Skarner Build Guide

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"Get over here!" - Laning with Skarner

written by moronondal00se87

Skarner Build



Table of Contents

  • Abilities

    [spell=Energize]
    One of the best passives in the game in my opinion. Makes his already low cool downs even lower. Who can't love that?


    Crystal Slash
    Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for 5 seconds.
    If he casts Crystal Slash again while empowered by Crystal Energy, he deals bonus magic damage and slows all targets hit for 2 seconds.

    Cost: 22 / 24 / 26 / 28 / 30 mana
    Physical Damage: 20 / 35 / 50 / 65 / 80 (+0.8 per bonus attack damage)
    Magic Damage: 20 / 32 / 44 / 56 / 68 (+0.4 per ability power)

    Slow: 25 / 30 / 35 / 40 / 45 %

    Great for farming and keeping on top of champions. Realistically, it has about a 2 second cool down because of your passive.


    Crystalline Exoskeleton
    Skarner receives a shield for up to 6 seconds. While the shield persists his movement speed and attack speed are increased.

    Cost: 60 mana
    Cooldown: 14 seconds
    Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
    Attack Speed Bonus: 30 / 35 / 40 / 45 / 50 %
    Movement Speed Bonus: 15 / 17 / 19 / 21 / 23 %

    A small shield that gives you attack speed and movement speed. Great for chasing and engaging as well as escaping. As you will see this build compliments this ability a bit making it even better. Also great for taking towers quickly.


    Fracture
    Skarner summons a blast of crystalline energy which deals 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. Subsequent marks consumed will heal for 50% of the last.

    Cooldown: 10 seconds
    Range: 600
    Cost: 50 / 55 / 60 / 65 / 70 mana
    Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
    Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per ability power)Amazing line damage.

    After firing this through a lane of minions, just run around getting last hits while it heals you with each one.


    Impale
    Skarner suppresses an enemy champion for 1.5 seconds and deals 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.

    Range 125
    Cooldown: 110 / 100 / 90 seconds
    Cost: 100 / 125 / 150 mana
    Magic Damage: 100 / 150 / 200 (+0.5 per ability power)Great suppression with a drag.

    Use this to pull people into your turrets or into your team. You can also use it to strip an enemy off of a low health ally.


  • Introduction

    This is a comprehensive laning guide for Skarner, The Crystal Vanguard. I am still toying with it a bit and making sure that everything works right. I will try to update with any major changes that I make to the build. This is just the build that I have found to work. It is just a recommendation. Feel free to tweak things to fit your play style better if it doesn't work for you.

    The build I use is a Hybrid build, with a decent balance between AP and AD.

    This build is set up with level 30 players in mind. It is my opinion that if you are under level 20, the runes you can buy aren't worth it and you should just wait to get the "greater" runes. As far as masteries go, just put stats in what you can.

  • Quick Reference

    Masteries -
    21/0/9

    Runes -
    Greater Mark of Might
    Greater Glyph of Force
    Greater Seal of Clarity
    Greater Quintessence of Force

    Items -
    [builder=Skarner/cb5c0fb1109ef30c0897671f9ac74784]

    Order -

    Start - Sapphire Crystal+ 2 Health Potion
    first time back - Sheen
    Boots of Speed
    Tear of the Goddess
    Mercury's Treads
    Trinity Force
    Guinsoo's Rageblade
    Manamune
    Rylai's Crystal Scepter
    Hextech Gunblade

    Skill order -
    lv. 1 - Crystal Slash
    lv. 2 - Fracture
    lv. 3 - Crystalline Exoskeleton

    after that focus spells in this order -
    Impale--> Crystal Slash--> Fracture--> Crystalline Exoskeleton

  • Masteries + Runes

    For masteries I like to go 21/0/9.

    Runes - I prefer per level runes except for quints, but you could use flat runes for a little more power early game.

    I recommend using the following -
    Greater Mark of Might
    Greater Glyph of Force
    Greater Seal of Clarity
    Greater Quintessence of Force

    You could also use Greater Mark of Insight or Greater Mark of Desolation for more penetration.

    Any runes that synergize with a Hybrid build will work, but I have limited runes so I am only putting what I have tried on here.

  • Summoner Spells

    Recommended - I use these.
    Ignite - Good for that last bit of damage if needed or to suppress healing on some champs.
    Flash - Great for a quick getaway if needed, especially for diving for the kill.

    Other possibilities -
    Exhaust - Good for a gap closer. I don't think you will need it though as Skarner is fast enough anyways
    Ghost - Same as exhaust
    Smite - Good if you are in the jungle. You can do it but I like to lane him.

    I would not recommend using any other spells, as they won't really be that helpful.

  • Items

    I like to build Skarner as a hybrid, as his "Q" scales off AD and the rest off of AP. His passive makes auto attacking necessary, to spam your abilities even more.

    Here is what the finished build looks like -
    [builder=Skarner/cb5c0fb1109ef30c0897671f9ac74784]

    Here is the order and why.

    Start your game with a Sapphire Crystal and 2 Health Potions

    On your first time back finish Sheen and buy Boots of Speed if you can. If you cant then get it on your next time back

    After that get Tear of the Goddess. This will solve mana problems that you will have otherwise.

    Next you want to turn your boots into Mercury's Treads. You can build Boots of Swiftness instead if you want, or any other boots really. I just prefer the survivability associated with Mercury Treads

    Next you want to finish Trinity Force. I like to build Zeal before Phage, but either way works.

    After that I like to build Guinsoo's Rageblade. It gives you a good chunk of AP and AD and will put your attack speed close to 1.5 when stacked. This makes it easier to take towers and keep your abilities off cooldown.

    The next step is Manamune. This will give you more AD and make use of the Tear of the Goddess from earlier.

    If the game is still going on at this point then I like to build Rylai's Crystal Scepter for the AP, health, and even more on hit slow.

    Finally I like Hextech Gunblade. It is very likely that you won't get this far into the build, but if you do this gives you a little more sustain with more AP and AD.

    These are just guidelines. If you play tanks at all you should know that building situationally is a must. Even though Skarner isn't a tank, if you need it build a tanky item.




    If you do not think you need the Tear of the Goddess or Manamune, then just skip them and continue the trinity force. As far as the last item in the build goes at that point I will leave it up to you. The Black Cleaver is probably what I would build, but it is very likely that the game will be over by then anyways.

  • Skill Order

    I like to focus Crystal Slash first, then Fracture, and finally Crystalline Exoskeleton, taking Impale whenever you can. The full order looks like this -

  • Strategy

    Riot said that they want Skarner to just get on a target and stay on them and this is exactly what this build does.

    Laning phase - Try to take a duo lane. Just try to last hit and farm. Once you hit six, try to pull the squishier champ to your tower/lane partner. If you need to take a solo then just play carefully.

    Mid game/Ganking phase into Late game- If you have done well in lane then this is the perfect opportunity to start ganking. Whenever you engage, pop your shield and try to grab them and pull them to your ally/tower. Having your shield up will keep your move speed up and allow you to pull them further. Try to turn around right before your drag ends, as they will likely be trying to run away, and may get away if they they start to run the other way. After the initial attack, try to spam your abilities to stay on your target, keeping your shield up the whole time for the move speed.

  • Summary

    This guide is a work in progress and I will update when necessary. Please let me know what you think or any suggestions you might have.

    Thank you. Good luck and Have fun.



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