.





This chapter will explain the basics behind
Skarner's abilities and how each of them influences jungling and gameplay.
Energize
Skarner's passive. Basically, the more
Skarner auto attacks a target, the shorter his cooldowns become. This is extremely important in jungling as the more you auto attack, the faster your
Shattered Earth and
Seismic Bastion will come up. Auto attacks also refresh the cooldown on
Ixtal's Impact, but we won't be taking a point in that until late game. It is imperative when fighting a champion, whether in teamfights or in ganks, to auto attack him to proc your passive and let you spam your
Shattered Earth more, thus increasing your total damage output.
Shattered Earth is
Skarner's Q. It is the bread and butter of
Skarner's damage and is the primary reason for his great clear time, gank potential and late game damage. Remember to constantly spam your Q in teamfights, as the damage it does is insane and it will furthermore slow everyone around you, allowing your team to pick up easy kills with no possibility of the enemy running away.
Seismic Bastion is an extremely important ability for mobility, defense and, believe it or not, damage output. Let me quantify my previous statement by reminding you of your passive, Energize. Energize decreases your cooldowns based on your auto attacks, i.e. attack speed.
Seismic Bastion when maxed provides a whopping 50% attack speed, thus decreasing your cooldown on
Shattered Earth by 1.5-2 seconds letting you spam it more and deal more damage.
Ixtal's Impact is honestly not that useful on
Skarner in the jungle. While I'm told that it's quite useful in lane
Skarner, the mana costs are simply too high and the ability itself doesn't really do much unless it's leveled up and maxed early. I thus don't usually level it up until I'm forced to, as
Skarner already has mana problems as it is and could use the points in
Seismic Bastion more, unless I really need the extra 80 damage it offers at level 1.
Impale! This is
Skarner's signature instant-rape move. When used on a target, it instantly suppresses them for a whopping 1.75 seconds. Not only does it give a nasty suppression, but it also allows you to drag the target with you! This ultimate, when combined with your
Seismic Bastion and movement speed quints will allow you to drag a carry from the enemy turret directly into the center of your team. Squishies beware,
Flash +
Seismic Bastion = One dead carry.

Energize


























This chapter will cover how I level up my abilities and the thought process behind leveling them up in this particular order.
Impale >
Shattered Earth >
Seismic Bastion >
Ixtal's Impact
Max
Shattered Earth first. It does the most damage out of all of
Skarner's abilities and will be what you use to clear the jungle.
Next, max
Seismic Bastion.
Seismic Bastion provides
Skarner with much needed mobility and a useful shield which also allows you to proc your passive, Energize. I won't get into too much detail over how useful this ability is, as I have discussed it in the previous chapter.
Max
Ixtal's Impact last. You can choose to put a point into it early, but it honestly won't offer much damage and the mana cost that corresponds with it is far too high for the minimal benefits it offers. Does decent damage, so if you desperately need the extra 80 damage, feel free to put a point in, but refrain from doing more than that, because then you're cutting into how effective your
Seismic Bastion will be.
Max
Impale whenever it comes up. It's an amazing ultimate, and should be leveled up whenever possible. If you want an in depth explanation into the ultimate, refer to the skill explanation that I offer in the previous chapter.




Max


Next, max



Max


Max





I'm now going to walk you through how to build a successful jungle

Start with a



On your first back, you want to ideally buy a Philosopher's Stone and a


On your second back, you want to rush a



On your third back, you want to finish your


From here on out, it's entirely up to you how you want to build










Alternatively, you can rush


Obviously, your item build is not always going to be the same. Builds change based on the team combination. This chapter is dedicated to showing you which items to buy based on the enemy team composition.
Versus heavy magic damage:
A great item on
Skarner, it provides attack speed, which synergizes extremely well with Energize while also increasing the damage
Skarner's auto attacks do. Furthermore, it counters AP champions by giving you magic resist for every auto attack you deal.
Honestly, this is not entirely a counter against AP, but it offers great resistances to all incoming damage (besides true damage T.T) and also helps the team by giving them resistances as well. Didn't include it in my item build because supports usually pick up Aegis, but if they for some strange reason do not, definitely pick it up.
Extremely good for late game as people start to wrap their builds up. At this stage in the game, AD carries will be extremely deadly, so the GA helps prevent the instant death-by-carry that might otherwise take you by surprise. Also gives MR against AP carries.
Not a bad item on,
Skarner. It gives MR, health regen and movement speed, all of which benefit
Skarner greatly. It's very costly, however, and shouldn't be bought unless you're getting absolutely destroyed by an AP heavy team, or until late game.
Versus heavy AD:
Great item versus AD carries as it slows their attack speed by a whopping 20% and thus decreases their total damage output. If the passive wasn't enough, the 99 bonus armor it gives should be enough to mitigate most of the incoming damage.
Should only be bought if you're seriously getting DESTROYED by an AD heavy team. otherwise, try to stick with your already awesome armor items (
Atma's Impaler, and
Randuin's Omen).
Thoughts on Hextech Gunblade:
There has been an upsurge in the number of guides that use a
Hextech Gunblade on
Skarner.
Skarner's main source of damage comes from
Shattered Earth, which only has a 40% ap ratio. Crystal slash has an 80% AD ratio, making it much more effective to build AD. The active slow is weak compared to the AoE from
Randuin's Omen.
You also have
Ixtal's Impact, with a 70% AP ratio, and
Impale with a 100% AP ratio. Fracture isn't very useful unless you max it first however, and Impale's best asset is not its damage, but its utility.
The Sustain given by the hextech gunblade is also unnecessary, due to taking items like
Shurelya's Battlesong, and
Warmog's Armor. All in all, the hextech gunblade is a very cost inefficient item for Skarner, since many of the stats it gives are wasted, and the total cost of it is 3650g. While it may be viable on a hybrid character like
Jax, the stats on gunblade are simply wasted on
Skarner
Versus heavy magic damage:








Versus heavy AD:




Thoughts on Hextech Gunblade:
There has been an upsurge in the number of guides that use a





You also have


The Sustain given by the hextech gunblade is also unnecessary, due to taking items like




I thought it might be easier to visualize where to ward than me explaining where to ward, so here's a map of where to ward. Remember, it's YOUR job to ward certain areas as the jungler, and not doing so might mean the difference between your mid getting ganked or you ganking their jungler when he's not expecting it.
Blue buff ward:
Dragon Ward:
Wraiths Ward:
Purple Bot Jungle Ward:
Red Buff Jungle:
That should just about do it on warding. These are the major areas that the JUNGLER should ward. While everyone should be buying and placing wards, these positions are required for junglers to cover. Thanks to Leaguecraft for the warding guide and corresponding pictures (http://leaguecraft.com/strategies/gameguide/1271-warding.xhtml)
Blue buff ward:

Dragon Ward:

Wraiths Ward:

Purple Bot Jungle Ward:

Red Buff Jungle:

That should just about do it on warding. These are the major areas that the JUNGLER should ward. While everyone should be buying and placing wards, these positions are required for junglers to cover. Thanks to Leaguecraft for the warding guide and corresponding pictures (http://leaguecraft.com/strategies/gameguide/1271-warding.xhtml)
Thanks for taking the time to read my
Skarner guide! I wish you the best in your upcoming games, and I hope this build suits you well. Feel free to leave a comment, I'll be updating the guide periodically. Look forward to seeing you guys on Battlecast Skarner release :D
--- Diverse

--- Diverse
You must be logged in to comment. Please login or register.