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All Guides Skarner Guides A six legged menace - (7.14) Detailed Jungle Skarner
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Skarner Statistics for USUl

Author's performance with Skarner compared to the ranked average.

Value
Average
Games Played
21
4
Win %
67
44
Kills
3.8
4.2
Assists
12.8
8.9
Deaths
4.1
5.6
KA:D Ratio
4.0
2.3
Gold Earned
11.2K
10.9K
Creep Score
32.0
61.1
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Summoner Spells:

11.png A standard spell for any jungler. Needed to secure/steal objectives (baron, dragon) and help clear speeds throughout game.

4.png Is almost used on every champion in the game, and for good reason! Allows re positioning and initiation, a strong initiate for Skarner is his Flash--->ult combo so I recommend using this spell.

6.pngGhost can be another viable option instead of flash. It allows greater chasing or disengage potential. I would suggest flash over ghost because your W already gives a similar move bonus.

New Runes Back to Top

Masteries Back to Top

This mastery tree is something I've been experimenting with alongside a bruiser build Skarner. It offers some decent damage output and scales well into a tanky late game. Below is an explanation of why I've chosen these masteries.

 

Ferocity Tree:

 

Fury: Attack speed works better than AP with Skarner's kit so an obvious choice.

 

Feast: Adds a little sustain to your clears and helps set up your early ganks.

 

Vampirism: Personal preference, I now take the lifesteal and spell vamp since it assists with early clears.

 

Battle Trance: Bounty hunter is more suited for carry junglers and is useless if you fall behind, Battle Trance is far more suited for sustained damage dealers like Skarner. 

 

Resolve Tree:

 

Recovery: Unyielding is only useful when you are close to full build and many games will finish before that stage so regeneration is a better option. 

 

Explorer: Personal preference here, taking tough skin helps buff up your early game against invades, but I prefer to go faster for picks in the river.

 

Runic Armour: Still working out which of these is better. Maxing skarnerexoskeleton.png second with this mastery seems to make you extremely tanky with little effort but you can also go Veteran's Scars for the early game. 

 

Insight: Summoner spell cooldown is just too valuable to pass up. Skarner relies on his flash to make plays. 

 

Swiftness: As a juggernaut Skarner is prone to being kited and this mastery helps keep him on his opponents where he can truly shine. 

 

Grasp of the Undying: It works well with high tank builds and also gives a surprising amount of sustain in a teamfight. When combined with your shield this will keep you alive for longer. 

 

Courage of the Colossus This is much more useful in teamfights than. It offers a shield after using hard crowd control on an enemy champion. Since Skarner has both a stun and a suppression he can activate this ability in most fights to gain more durability.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16
The following abilities are taken from the Lolking page on Skarner in case you don't know the effects:



skarnerpassive.png Passive: Crystal Spires

Skarner's presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing a crystal prevents them from being captured by the opposing team for 15 seconds.

While near active crystals Skarner gains 100 Movement Speed, 48~150% (42+6 per champion level) Attack Speed and restores 3% of his maximum Mana per second.

skarnervirulentslash.png Q: Crystal Slash

Active: Skarner deals 0.33/0.36/0.39/0.42/0.45 total attack damage to all enemies within range. Hitting an enemy will grant a stack, while Skarner has stacks, Crystal Slash deals an additional 0.33/0.36/0.39/0.42/0.45 total attack damage.

Cost: 10/11/12/13/14 mana
Cooldown: 3.50/3.25/3.00/2.75/2.50
Range: 350

skarnerexoskeleton.png W: Crystalline Exoskeleton

Active: Skarner gains a shield for 12/13/14/15/16 % of Skarner's Maximum Health for 6 seconds. (+0.8 AP). While the shield is active, Skarner gains an accelerating movement speed that reaches full strength after 3 seconds.

Cost: 60 mana
Cooldown: 13/12.5/12/11.5/11
skarnerfracture.png E: Fracture

Active: Skarner deals magic damage to all enemies in a line and slows them for 2 seconds. The missile speed is decreased for each champion hit. In addition Fracture afflicts targets with crystal venom for 5 seconds, causing Skarner's next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun for 1 second. Stunning enemies with fracture grants Skarner Crystal Charge (The buff for being near an active crystal) for the duration of the disable and reduces the cooldown of fracture by that amount (1 second).

Cost: 55 mana
Cooldown: 13/12.5/12/11.5/11
Range: 1000
skarnerimpale.png R: Impale

Active: Skarner rears his stinger, immobilizing his target with fear for 0.25 seconds as he bring his stinger down: dealing 20/60/100 magic damage and 100% of Skarner's Attack Damage at the beginning and ending of the spell. Skarner also suppresses them for 1.75 seconds, during which he gains the Crystal Charge buff (From standing near an active crystal). For the duration, Skarner can move freely and will drag his victim around with him. 

Cost: 100 mana
Cooldown: 120/100/80
Range: 350

            Now that we know the abilities what order should we max them in?

1: I always start Q for the improved AOE damage to bring up my clearing time and general DPS. The cooldown scales with ranks allowing you to spam it more and deal more damage. 
2: At level 2 I rank up W for the shield sustain when clearing.
3: At level 3 I take E for the stun and additional damage. This massively helps your early ganks as it gives you a slow and hard CC for ganking.
4: I max Q first for the damage output and extra sheen procs. (If the game looks to be over before 20 minutes max E since this is better for fighting when behind.)
5: W Second to offset some of Skarner's early squishy stats.
6: E last as I use this to lockdown targets in late game teamfights. I used to Max this to assist with early pressure but the extra sheen procs are just too good to pass up.
7: Obviously ultimate is upgraded wherever possible.

