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Spells:
Smite
Flash
Ability Order
Threads of Vibration (PASSIVE)
Skarner Passive Ability
Introduction



I've been playing lots of



To give you an idea of what I mean, here's a quick little screenshot I took of my recent match history in ranked. Not my greatest or worst games by any means, just a show of what I can usually do with him.

Thanks to JhoiJhoi for the chart.
Pros / Cons
See |
Pros
![]() + God-tier ganks, especially once he hits level 6 + Fantastic movement steroid ( ![]() + The combined slow from ![]() + ![]() + No real "hard counter" champs besides ![]() ![]() ![]() + Crystals are badass + Sometimes pretends to be a Pokemon if you sit in a bush for a while |
cccc |
rtmsg |
Cons
![]() - Mana issues - Doesn't clear the jungle as fast as, say, ![]() ![]() - ![]() - Usually needs help from an ally to kill something with ![]() |
cccccccccccccccc |

My runes for Skarner are a little unconventional.
I love using


For seals I get

Lastly, for Glyphs I get





I actually like


If mana is still an issue for you, you can move 3 points from



For the love of god, PLEASE take

Great spell for both escapes and initiations. I tend to use





I haven't actually tried this on Skarner, but I don't recommend it. You probably won't get much use out of it with this build, since Skarner's speed is going to go so high it will hit the soft-cap.
Let me make something clear right off the bat:
See those items way at the top of the page? You know, the ones next to the big picture of Skarner that ends with
Frozen Heart? When looking at this item build, please keep this in mind:
Honestly, sometimes I don't even get to finish
Trinity Force before the game ends. You will almost never get the default build totally finished. But that's ok. Skarner is extremely formidable, even with just these three items, so long as you get them within a reasonable amount of time.
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I start off the jungle with a
Regrowth Pendant and a single
Health Potion. The idea here is that you want to get
Boots and Philosopher's Stone finished as fast as possible. Keep in mind that you can buy both of these things once you get 735 gold. If I've just cleared the jungle of creeps, and there aren't any obvious lanes to gank, I'll usually go back to base once I make that amount of gold.
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Philosopher's Stone
So by now you should have a
Boots and Philosopher's Stone finished. Boots are great for obvious reasons, and the Philosopher's stone is not only great for the mana regen it provides, but for the free gold over time it gives as well.
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I almost always build
Mercury's Treads on Skarner, since they're just such a good item in general. Sometimes, however, if I'm facing a team with little to no casters or crowd control, I'll get
Ionian Boots of Lucidity instead, but keep in mind I get Merc Treads nearly 95% of the time.
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After your boots are finished, it's time for
Shurelya's Battlesong! Some people may disagree with my choice to rush this, but I wholeheartedly feel that Skarner needs this item to be really effective. Upgrading your Philosopher's Stone into
Shurelya's Battlesong boosts your mana regen, which is nice, but we're mainly building this item for the awesome active ability it provides. When you combine the speed boost from
Shurelya's Battlesong and
Seismic Bastion, it really throws a LOT of people off-guard. Not only that, but getting this item allows you to help teams initiate fights faster, as well as saving allies who are running for their lives.
IMPORTANT NOTE: If you proc
Shurelya's Battlesong right before you
Impale someone, Skarner actually moves faster during the ultimate, thus dragging the target even further away from their original location. This works with
Ghost as well.
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After making Skarner a king with his new crown, you are going to want to start working on your
Trinity Force for tons of damage, starting with
Sheen.
Sheen is great on Skarner, since the proc on it refreshes almost perfectly with Skarner's
Shattered Earth
IMPORTANT NOTE: If you are safely attacking a tower as Skarner, and have some mana to spare, spam
Shattered Earth to get
Sheen to proc over and over again for additional damage, even if there are no enemy minions nearby.
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After that I like to build
Phage next, as the slow on auto-attacks make it really difficult for targets to escape. The extra health is nice too.
________________________________________________________________
Zeal gives you more gofast, which is never a bad thing, as well as boosting your attack speed, which helps Skarner utilize Energize.
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Once the 3 items are finished, purchase
Trinity Force for damage of massive proportions.
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While
Bilgewater Cutlass and
Hextech Gunblade should technically be on the "situational" part of the item build, I usually find myself defaulting to this item if things are going pretty well.
Bilgewater Cutlass synergises really well with Skarner's
Impale, since you have to be really close to the opponent to activate Bilgewater, and it just ensures that whatever target you've decided to attack is just going to be devastated once you're done with 'em. If I don't see any real threats that stick out to me on the enemy team, I'll usually just go ahead and turn it into a
Hextech Gunblade when I get the chance.
See those items way at the top of the page? You know, the ones next to the big picture of Skarner that ends with

