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Spells:
Flash
Smite
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
The first part of my guide will be about the cheat sheet and the general building of Skarner. This will include masteries, runes and anything you can do that doesn't really include playing. This section will also include my reasonings or theory craftings for any common issues.
The second half of my guide will be about how to actually play the game and what to do in the actual situation of a ranked game. It will describe how to jungle, how to gank, and how to abuse skarner's power in a solo queue game. I will also show you how to beat other certain junglers and what to do if you are getting beat. These descriptions will go all the way to late game from early game. I will then finish off with match-ups and people to gank.
I was planning on leaving this in the hall of fame, but to keep people reading I am going to leave this here: This is my currently match history with skarner and I will continue to update it. I have recently stopped playing skarner because I have gained interest in other junglers. This is so I can learn more about other junglers and increase my knowledge in the jungle.

Also, I would like to leave these 4 games in a row here. These are not for bragging, but a show of how consistent Skarner jungling is. Notice that apart from some little tweaks, a generally similar build is being used. However, you can also notice something else from the creep score. It shows really well how games are different from each other and you must adapt to how much you jungle and balance that with gank opportunities when you see them.

With that done, I hope that you enjoy reading the guide. Read how much you want and whatever you want, I hope that this guide may help you with learning how to play Skarner. I would also like to point out that this guide works in all elo's. I have played this in a game where none of my lanes won and have carried my team to victory. Just because this guide goes full tank doesn't mean that I can't do damage. Please read the full guide and test it out before voting.
- He is a jungler. This is the first step to take in a solo queue game. When you queue into a solo queue game, and the champion select starts, how many times have you seen people say this: Mid or feed. Solo top please. Solo top. No I'm solo top. No I am! With this tactic, less people play jungle because less people don't know how. Jungle is the role that takes the most knowledge so you are more likely to get this role.
- He can build tanky while still doing damage. Not many champions can do this, but a skarner with a frozen heart and a shurelyas does a **** load of damage. All that Cooldown reduction equals more
Shattered Earthes, and more
Seismic Bastion's to get more
Shattered Earthes. Being tanky is important because it gives you the ability to turret dive safely. It also allows you to run in 5v1 and signal your team to initiate without dying in 1 second.
- He has a strong jungle. He has great ganks for solo queue, and once you get your oracles elixir you can gank any lane and get a kill. His slow and ability to endlessly chase someone is amazing, and you will force flashes like no other.
- His ultimate is game changing. I consider his ultimate one of the best ultimates in the game. For me, it is the best in the WHOLE GAME. The best part of this ultimate is that if one champion is carrying the other team, most likely an AD Ranged Carry, you can get rid of him in a second. Skarner can easily get to a champion, ult him, and he's dead.
The first time I tried skarner out was in a ranked game for some reason, and I then proceeded on a skarner marathon. He is a very easy champion to get used to.

These are the masteries that I use. I go with 0/21/9 because these are really the only viable masteries that you can use on skarner with success. There is nothing in the whole offensive tree that works with skarner except for the 4% attack speed, but 4% attack speed is not worth anything we get in the utility tree or defensive tree.











The 9 points in utility are very self-explanatory, we need a longer blue buff, as well as that 2% movement speed increase. We do not take the mana masteries because the other ones are better, and skarner is not that mana hungry when played properly.

Marks:


Seals:

Glyphs:


Quintessences:

This passive is just amazing. I don't really know what else to say, it gives you super fast



This skill is your main damaging skill. Remember, it must be charged up to have the energized version. When energized, this skill actually does a ton of damage because it has basically a 1 second cooldown when used properly. You want to use it to clear camps as a jungler, also use it to permaslow a champion for the kill. In a teamfight, you generally want to peel for your carry so that the enemy bruisers can't get to them.
This is your initiating skill and it is also a very nice ability. It gives you everything you need, speed, attack speed, and health. It fits skarner very nicely, giving him a kind of gap closer, as well as sustain and faster clearing times. Remember that when it increases your attack speed it also procs energize more frequently. this means more

This skill sucks. haha its so bad I wish they'd remake it, it's such a noob trap. You can read more about this in the next section. There is really only one use for this, to recover from enemy poke in the late game.
Best ultimate in the game. BESSSST. This skill is just so good and also so easy to use, it's just a point and click yet it is so good. Just make sure that the person you ultimate is squishy enough to die in 1 second after getting focused from your team. If you accidently pull a tryndamere or a singed you are screwed. YOU CANNOT FLASH WITH THIS SKILL!