Items Back to Top

Starting Items

    A standard jungle start for sustain and clearing. Upgrade to hunter's potion when possible.
    Use either of these trinkets.

Core Items

    Look below for boots:
    Core Items I regularly use - See more below

Situational Items

Trinkets:

3340_32.png -The warding totem is the most useful trinket available as it helps you counter jungle safely and also prevent yourself from being caught in an invade. (More suited for passive jungling)
3341_32.png - The scrying trinket is useful when you want to pressure dragon early on or camp a lane and reduce enemy vision. (More for aggressive jungling)


Item analysis:

3074.png - This item is great for adding more AOE damage, which increases your clear speeds, splitpushing and teamfight damage. The life steal and regeneration stats also help.

3116_32.png - This item makes for a deadly permaslow combo. You are given a 40% AOE slow to stick to targets and a large tank/damage boost. I would only consider this viable if you plan to make use of the runic echoes however, since this item doesn't slot in with the other builds and the sticking potential isn't really a problem for Skarner already.

3190.png - If you prefer to follow a full tank 3709.png build then this item will be right up your alley. Unfortunately the magic resist aura and HP are gone, leaving this item in a niche situation. The stats aren't bad for Skarner but you will be purchasing this only for the shield active in teamfights.

3025_32.png - I recommend picking up iceborn as it increases your damage and applies the slow your Q used to give. The mana and armor are both extremely useful on Skarner too. Skarner has one of the highest base damages and uses this item extremely efficiently. The item's slow AOE now scales with bonus armour making it far more appealing for tanks like Skarner but as a downside it lingers less and as such you have slightly less stick potential in the early game. The only downside is that this can be expensive.

3022_32.png - Frozen mallet is what feels like a budget 3025.png as it fills a similar role and offers stats you would want if falling behind. Instead of offering mana, armour and cooldown reduction this item simply gives a similar slow, a small damage boost and some health. I would recommend picking this up if you are losing a game but otherwise 3025.png is a far superior item if you want to stick to targets.

3153_32.png - When I am ahead this item can be good for shredding tanky opponents and chasing people using its active. The attack speed and life steal works well with Skarner's kit as he will have more sustain in fights. The item now gives lifesteal for the % HP damage which helps as you wouldn't normally have enough extra AD to give substantial lifesteal. It now also gives extra %HP damage so even better against tanks.

3115_32.png - I rarely bother purchasing this item but in theory it could fit well with his kit. AP just doesn't work that well with him.

3091_32.png - Wits end helps you deal a little more damage with the magic damage on hit and the attack speed, the passive works well with skarner as his Q will deal more damage the longer you stick to a target. Works even better with a tanky AP build or a full attack speed build.

3083_32.png - When you need to be tanky I often grab this item, it is cheap and great for just becoming unkillable, if you combine this with a randuins or spirit visage you will be even harder to kill. It also gives you a lot more sustain in a siege scenario. Since it now benefits users with 3000 or more HP this item just became a lot more appealing to Skarner, normally you would never pick this up until the end game and if you are facing a heavy siege or poke comp this item will keep you at full HP for when the inevitable fight breaks out. A good item which becomes great in some situations.

3143.png - A great item vs AD and is fairly cheap as well. The HP and armour given really make you a hard target especially combined with your %HP shield. While this once was the go to item for HP and armour I feel dead man's plate has risen into that space,  this is still great for the price and it becomes even better when you VS a high crit champion such as 157.png or23.png

3065_32.png - Spirit visage is the bane of AP champions and if you find yourself facing 3 or more AP champions this is the item for you. The cooldown reduction and passive make this item very cost efficient which is great as junglers don't have access to massive amounts of gold. It offers are large amount of MR but more importantly cooldown reduction which works well with Skarner's game changing ultimate. The item now has been buffed to give 20%  from all healing sources, making it even stronger if you pick alongside a team comp which can heal.

3068_32.png - Sunfire Cape gives you a nice all round amount of tanky stats similar to a randuins, but also gives you a little extra damage, if you want to increase your damage output but also gain a few tank stats I recommend purchasing this. The cheap cost makes it an ideal choice to follow an 3025.png rush.

3110_32.png - When an autoattack reliant enemy such as Vayne or Aatrox gets fed pick up this item, not only does it give armour but it slows the attack speed of your enemies, making it a great choice to reduce their damage. It's increased cost along with the lack of HP makes this a very situational item however for most junglers.

3800_32.png - What was once a great item on Skarner has fallen a little low after the recent nerfs, the active is extremely good but the nerf to its cooldown and HP makes it less desirable than before. It is however cheaper than before and if you are behind and prone to being kited then this can offer a cheap way to make it to the enemy team.

3124.png - Though the item offers a two hit passive to lower the cooldowns of your Q, it is highly expensive and will be difficult to purchase on a jungler's budget. It offers a great amount of mixed damage which Skarner can make use of however, it's been buffed recently to give more attack speed so it makes it slightly more viable.

3078_32.png- A great all round item with no wasted stats for Skarner, it's only problem? High cost. This is usually far out of a jungler's budget unless you are extremely fed. If you are, great! Pick this up. (Do not pick this alongside 3025_32.png unless you are insanely fed since the passives overlap a little). The recent triforce changes make this an even more appealing purchase as it replaces the crit chance with additional cooldown reduction and attack speed.

