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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
This will be my first guide so bear with me :P
ATTENTION: STILL A WORK IN PROGRESS
(Will go through and add Spell/Rune links later)
I Build Skarner almost like Irelia, relying on abilities and Trinity proc for damage and building very tanky in order to sustain through the teamfight and cleanup afterwards.
I have included 2 builds in this guide, but they are pretty similar.
The first one is for Solo lane Top. I feel Skarner can excell in this lane due to his healing/sustain and ability to go toe to toe with someone.
The second build is for jungling as it uses Smite. This is the role Skarner was designed for and is played in the Champion Spotlight. He clears the Jungle fast and uses blue buff well as his abilities drain his mana very quickly.
Greater Mark of Desolation x9 - Standard on any Physical damage dealer. While some people may argue that Skarner does large amounts of Magic damage, when built with Trinity Force I feel his auto attacks are a large percent of his damage. Other options:
Other options for Masteries include 9/21/0 0/21/9 or even 0/9/21, It is pretty much up to you as most of the stats in any of the trees are useful for Skarner.
I level Q second as it increases sustained damage and slowing power allowing you to pick up kills.
I level W last (1 point at lvl 4) as the shield strength is weak and the Atk Speed/Movespeed increase for leveling it up is minimal.
Obviously take your Ult whenever possible
For jungling I level Q first causing you to clear the jungle faster and with blue buff you can spam it pretty well.
E comes next as it will give you sustain and not require you to buy additional health pots after the first 5
Lastly is W (except for 1 point at lvl 4 for ganking) for the same reasons as before.
Grab Ult whenever possible.
- almost a necessity due to its immense utility. Use it to catch someone off-guard, then grab the enemy with
, pulling them back into your team to initiate the teamfight. Use it to escape over walls or get out of a bad positioning. Use it as a gap closer to begin your chain-slow with
. There is just so much utility in this single spell that it should be taken always. Sadly, you cannont use
while channeling
.Other options:
- This is the ONE other spell I would consider taking instead of flash, if flash just isn't for you.2nd Summoner Spell:
This one is more debatable and based on your personal tastes. The 4 I would choose between would be
- If you are jungling of course.
- Great true damage and reduced heal. While not that great late game, the early game power of this ability will net you many kills if used in the right situations. This will also help in your first toe to toe fight in Top lane, possibly granting you lane dominance.
- Not as good as
in my opinion as Skarner already has a permanent slow, but the range on this spell could allow you to close the gap and proc your Q.
- Skarner is a great tower defender against One or Two people due to
. Pick this if your team needs someone to defend against backdoors and minion pushes. I would consider this a situational pick, as
or
will help you tremendously with early laning.As a brief overview: Try to last hit and use E + Q combo to heal off as many minions as possible. If the enemy gets too agressive, when you hit 6 you can pull him into your tower for a kill. Conserve your mana. Don't waste Q's on minions (unless Q + E Combo) or E's when
you are at full HP as Skarner has serious mana issues.
Champions I have beaten in lane at this point include:
Rumble
Mordekaiser
Olaf
Nidalee
Renekton
Akali






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