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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
Then on his release the official forums started raging pretty hard saying that he's underpowered and that his jungle sucks. I say they're wrong and not trying hard enough.
Skarner's jungle is fine and he's fine as a champion. He stays at a good amount of health the whole way through and can clear it in a respectable amount of time. I like a Wraith start myself, but Blue is perfectly doable. In this guide I'll try to get some of the finer points of Skarner across while giving my build that I use(which isn't too far from the Phreak build in the spotlight). This is mainly for a jungle build, but I've included a lane build in case that's your thing.
Skarner really isn't as UP as everyone likes to think. You just need to know how to use him.
- Jungles with high HP
- Can take a couple of routes
- Game changing ult
- Moves fast as hell with Crystaline Exoskeleton
- Super glue has a harder time sticking to people than Skarner once he's on em
Cons:
Primary:
Greater Mark of AlacritySkarner benefits so much from attack speed all game. His passive converts attack speed into CDR and that is something that can't be replaced imo. Not only do these help in the jungle, they scale into the late game as well.
Greater Seal of ResilienceArmor seals are pretty straight forward for jungling. They keep you alive in the jungle and continue to help the rest of the game. |
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Greater Glyph of WardingFlat magic resist will help you greatly during ganks. As the enemy runs or if they turn to fight, these will let you be prepared for any damage you might take. I prefer flat Greater Quintessence of Desolation Greater Quintessence of Desolation Armor penetration helps the whole game through. With a single mark and three quints you'll have enough for most jungle creeps, and a small chunk from enemy champions early game. |
Greater Glyph of AlacrityThese are a decent alternative to MR glyphs. They speed you up in the jungle just slightly, but I prefer the extra defense. Your choice. |
Also usable:
Greater Mark of Desolation x 6
This setup will get you more out of your life steal early on, but won't give you as much CDR from your passive later in the game. AD runes also don't scale as well without crit modifiers of which this build has one item. I wouldn't recommend these, but it can be done.
1/14/15
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Defense Skarner needs defensive masteries in the jungle. They synergize extremely well with the heal from |
Utility |
A lot of what I've seen people complaining about is that Skarner can't survive his jungle path. Herpaderp, they're using offensive masteries. He needs those points in defense in order to jungle effectively.
Priority:
>
>
>
A common mistake is to start jungling with
Another thing I see that shouldn't happen is people taking
The biggest thing to remember is
Flash is just a great spell overall and until Riot figure's out what they're gonna do with it, I'll continue to use it. Flash will allow you to close the gap to your targets much quicker which makes attaching yourself to an enemy much much easier. Skarner also has the nifty trick of using |
People that jungle without |
Alternates to Flash:
These are the only two I've found to be particularly useful alternates.
As you can see,
The off-tank build will let you soak up a LOT of damage. It's really kinda funny how much you absorb. At the same time you do some pretty crazy damage in return. I'd suggest taking this route if you get focused in all of the fights, or if you need another sponge. Otherwise the damage route is usually the better course.
Core:
Wriggle's Lantern is a pretty standard item for any jungler. The wards that it provides will make up for the relatively small price, and it gives great stats all around.
These are the only two boots I ever build, and 90% of the time
This is a non-negotiable core item for Skarner. I see a lot of comments and builds going full AP and I don't understand why. Skarner's damage comes from abilities AND autoattacks. Here's some news for those who don't know already: Autoattacks scale with AD. Shocking, I know, but it's true. Energize means you WILL be autoattacking. Why not capitalize on that and do more damage? The active from
This is another non-negotiable core item. The order that you build the parts can change, but it needs to be built. Everything it gives helps Skarner, but the best part is the active. Skarner is always using spells and because he sticks so well you'll be landing every single proc from Secondary items:
Sunfire Cape is a brilliant item. It provides some solid defense through armor and HP, and it has its passive dealing AoE damage just by standing near people. If you've read this far you know that's what Skarner excels at. This adds a good amount of damage without actually doing much. Plus it's fairly cheap.