3026_32.png - If you are following a high damage, carry-styled build then this is a great way to increase your impact on teamfights. It is less useful on bruiser builds which lack to damage to take more people out after you revive.

3033.png - This is a cheap and fast method to deal with heavy armour teams. Usually I prefer to go for 3071_32.png as the stats work far better for Skarner but this is a valid option if you need to reduce a healing champion such as 84.png36.png50.png8.png or 266.png.

3071_32.png - The black cleaver is amazingly effective on Skarner as it allows armour shred over time, 400 HP and 20% Cooldown reduction. This makes it suited to sustained damage fighters like Skarner. It also gives a movement passive which helps stick to targets. Very useful if the enemy tanks are stacking armour in the late game.

3142_32.png - Ghostblade is an item which I would recommend if the enemy is rushing armour and you are fed or following a high damage build. It gives you a massive boost in mobility via its, 10%CDR and lethality. The loss of the attack speed hurts Skarner significantly, and I would only recommend this item currently if you plan on playing as an assassin.

3748.png - Gone are the days where I would build a 3074.png and then cry after being bursted down, Titanic Hydra fills the slot for an AOE AD item which Skarner needed badly. It offers a solid 400HP along with the health regeneration while giving a chunk of AD with the ravenous active based of %HP. This offers Skarner a massive amount of AOE damage which goes off how tanky he is. This will probably be my go to damage item after 3025.png since it offers enough tank stats to not be squishy but more damage to be an even bigger threat. A great item on Skarner.

3742.png - Similar stats to a randuins but with more of a selfish benefit, I think the Dead Man's plate is a great fit on Skarner as it helps with his initiation, gives massive amounts of HP and armour while also giving a small flat damage buff. If you are playing against a team comp which is heavy in disengage then pick this up after your 3025.png and let the fun begin. Overall a very strong item on Skarner.

3053.png - A good item that fits with Skarner's identity very well. If you are playing against a high burst team then I would recommend picking this up. It offers base attack damage which synergises very well with the 3057.png passive, however the stats don't make it worth the item slot unless you are facing a burst comp which will proc the active often. A very strong but situational item.

2032.png - Pick this up after your first clear and enjoy infinite sustain in the jungle. It is possible to just farm until six using this item to pick up free regeneration and is great at getting Skarner to his end game dream a lot faster. Just bear in mind that this will set you back a little for your first jungle item. 

3156.png - The new maw item offers better stats for AD Skarner than ever before. It's still a niche item since the AP shield has to remain useful, but the other stats such as lethality and cooldown reduction push this as a viable item on damage Skarner.

3814.png - This item is intended for assassins but it could be used in a high damage Skarner build. This item offers a touch of AD, lethality and MR; but you'll be purchasing this for the out of combat movement speed and channelled spellshield. On a jungler's budget, this item is very expensive so its viability will have to be tested.

3193.png - A fantastic teamfighting option, useful as a second or third item for extra durability, (this doesn't offer HP so you'll need that from somewhere else). The best part is that it's cheap and cheerful, so extra useful for a jungler.

 3075.png - The grievous wounds passive is nice but I tend to only use this item in extreme cases. The entire enemy team has to be dealing physical damage or they have to have a character with large amounts of health regeneration for this to be worthwhile.


Boots:

3009_32.png - If you are against a slow heavy team (Ashe, Olaf, Mundo for example) it can be frustrating as Skarner has no instant cap closer and as such can be kited easily, if you are having trouble reaching the enemy these boots should help. Even with recent nerfs these boots are a strong choice if you are having trouble initiating fights. Recently I have been picking this up as my default and am finding things far easier than before.

3047_32.png - When against a strong AD team pick up these boots as they are fairly cheap so pick them up early so you can use the armor all game. There are very few situations where these boots are bad.

3117_32.png - Mobility boots have been nerfed recently, but in my opinion still remain a strong pick on any jungler. The extra movement speed and lower cost means you can purchase these early and improve your gank and clearing speeds, in the late game it is more worthwhile to sell these and choose another pair of boots which give useful stats.

3111_32.png - I get these when against a strong AP team. The passive is amazing and the magic resistance can be good, but this item is more expensive so only use it if you think it'l pay off. The buffs to tenacity make it more appealing than before and a more viable choice against teams with hard CC.


Jungle Items:


3706.png - Assists with ganking by giving you a slow and more sticking potential overall. Great when combined with a couple of early game items.

3711.png - Great if you plan to follow a tankier build and more importantly it offers great vision control.  The most reliable choice of the jungle Items.

3715_32.png - This is viable if you intend on building high damage/attack speed but the other jungle items offer more benefit for Skarner's kit I feel. 

Enchantments:

1408.png - Skarner is a hybrid and as such has extremely low AD/AP scalings making this enchantment a little underwhelming.The flat AD helps a little but the cooldown reduction and armour pen is useful. If you are up against someone who stacks armour it is possible you could buy this item as a damage source. Though Skarner's abilities scale with Attack Damage more than before, he still benefits from the other jungle enchantments more.

1410.png - Runic echoes is the latest attempt to bring mages into the jungle, and while it does this fairly well it offers far less benefit to Skarner. Since it primarily offers AP damage and a burst passive I wouldn't recommend this on Skarner anymore. The loss of the sheen proc makes this a lacklustre item in most respects.

