Skarner Build Guide by Merthos1123
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+10% Attack Speed
+10% Attack Speed
+10% Attack Speed
Ability Order 1 Point R (E W Q MAX)
Threats & Synergies
Olaf counter Skarner due to the fact that he has insane healing, true damage and a ultimate that negates Skarner's. To win, only fight Olaf when you have teammates around.
You literally cannot farm against him in lane, and his oranges counter all your cc. To win wait for your 45% cdr then try to combo him repeatedly.
She can duel you very effectively and heal all your damage. To win, look for flash r picks on her during mid game team fights allowing your team to shut her down.
You cannot lane against this champion. To win, wait for your level 6 combo and wait for jungle assistance.
Easy to setup for, use impale to drag enemies into cocoon for a free stun.
Drag into abilities for guaranteed hit and kill.
Can really make use of your stuns to easily land his Q and execute for a free kill
Skarner is a juggernaut that excels at crowd controlling his target for a insane amount of time. Skarner's most iconic ability for crowd control is Impale, Skarner rears his stinger and suppresses his target for 1.75 seconds. With Impale Skarner can setup free kills for his teammates. Overall Skarner is a champion that can be used to effectively shut a person out of a fight and potentially make it a 4v5.
+ Strong when ahead
+ Easy roams with Crystal Spires
+ Great setup for junglers
+ Good pick potential with Flash Impale
Skarner is a tanky juggernaut that excels at locking down champions with insane crowd control. Skarner has a rough early game but if he gets going he is a very snowbally champion. Roaming with Skarner is also very effective due to his Crystal Spires giving him over 70 movement speed throughout most of the river and jungle quadrants. Skarner's strongest when he is able to setup his junglers with his insane cc allowing for essentially free kills.
- Weak early game
- No Crystal Spires in lane
- Low mobility
- Crystal Spires can be captured by enemy team
|Skarner has an extremely weak early game usually having mana issues and has a hard time surviving against strong early game opponents. Crystal Spires do not spawn in lane so you basically have no passive aside from your e proc or r duration. Skarner has no mobility aside from his W speed up, making him vulnerable to ganks. Skarner's passive Crystal Spires can be captured by the enemy team making you have essentially no passive if the enemy controls the map.|
In my almost 6000 games of Skarner top there was a lot of experimentation with which keystones work the best and what were sub optimal. As of patch 10.14 Skarner's best keystones are from the Inspiration, Resolve, and Sorcery tree's and that includes Prototype: Omnistone, Phase Rush, and Aftershock.
Prototype: Omnistone allows Skarner to have the versatility of being able to use all keystones.
Phase Rush allows Skarner to better escape potential and being able to pull targets further with Impale
Aftershock allows Skarner to be a frontline threat in a team fight with lower risk of dying due to the extra resists.
For the secondary runes Skarner you should always have Bone Plating Unflinching as secondary if not running Resolve tree.
Unflinching gives Skarner a lot of needed crowd control reduction in big team fights so that he can reliably land his cc.
Bone Plating enables Skarner to have much needed burst reduction as he is very vulnerable early without items.
Shield Bash enables Skarner when using Crystalline Exoskeleton to gain 10 armor and magic resist, in addition to extra on hit damage depending on the size of his shield.
Biscuit Delivery gives Skarner much needed mana and health sustain for the early game.
Cosmic Insight gives Skarner extra cdr for the early game and can help smooth out the 35% cdr spike with the cdr core.
Magical Footwear free boots on Skarner is insanely good on him, it also gives an extra 10 movement speed on top of it.
Manaflow Band gives Skarner greater mana control in lane.
Transcendence gives Skarner 10% cdr at level 10 that can be capped out with the cdr core.
Gathering Storm a good scaling rune on Skarner as it gives him extra adaptive force the longer the game goes on.
Skarner to explain why Prototype: Omnistone, Aftershock, and Phase Rush are the best for Skarner there is one way to explain it. What Skarner wants in a rune is instant power, what that means is that you can proc these runes with out much effort such as landing 3 abilities, immobilizing, and auto attacking.
Skarner's best stat is Cooldown Reduction by far and allows Skarner to accomplish his stun combo that rotates his Fracture twice and gives him his massive cc time.
Crystal Slash is Skarner's Q. Skarner attacks with his claws, dealing 0.33/0.36/0.39/0.42/0.45% physical damage in a radius. This ability also becomes empowered if a unit is struck, dealing bonus magic damage equal to 0.33/0.36/0.39/0.42/0.45% physical damage with 20% ability power scaling. It also resets its cool down by 0.25 seconds when hitting any unit and by 1 second when hitting an enemy champion. This is useful on Skarner as it can be used as a Sheen proc and add extra damage in between other abilities.
Crystalline Exoskeleton is Skarner's W. Skarner summons a shield for 6 seconds, shielding him for 10/11/12/13/14% of his maximum health and scaling off 80% of your ability power. While the shield persists Skarner gains 16/20/24/28/32% movement speed. This is good on Skarner for combat to block burst damage and skill shots. It is also effective as a escape tool due to the movement speed ramp up.
Fracture is Skarner's E. Skarner summons a blast of crystalline energy that deals 40/65/90/115/140 magic damage in a line, scaling with 40% ability power. When a unit or enemy champion is struck they are slowed by 30/35/40/45/50% and are afflicted with crystal venom for 5 seconds. When Skarner basic attacks a unit or champion that is afflicted with crystal venom he deals 30/50/70/90/110 additional physical damage, stunning them for 1.25 seconds, with its cool-down reducing by 1 second. Additionally when Skarner basic attacks a unit or champion he gains crystal charge for the duration of the stun, gaining his Crystal Spires bonus. This skill is the most important ability on Skarner because it is his way of short trading with a Sheen proc and gaining a nice burst of speed thanks to crystal charge.
Impale is Skarner's ultimate. Skarner rears his stinger and suppresses his target for 1.75 seconds, dealing 60% of his total attack damage and 20/60/100 magic damage, scaling with 50% of his ability power. For the entire duration of the suppression Skarner can drag his victim around with him. After the effect ends they are dealt the same damage, effectively making it have 100% ability power scaling. This ability is good on Skarner as it is his main tool in picking off priority targets such as marksmen or mages.