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



For
Skarner, I go with
Greater Glyphs of Warding because, as you will not be encountering and sort of "magic damage creeps" but you will be encountering some counter-ganks, and during ganking many magic damage champions that may try to fight you off. These are very conditional glyphs, and reliant on you ganking in the early levels. I go with [icon-Greater Seal of Resilience]Greater Seals of Resilience because the armor helps protect you in the jungle and enables you to start without that cloth armor some junglers go for, making you clear camps faster and be on your way to ganking. Then I get
Greater Marks of Alacrity because, as Skarner's
Crystalline Exoskeleton does add attack speed, the amount is insignificant in the early levels, and
Skarner needs some way of clearing creep camps without his Q. I go with
Greater Quints of Swiftness to get that extra early movement speed for faster clears and faster ganks!






I won't go into this too far, but these are basic Jungler Masteries. You gain a minion Thornmail, extend buff durations, and gain the ability to withstand more than anyone without these masteries. Also, movement speed. Yes, movement speed. Lastly,
Summoner's Resolve gives you 10 Gold extra, every time you use Smite. On anything. Even if you don't kill it. Yay.







Energize Skarner's Passives is one of my favourite passives in the game. The cooldown reduction every time you hit a minion makes infinite spam in Jungle. And 1 second reduced cooldowns when you hit a champion make using your ult seem like nothing because it come right back up!
Very useful. Read the tooltip. The best thing I like about this ability is the slow. As long as you used the ability a few seconds before, and it hits the enemy, it slows them. This, combined with the ability below, enables you to chase, auto attack, and possibly catch up for an Impale on your target.
This is AMAZING for getting between Jungle Camps. Also, if you have Shurelya's active and you use this, combined with Mobility boots, check your speed. It's fun. The Attack speed and Move speed buff from this help so much.
Honestly, this is a useless ability. The health you get back from it is so insignificant. Sure, use it if you want, but really it's not worth using obsessively.
This ult, in my opinion, is the most overpowered ultimate ability in the game. You can drag your enemy back into turret range. You can completely shut down the enemy carry and drag him/her into your front lines. You can also still hit your enemy while dragging them, meaning you can use your Q to slow BEFORE they get out of the ultimate. I love this ability, and I hope you will too!






Another Viable Option...



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