Skarner Build Guide

  • Views: 8,493
  • Rating: 0% ( Unknown )
  • Last Updated v1.0.0.125

Skarner the Anti-ego Champion 2k views milestone [please rate]

written by Carlosprazeres

Skarner Build



Table of Contents

  • Introduction

    Hello fellow Summoners! this is my first guide ever!
    Thus i put some large amount of effort and practice to support everything i say in this guide.

    so you may be assured that everything i say is working and has been tested for some time to secure its viability.

    so on we go this guide is for skarner and for a way to play him that i have not seen many play but it has the highest reward it can have when played on a team.


    upvote and comment on the guide if you like or dislike.

    so i knnow what to update, and change to reflect the community its aimed at!

    thanks alot.

  • Changelog!

    15/09/2011

    We got a few buffs on our favorite arachnid!

    Crystal Slash
    Physical Damage increased to 25/40/55/70/85 from 20/35/50/65/80
    Magic Damage increased to 24/36/48/60/72 from 20/32/44/56/68

    Ho, look there it is! the long waited buff on skarner Q, this will obviously help us especially on our laning phase! with larger Q damage it will provide with a better farming mechanism to use when being pushed under tower! and giving that extra damage when chasing, overall a minor buff but might make us a bit more dangerous on the fields!


    Fracture
    Missile Speed increased to 1800 from 1600

    now this one as i see it doesnt bring more damage so but its a greater buff then the crystal slash one.. why? simple! how many times have you missed your fracture just because the enemy made a last milisecond move out of the tip of the skill range? this should assist us with spaming this ability on the move and harassing!!

  • Masteries + Runes

    For masteries i go with:

    Offensive

    [mastery=deadliness]-1
    [mastery=Archmage's Savvy]-3
    Sorcery-4
    [mastery=alacrity]-3
    [mastery=archaic knowledge]-1

    Defensive

    Hardiness-3
    Resistance-3
    [mastery=Evasion]-4

    Utility

    Perseverance-3
    [mastery=Haste]-1
    [mastery=Awareness]-1


    For Runes i use:

    reds: Greater Mark of Insightx9

    yellows: Greater Seal of Evasionx5/ Greater Seal of Vitalityx4

    blues: Greater Glyph of Shieldingx4/ Greater Glyph of Clarityx5

    Explanation

    OK, i feel i need to explain this awkward setup of runes and masteries, we all know skarners main weakness is his early-starting mid game, were he can easily be poked pushed and played with in lane, so i felt the need to rune to make the early game solid and make it scale through mid-game, skarner WILL NEVER be as i see him a good early gamer, but we can make him decent mid-game so he can pick up some kills and assist the team earlier in the mid game.

    so.. what we are doing here is make him have much more sustain in lane and pumping some more damage and survival has the game scales into mid and late game, but allowing him to stay and farm for his much necessary items, that his achieved by the mana reg runes, and hp/level runes, evasion runes should give with the mastery enough dodge to be able to sustain vs top lane solo, and maintain a decent mana level to use your E if the enemy starts pushing you under the tower, while giving you a strong poking ability, just remember NOT to abuse your E, or mana will run out even with masteries and runes.

  • Summoner Abilities

    Flash

    Skarner's strenght lies were ashe power lies, utility, there are tank/ap heroes that do some more damage then skarner does right of the bat, chogath for instance, but so does caitlyn or tristana do more damage then ashe.. so why is ashe so valuable? utility, thats why skarner can be and should be a central piece in every team, because of his swiss army knife packed with utility, but for that he needs a heck of alot of mobility, and this.. flash, gives him just that, an awsome escape tool paired with a monster positioning ability that can help you either pull some crazy stuns with your slow and ultimate or escape from ganks and enemies.


    Ghost

    well ghost is pretty self explanatory, like flash explanation skarner relies heavily on being mobile, and being "there" making his presence felt is a must and thats achieved by being overall annoying and doing alot of aoe damage, but also shutting down AP and AD carries, now.. imagine, lets say.. pop ghost, pop W flash to an enemy ulti him, and run to your team, that gives somewhere around (with items) 600-650 speed... thats roughly from the middle of mid lane to just below your tower, sounds decent to me considering you can drag someone to their deaths and not putting any of your team at risk!

  • Skilling Order

  • Items

    Now for items and scaling through the game.

    starting items:
    Sapphire Crystal
    Health Potion

    Or

    Boots of Speed
    Health Potion
    Mana Potion


    Why different setups? well obviously because you need to be able to have some different plan when fighting different heroes.

    Usually when i fight nasus or other champions that have 1 aoe and 1 sick slow ability i usually run with boots and pot.
    But if i see a champion that i need to punish on a constant basis for getting near the minions then i get the mana crystal to keep me a higher mana pool so i can be more trigger happy on E, and also use the mana crystal if i fight heroes that i KNOW i cant do much and they will make me tower hug, thus use the crystal to be able to use E to last hit and keep a higher mana pool to aoe with Q and heal myself to keep hp up in case the jungler comes and i can assist him.

    Moving on.

