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Spells:
Ghost
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
SKARNER DOMINION GUIDE
I have recently discovered how easy and funny is Skarner to play, so I thought I would share my point of view so I can share my play experience so far and maybe learn new things.
Skarner is a short range champion whose skills scale with AP. His passive makes it so the highest your attack speed, the faster you can use your skills. This is the reason why this guide focuses on attack speed, AP and, lately, AD.
Energize
Energize is a great passive. All the choices are taken around this skill. Basically, every time you attack an enemy champion, all your skill cooldowns are reduced by 1 second. This means more healing, more damage mitigation and more damage output. This is the reason why you're looking to maximize your attack speed. If you ever get out of mana from skill spamming, visit your base. Attacking minions gives half the benefit, so engage them if your ulti is on cooldown.
If your fingers don't hurt after losing a game, then you didn't try hard enough! At level 18 with items, runes and masteries,
Shattered Earth has a 2'1 second cooldown. If you took
Malady and
Wit's End, you'll be dealing aproximately 1'5 attacks per second. On average, this means the effective cooldown will be 0'6 seconds when attacking enemy champions. Remember it's an aoe skill (this is good), and as such spell vamp will be reduced to 1/3th (this is bad). It also slows enemy movement after the first cast (this is good too!).
Seismic Bastion gives you damage absorption which gives you more attack speed and movement speed. Spam it when chasing, spam it when fighting and you'll rock. Unfortunately, the buff part won't last long in melee, but it's still 400 health points every 5 seconds or so.
Ixtal's Impact means added damage and healing every few seconds. Too bad this skill makes you click your mouse, which somehow stops you from entering a full keyboard smashing rage that would definately make
Skarner the most legendary champion ever. Try to use this when enemies are in line to increase the number of hits, then use your
Shattered Earth to damage as many as possible and heal a lot.
Impale Is The Most Funny Skill Ever. Disabling an enemy champion is fun, but picking it up and carrying with you is epic. Add in the ability to keep spamming skills and attacking (even the target of this skill) while in effect and you'll find yourself attacking your own teammates in hopes of reducing its cooldown. The damage from this skill is also decent, dealing 400 + full AP (before magic resistance reductions).
Go R > Q > W > E to increase mobility/mitigation and R > Q > E > W to increase harassing/healing.
Energize is a great passive. All the choices are taken around this skill. Basically, every time you attack an enemy champion, all your skill cooldowns are reduced by 1 second. This means more healing, more damage mitigation and more damage output. This is the reason why you're looking to maximize your attack speed. If you ever get out of mana from skill spamming, visit your base. Attacking minions gives half the benefit, so engage them if your ulti is on cooldown.

If your fingers don't hurt after losing a game, then you didn't try hard enough! At level 18 with items, runes and masteries,











Go R > Q > W > E to increase mobility/mitigation and R > Q > E > W to increase harassing/healing.
Core item build





These items cover

Versus both AP and AD


Heavy physical damage




Heavy magical damage




Offensive choices


You will benefit from


My typical choices are
Ghost and
Flash. Both spells focus on increasing mobility or providing a mean of escaping.
Ghost can help you getting into range of enemy champions when you find you're being kitted and your W is not ready. It can also be used to pull an enemy champion with your ulti faster, as this spell can be used while
Impale is active.
Flash can be good for escaping, chasing or fight initiation. Flash to your target and use a charged
Shattered Earth or
Impale on it to slow or disable. Flash in the middle of the enemy team and take the most squishy champion with you to your teammates. Be creative. Remember you can't flash while impaling someone.
Surge is a good alternative for
Skarner as it will increase your attack speed and AP, which are the most important stats for
Skarner in this build.











First, by reducing incoming damage. This is done by stacking armor/dodge and magic resistance. This is covered by seals and glyphs.
Second, by increasing its self-healing. This is done by increasing damage output through magic penetration. This is covered by marks.
And third, by increasing mobility. This is done by increasing movement speed, which is covered by quintessences.
All over rune selection you'll find out I prefer "per level" runes over flat ones. Considering Dominion is a fast game where you level up quickly, I find them to be the best choice. If you don't agree, it's you who will be playing, so do what you want.
9 x

Less magic resistance ==> more magic damage ==> more self-healing and more damage to oponent.
9 x

At 100 armor, adding another 24 armor from runes would reduce incoming melee damage by roughly 5%, and it only gets worse and your armor increases. These seals alone reduce incoming melee damage by 6'75% no matter how high your armor is, so I consider them a better choice over Greater Seal of Defense.
9 x

Plain magic resistance to reduce incoming magic damage. Other alternatives for this one are


3 x

For quintessences you can pretty much choose what you like the most. I picked movement speed runes to get into fight faster so I can pull a champion to my team, but they can be replaced by






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