The stats on fracture actually aren't that bad, except that there is always something better to get. Maxing crystal slash is obviously our priority because it is our main clear tool, gank tool, and fighting tool. Plus the cooldown is freakishly low. For those reasons, here is our maxing priority, from most important to least important.
Base movement speed: 320
Level 1 boots: 50
Masteries: 5%
Quints: 4.5%
Crystalline exoskeleton at lvl 1: 15%
Total: 370 x (1.245) = 460.65. Because there are diminished returns past 415 movement speed, we take 460.65 - 415 = 45.65, 45.65 x 80% = 36.52. 415 + 36.52 = 451.52 rounded to 451 in game.
Now lets compare this movement speed to an average champion that went top with cloth and 5 pots. The slowest champion is 300, and the fastest is 330. The average would be around 315. This means that you are around 40% faster then him. Even with boots, 365, you would be 20% faster then him. Now, lets see skarners full build movement speed.
Base movement speed: 320
Level 2 boots: 70
Masteries: 5%
Quints: 4.5%
Crystalline exoskeleton at lvl 5: 23%
Force of nature: 8%
shurelyas active: 40%
Total: 390 x (1.805) = 703.95. Because there are diminished returns past 415 movement speed, we take 703.95 - 415 = 288.95, 288.95 x 80% = 231.16. 415 + 231.16 = 646.16. there is also diminished returns after 490, by 50%. 646.16-490 = 156.16. that divided by 2 = 78.08, that plus 490
= 568.08.
It doesn't take a genius to find out how fast that is. IN SHORT, REALLY FAST. So why is this so important? With this kind of movement speed, you can reach the enemy carry really fast, so you can

NOTE: I don't include trinity force in these calculations because the game rarely goes that far. But if it does, thats an extra 12% movement speed.
And that, is why I build movement speed on skarner. It is the ultimate "OH SNAP I'M A DOUCHEBAG LOL YOUR DEAD" move to any enemy carry who overextended just a tiny bit. And so you punish them for that. hard. really hard. as hard as that shell around skarner.
This item is so commonly seen as good it almost makes me cry. Everytime I have a skarner build this on my team I wonder to myself: Is he a free week skarner? Did he really just build that? (I'm just joking, its a common mistake anyone could make) Here are the stats:
+23 attack damage
+12% life steal
Passive Unique: On hit, 20% chance for target minion/monster to suffer 425 magic damage.
Active Unique: Places a Sight Ward at target location. 3 minute cooldown. (600 cast range).
The total cost of this item is 1600 gold. Now let me ask you, what would you rather buy? A




What stats from wriggle's benefits skarner? 23 attack damage? Barely. It won't help clear camps much faster, neither will it help ganks because most your damage comes from

Now what about the wriggle proc? Of course that helps right? Yes it does, but to a minimum extent. Skarner's clear is an aoe attack, so even if we get a lucky wriggles proc we are only going to finish the camp 2 or 3 seconds faster. But mikuroo, you said time was everything! It is everything for a jungler, but it isn't worth 1600 gold for a minimum increase in clear time. Besides, by the time you even get to buy this item you will have fast enough clear. the only stat that is good on this item is the armor.
The next item I see everyone rushing on skarner is : This is a bad item to rush, and generally a bad item to buy early on unless you are so fed it's not even funny. You would win that game anyways, so building correctly doesn't change the fact.
Now, most people rush this because of skarner's spammable





The general rule of thumb is: If you are winning don't build offensively. Build tanky. A tanky skarner is a good skarner. Remember this and you will learn quickly how to build skarner to his maximum potential every game.






philosopher's stone

mercury treads: These are my favorite boots. You can buy boots of mobility if you feel that confident, but I would rather buy these because you WILL be a future target due to your oracle's elixir. These also give you the early bit of magic resistance that I don't buy until way later.














