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Recommended Items
Spells:
Smite
Exhaust
Items
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Threats & Synergies
Cho'Gath
It's really hard to get fed off of Mr. Nom Nom himself. A good Cho'gath can easily out
dual a Skarner, due to his Rupture (Q) and his Feral Scream (W), he can knock you up,
slow you, and silence you before you can get your first Crystal Slash (Q) on him.
Introduction
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1. Amazing Ganking potential
2. High damage and extremely tanky
3. Insane AOE and team fight potential
4. Can build many different items and still remain strong
5. Has many different play styles, from AP to Crit Skarner, all are fun and can work if implemented correctly
6. He is an amazing farmer
7. Fun to play
8. He's... A... Scorpion :D
Cons:
-
1. Melee, so he can easily be kited
2. Fracture (E) was turned into a spell that basically tickles the enemy
3. May become useless if against a CC heavy team
4. Many popular supports counter Skarner's play style (to run in and grab the carry)
5. Very squishy early game
6. Can't handle strong counter junglers in early levels (like Lee sin)
7. You might feel over powered at some point in the game and blindly run into a 1v3 situation, this may result in a triple kill or you throwing the game.




Although this makes Skarner squishy early game, his damage is really high causing you to out damage most champions, and causing your ganks to be perfect if done right.
The 21 points into the offensive tree gives Skarner extreme damage early game and great damage late game.
The 9 points into the defensive mastery tree gives Skarner some sustain in the jungle for early levels.
- alternatives can be Ninja Tabi, Boots of Swiftness, Boot's of Mobility, and Ionian boots of lucidity
- Berserkers Greaves and Sorcerer's shoes are boots that should not be built on Jungle Skarner.
Iceborn Gauntlet is a must build because of Sheen and the permaslow it provides
- Trinity force is also great on Skarner, but doesn't help peel for the carry (if you're not the carry).
Ravenous hydra, yeah, i know what you guys think about this item on Skarner, its bad right? Wrong, first off Hydra gives Skarner even more AOE than he already has, Secondly Hydra's active is really useful for when someone is in Skarner's stinger.
- For instance a basic dual should be Skarner constantly Crystal Slashing (Q) the enemy and then when 3 stacks of Crystal poison (passive) is on the enemy, he should ult/crystal slash (Q)/Ravenous hydra active/crystal slash (Q) and the enemy should be dead, unless its a super tank.
Warmog's armor is not a must, but gives Skarner more sustain and make him more tanky
Spirit visage has cooldown, health, magic resist, and a passive to go well with Ravenous hydra and warmogs armor. it can be swapped for bansee's veil, but personally i prefer this item.
Randuin's omen makes Skarner a pain to kill when it comes to dualing the adc or another Auto Attack reliant champion. it gives him great Armor and health that adds to his collection of tank items.
Any trinket can be used, but i prefer to have wards on my side rather than scrying orb and sweeping lens.
Crystalline Exoskeleton (W) should be maxed second because it gives Skarner a great shield and an amazing movement speed buff that allows Skarner to catch up to an enemy and further stick onto them
Fracture (E) should be maxed last because it is outclassed by his other basic abilities. It provides him a strong slow through all levels, so leveling it up last would be ideal.
Impale (R) should be leveled up anytime you can level it up (6,11,16), it gives Skarner godly ganking potential and makes him an exceptional dualist.


Other Spells to use:



Spells to not use (ever):






For Example, A great team for Skarner would be:
Wukong - Top
Karma - Mid
Braum - Support
Vayne - Marksman/ADC
Skarner - Jungle
Just last words about Skarner:
Skarner has a great kit with strong engaging potential, great damage output, and can/should get really tanky. That being said, make your presence on the map, claim the enemy team as your own, show them who's boss, and make sure that the enemy team will remember you and how hard you carried your team. (Carrying a team doesn't always mean KDR, objectives and winning team fights carry games harder than kills do)
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