Here's where we pick up some attack speed after Trinity Force. Nashor's gives an extremely large increase to your damage output late game. You'll have roughly 240 AD, 150 AP, and 1.3 AS with
If you plan on off-tanking this is the item to grab. The resistances are nice, and because of the passive's particle people tend to focus you less. You can argue the fact all you want, but there's a psychological effect that comes with seeing someone with
I'd actually recommend replacing
If you want to replace
Now Rageblade is an iffy choice. In theory it's perfect for Skarner. AD, AS, AP, what's not to love? The problem is early game Skarner has troubles actually getting to his opponent, and Rageblade is usually an early game purchase. Now late game this is a perfectly reasonable choice over Learn to love these three items, because you'll be buying them a lot. As the jungler your job is to keep the lanes farming. That means warding and counter-warding to prevent them from getting ganked. This section could be made into an entire guide(and conveniently is here), but I can give a brief overview of important notes here.
- Keep Baron and Dragon warded at all times. There is no excuse for your team to not have vision on these two objectives other than the enemy killing your ward.
- Try to keep a ward at the river bush for the top and bottom lane if its occupant is too lazy/stupid to ward it themselves. This will probably save them more times than not.
- Ward the jungle, especially enemy camps. You can potentially catch people off guard at buffs this way.
- Buy
Oracle's Elixir if you know the enemy is whoring out wards like you are. Skarner actually has pretty good sustain with just a
Wriggle's Lantern so an early Oracle is a solid investment.
For more knowledge refer to the guide linked above. It really is a great source of information on the topic.
This will be your uninterrupted jungle route. Now, we all know that you likely will grab a gank or have some sort of interruption on your course, but unhindered this will put you at level 5 at roughly 5:35.
- Start Wraiths with a
Vampiric Scepter and
Ixtal's Impact. Smite big wraith. - Move to wolves, focusing the big wolf. As soon as it dies place a point into
Shattered Earth.
Ixtal's Impact +
Shattered Earth should finish off the remaining two wolves pretty quickly. Remember to manage your mana. Try to stay at about 100 mana if possible. - Twin Golems are next. Smite should come off cooldown right when you bring one to 400-500 so focus the other and smite the one with lower health.
Shattered Earth and autoattack the second one to death. RECALL - Buy
Cloth Armor and 2
Health Potions. Continue to the Ancient Golem. Open with
Ixtal's Impact trying to hit both lizard minions at the same time. Hack away with
Shattered Earth. I like to use a health potion here just to keep my health up at max, but it isn't necessary. - Continue through the small camps. Do not attempt Elder Lizard until after Twin Golems. Smite will not be up by then.
If a wraith start isn't for you, you're in luck! Skarner can start blue as well, though I don't like it.
Buy
As noted before, it isn't likely that your route will be that clean-cut. You should constantly be aware of gank opportunities. Watch your solo lanes and see if anyone is overextended. Bottom lane is also a pretty easy lane to gank so long as one teammate has some sort of CC whether it be a slow, stun, knockup, etc. As long as they can keep someone in place for even a second you can rush in and
While Skarner doesn't have a gap closing ability, he excels at sticking onto people and preventing escapes. This is why ganking a lane that has a strong stun like
Target Priority:
- Squishy AD carry
- AP carry
- Support
- Tanky DPS/Offtank
- Tank
This is the general list to go by, but it can always change from game to game depending on who is getting fed. With
Activating
If you take anything from this guide, remember these general tips:
Shattered Earth slows on the SECOND cast. Charge it up on minions before hand.
Seismic Bastion makes you go ZOOOOM. Use this as your escape/chase.
Flash into
Impale can devastate the unprepared. Catching people off guard with this will easily net a kill in your favor. The range on
Impale is short though, so learn your distances.
Most important of all, have fun! There's no point in playing if you aren't having fun! :D






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