    I wont get with the firstblue pill etc etc.. because i think your first B is highly situational depends a lot on how you perform and how the enemy performs, you might commit to a first fight and succeed or you might commit and die.. **** happens.

    so what i would try to make is just a priority list of stuff i usually get.

    items early game(utility and preparing the mid game)

    Sight Ward (always carry 1).
    Boots of Speed
    Catalyst the Protector
    Stinger

    ok so now we have our early game done, giving us some nice hp and mana, and some attack speed and reduce cooldowns on 10% and reducing further in because of attack speed with our passive, that should keep us in lane for a LONG time and farming like a beast!

    Finishing early/starting Mid-game

    at this point you should be farming like a BAWSS, and should be a cinch to keep your lane in check and occasionally assisting your mid lane and jungler with your Ulti to secure the kill.

    but focusing back on us.

    farm like a madman to:

    Rod of Ages
    Nashor's Tooth
    Sorcerer's Shoes
    or
    Mercury's Treads

    Finish the boots LAST, because with your W you have a speed burst thats quite enough for most needs.

    ok now we just finished getting the boost of AP we need to be viable into the mid game and across it. we have a good amount of mana and hp and a lot of cdr to pump some nonstop speed and shield and damage, that will keep us rocking into late game.

    Late game

    now comes the hard part to making decisions, which will either..make you be of great use to your team or make you a liability, into late game ROA stacks will not suffice in terms of survival to cope with the amount of nuking theres around, and trust me, the way skarner is seen has underrated will make you a prime target, so 1 of 2.

    1) you are ganked no matter what.
    2)people are actually attacking your carry first

    if 1) happens then you need to get some more defensive stuff, if you are being massively focused

    options:
    If suffering to magic damage:

    [item=Force Of nature] (offers great synergy with RoA)

    Abyssal Scepter (some MR and AP and magic pen)

    Wit's End (offers good MR and synergy with nashors tooth, good if u feel u need more ability spam)

    Banshee's Veil(if you are dying to 1 trick poneys like annie and malz)


    If suffering physical damage:

    Randuin's Omen (explains itself)

    Sunfire Cape (MOAR farm and some psychological fear factor)

    Warmog's Armor (with Roa it might have a good synergy due to enormous amounts of HP)

    Zhonya's Hourglass (if u don't need more HP and need armor instead, might do good because of extra AP to make you scale well)

    and 2) in case you have some leeway to do some damage!

    Rylai's Crystal Scepter, (gives you a nice HP and AP boost and a slow)

    [item=Morello's Evil Tome] (might be a bit lackluster at this stage but gives you enough cdr to cap yourself, and some nifty extra AP and mregen.)

    Will of the Ancients (might also be a good choice if you have strong AP's on your team, since it will not boost only you, but the others with more survival due to spellvamp and since you are tankish will make you sustain even longer!)


    thats about it, the last item i usually don't get this far, but the last item i buy is usually a Hextech Gunblade because of all the goodness it brings. =P

    and usually the complete build ends with (this is the usual stuff it may differ from the actual game because you need to adapt to what you face)

    Rod of Ages
    Nashor's Tooth
    Sorcerer's Shoes
    Abyssal Scepter
    Randuin's Omen
    Hextech Gunblade

  • Build Example

    Runes and Masteries

    Offensive

    [mastery=deadliness]-1
    [mastery=Archmage's Savvy]-3
    Sorcery-4
    [mastery=alacrity]-3
    [mastery=archaic knowledge]-1

    Defensive

    Hardiness-3
    Resistance-3
    [mastery=Evasion]-4

    Utility

    Perseverance-3
    [mastery=Haste]-1
    [mastery=Awareness]-1


    For Runes i use:

    reds: Greater Mark of Insightx9

    yellows: Greater Seal of Evasionx5/ Greater Seal of Vitalityx4

    blues: Greater Glyph of Shieldingx4/ Greater Glyph of Clarityx5


    Skill order



    Items

    Rod of Ages
    Nashor's Tooth
    Sorcerer's Shoes
    Abyssal Scepter
    Randuin's Omen
    Hextech Gunblade

  • Working in the team

    Well now, as skarner and with this build, you will be having a sustained early game were you NEED i mean NEED to farm alot, so you can carry yourself to a phase of the game were you start to shine, mid game, and this is were all the teamfights and 3vs3 and such fights start to happen, so your job atm is overall just annoying!

    -suppress the enemy dangerous guy.
    -slow down the assassin chasing your carry and bring him down.
    -make people foolishly chasing you by baiting and running.
    and score kills punishing enemies that overextend.

    thats what you are supposed to do in a teamfight, be a swiss army knife, you can bring so much to the table if you use skarner effectively, dont try to be orianna V2.0 you are different, you are a tanky ap champion, so play has such.

    just use your brains and you will find awesome strategies with skarner!

    he is not borderline OP or stupidly UP he is a champion that like others scales into late game and has a **** early game, so he requires some thought to be used, hes a balanced choice that brings more utility to the table when its missing from your team.

    Aoe slow.
    suppress.
    skill shot that heals.
    shield and AS/MS boost

    hes like an army swiss knife, like always depends on who uses it.. give it to a monkey he wont even know what it is, give it to macgyver and he will make a rocket out of it.


    my thoughts on skarner, hope you enjoy him and this guide..

    good games and good luck.

    please give a score to my guide and comment.

    thanks.



Do you have your own
Build Guide?


Submitted by Carlosprazeres

Newest Guides for Skarner

Top Guides for Skarner

New Skins for Skarner

Top Skins for Skarner