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Skarner Build Guide by muiem

Not Updated For Current Season

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League of Legends Build Guide Author muiem

The new OP Skarner Guide (100% dominating)

muiem Last updated on January 8, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 14

Strength of Spirit

Utility: 16

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Hello Guys,

I play Skarner very often and i must say: I win 90% off all games. This guide will explain how to play Skarner in Jungle. i hope you like my little guide:

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Centuries ago, there lived a race of creatures as ferocious as they were wise. The brackern were unusual beings blessed with the earth's primal magic, embodied in the form of crystals. Their kind knew of an arcane ritual to bind their life's essence to a crystal, communing with the magic embedded in it. With this power, the brackern thrived in the Odyn Valley, protecting both creatures and crystals alike. Despite attacks from those looking to claim the primal magic, it seemed that nothing could get past the brackern's defenses. Nothing, that is, until the devastation of a Rune War.

A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When Skarner burst to the surface, he lashed out in anger and confusion. Reason eventually won out over his anger when he realized that the agents of the League who found him were simply functionaries. Skarner was invited to the Institute of War to share the brackern's story. In return, the summoners told him about the history that his kind had slept through. Much had been done to curb the unchecked use of magic since the Rune Wars, but it was obvious that the world was not yet safe for his kind to reawaken. For now, however, there is a place where Skarner can use his power to change the world into one to which his kind could eventually return: the League of Legends.

"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world."

Upon selection

* "My stinger brings ugly death."


* "This world is so strange."
* "We await our time."
* "I miss my kind."
* "I see the wisdom in that."
* "My stinger is ready."
* "On all legs."
* "We think alike, summoner."
* "The Crystal Scar is weeping."
* "The battle approaches."
* "Limb from limb!"
* "Time to fight!"
* "I'll show you monstrous."

Upon using Impale

* "Feel my sting!"
* "Now I've got you!"
* "Bwahahahaha!"
* "You'll never escape!"
* "Ganked!"


* "I... am... ancient! You are nothing more than an insect to me!"


* "Eeaugh! Bugs are gross! Ugh!"
* "Oh no! I seem to have stepped on one of my cousins!"

Special (if idle in the brush)

* "Skar-skar-SKARNER!"


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Pros / Cons

Heavy dmg at begin
fast jungling
good chaser/escaper
much hp at end game
funny to pwn your enemy during the gank ^^

no real dmg at end game

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The runes are very important for faster and saver jungling. i picked
*attackspeed marks
* ap glyphs
* ap quintessence (atk speed and armor pen are possible to but with ap you have a faster jungling)

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Summoner Spells

this is a very usefull spell because you can escape over walls or chase somebody with your ult etc ...

needed for jungling. you can leave it if your team helps you with blue but you cant jungle so fast.

Viable Summoner Spells:

not rly needed with skarner because you have your red buff slow, hextech slow, q slow and ryals slow
its very usefull too after the buff on it. but in my opinion you should use flash to surprise your enemys with your ult^^

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first start withand 2 heal pots. also possible is a and 5 pots but my favorite is the first.
at the first time you go back to base, you buy and rush a as fast as possible.than you max out your to a and your boots. if you want to support the lanes you can buy wards and if they are clever to buy wards :) buy a oracle. the hextech is very important for the mid/late game because it gives you lifesteal (ap and ad) and you can slow your enemys. the rest is for your defending, because skarner is very squishy.
if you have all those items you can beat everyone :)

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Creeping / Jungling

jungling with skarner is very easy. first start at blue (1. pot and smite) with your q. than switch to the wolves, wraiths (w), golems, red (2. pot and smite). now its ganking time. if top is low gank there. is mid low, gank there.

How: you run in with your w and if the enemy is in range press q and spam it. very easy and effective. :)

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Ranked Play

in the ranked play you do the same like in normal game. the only difference is, that you buy a oracle at lvl 6 and not ep lvl 13 and you support your team with wards.

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(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against non-champion units. Autoattacks on towers won't reduce cooldowns at all.

(Active): Skarner lashes out, dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.

If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.

* Cooldown: 3.5 seconds
* Radius of AoE: 350
* Cost: 15 mana

Thats the most used skill from skarner. spam it the whole time! its great with a sheen combo

(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.

* Cost: 60 mana
* Cooldown: 14 seconds

(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. If any marked targets receive further damage from Skarner, or if they die when struck by Fracture, Skarner will consume the mark to heal himself. Subsequent marks consumed and unit kills will heal for 50% of the last.

* Cooldown: 10 seconds
* Range: 600
* Missile Speed: 1800

(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.

* Range 350


* You cannot use Flash while having an enemy suppressed by Impale.
* The suppression from Skarner's Impale cannot be cancelled by crowd control, but he cannot drag his target if he is unable to move.
* Skarner cannot autoattack the enemy he has Impaled or use Fracture, but can use his other two skills Crystalline Exoskeleton and Crystal Slash.
* If you Impale an enemy through a wall, the enemy will be dragged through the wall if you move away.
* Olaf, Alistar, Gangplank and Quicksilver Sash can cancel Skarner's Impale.


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Team Work

In your team its your job to take the squishys out or grab that one with your ultimate who did the most damage, especialy tryndamere, akali or twitch. stay in the mid of the teamfight because your q-ability deals aoe damage -> notice that.