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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 April 23, 2018
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

Inspiration based

Skarner Build

LoL Path: Inspiration
LoL Rune: Unsealed Spellbook
Unsealed Spellbook
LoL Rune: Hextech Flashtraption
Hextech Flashtraption
LoL Rune: Biscuit Delivery
Biscuit Delivery
LoL Rune: Cosmic Insight
Cosmic Insight

LoL Path: Resolve
LoL Rune: Unflinching
LoL Rune: Conditioning

+35-300 Health (at levels 1-18)

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Jungle Role
Ranked #21 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

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

Table of contents [Work in progress]

I 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 possible Sorcery options.
  • Inspiration Primary tree: Aside the options chosen below Iron Skin would be very good against AD compositions, where the counterpart against MR compositions. 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, Celerity, or The Ultimate Hat, which provide either extra CDR or MS which is good on skarner.
  • Resolve Primary tree: Again the options below could be replaced for example with Perfect Timing, like explained in the Inspiration rune page. Same goes with Cosmic Insight and Approach Velocity. Aside these 4 runes I think no other inspiration runes are that useful on Skarner, you could like in the Inspiration build go Sorcery as secondary tree to get extra CDR or Movement speed, according to what you prefer.

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

Unsealed spellbook

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

Hextech flashtraption

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.

Magical footwear
Magical Footwear: More movement speed and reduced boot costs, might be the better option of the three.

Cosmic insight

Extra MS
Cosmic Insight: Extra CDR, Approach Velocity isn't bad either, but it depends how you will decide to end up playing, his slows from E and stuns might help to catch people.

Mana sustain

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
Unflinching: Extra tenacity so you won't get locked down as easy or slowed down when trying to get a pick.

Extra armor

Extra Magic resist

Conditioning: More resistances, Iron Skin and Mirror Shell are good options when facing damage specific teams.

Cosmic insight
Overgrowth: Extra health when killing monsters, the other two could work but are situational.

Jump walls



  • 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.

[Work in progress]


[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.