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Skarner Build Guide by CptTeemoOnDuty

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League of Legends Build Guide Author CptTeemoOnDuty

Skarner, The Crystal Vanguard

CptTeemoOnDuty Last updated on July 29, 2018
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

Predator skarner

Skarner Build

LoL Path: Domination
LoL Rune: Predator
LoL Rune: Cheap Shot
Cheap Shot
LoL Rune: Zombie Ward
Zombie Ward
LoL Rune: Ingenious Hunter
Ingenious Hunter

LoL Path: Sorcery
LoL Rune: Nimbus Cloak
Nimbus Cloak
LoL Rune: Waterwalking

+12 Attack Damage or +20 Ability Power, Adaptive

LeagueSpy Logo
Jungle Role
Ranked #19 in
Jungle Role
Win 53%
Get More Stats

Ability Sequence

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

Table of contents [Work in progress]

I saw there weren't many Skarner guides on this platform, considering I've played him ever since how he was initially I figured I might as well try and give some tips to new players and perhaps spark some more interest into him (and avoid people feeling useless when playing him).

I used to play Skarner very different in his previous states but with the current changes skarner is mostly viable as a tankier jungle. You might want to try some damage builds for fun but he might end up being too squishy to be able to be useful in fights.

Some of the art in this guide isn't mine. Be sure to check out the original owners.

  • Great CC, his ult can win teamfights if used well.
  • Can become quite tanky and a problem for the enemy team.
  • Decent clear with his AoE damage.
  • His crystals let you 1v1 effectivly and control your mana.

  • Difficult to recover when behind
  • Useless against some team comps (If they don't allow you to go in)
  • Close ranged, not a lot of mobility other than movement speed either.


These runes were made considering Skarner's different benefits, as I've stated many times I'd like players to experiment and choose their own playstyle and preference. There might even be players out there who love playing Skarner with Phase Rush, either way I'll mention some options below for secondary tree's and these will include certain benefits to why they work, A more detailed explanation for some of these runes will be given below in their respective rune builds. Skarner scales well of Movement speed (MS), Tenacity, Health (HP) and Cooldown Reduction (CDR)
  • MS: Extra movement speed allows him to get to his targets faster and chase them down (Ability to catch out targets).
  • Tenacity: Avoid stuns or slows when you want to go in to catch someone out, getting locked down gets you killed.
  • HP: His shield scales on health so health items will help with durability, don't forget Armor and Magic Resist without them you'll die either way.
  • CDR: His combo (Flash + Ult) is the best way to catch people out, so with some runes that let u reduce Summoner spells CDR you will be able to execute it more often, aside from the summoner spells, having ability CDR let's you CC more often and shield yourself more often.

Secondary Tree's
I'd first like to talk about some rune options in your secondary tree as Skarner has quite the variety of runes that work well with his kit. Our rune pages use Resolve and Inspiration, so I'd like to note some of the benefits in each of them, and also point out Celerity and Waterwalking are the most common ones, for their jungle pathing use. Although now Nimbus Cloak can replace Celerity if you prefer the added speed to your ult.
  • Inspiration Primary tree: All the Resolve tree options work with his kit so you should choose one depending on what you lack or want, Overgrowth could be useful to get extra health (His shield scales with his max HP). Second Wind on the other hand is more useful in laning as you won't trade dmg as often as a jungler. Demolish is really good in a tower push composition, and even Font of Life works with his CC.
    Aside from Resolve you could opt for some sorcery options like Transcendence, Waterwalking, or Celerity, which provide either extra CDR or MS which is good on skarner.
  • Resolve Primary tree: The resolve tree isn't used a lot at the moment, since Predator is the most common one, yet if you were to use Resolve, I'd suggest going the Sorcery options mentioned before, or going things like Cosmic Insight to reduce his cooldowns.
  • Domination Primary tree: The secondary tree options translate from the other trees, most likely Sorcery options but you can always "customize" it adding some more tankyness instead or going for some more cooldown reduction and utility with inspiration.

Predator is very good on skarner for obvious reasons, that's why this tree is his most used one.

Predator: The added movement speed, damage and overall utility this grants for his ultimate makes it the best choice by far.

Cheap shot

Little heal
Cheap Shot: The options are a bit limited, cheap shot will give you a bit of true damage when you stun them, which usually is going to happen since his engage relies on a good stun.

Zombie ward

extra damage
Zombie Ward: Very good for a jungler, it grants more vision control and helps you control your and the enemies jungle.

Ingenious hunter
Ingenious Hunter: The last 3 options work really well with this page, We chose this one to reduce predator times, you can also go Relentless Hunter to get extra ms or Ultimate Hunter for ultimate CDR.

Added MS

Added MS

The Inspiration tree has some very good options for skarner, As secondary tree's look above.

Unsealed spellbook

Slowing build
Unsealed Spellbook:One of Skarner's most used combos is flash ulting enemies, so I thought having the extra cooldown on flash could come in handy. I also considered Glacial Augment because of it's slows, but it would be more effective if it were proc'd by an active item.

Hextech flashtraption

Cheaper boots

Early dive potential
Hextech Flashtraption: I like using hexflash to jump walls and surprise enemies sometimes, could be very useful on skarner to catch someone out. Perfect Timing might be good to dive enemies early on and then built into Stoneplate.

