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Choose Champion Build:
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AD, Hybrid Tank
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AP Tank
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Supportive Tank
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction - About Skarner

Hi guys. Welcome to my 3rd guide here on mobafire, this time for


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I played


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Here's Skarner's lore for those who are interested in it.


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Runes




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![]() greater mark of armor penetration are also good option when you are going AD Skarner. These will increase you the damage you deal with your AA through whole game and help you ignore some of enemy's armor, since you won't get ArPen items. ![]() greater mark of hybrid penetration I have never used. But I assume they are also useful, since Skarner is dealing both physical and magic damage. ![]() |
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Runes




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There is not too much to explain here. I suggest going 0/21/9 masteries, as this can really help your early game tankiness. Skarner is rather squishy without items and this setup really helps him early game. In Defensive Tree take:
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Durability and
Veteran's Scars for extra HP;
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Tough Skin for more protection while jungling, and
Bladed Armor for increased damage to neutral monsters;
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Relentless and
Tenacious for reduces CC and slow effects;
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Hardiness ,
Legendary Armor and
Honor Guard for more overall toughness;
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Summoner's Resolve for extra gold when using
Smite.
In Utility Tree take:
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Summoner's Insight for less CD on
Flash;
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Wanderer to move faster through jungle;
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Mastermind for less CD on all Summoner's Spells;
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Runic Affinity for longer buff duration.


S U M M O N E R S |
S P E L L S |
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energize
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Energize:Basic attacks lower the cooldowns of Skarner's abilities by 1 second against champions and 0.5 seconds against non-champions. Not too much to say about this passive. It will allow you spam your abilities often, whether you are jungling or fighting an enemy. |
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Crystal Slash:Skarner lashes out with his claws, dealing 25 / 40 / 55 / 70 / 85 (+0.8 per bonus attack damage) physical damage to all nearby enemies and charging himself with Crystal Energy for 5 seconds if a unit is struck. If he casts Crystal Slash again while empowered by Crystal Energy, he deals 24 / 36 / 48 / 60 / 72 (+40% of ability power) bonus magic damage and slows all targets hit by 20 / 25 / 30 / 35 / 40 % for 2 seconds. This is the ability that makes Skarner a good ganker even before level 6. It deals some nice damage and also keeps your target slowed as long as you want and increases damage dealt by ![]() ![]() |
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Crystalline Exoskeleton:Skarner receives a shield for up to 6 seconds which blocks 70 / 115 / 160 / 205 / 250 (+60% of ability power) damage. While the shield persists his movement speed is increased by 15 / 17 / 19 / 21 / 23 % and his attack speed is increased by 30 / 35 / 40 / 45 / 50 %. This ability grants you shield and bonus AS and MS while shield is active. Use it to chase an enemy, or escape from them, or even to prevent some damage. With ![]() |
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Fracture:Skarner summons a blast of crystalline energy which deals 80 / 120 / 160 / 200 / 240 (+70% of ability power) magic damage to enemies struck and marks them for 6 seconds. Any further damage dealt to marked targets by Skarner will allow him to consume the mark to heal himself for 30 / 45 / 60 / 75 / 90 (+30% of ability power) health. Subsequent marks consumed will heal for 50% of the last. This ability allows to stay in jungle more and heals you for nice amount. If you built some AP items, both damage and heal will be stronger. Healing is also affected by ![]() |
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Impale:Skarner suppresses an enemy champion for 1.75 seconds and deals 100 / 150 / 200 (+50% of ability power) magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again. This ability makes you even better ganker after you hit level 6. When you use it on enemy, you can actually move them around for a few seconds. Use it after enemy flashes away, to pull him back, or to prevent them to flash, or to keep your enemy under your turret if it's attacking them. It is vital to use ![]() |
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Crystal slash is your main damaging ability, and as such it should be always maxed first, by level 9.
Crystalline exoskeleton is usually maxed second, as it gives you both offensive and defensive boosts, nice mix of shield and bonus MS and AS.
Fracture is not needed early, but you can take one point at level 4 if you want to.
Of course, Impale should be taken whenever you can, at levels 6, 11 and 16.