1409.png - One of the best enchantments in my opinion, it gives 400 HP along with the immolation passive, (which is finally in line with sunfire cape.) The 15% bonus health is the main factor or the enchantment as normally you'll be picking up some other tank items as well. Generally this enchantment is the go to option if you plan on being a tank or bruiser.

1418.png - Bloodrazor offers immediate benefits over the previous devourer. Not having to waste time stacking is well worth the small power drop. The item offers both attack speed and a %HP damage which assists in your duelling and all around power. This looks to be a solid choice if you don't want cinderhulk. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Amumu
    Easy
  • Cho'Gath
    Easy
  • Diana
    Medium
  • Dr. Mundo
    Medium
  • Elise
    Hard
  • Evelynn
    Easy
  • Fiddlesticks
    Easy
  • Gragas
    Medium
  • Hecarim
    Medium
  • Jarvan IV
    Medium
  • Jax
    Hard
  • Karthus
    Easy
  • Kha'Zix
    Easy
  • Kindred
    Medium
  • Lee Sin
    Hard
  • Malphite
    Easy
  • Maokai
    Medium
  • Master Yi
    Medium
  • Nautilus
    Easy
  • Nidalee
    Hard
  • Nocturne
    Medium
  • Nunu
    Medium
  • Olaf
    Medium
  • Pantheon
    Medium
  • Rammus
    Easy
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Sejuani
    Medium
  • Shaco
    Hard
  • Shyvana
    Easy
  • Sion
    Medium
  • Tahm Kench
    Easy
  • Trundle
    Medium
  • Udyr
    Easy
  • Vi
    Medium
  • Volibear
    Medium
  • Warwick
    Easy
  • Xin Zhao
    Hard
  • Zac
    Easy

VS

Aatrox

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Good
Ganks: Average
Dueling: Good

Aatrox is a well rounded jungler who is squishy in the early game but becomes a beast in the late game. His sustain helps him clear the jungle at half hp despite doing a full clear and he duels extremely well. Pick up some armour if Aatrox is doing well as it will severely reduce his damage to you, as he is squishy counterganking him can often result in a kill or popping his blood well. Another thing to note is that early game Aatrox has slow clear speeds and is farm reliant - counter jungling and stealing his camps is a good idea. He received quality of life buffs in patch 5.6 and 5.11 which added capability for his teamfights with a reduced cooldown on his blood well.

VS

Amumu

Easy
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Bad
Ganks: Average
Dueling: Bad

Amumu is a teamfight jungler who peaks at level 6 like yourself. His jungling speed is very mana hungry and his ganks are lackluster at best. Be sure to counterjungle and steal his blue buffs, also try to gank more, as Amumu can still be useful even if he is shut down so it is more worthwhile to kill the laners. He has only one form of initiation with his Q so punish him whenever he misses it.

VS

Cho'Gath

Easy
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Average

Jungle Cho' Gath offers a lot of CC and tankiness in the late game and has decent clear speeds and dueling potential, his ult also makes him very strong at taking baron and dragon. I reccomend focusing on shutting down the lanes with your ultimate and try to counter jungle his camps to slow down his tanky item build.

VS

Diana

Medium
Power Scale: Mid Game
Damage: AP
Clearing: Average
Sustain: Average
Ganks: Bad/ Good (6th)
Dueling: Average

Diana is a decent AP jungler who has good ganks after level 6. Pre six she is fairly weak with no sustain, average clear times, and poor ganks. She does ramp up in power after a couple items so respect her power spike around this time. Taking her buffs and camps early will put her at a severe disadvantage later. Focus on counterganking as well, if Diana gets kills she can become quite scary.

VS

Dr. Mundo

Medium
Power Scale: End Game
Damage: AP
Clearing: Fast
Sustain: Poor
Ganks: Average
Dueling: Good

Mundo is an odd jungler where his start has high damage but is one of the most risky clears you can pull off. He falls very low on HP at this point and is prone to invades. Due to recent mastery changes however Mundo has become a top tier jungler and unfortunately Skarner lacks the damage to deal with him. Your best option is to act as a peeling front liner for your AD carry. Late game Mundo transitions into an unkillable tank so saving your ult to keep him from causing havoc could also be an option.

VS

Elise

Hard
Power Scale: Early Game
Damage: AP
Clearing: Average
Sustain: Good
Ganks: Good
Dueling: Good

Elise has averge clearing and remains healthy in the jungle due to her spiderlings and passive heal. She is a strong duelist so try to avoid fighting her 1 on 1 as she can poke you down from a distance and chase you when you flee. If Elise does well consider getting more tanky items and try to sneak away her camps when she is away from them. Counterganking her can work well if she has used up her abilities to chase someone else, she is quite vulnerable in this situation as she is squishy and will have used up her escape to gank. Currently Elise is a strong jungler as she is able to make an impact early on while doing considerable burst damage.

VS

Evelynn

Easy
Power Scale: Early Game
Damage: Hybrid
Clearing: Average
Sustain: Bad
Ganks: Good
Dueling: Average

A good Evelynn will terrorize your team with awesome ganks and get extremely fed, a bad one will feed. Try to counter gank Evelynn by predicting which lanes she will gank and stay nearby so you can assist your laners. Keeping her camps warded can help you know her location and also allows you to steal jungle while she is away. She is very item dependant so counterjungling and counterganking can set her far behind. Currently Evelynn suffers greatly in the new jungle, with her initial clear being slow and risky. This is one of her most vulnerable points as she lacks the damage and Health to duel you.