Any other items are not viable. I have looked through all the items and if you want to suggest an item I will tell you why it is bad. However, all the items I have not mentioned in this section are pretty obvious why they are bad.
A normal Jungle Route:
Wolves > Blue > Wraiths > Golems
You should have your teammates damage your wolves for you when your killing them, and then leash your blue. This is because you will take way too much damage if they don't. After this you can do whatever you want.
Wolves, Wraiths and Golem timers: around a minute each, it really doesn't matter though. With my set up, you should be looking out for ganks and only return to the jungle to do a full clear. Rinse, and repeat.
However, the more important parts are buffs, dragon and baron. Buffs respawn in 5 minutes, dragon respawns in 6 minutes and baron respawns in 7 minutes. I recommend you type them down in chat after killing any of them.
Also, make sure that you clear your small camps enough. If you leave them there all the time, you are wasting potential gold. Return to the jungle enough so that you don't waste gold. However, don't waste your time walking around in the jungle or waiting for a camp to respawn.
It's stuff like this that really messes with the other junglers head. If you constantly counter jungle his wraiths, he might start wasting a lot of time and waiting for you there when your somewhere else. Or he might catch you there with his mid and kill you easily. It's all just a big game of "can I outplay the enemy jungler"?
Putting pressure on the map is a great way of beating your enemy jungler. For example, if you kill an enemy champion, suddenly he will be behind in lane. You put pressure on your enemy jungler because he now has to help his laner get back from your laners lead.
Another way of putting pressure is simply not showing yourself until a perfect gank appears. Since you have not appeared on the map yet, your opponent's don't know what your doing, they don't know where you are, and they don't know where your going. Always remember: The moment you show yourself on the map, all pressure is released. If you gank top lane, mid and bot know that they can relax, or play aggresively. They can do whatever they want because you can't be in 2 places at once. Also, the enemy jungler is free to do whatever he wants. If he is behind, he'll farm his own jungle. If he's ahead he'll counter jungle the **** out of you.
A general rule of thumb is: If one of your buffs is up, and you haven't warded it, don't gank a lane that is very far away from it unless the enemy is so overextended it's not even funny, and you will get a guaranteed kill. Because if you do so, and the enemy jungler is decent, he will steal your buff.
Pressure isn't the only thing you can create. You can create panic. You can make the other team mad. Use manipulation to get what you want. If you just killed the enemy top lane 2 times in a row, diss the enemy jungler in all chat. If you just killed that enemy lee sin in his own jungle, diss him in all chat. Make them lose their patience, and eventually they'll lose their whole jungle. Ward his jungle so you know where he is, and wait for him to gank so you can counter gank the same lane. It makes people panic when someone is always one step ahead, beating them at everything.
And that's your role. To beat the enemy jungler and win as many of your lanes as possible. I don't know if I've scared you, but I have to say one thing. Jungle is the role that takes the most knowledge in the whole game. As much knowledge as all the lanes combined. And before you hate on me, let me point out I said knowledge, NOT SKILL. All lanes take skill, but jungle takes the most knowledge, so I hope your up for it.
Early Game:
- Do not sacrifice your jungle for anything unless a lane is pushed
- Try to set back the enemy jungler
- Gank easy lanes
- Ward and keep awareness
- Defend your turrets when your laner is gone
- Go for a gank every time your ultimate is up
Mid Game:
- Tank turrets and dive
- Clear your jungle, but not as a first priority
- Push lanes
- Catch enemy champions and also clear enemy wards
Late Game:
- Initiate with your combo to kill the largest threat
- Push
- Keep warding for awareness
- Tank and peel all the damage
- Tank turrets
Ganking is arguably the most important part of the game for a jungler because it sets off the good junglers from the bad junglers and gets your lanes going. Anyone can run around in the jungle for 10 minutes and farm, but who would want a jungler that only farms? During a game, you have to judge whether you can gank a lane or not. If you go to the lane and wait in a bush for a long time, you just wasted that time which could have gone into farming. This sets you back.
But you have to gank sooner or later. Or else the role of the jungle is not fulfilled. You may not even get a clear gank opportunity, in fact, the higher the level of play the less likely there will be clear and obvious gank opportunities. Which means you have to find better ways of ganking. I will start with the most elementary, and go up to more advanced.
1. Running up to the lane
This is the simplest type of a gank is to simply run straight from the river into the lane. Then proceed to do whatever you want from there. The advantages and disadvantages of this kind of ganking are straightforward. It is the most predictable way of ganking, but is also the most convenient. However, it is countered by wards.
2. Lane Gank
This means to hide in the bush OF THE LANE and gank. You can do this by letting your laner push his lane so that you can sneak into one of the bushes undetected by the opponent. The lane barely has to be pushed for you to sneak into the first brush of either top or bottom. Just make sure that the fog of war covers you and keeps you hidden even from the enemy’s minions. once you have made it into the brush, you need to take the time and wait for the enemy champion to come near. He may never come close, it is a matter of patience, and you may just end up wasting all your time. However, I would have to say this is one of the best ways to gank earlier in the game because people don’t ward the bushes IN the lane that much.
3. Counter Gank
This is the most effective kind of gank from skarner’s perspective, but along with that, the most risky as well as the hardest to pull off, as well as time properly. The whole point of a counter gank … is to counter your opponent’s gank. That means you have to either be there when the enemy ganks or bait your enemy into ganking your teammate while you are hiding in a bush.
There are a couple things you must consider before trying to pull this off. The first thing is you have to be sure that you can handle a 2 vs 2 with your enemies, because if they have great dueling champions you will just give them a double kill. The second thing that the laner has to think about is to what extent he should be baiting. If he does an amazing bait, but then takes 50% of his hp before you get there, you will probably lose.
4. Backdoor Gank
I rate this type of gank as the hardest because it requires a lot of things, and is very hard to pull off early game without many items. Every lane has some sort of “back entrance”, where you can walk around and gank the enemy from behind. This kind of gank gives the enemy a lot of time to react, because you have to walk quite a long ways, and may even give your enemy jungler time to respond. This kind of gank also requires you or your teammates to take a couple direct turret shots. If the creeps are not pushed up to the turret, you will take 2 or 3 hits. If it is, you are still going to take 2 or 3 hits if not more, based on how long it takes to kill the target. The one advantage to ganking like this is surprise. You have the element of surprise here, because no one expects people to do crazy **** like that. But as I said earlier, it will be challenging.
Only counter jungle small camps if you have absolutely nothing else to do, you know the enemy jungler isn't there, and when the enemy mid is occupied. There is nothing, NOTHING, more dangerous then invading to counterjungle, and after you burn your flash you will think to yourself, "Was that big wraith worth my flash?"
Counter Jungling can definitely change a game, but you have to control yourself. Feel free to contest buffs and important jungle creeps all you want, but if your honestly going to put yourself in danger for a wolf camp? I don't see your logic.
Have a good day, and if you actually read everything, thank you !
~Mikuroo
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