Skarner is a natural jungler. He can be successfully played as a solo top champion, but in jungle he is even better. His jungling speed is pretty fast, due to his




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But, he is also very mana-hungry champion, and as such, he needs blue buff, at least for early jungling. If possible, take first two, or even three buffs for yourself, unless your mid really needs it.
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At the beginning, start with




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Wolves -> Blue Buff (Golem) -> Wraiths -> Gank mid lane (if possible) -> Double Golems -> Red Buff (Lizard) -> Gank (if needed, or there's opportunity)
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Here are paths for ganking, based on in which team you are. Generally, if you are in the BLUE team it will be easier to gank Top Lane, cause you can go through tri-bush and gank enemy from behind. If you are in the PURPLE team, you can do the same to enemy Bot Lane, just like it's shown on the map.
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Also, as a jungler, your job is to ward crucial locations on the map like Baron Nashor and Dragon. Here's map that shows where to put wards and how important that location is:
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GREEN = It should be warded by someone else already, but put a ward if needed.
Yellow = Can help you see where is enemy moving through jungle, but not necessary.
ORANGE = It's advisable to put wards here in case you want to counter enemy jungler, to gain an advantage.
RED = You should always have at least sight ward on these locations, as there are important team objectives.
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AD Skarner is really strong way to build him. I use this build most of the time, cause with it, his damage is really high after you get Sheen. Also, your

Start with usual jungling item ,







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- Great item against against Burst AP champions (e.g. ![]() ![]() |
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- For more tankiness and some nice DoT I suggest taking it, especially if you need more armor. Synergizes well with ![]() |
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- This item provides you great amount of HP as well as high health regeneration. Like ![]() ![]() |
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- Great item for more HP, mana and, of course, magic resist. It also grants you spell shield every 25 seconds to help you against combo-based AP champions. |
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- Awesome item to counter AS-dependent champions, like AD Carries. Grants you high amount of HP and armor. |
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- I suggest taking it as you will have a TON of health and it will boost your AD greatly and give you even more critical chance and armor. |
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- If you build more offensive than defensive items you will become even bigger threat to your enemies. They will probably focus you more so ![]() |


Another possible way to build Skarner is to build him like an Tanky AP character. I do not use this build very often, but it can be useful when your team is mainly AD and you need more magic damage. Also, you will have more sustain and you will rely on your abilities to deal damage. Go this way when your team lacks magic damage.
Start with usual jungling item and jungle as you normally would. Go rush


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- This cool item that gives you HP, magic resist and CDR. Also, its passive will increase all healing effects on you by 20%, making your already high sustain even higher, as your ![]() |
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- In late game, when your build is fully finished, replace ![]() ![]() |
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This is one more way to build Skarner. Absolutely viable in almost all team compositions, but it's most efficient when your bot-lane support is not actually a full support (e.g.


Of course, start jungling as you usually would and rush







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- Upgrade ![]() |
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- A great support item that gives you HP, CDR and health and mana regeneration, and an awesome active that can be used to ether initiate fight or escape an enemy. |
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- Another great support item that gives you HP, armor and magic resist and makes your whole team tankier in team fights. It doesn't have to be upgraded from ![]() |
zeke's herald | - This item gives you HP, CDR and bonus AD and lifesteal aura to your whole team. It's great to take when you want to deal more damage, as it will boost all AD champs in your team too. |
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That would be all from me this time, but I will be updating this guide whenever I can. =] Don't forget to vote and leave a comment whether you like this guide or not, and help me improve it!
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If you already didn't, please check my other guides:
- Night Approaches, for
Diana;
- True Damage - True Carry, for
Vayne.
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And of course, special thanks to jhoijhoi for her Guide Making Tutorial!
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PUBLISHED ON: 12/02/2013

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