VS

Fiddlesticks

Easy
Power Scale: Mid Game
Damage: AP
Clearing: Average
Sustain: Good
Ganks: Average
Dueling: Good

Fiddlesticks is one of the four junglers who can do a full clear effectively due to his drain. Though Fiddles is squishy, the amount of CC he provides is aggravating and he works well in poking or teamfighting. Due to the recent fear changes Fiddles has worse ganks and he has always had a mana hungry slow clear speed. This makes him vulnerable to counterjungling which you can do as long as you dont fight him, the drain will most likely kill you. When playing against a fiddlesticks make sure to counterjungle the razorbeaks and control the vision of the map. This will help stop fiddlesticks from catching you off guard with his ults and make it more dangerous for him to jump in blind.

VS

Gragas

Medium
Power Scale: Mid Game
Damage: AP
Clearing: Average
Sustain: Bad
Ganks: Average/Good (6th)
Dueling: Average

Gragas is a teamfight oriented AP jungler who is a versatile tank pick in most situations. His ultimate is far more influential than yours but you will often deal more damage if he is opting for a tanky build. Gragas used to be far stronger along with Sejuani and Rek'Sai but they have been toned down to be fairly balanced now in my opinion. Focus on peeling gragas away from your carries before he can ult, buying a banshees can also help yourself.

VS

Hecarim

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Bad

Hecarim is another late game champion who has a powerful ult, his early game however is quite weak but he usually builds movespeed and can be hard to chase down. Focus on stealing his camps and feel free to bully him out of the jungle, don't commit to chasing him as he can outpace you easily just force him to leave his jungle and take all his camps. Avoid fighting Hecarim next to jungle creeps as he can heal off them with his AOE damage. If the Hecarim is using teleport it is likely he will try to rush homeguard for teleport ganks, make sure to track when he uses it otherwise you could be caught off guard when taking objectives.

VS

Jarvan IV

Medium
Power Scale: Early Game
Damage: AD
Clearing: Average
Sustain: Bad
Ganks: Good
Dueling: Average

Jarvan is a godlike ganker and can become very tanky. I reccommend going tanky and try to peel him from your carries as he is hard to kill and has an escape with jarvanivdemacianstandard.pngjarvanivdragonstrike.png. He has high damage early so avoid fighting him pre level 6. His early game damage is too high for you to handle so you really have to just counterjungle when he's away and focus on ganking. Jarvan will always be one of the top tier junglers but if he is denied early kills he will be less useful to his team.

VS

Jax

Hard
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Bad
Ganks: Average
Dueling: Good

Jax can snowball like 80_64.png but he lacks the global pressure. Purchasing a frozen heart can be very effective VS a jax as he is attack speed based. Counterjungling him also sets him behind in gold, in the late game peel him away from your carries. Avoid fighting jax head on throughout the game due to his high damage and stun. The new 3124.png has proven to be very strong on him and is a power spike you should respect. In teamfights look to keep Jax from getting an AOE stun on your carries and ult him away if necessary.

VS

Karthus

Easy
Power Scale: Mid Game
Damage: AP
Clearing: Average
Sustain: Bad
Ganks: Average
Dueling: Average

Karthus jungle, once rarely seen is now a viable jungler. His clear is extremely mana hungry and fast and with the trailblazer item he can be viable. He can duel when isolated as his Q deals bonus damage and globally gank with his ult. Denying him blue buffs will severely impact on his clearing. Try not to towerdive when Karthus has his ult as he can ruin your day.

VS

Kha'Zix

Easy
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Good

Kha Zix has the potential to kill you at early levels as you are squishy without your first tanky items. As Kha zix is squishy and item dependent he is vulnerable to counterganks and counterjungling, late game save your ultimate for when he jumps in. If you can catch him as he tries to assasinate your ADC you can ult and blow him up instantly. Recent nerfs have hit his base damage a little hard, meaning he has less capacity to blow up his targets.

VS

Kindred

Medium
Power Scale: End Game
Damage: Hybrid/ Attack Speed
Clearing: Average
Sustain: Good
Ganks: Average
Dueling: Average

Kindred is a skill based matchup for Skarner and will put your ability to secure jungle camps to the test. While Kindred has a fairly mobile kit with her kindredQ.png, Skarner has the luxury of being able to drag her out of her ult range to secure a kill. Consider picking up some armour and attack speed slowing items instead of flat HP since Kindred deals %HP damage. Try to beat her to the marked camps and always stay around the lanes who have been marked to countergank if needed. 

VS

Lee Sin

Hard
Power Scale: Early Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Good
Dueling: Good

Lee sin is a great 1v1 jungler as he offers utility and his damage kills you fast. Try to countergank to force him behind in gold and make him build tanky. In the late game use your ult to counter his kick initiate and make him regret charging into your team. You should focus on ganking as Lee sin will kill you early game. When initiating teamfights be careful of your positioning, Lee Sin now deals %HP damage with his kick which makes it more devastating if you allows yourself to be kicked into teammates.

VS

Malphite

Easy
Power Scale: End Game
Damage: AP
Clearing: Bad
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Bad

Malphite is a primary tank all game but has slow clear times. You can bully Malphite a little but be careful as if he gets ahead he can build damage and carry. Try to counterjungle him because of his slow clear time. In the late game you can supress him after he initates without his team for an easy kill.