EVERYTHING PAST TRIFORCE IS SITUATIONAL
YOUR CORE ITEMS ARE SHURELYA'S REVERIE, MERCURY'S TREADS, AND TRINITY FORCE
Honestly, sometimes I don't even get to finish

________________________________________________________________


I start off the jungle with a



________________________________________________________________

So by now you should have a

________________________________________________________________

I almost always build


________________________________________________________________

After your boots are finished, it's time for




IMPORTANT NOTE: If you proc



________________________________________________________________

After making Skarner a king with his new crown, you are going to want to start working on your




IMPORTANT NOTE: If you are safely attacking a tower as Skarner, and have some mana to spare, spam


________________________________________________________________

After that I like to build

________________________________________________________________


________________________________________________________________

Once the 3 items are finished, purchase

________________________________________________________________


While





The following items should typically be purchased after you've finished your core, but there may come times where you have to rush other things instead. It's hard to really say what to get and not get in a guide like this when situations get complicated, so I'm just going to trust you'll develop a "feel" for it. That being said, I'd like to list some items which I feel benefit Skarner well given the situation. So, let's get to some situations...
________________________________________________________________
Frozen Heart should be your go-to item when this happens. The armor really helps Skarner's survivablilty, the mana is a nice plus, and the passive is great at slowing down auto-attacking champs like
Vayne or
Caitlyn.
Thornmail is a pretty good item, but you need a lot of hit-points to make the most of it. If you opt for
Thornmail, I recommend getting a
Warmog's Armor first.
Randuin's Omen is also a great item, although if you aren't used to it, there's a good chance you'll completely forget to use it's active ability once a fight breaks out.
Sunfire Aegis is sort of a "meh" item, since the damage it does doesn't really scale well into lategame. It's still a good choice for speeding up your jungle, and countering close-ranged carries like
Poppy or
Olaf.
Finally, you COULD get
Zhonya's Hourglass, but I don't really recommend this, as it's active helps squishies a lot more than it does for tanky champs like Skarner. Still though, the armor and AP boost is nice...
________________________________________________________________
To be fair,
Banshee's Veil and
Force of Nature are both very good items. I'm personally partial to the first one for Skarner though, since, by the time you hit late-game,
Ixtal's Impact should be at a decently high level, and combined with the healing you're getting from
Shurelya's Battlesong, having enough hit points shouldn't be a problem. That being said, if you seriously need magic resist, feel free to make both.
Abyssal Mask is nice too, especially if you several people on your team that use offensive spells.
Wit's End is also a great item for sustaining yourself in long fights, although I don't recommend it if you are fighting bursty AP champs that come out of no where, such as
LeBlanc.
________________________________________________________________
Quicksilver Sash is one of the most underrated items in the entire game. Not only is it affordable early on, but it also gives you some magic resist, plus one of the best active abilities in the game. Hit it, and you can escape from just about whatever CC the enemy team can toss at you. It lets you escape from much more things than
Cleanse does. Sometimes I'll get this in advance, if I see that the enemy team has, say,
Swain,
Nasus, and
Sona. Or I might not. It really depends on how much CC the enemy team is willing to throw at you instead of your allies, so watch for that. If you notice that your allies are getting caught up in crowd-control, especially stuns like
Rune Prison, recommend your team to build
Quicksilver Sash.
If you're still finding that you are getting caught in CC after building your
Quicksilver Sash, consider building a
Banshee's Veil for the spell protection it gives you.
________________________________________________________________
Zeke's Herald
Sometimes, games don't go your way. Maybe your allies were pushing the whole match, and you couldn't get any ganks in. Maybe you got counterjungled, and never managed to catch up to everyone's levels. Maybe the enemy bot lane was terrible, and all of a sudden your ad carry has a +20 kill-death ratio. Regardless of these reasons, when something like this happens, you should focus on boosting whatever strengths your team has going for them, since, if they die, the enemy will get 500 gold if your ally was doing well, plus your ally will be gone for a while, which means you might lose a tower, an inhibitor, a baron, a dragon, or even the Nexus.
Zeke's Herald is for your fed AD carries. Many ad carries get so wrapped up in damage that they forget to build lifesteal. Zeke's Herald should ensure that your AD carries don't have to go back to the base until they're comfortable with doing so.
Will of the Ancients is basically the same thing for AP carries.
Soul Shroud is good if several different things on your team are fed, like a
Riven and a
Ryze.
Randuin's Omen is good for both the defensive boosts it gives you, but also for it's great active ability, which you can use at the start of a big team-fight, or to slow down other enemies so your team can catch them.
Locket of the Iron Solari is good if you have squishies on your team that need to take risks to get kills, like
Talon, and there's no real reason to not proc this if a teamfight is starting.
I feel
Frozen Heart is worth mentioning again, since less auto-attacks equal less damage your team has to take.
Aegis of the Legion provides a nice boost for everything, for your team, but it's benefits aren't as great late-game.
Lastly,
Abyssal Mask is good for not only boosting your own power, but helping you AP carries kill things that are stacking magic resist against them.
Before you consider these items, make sure that your support isn't considering building one of these, or in the process of building one of these. It's pretty embarrassing to have the enemy team point out to you that you and the support built an
Aegis of the Legion.
________________________________________________________________
sight ward
Support doesn't necessarily have to be the one who counter-wards. Skarner makes for a great counter-warder with
Oracle's Elixir, since he not only has the bulk to survive ganks when going out to extinguish wards, but he also has the speed to escape and traverse the map fast.
Make sure to place sight wards in key locations, such as at the enemy red and blue buffs, in that bush next to the enemy's wraith camp, and places you think the enemy may be trying to sneak through.
As a rule, only ward dragon and baron with
Vision Wards if you don't already have an
Oracle's Elixir to check, as these locations are almost always covered in enemy wards, which is bad for obvious reasons.
________________________________________________________________
I've found that Skarner typically works best if he gets tanky items with a bit of damage, but there may come a time where you get grouped up with a 4-man premade that decides to roll
Amumu,
Rammus,
Nautilus, and
Shen, and all of them go tank-items. Or, maybe a situation less ridiculous than that might happen, you never know.
Hextech Gunblade and
Guinsoo's Rageblade should probably be your first 2 go-to items when this happens, since they're the only items in the game that offer hybrid damage, except for
Trinity Force, which you should already have. Skarner plays well as a hybrid champ, since his
Shattered Earth scales off his physical damage, and everything else scales off his magic.
Rabadon's Deathcap is more or less a joke item on Skarner, however it WILL make your
Seismic Bastion,
Ixtal's Impact, and
Impale stronger.
Wit's End deals good magic damage, while keeping you tanky against magical stuff in long fights.
I've never actually tried building
Infinity Edge on Skarner, but I imagine it could be alright if you really need his
Shattered Earth to do more damage. If the enemy is stacking armor,
Last Whisper should probably be a follow-up item.
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One or more AD carries on the enemy team is fed.















