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Spells:
Smite
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
energize
Energize (passive) - Basic attacks lower all ability cooldowns by 0.5 seconds. Double effect when attacking champions.
Crystal Slash - Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus magic damage and slows all targets hit.
Skarner deals 25/40/55/70/85 (+ ) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 24/36/48/60/72 (+0.4) bonus magic damage and slows by 20/25/30/35/40% for 2 seconds.
Cost
20/22/24/26/28 Mana
Range
350
Crystalline Exoskeleton - Skarner gains a shield, and while the shield persists his movement speed and attack speed are both increased.
Skarner is shielded for 70/115/160/205/250 (+0.6) damage for 6 seconds. While the shield persists, Skarner gains 30/35/40/45/50% Attack Speed and 15/17/19/21/23% increased Movement Speed.
Cost
60 Mana
Range
0
Fracture - Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them. Striking enemies will consume the mark to heal Skarner. Killing targets outright will also activate the heal.
Skarner deals 80/120/160/200/240 (+0.7) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 30/45/60/75/90 (+0.3). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Cost
50/55/60/65/70 Mana
Range
760
Impale - Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.
Skarner suppresses an enemy champion for 1.75 seconds and deals 100/150/200 (+0.5) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 100/150/200 (+0.5) magic damage.
Cost
100/125/150 Mana
Range
350
Energize (passive) - Basic attacks lower all ability cooldowns by 0.5 seconds. Double effect when attacking champions.

Crystal Slash - Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus magic damage and slows all targets hit.
Skarner deals 25/40/55/70/85 (+ ) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 24/36/48/60/72 (+0.4) bonus magic damage and slows by 20/25/30/35/40% for 2 seconds.
Cost
20/22/24/26/28 Mana
Range
350

Crystalline Exoskeleton - Skarner gains a shield, and while the shield persists his movement speed and attack speed are both increased.
Skarner is shielded for 70/115/160/205/250 (+0.6) damage for 6 seconds. While the shield persists, Skarner gains 30/35/40/45/50% Attack Speed and 15/17/19/21/23% increased Movement Speed.
Cost
60 Mana
Range
0

Fracture - Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them. Striking enemies will consume the mark to heal Skarner. Killing targets outright will also activate the heal.
Skarner deals 80/120/160/200/240 (+0.7) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 30/45/60/75/90 (+0.3). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Cost
50/55/60/65/70 Mana
Range
760

Impale - Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.
Skarner suppresses an enemy champion for 1.75 seconds and deals 100/150/200 (+0.5) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 100/150/200 (+0.5) magic damage.
Cost
100/125/150 Mana
Range
350
Runes





Greater Mark of Alacrity
I take these because with more attack speed jungling is more easier and of course faster :)

Seal of Resilience
You can't have enough armor when you jungle ;)

Glyph of Shielding
With more magic resist Skarner isn't vulnerable against AP carries.

Quintessence of Swiftness
With more movement speed ganks are easier because enemy champs can't escape that fast ;)
Early Game:
Item Sequence






Heart of Gold
825

Mercury's Treads
1250

Phantom Dancer
2650
Next ist


My first big item is

Mid-/Lategame
Item Sequence






Trinity Force
3333

Hextech Gunblade
3000

Randuin's Omen
2700

Timeworn Talisman of Ascension
2200

If the game isn't over yet you should purchase



I max Crystal Smash first because it's (after




Jungle route:
- wolves: get some help (faster)
- blue: (use
Smite here) someone should pull (use
Smite here)
- wraiths
- golems: maybe you will be low (use Portion)
- lizard: (use
Smite here too)
Spam Crystal Smash and use Crystalline Exoskeleton thus you won't get so much damage.
After finishing the route you should check if you can gank bot.
Otherwise go back to wraiths and to wolves and then check if you can gank top/mid.
Keep cleaning up jungle camps and gank whenever you can.
Ganks with Lvl 6+ will be more efficient cause ofImpale ;)
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