VS

Maokai

Medium
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Average
Ganks: Good
Dueling: Bad

Maoki is a slow tanky jungle who is more often picked for his utility. He has a weak 1v1 and you can literally force him out of the jungle any time you want. His ganks are good but you can often make more plays with your ult, try to get your lanes fed and counter jungle when possible. Late game you will need to focus on peeling Maoki away as otherwise he can stick and CC your carries.

VS

Master Yi

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Good

Master Yi has snowball potential and has varying clear times depending on what his Q hits. He is squishy in ganks so try to countergank and counterjungle safely to set him behind. In a team fight you can ulti immediately after he alpha strikes to get your team to blow him up. You can't fight him 1v1 unless you are ahead, if he is beating badly make sure to avoid him.

VS

Nautilus

Easy
Power Scale: End Game
Damage: AP
Clearing: Bad
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Bad

Nautilus is a slow jungler who has heaps of CC. You can fight him 1v1 at all stages in the game but his CC will make him good at setting up fights. I recommend peeling for your carries in teamfights and try to get your lanes fed, counterjungle his buffs to give him no hope of ganking early game.

VS

Nidalee

Hard
Power Scale: Mid Game
Damage: Hybrid
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Good

Nidalee has recently seen a lot of play in the jungle when she was able to use her hunt passive on jungle creeps andshe  became a very strong jungler before receiving nerfs to tone her back down. After being nerfed again in patch 5.15 she is a little weak but she still remains a versatile jungler in many aspects. The key thing to remember in this matchup is that your post 6 ganks are far superior which gives you an advantage for map pressure. Avoid fighting Nidalee until you pick up a couple of tank items as she is a strong duelist even if she is building little damage. Pressuring the enemy lanes will give you enough of an advantage and counter ganking her early game can be very effective as well.

VS

Nocturne

Medium
Power Scale: End Game
Damage: AD
Clearing: Good
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Good

Nocturne is weak early game and sits on a similar power level to Skarner, the only difference here is that if Nocturne builds damage early he has a more potent mid game power spike than Skarner. End game you have less damage and are weaker in dueling but make up for it with CC, while Nocturne has the alternative. Try to focus on lanes and prevent him from getting kills with his ult by counterganking him.

VS

Nunu

Medium
Power Scale: Early Game
Damage: AP
Clearing: Average
Sustain: Good
Ganks: Bad
Dueling: Average

Nunu is a great champion for sustain and securing objectives, his consume means he can steal your buffs easily. Nunu is capable of doing a full clear and as such may have an item advantage in the early game. Nunu has a strong snowball and can heal up near minions when you fight. Keep your buffs warded so you can catch him counter jungling you and try to gank because you are a much better ganker than Nunu. In teamfights your ult can interrupt his ult and sometimes it is worth it to do so.

VS

Olaf

Medium
Power Scale: End Game
Damage: AD
Clearing: Good
Sustain: Bad
Ganks: Average
Dueling: Good

Olaf has a perma slow skillshot and is one of the champions who Skarner cannot fight 1v1. Always try to disengage from Olaf, especially when he uses his ult as you can't peel him away from your carries. Try to counter gank him as you should be able to kill him with a teammate. 

VS

Pantheon

Medium
Power Scale: Mid Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Good

Pantheon brings a lot of global pressure with his ultimate and has the potential to snowball hard. Counterjungle him when he is away and you know it's safe, you can't beat him 1v1 unless he is behind. Pick up some tanky stats and try to countergank him to keep him behind as he is item dependant.

VS

Rammus

Easy
Power Scale: End Game
Damage: AD from armour
Clearing: Bad
Sustain: Average
Ganks: Good
Dueling: Bad

Rammus is a weak 1v1 champion and has slow clear times. Bully him out of the jungle as he cant do any damage, just be careful of his taunt as it lasts for a long duration. Late game just peel him away from your team with your ult as he is very hard for your ADC to kill.

VS

Rek'Sai

Medium
Power Scale: End Game
Damage: AD
Clearing: Good
Sustain: Average
Ganks: Average
Dueling: Good

Rek'Sai clear slower than Skarner does initially, but after picking up her items she will clear faster than you. Her tremor sense makes her a decent counter-jungler and she is a good duelist. She scales hard late game but mid game she is extremely squishy, use this to your advantage and ult her for your team to kill.  Always make sure to disable her tunnels wherever possible, this will deny her any good ults and make it a useless ability.

VS

Rengar

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average/ Good (6th)
Dueling: Good

Similar to 121_64.png that he is an assasin and can kill you early levels before you get tank items. He is vulnerable to counterjungle and counterganks as they set him behind in gold. Avoid fighting him 1v1 because of his damage and just disengage when he chases you. You have a movespeed buff and slow so you should be able to outrun him. In teamfights save your skarnerimpale.png for him when he initiates and tell your team to focus him under the CC. 

VS

Sejuani

Medium
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Bad
Ganks: Average/ Good (6th)
Dueling: Bad

Sejuani is a jungle who scales well into the late and mid game, her ultimate and health stacking makes her a massive threat. Try to countergank her early on and counter jungle when possible, if you can help the kiting champions on your team to get fed you may be able to disengage from her and kill her when she charges in.