Finally, you COULD get

________________________________________________________________
One or more AP carries on the enemy team is fed




To be fair,







________________________________________________________________
The enemy team is CC (Crowd-control) heavy









If you're still finding that you are getting caught in CC after building your


________________________________________________________________
Your allies are extremely fed, and you are far behind.
Zeke's Herald







Sometimes, games don't go your way. Maybe your allies were pushing the whole match, and you couldn't get any ganks in. Maybe you got counterjungled, and never managed to catch up to everyone's levels. Maybe the enemy bot lane was terrible, and all of a sudden your ad carry has a +20 kill-death ratio. Regardless of these reasons, when something like this happens, you should focus on boosting whatever strengths your team has going for them, since, if they die, the enemy will get 500 gold if your ally was doing well, plus your ally will be gone for a while, which means you might lose a tower, an inhibitor, a baron, a dragon, or even the Nexus.
Zeke's Herald is for your fed AD carries. Many ad carries get so wrapped up in damage that they forget to build lifesteal. Zeke's Herald should ensure that your AD carries don't have to go back to the base until they're comfortable with doing so.







I feel


Lastly,

Before you consider these items, make sure that your support isn't considering building one of these, or in the process of building one of these. It's pretty embarrassing to have the enemy team point out to you that you and the support built an

________________________________________________________________
You, or your allies, are getting randomly ganked in the jungle with remarkable coordination from the enemy. You assume that there are wards everywhere.


