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Spells:
Smite
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction
These are the standard summoner spells but this is why each is very good.
The basic spell for all junglers this is just basic it helps you clear camps. Don't be afraid to use this on the smaller camps as it will help you in the long run with you'r clear speed even though Skarners clear speed is already fast its nice to have it go even faster on the smaller camps.
Just for a quick get away when things look fishy.
The basic spell for all junglers this is just basic it helps you clear camps. Don't be afraid to use this on the smaller camps as it will help you in the long run with you'r clear speed even though Skarners clear speed is already fast its nice to have it go even faster on the smaller camps.
Just for a quick get away when things look fishy.
The balance between farming and ganking as Skarner is a very thin line because its very hard to find the balance between the two. You want to try and gank as often as you can. Make sure you have blue buff and try to balance that with your mid either have them have a mana less or energy mid or see if they mind if you take blue a couple of times due to the fact that Skarner is a very mana heavy jungler. You need to keep up your farm and since you can travel quickly between camps you need to clear the wraith and wolf camps (I ignore the small golem camp) and whenever those are down either counter jungle or gank.
This is how i use each ability in the skill set of skarner(info taken from league of legends wiki)(http://leagueoflegends.wikia.com/wiki/Skarner)
Energize
Each basic attack reduces Skarner's ability cooldowns by 0.5 seconds. The effect is doubled when attacking enemy Champions. Attacking turrets will not trigger Energize.
This is really helpful for keeping your ult up after you use your ult try to farm as much as you can to get it back up as quickly as possiable.
Crystal SlashRANGE: 175COOLDOWN: 3.5COST: 20 / 22 / 24 / 26 / 28 Mana
ACTIVE: Skarner damages all enemies within range. If he hits any enemies, using Crystal Slash again within 5 seconds deals bonus magic damage and slows all enemies hit for 2 seconds.
PHYSICAL DAMAGE: 25 / 40 / 55 / 70 / 85 (+ 80% bonus AD)
BONUS MAGIC DAMAGE: 24 / 36 / 48 / 60 / 72 (+ 40% AP)
SLOW: 20% / 25% / 30% / 35% / 40%
This ability is really food for farming and ganking this is your main ability and the slow is really helpful for ganking due to the fact that it is actually a pretty strong slow.
Crystalline ExoskeletonCOOLDOWN: 18COST: 60 Mana
ACTIVE: Skarner gains a shield that absorbs a certain amount of damage. The shield dissipates after 6 seconds if not already destroyed. While the shield is active, Skarner gains increased movement speed and attack speed.
SHIELD: 70 / 115 / 160 / 205 / 250 (+ 60% AP)
ATTACK SPEED: 30% / 35% / 40% / 45% / 50%
MOVEMENT SPEED: 15% / 17% / 19% / 21% / 23%
This is your main source of movement and attack speed when taking out a turret even though you may not pull a lot of base damage this ability will make up for that.
FractureRANGE: 600COOLDOWN: 10COST: 50 / 55 / 60 / 65 / 70 Mana
ACTIVE: Skarner damages all enemies in a line and marks them for 6 seconds.
If Skarner damages a marked target (consuming the mark) or Fracture kills an enemy, Skarner heals himself. Each heal after the first heals half of the previous trigger until Fracture is used again.
MAGIC DAMAGE: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
HEAL: 30 / 45 / 60 / 75 / 90 (+ 30% AP)
MAXIMUM HEAL: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
This is one of the most useful ability on skarner in my opinion considering the fact that the heal is not much and should just be used for team fights to keep you in the fight just a little bit longer the damage is not much either.
ImpaleRANGE: 350COOLDOWN: 130 / 120 / 110COST: 100 / 125 / 150 Mana
ACTIVE: Skarner suppresses target enemy champion for 1.75 seconds, damaging the target. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the duration, the target takes the same damage again.
MAGIC DAMAGE: 100 / 150 / 200 (+ 50% AP)
TOTAL DAMAGE: 200 / 300 / 400 (+ 100% AP)
This is what makes skarner this is where your utility really comes in and this is where you can pick out a champ to focus i mainly try to use this on their AD or AP carry just so that there main damage is out of the picture and then all thats left is there tanks which normally go down pretty fast.
Energize
Each basic attack reduces Skarner's ability cooldowns by 0.5 seconds. The effect is doubled when attacking enemy Champions. Attacking turrets will not trigger Energize.
This is really helpful for keeping your ult up after you use your ult try to farm as much as you can to get it back up as quickly as possiable.
Crystal SlashRANGE: 175COOLDOWN: 3.5COST: 20 / 22 / 24 / 26 / 28 Mana
ACTIVE: Skarner damages all enemies within range. If he hits any enemies, using Crystal Slash again within 5 seconds deals bonus magic damage and slows all enemies hit for 2 seconds.
PHYSICAL DAMAGE: 25 / 40 / 55 / 70 / 85 (+ 80% bonus AD)
BONUS MAGIC DAMAGE: 24 / 36 / 48 / 60 / 72 (+ 40% AP)
SLOW: 20% / 25% / 30% / 35% / 40%
This ability is really food for farming and ganking this is your main ability and the slow is really helpful for ganking due to the fact that it is actually a pretty strong slow.
Crystalline ExoskeletonCOOLDOWN: 18COST: 60 Mana
ACTIVE: Skarner gains a shield that absorbs a certain amount of damage. The shield dissipates after 6 seconds if not already destroyed. While the shield is active, Skarner gains increased movement speed and attack speed.
SHIELD: 70 / 115 / 160 / 205 / 250 (+ 60% AP)
ATTACK SPEED: 30% / 35% / 40% / 45% / 50%
MOVEMENT SPEED: 15% / 17% / 19% / 21% / 23%
This is your main source of movement and attack speed when taking out a turret even though you may not pull a lot of base damage this ability will make up for that.
FractureRANGE: 600COOLDOWN: 10COST: 50 / 55 / 60 / 65 / 70 Mana
ACTIVE: Skarner damages all enemies in a line and marks them for 6 seconds.
If Skarner damages a marked target (consuming the mark) or Fracture kills an enemy, Skarner heals himself. Each heal after the first heals half of the previous trigger until Fracture is used again.
MAGIC DAMAGE: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
HEAL: 30 / 45 / 60 / 75 / 90 (+ 30% AP)
MAXIMUM HEAL: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
This is one of the most useful ability on skarner in my opinion considering the fact that the heal is not much and should just be used for team fights to keep you in the fight just a little bit longer the damage is not much either.
ImpaleRANGE: 350COOLDOWN: 130 / 120 / 110COST: 100 / 125 / 150 Mana
ACTIVE: Skarner suppresses target enemy champion for 1.75 seconds, damaging the target. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the duration, the target takes the same damage again.
MAGIC DAMAGE: 100 / 150 / 200 (+ 50% AP)
TOTAL DAMAGE: 200 / 300 / 400 (+ 100% AP)
This is what makes skarner this is where your utility really comes in and this is where you can pick out a champ to focus i mainly try to use this on their AD or AP carry just so that there main damage is out of the picture and then all thats left is there tanks which normally go down pretty fast.
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