Skarner Build Guide
Lane Skarner BE A BOSS... uber bosswritten by SinX145
Table of Contents
|Masteries + Runes||3|
|Pros / Cons||9|
|Reason why so many errors and not enough pictures||13|
Skarner is an amazing champion, who has a few hidden talents that most people dont really realize. This guide explains all, and helps most people realize what other guides are missing. This guide explains the build on skarner that i have found the most viable, because it helps the team as well as indiviually the player of skarner.
Energize This is amazing... reduces cooldowns .5 for minion hit and 1 for a champion hit, use this but do not just build auto-attack skarner, because this reduces the effectiveness of his abilities Crystal Slash Skarner deals (20/35/50/65/80) (+(0.8 per attack damage point)) physical damage to all nearby enemies and charges himself with Crystal Energy for (5) seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals (20/32/44/56/68) (+(0.4 per ability power point)) bonus magic damage and slows by (25/30/35/40/45)% for (2) seconds.
awesome spell, useful in getting the marks for the fracture, later does awesome amounts of damage.
Crystalline Exoskeleton Skarner is shielded for (70/115/160/205/250) (+(0.6 per ability power point)) damage for (6) seconds. While the shield persists, Skarner gains (30/35/40/45/50)% Attack Speed and (15/17/19/21/23)% increased Movement Speed.
This is useful, and also the reason why you do not really need ghost on skarner. Also reduces the reason why you need to build skarner as an autoattack champion, because this spell gives tons of auto attack speed.
Fracture Skarner deals (80/120/160/200/240) (+(0.7 per ability power point)) magic damage to enemies in a line and marks them for (6) seconds.
Any further damage Skarner deals to those targets will consume the mark to heal Skarner for (30/45/60/75/90) (+(0.3 per ability power point)). (Each charge absorbed heals for (50)% less.)
This will be your bread and butter spell. This deals the most damage and also helps you sustain the lane, and has saved my life against 2v1 lanes so many times. This should be prioritized first
Impale Skarner suppresses an enemy champion for (1.5) seconds and deals (100/150/200) (+(0.5 per ability power point)) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional (100/150/200) (+(0.5 per ability power point)) magic damage.
The damage reminds me of morgana's ult, but this provides more utility and control then her ult, and is alot more fun to use.
Masteries + Runes
This build gives you life and damage. Nuff Said
Start with a Regrowth Pendant and one health potion, then on first back manage to get philosophers stone, as well as heart of gold. You should rush the trinity force, starting with sheen, then phage then trinity force, then the manamune, then rush the hextech. Sell your philostone at this point and then buy a negatron cloak, after that finish randuins, and if the other team hasnt surrendered then finish your b-veil
This is where the most debate is on how to build skarner. I prefer to build him my way because he manages to deal damage with both autoattack, ability, and has the power to survive tough situations and walk out with life.
CORE ON HIM: TRINITY FORCE, HEXTECHH GUNBLADE, BOOTS 2( could be merc treads, could be ionian boots, could be ninja tabi, depending on other team comp and preference, i prefer either merc or ionian boots). and manamune. Manamune solves all his mana problems for ever, as well as giving him damage on his q and autoattack. The trinity force is self explanatory, but just because i feel like it, the trinity force gives him sheen, which makes his autoattacks hurt a lot. The phage helps because his abilities dont have any slow or anything, except his ultimate, which shouldnt be spammed unless it absolutely guarantees a kill. The zeal also helps his autoattack cooldown reduction, as well as giving that little bit of crit chance, which with around 200 damage, kind of helps.
I prefer Flash and Ignite, or Flash and Exhaust
YOU DO NOT NEED GHOST. This does not work. skarner is a slow champion with 390 speed with boots 2, and you will need boots 2. If you feel like taking combat boots or boots 3 then go ahead, but this will severely limit you in terms of surviving. Ghost isnt needed because of the shield that skarner gets, which people might think is easily broken, but if you build him my way, the shield gives him plenty of time to get out of things with health.
Skarner is a really good champion, and manages to fit a very good role in the team. He can start fights, or he can effectively take carries out of fights. This helps the team and also manages to make skarner players look like bosses.
Pros / Cons
Good Damage output
is a boss
might have trouble at start due to mana
has to play semi-passive until level 6
Jungling aint my thing with skarner, sorry to say, and i believe that he is an absolute terror in lane, because he is hard to force out after getting the sheen.
The ultimate... learn when to use it. Skarner is a champion that is used up close and personal, and excels in laneing and teamfighting. This is where his ultimate will prove the most useful. His ult can be used to either get kills, or prevent kills from happening. He can use his ultimate to start the fight by targeting the squishy champion, or preventing teammates from getting killed by supressing the damage dealer on the other tema.
Use your E Q combo to farm, E the minion Wave, and autoattack and Q to get health and farm. This helps and skarner is relly hard to force out of lane, because of his utility masteries and mana regen seals.
Reason why so many errors and not enough pictures
I have typed this up inbetween a login wait time and a search for a fifth... so my handle on the english language is a bit harsh... lotsa mispellings, please dont hold that against the build.
Submitted by SinX145
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