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Skarner Build Guide by Tombikocher

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By Tombikocher | Updated on August 12, 2011
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17 Comments
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[tip_playing_against] => * Skarner can't harm you very much outside of short range, so stay away from him! * Skarner's movement speed and attack speed are increased as long as his shield, Crystalline Exoskeleton, persists. Attack him to lower his speed. * Some Skarners will have lots of defensive items, while others may build offensively. Check the items your enemy has to determine how to beat them. 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When the effect ends, Skarner's target will be dealt the same amount of magic and physical damage again. [ranked_description] => Skarner suppresses an enemy champion for 1.75 seconds, dealing 60% of his total Attack Damage as physical damage and {20/60/100} {0.5} magic damage to them. 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 the same amount of magic and physical damage again. 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Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Ghost

Ghost

LeagueSpy Logo
Jungle Role
Ranked #19 in
Jungle Role
Win 52%
Get More Stats

Intro

Hi and welcome to my first guide on Mobafire: Skarner - The Jungling Scorpion [HYBRID]

I bought Skarner immediately after his release and wanted to make a guide for him because he's really fun to play imo. I figured out that there are a bunch of ways you can play him successful.

In this guide I want to show you the Hybrid Jungle build.
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Pros / Cons

First off, I wanna show you the Pros and Cons of Skarner:

PROS:
- Many ways to play him
- Quite easy to play
- Fast Jungler
- Very good Chase abilities

CONS:
- Squishy
- CCed easily
- You'll need the runes to jungle successfully
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Skills

EnergizeOP passive. The more attack speed, the more effective!

Very low CD. Together with the passive, CDR and additional attack speed it's the ultimate spam ability.

An ability which absorbs damage, boosts movement speed and attack speed... Wtf?

Skarner's only ranged spell. Hit as many minions as you can to maximize the heal when using E-Q-Combo.

Very nice ultimate. Makes an enemy unable to do anything for 1,5 seconds and lets you pull him around. Try to get the enemy team's carry with it or someone who is channeling an ultimate to abort it (like ).

ATTENTION: You can't use while is activated.
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Background

Centuries ago, there lived a race of creatures as ferocious as they were wise. The brackern were unusual beings blessed with the earth's primal magic, embodied in the form of crystals. Their kind knew of an arcane ritual to bind their life's essence to a crystal, communing with the magic embedded in it. With this power, the brackern thrived in the Odyn Valley, protecting both creatures and crystals alike. Despite attacks from those looking to claim the primal magic, it seemed that nothing could get past the brackern's defenses. Nothing, that is, until the devastation of a Rune War.

A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When Skarner burst to the surface, he lashed out in anger and confusion. Reason eventually won out over his anger when he realized that the agents of the League who found him were simply functionaries. Skarner was invited to the Institute of War to share the brackern's story. In return, the summoners told him about the history that his kind had slept through. Much had been done to curb the unchecked use of magic since the Rune Wars, but it was obvious that the world was not yet safe for his kind to reawaken. For now, however, there is a place where Skarner can use his power to change the world into one to which his kind could eventually return: the League of Legends.

"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world." – Skarner
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Masteries

As masteries I chose 20/0/10. The Offense masteries will help you in the jungle early game.

I didn't put a point in Havoc because I think that the effect of it isn't worth a point. 2/2 in Utility Mastery is muuuch better.
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Runes

Greater Mark of Desolation Greater Mark of Desolation
These runes make it easier to jungle as you ignore the armor of monsters when autoattacking and using Q.

Greater Mark of Alacrity
If you want your passive to work more effective you should take these runes.

Greater Seal of Resilience
I prefer to use these runes because they lower the incoming damage from monsters, minions and champions when they autoattack or use abilities which scale with AD.

Greater Seal of Evasion
These runes give you an additional chance of 6,75% to dodge a single attack. They are not that useful imo but as many people prefer these ones I listed them too.

Greater Glyph of Focus
Very good for jungling, simply lowers the Cool Down of Skarners abilities. Lets you spam your Q hard.

Greater Glyph of Potency
Also very good for jungling, they let you heal more when using E-Q-Combo and you deal more damage.

Greater Quintessence of Fortitude
After completing the first round of jungling you will have very low HP or you will be dead if you don't use these quintessences. If you use them, you may have enough HP to gank a lane or to continue jungling if the enemy team doesn't have a jungler.

I still recommend you to use the runes you want and which fit your play style best.
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Summoner Spells

REQUIRED
You won't be able to jungle without it.

RECOMMENDED
has a low CD compared to many other summoner spells and is perfect for chasing enemies but also for getting away from them. Recommended.

POSSIBLE

May help you jungle in the beginning, gets you kills you wouldn't get without it and halfs the amount of heals. Good one.
lets you chase fast enemies better and shuts down the enemy Carry/Nuke for a few seconds.
This spell can save your life in many situations and can be used to get an enemy who flashed right away. You can combine it with to stop the enemy from running away.

ATTENTION:
You can't use while is activated.

DON'T TAKE IT
You should take this spell if you skilled it in the DEF tree which will be possible when you play him as Off-Tank.
Pls no.
No.
Not viable for jungling.
You're not the one who should take this spell with you.
You won't need it.
Uhmmm.. no!
Let a support take this spell.
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Items

Core Items

I start off with Cloth Armor and 5x Health Potion. Jungling with those items is just more comfortable. After you got your Mercury's Treads you should build Trinity Force or Hextech Gunblade. While Triforce gives you a bit of everything incl. movement speed and a nice passive, the Gunblade will provide you lots of AD, AP, Lifesteal, Spellvamp and an active. Don't forget to use it!

If you are having trouble with enemy AP/CC champs you should build Banshee's Veil. After you got all those items I'd recommend to buy Guinsoo's Rageblade. Then you can sell Cloth Armor and buy an item you want. If it's still hard to stay alive you can buy a DEF item like Guardian Angel, if not then I suggest to buy Nashor's Tooth.
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Jungling

I am using this route

You'll probably get a bit low while doing blue buff but dont worry.

If you're not able to gank after you cleared your jungle, you may have the wrong runes or you're too slow using potions/abilities :P
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Closing Words

Thanks for reading my guide.
Feel free to criticize, to tell me what you would change and to ask questions!
Btw: I'm German and I apologize for all grammatical mistakes you found in this guide :)

Peace <3.