VS

Shaco

Hard
Power Scale: Early Game
Damage: AD
Clearing: Bad/ Good (Boxes)
Sustain: Bad/ Good (Boxes)
Ganks: Good
Dueling: Good

A good shaco will make you want to cry. His kit is designed to make your life hell. I recommend taking both buffs against a Shaco (be sure to ward in case he comes). Shaco could be waiting to kill you at your red so you could reverse the order to confuse him. If you are confident in your team awareness you can try to get trinket wards around red and catch shaco offguard if he invades. If he does come keep calm and try to coordinate your team to trap him, this can be risky but  as long as you don't facecheck any bushes you will kill him and put him in a severe disadvantage.

VS

Shyvana

Easy
Power Scale: End Game
Damage: AD
Clearing: Good
Sustain: Bad
Ganks:Bad/ Average (6th)
Dueling: Good

Shyvana is a strong duelist who is also extremely tanky. She is one of the few champions who can clear as fast as you. Try to gank more as her ganks are worse, counterjungle her when you can and peel her away in fights when she uses dragon form.

VS

Sion

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Average

Sion fills a tank role in the end game, but it is possible to also build him like a bruiser and be effective. If sion goes full tank just focus other champions and if he build damage try to kill him then flee from his passive. Sion is weaker like you early game and is pretty much on a level playing field. At level 6 he is a good lane ganker but you are more reliable with your ultimate. Sion saw a rise in power thanks to the cinderhulk item but has since been toned down a little, leaving him in a balanced spot.

VS

Tahm Kench

Easy
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Average
Ganks: Average(6th)
Dueling: Average

Tahm Kench is a tank that transitions amazingly well into the late game, with % HP damage and a kit which focuses around protecting carries or taking an enemy carry out of the fight. Tahm has a massive amount of % HP damage with his devour and is always a threat throughout the game, his shield also makes it hard to kill him unless you have some sort of instant burst or CC. When playing against Tahm you need to keep track of his devour to ensure he can't save his ally that you are ulting. Alternatively if he eats a friendly ally it can be worthwhile to ult him instead to drag both him and his ally to a vulnerable position, this is the primary reason Skarner does fairly well against him. 

VS

Trundle

Medium
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Bad
Dueling: Good

Trundle is a hard counter to tanky champions and is a good duelist with his ability to steal stats with trundleR.png and trundleQ.png. Make sure to fight him away from his trundleW.png so you will stand a chance of escaping. His ganks are pretty poor so try to outgank him and make yourself a larger presence. Unfortunately Trundle is able to stop Skarner's Initiation fairly well with his trundleE.png so instead try to just peel him from your team. 

VS

Udyr

Easy
Power Scale: End Game
Damage: AD
Clearing: Good
Sustain: Average
Ganks: Average 
Dueling:Good

Udyr is like pre rework Skarner, with heaps of sticking power and damage. He can be kited but he can often reach people anyway. Try to peel him away from your carries in teamfights and try to safely counterjungle when possible. Udyr can beat you 1V1 if he is building any form of damage at most stages of the game so be careful.

VS

Vi

Medium
Power Scale: Mid Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Good
Dueling: Average

Vi is a fearsome force in the jungle, however she is getting nerfed so she will deal less damage now. Try to peel Vi from your carries because she can be very disruptive for them. Try to counterjungle her to set her behind but focus on lanes.

VS

Volibear

Medium
Power Scale: End Gme
Damage: AD
Clearing: Good
Sustain: Bad
Ganks: Average
Dueling: Good

Volibear can built in a variety of ways and mostly focuses on damage builds. His initiate is predictable and he can be kited easily. When he has his passive do not try to duel him without an ignite. You are more able to have an impact on lanes than he is so focus on that. Volibear beats you in a 1v1 so avoid him in the jungle.

VS

Warwick

Easy
Power Scale: End Game
Damage: AP Scaling but attack speed based
Clearing: Bad
Sustain: Good
Ganks: Bad/ Good (6th)
Dueling: Good

Warwick is one of the four junglers who can do a full clear on their first run, (Aatrox, Nunu, Fiddlesticks are the others). Furthermore Warwick can do this clear with no potions needed at all.  Warwick will be able to beat you in a 1v1 until you pick up a few items so avoid counter jungling and dueling. Once warwick uses his ult in a gank or skirmish he has little else to offer so it is easy to ignore him and focus on the rest of the team. Make sure to keep dragon warded as Warwick can solo it from an early level. 

VS

Xin Zhao

Hard
Power Scale: End Game
Damage: AD
Clearing: Average
Sustain: Average
Ganks: Average
Dueling: Good

Xin is an exceptional duelist who is also great in fights and teamfights, he has high burst damage and low cooldowns. Depending on how he builds he can be squishy or tanky. Try to counterjungle and countergank xin as much as possible as he is item dependant and can fall behind. In teamfights try to keep him away from your carries as he has a knockback and knockup, its often worth ultiing him just to cc him away from your team.

VS

Zac

Easy
Power Scale: End Game
Damage: AP
Clearing: Average
Sustain: Average
Ganks: Good
Dueling: Bad

Zac is a CC based jungler like yourself and is often built full tank for late game teamfights. He has a slower clear than you but has more CC and potent ganks. Doing your best to counter gank him will alleviate a lot of pressure from your lanes. It is possible to counter jungle him often so long as you know his location at the time. This should set his item build back and stop him from becoming oppressively tanky too early in the game. In teamfights look to peel him from your team as he only offers CC through his zacR.png and zacE.png.