Support doesn't necessarily have to be the one who counter-wards. Skarner makes for a great counter-warder with

Make sure to place sight wards in key locations, such as at the enemy red and blue buffs, in that bush next to the enemy's wraith camp, and places you think the enemy may be trying to sneak through.
As a rule, only ward dragon and baron with


________________________________________________________________
Your team has little to no damage output






I've found that Skarner typically works best if he gets tanky items with a bit of damage, but there may come a time where you get grouped up with a 4-man premade that decides to roll













I've never actually tried building




Way back when, building Wriggle's on Skarner was considered practical, but nowadays, Skarners have to worry about their mana a little more than they used to, not to mention that Wriggle's was recently nerfed. If the enemy team is AD heavy and you feel like you really need some sight, by all means go ahead, I just personally don't think it's optimal in most situations. Just make sure to remember to buy wards and such.
I use the following path:
Once that's finished, I usually go ganking, or back to base. When Blue buff respawns around 7:10 or so, offer it to your ap caster in mid. Skarner really shines when he can take blue buff freely, as in cases where you have a
Kennen or
Vladimir mid and they don't need the mana. That being said, he's still good even without constant blue buff. Whenever you can, however, try to steal the enemy's blue buff, as it really helps you and cripples them.
Wolves -> Blue Buff (get someone to leash it for you) -> Wraiths -> Wolves (You might have to wait a second for the respawn) -> Red Buff -> Wraiths
Once that's finished, I usually go ganking, or back to base. When Blue buff respawns around 7:10 or so, offer it to your ap caster in mid. Skarner really shines when he can take blue buff freely, as in cases where you have a


It shouldn't come as any suprise that Skarner's kit is great. Since

________________________________________________________
Energize
Energize is a pretty good passive for someone who has an ultimate as valuable as Skarner's. Basically, the more you auto-attack things, the faster your abilities cool down. You don't have to really keep this in mind as you play, but it is good to know how to get your ultimate quickly if you need it fast for some reason.
________________________________________________________


Sometimes it's actually worth flashing onto an enemy just to use


________________________________________________________



It's also worth noting that it gives you a bit of a shield too, which will be most noticeable as you jungle.
Keep in mind that if you are running on very low mana, and you're trying to kill something like Red Buff or Blue Buff, it's usually better to spam


________________________________________________________







If you have blue buff going, there isn't much of a reason to NOT spam this along with


________________________________________________________



- You can use
Impale to drag enemy champions to your teammates for a fast kill.
- You can use it on fleeing champs just before they
Flash over a ledge or wall.
- You can help to ensure kills on slippery enemies like
Shaco or
LeBlanc
- Hitting an enemy with
Impale is basically like saying "HEY EVERYBODY! HIT THIS CHAMP!" It makes it very obvious for your team to know what to focus down in a fight. That being said, you HAVE to have enough brains to not
Impale, say, anything really tanky. Your teammates will attack whatever you drag to them, regardless of how stupid your choice may have been.
- You can save allies who are about to die from enemy champs by
Impaleing said enemy and dragging them AWAY from your ally. Pinging the map with the "be careful" ping at the same time helps to drive this point home.
- You can stop champs from using channeling spells, such as
Malzahar's
Nether Grasp,
Warwick's
Infinite Duress, or
Nunu & Willump's
Absolute Zero.
- If a target is about to get away from you, and
Shattered Earth isn't enough, sometimes just the damage that
Impale does is enough to kill the enemy.
- You can drag enemy champions into allies spells, like
Kennen's
Slicing Maelstrom, or Zigg's
Mega Inferno Bomb
As of the time of writing this guide, Skarner's




In case you missed my note on it earlier, if you proc



Important to know: When dragging an enemy with


Also, when dragging an enemy champion with you, make sure you turn around at the last second to swing them over to your team. This results in putting you in between your victim's team, and and your victim, which makes it harder for them to get back, in most cases..
And one last thing: Before you start planning who you want to use



Alright, I think that should just about do it! Hopefully you can understand now why I think
Skarner is a great champ, and should be seriously considered for raising elo in ranked games.
If you disagree with something in this build, like something, or want to suggest something, please comment. I appreciate feedback. :D
So, yeah. The end, I guess.


If you disagree with something in this build, like something, or want to suggest something, please comment. I appreciate feedback. :D
So, yeah. The end, I guess.

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