Future's market

Future's Market: Allows earlier item building, Biscuit Delivery is also a very good option if you want to get some jungle sustain.

Cosmic insight

Extra MS

Sustain + MS
Cosmic Insight: Extra CDR, Approach Velocity isn't bad either, grants some movement upon cc, same with Time Warp Tonic which grants a bit more sustain and also the movement speed with active potions.

Added MS

Added MS

Resolve allows you to become a tankier than Inspiration early on, you trade away some of your CDR for your combo but might gain some damage. Secondary options will be in THIS COLOR due to resolve being green colored already.

Aftershock: Best out of the three options, as a jungler you won't very likely use Grasp of the Undying to poke and Guardian could work when ganking but unlikely.

Tower destruction

Bone plating
Bone Plating: Extra tankyness, helps against poke.

Conditioning: More resistances, the other options could be used but might be less effective.

More health

Unflinching: Helps against cc comps, especially slows. Overgrowth can be a good option as well, even Revitalize as it boosts your shield.

Added MS

Added MS

What to do with skarner

  • Ganking, very obvious but ganking with skarner isn't all that easy early on, Predator makes it a tad easier but you will have to run to the enemy, hope he isn't faster or doesnt have a leap or dash and then catch him with your stun.
  • Don't act too quick, Don't use your Fracture too early, it travels really slow and if it touches any other enemy (also minions) it becomes even slower, try and get as close as you can before using it, also don't use your ult too quick, especially against champions who can possibly deny it, try and bait out any means that could do so.
  • Upgrade your shield, your shield gives you movement speed, but it only does when the shield is active. When it breaks you'll lose your movement speed. Level it second and sometimes it's even worth putting some points in it earlier, it grants good sustain plus helps you gank.
  • Be smart, It's sad I even have to mention this but, don't just run into 5 people when nobody from your team is around, even if they are if you know you keep dying when you do so, stop doing it... And don't ult the enemy tank just because he is closer, it most likely helps the enemy team more than it does your team.


Note: Of course initially using Fracture to stun is a good option, but if you are later in the game your combo is usually used to drag an enemy out their team and kill it alone, if you are able to autoattack (no other enemies or you are ahead and don't need to use ult yet), proceed to attack without ult till it's needed.


  • Allows you to clear your jungle pretty fast and lose less mana during the clear.
  • Faster navigation through the jungle.
  • Actually really good to fight the enemy jungler early on, against certain junglers you will out damage them and be able to chase them down easily.
  • A negative point to it might be the visibility, I'm almost certain enemies can see when one of them has been captures, revealing your possible location.

Crystal slash

  • Used to love the old one with permanent slows, but the new version isn't that bad. Allows you to deal mixed damage to enemies and it's cooldown is reduced by auto's.
  • Mostly a useful damage ability against enemy champions, stay on top of them and while auto attacking use this to do a bit more damage.
  • Good for jungle clearing with it's AoE damage.

Crystalline Exoskeleton

  • I max this second as it's very good peel and gives your extra movement speed while the shield isn't broken.
  • Just a good shield to help you clear the jungle and trade with enemies.
  • The extra movement speed grants you a better combo and easier ganking.


  • Good CC move, stuns the target for a short time after initially slowing them. It might be hard to hit at first due to it's unique speed.
  • Try to avoid big minion waves with it when ganking, it becomes slower and slower when hitting minions so you'll most likely miss the target.
  • If you are able to get close, get as close as you can before using it to ensure the hit, the slow might help after to get closer to the target to stun.


  • The main reason to play skarner, his ultimate allows you to catch out anyone from the enemy team and drag them in your team for a quick finish.
  • This ability could also save one of your carries as it makes the target unable to do anything during its period, they are able to be damaged by your allies. It can even stop a Darius ult mid air.
  • Using flash with this ability might help you catch someone by surprise (One of the enemy carries) and allow you to win the fight.
  • If you are alone you could use this to pull someone under your tower and allow you to get a quick kill from it, the stun duration is quite long and it let's you set up your next stun with Fracture.

Some items might be obvious to someone like skarner, but others might not be, I'll give some context to a few items that work well on skarner.
  • Dead Man's Plate: Boosts his movement speed and then allows him to do extra damage on his first hit, good to catch people, which is what his kit is all about.
  • Zeke's Convergence: A support item?, this item allows skarner to link up to someone, but aside from that also will give him an extra area slow when he uses his ult, plus extra damage to whoever he links to.
  • Righteous Glory: Combined with predator, skarner becomes so fast enemies won't be able to target you with skillshots if you are decent at juking, also provides a slow on his destination.
  • Adaptive Helm: Really good magic resist item, helps a lot against poking mages and will reduce the incoming damage quite a bit, can be changed with Spirit Visage, depends on what type of mages you are dealing with.

[Work in progress]

[Work in progress]

[Work in progress]

[Work in progress]


  • Nothing yet.
  • Under construction

Changes to the guide:


  • Made guide, quite empty for now


  • Slowly adding things, runes updated and added ability details.


  • Added some information
  • Domination runes explained
  • Updated runes and items