Pros and Cons Back to Top

Why play Skarner?

skarner.png

Pros:
  1. He has a game changing ultimate
  2. Can be built in a variety of different ways to fill different roles
  3. Exceptional clear speeds
  4. Hybrid damage is hard to build against
  5. Not expected as he unpopular
  6. Tons of CC
  7. He is thematically cool
  8. Great objective control and map presence for jungle team fighting
Cons:
  1. Can be kited easily
  2. Less sticky than he used to be, (ways around this at least)
  3. Has no sustain except for high CD shield
  4. No real escape
  5. Deals low damage without items

Early Game Back to Top

skarrrr.jpg

Overall:

In the early game Skarner can deal a lot of damage but is rather squishy without his first tanky Item. You really want to be clearing jungle and setting yourself up for a level 6 power spike. Also try to gank lanes around  level 3-4  because if you can blow their flashes, at level 6 it will be even easier to gank a lane. 

Skarner is an good duelist at all stages of the game and if you want to counterjungle or countergank he is can prove to be strong at both, just make sure to check whether the enemy is fed or has damage items. 


If doing well:

Look to gank lanes often
Try to shut down the opposing jungler by counter ganking and counter jungling
Duel with your opponents and blow their summoner spells
Continue farming

If behind:

Try to farm up as much as possible
Only gank over-extended lanes
Counter gank only if you think your laner is doing well
Purchase wards to catch the enemy counter jungling you

Mid Game Back to Top

Overall:

In the mid game Skarner really starts to shine, the addition of your ultimate boosts up your gank potential. Your tanky items will start making you much more durable and you will find yourself able to fight small teamfights and tower dive easily. Try to gank lanes if you know the enemy has flash on cooldown as you can easily secure kills with your ult. 

Your dueling potential really becomes strong at this point of the game so don't be afraid to fight your opposing jungler, most of the time they will underestimate your damage. Try to gank with your ultimate as much as you can - mid game for Skarner is all about dragging enemies to your doom.



If doing well:

Look to gank lanes often with your ultimate
Try to shut down the opposing jungler with counter ganks if they are doing well
Look to gank lanes that are doing well
Secure and fight for dragon to set up for late game 5 dragon stacks
Build both tank and damage to scale into the late game
Continue farming

If behind:

Try to farm and catch up as much as possible
Only gank if they have no flash
Look to set up kills for the most fed carry
Purchase wards to catch the enemy counter jungling you
Keep dragon warded always, look to steal or sneak it without fighting directly

Late Game Back to Top

Overall:

In the Late game Skarner transitions into more of a tank than a damage dealer. Your initiation will also start to show in the team fights, if you can position and ult the right opponents you will often win. Try to give all your kills to your carries and give them as much peeling as possible. Sometimes if an initiation with your ult isn't going to work you can also save it for when an assassin tries to kill your carries, you can time it right and stop them from bursting down their targets.

As you're the Jungler it is also your job to keep baron constantly warded and to secure/steal if necessary. Skarner isn't the best at securing objectives when compared to someone with % health damage (Lee sin, Elise etc.) but careful use of your smite should be enough. Try not to risk any baron attempts unless you are confident your team can win a teamfight if it occurs, this is really important as many games are lost because of a poor baron play.



If doing well:

Stick with your teammates
Ward up baron always and be in a position to secure and steal if necessary
Be aware of how many dragon stacks the enemy has, having 5 dragon stacks gives a massive advantage
Use your flash and ult to start fights in your favor
If your team already has a lot of peel you can try to pressure their carries as you are extremely tanky and hard to fight
Focus the enemy carries first in order of who is dealing the most damage
Look to start fights 

If behind:

Stick with your teammates
Try to farm when possible
Avoid fighting at baron, keep it warded and only look to steal
Look to set up kills for the most fed carry and ALWAYS peel for them, even if it means using your ult
Try to fill the role of a sustained damage tank in teamfights, (tank when possible and damage their front line, peeling etc.)




Skarner's build paths Back to Top

This section gives a detailed overview of some ways you can build Skarner and their strengths and weaknesses. While a brief overview of every item can be found in the item section I aim to showcase how each build path has a unique play style and how you should approach playing Skarner in your games.


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 Full AD Skarner:

This build gives the most early game damage and mobility. It is primarily used for ganking and dueling. This build revolves around rushing 3009.png, Maxing E and the warrior enchantment to deal heaps of burst damage. Using this build however can leave you very squishy in the early game so you are easily killed when caught. You also lack sustain early game and can drop low in the jungle without potions. In the late game this build transitions into a damage based bruiser.


Viable Jungle Items:

3706_32.png - A good option if you want to focus your high damage on ganks, it also helps your early game ganks immensely.

3715_32.png - Offers the best damage for duelling and assassinating but lacks the CC or health regeneration of the other items.

3711.png - The go to option if you don't think you need additional damage or duelling power. This item helps you control the map and make the right decisions when it comes to fighting. 

Item Build:

1039_32.png , 2031.png

3009.png 3707_32.png 1408.png 3714_32.png (Boots and your jungle item)

3025_32.png (Buy this or if you prefer the playstyle swap for 3078_32.png)

3124.png 3153.png 3031.png 3156.png 3074.png 3068_32.png 3053.png 3748.png(Buy one or two of these)

3035.png 3071_32.png (Swap these with the above if they have armour)

3053.png 3026_32.png 3143.png 3102_32.png 3065_32.png 3068_32.png 3022_32.png 3190_32.png 3742.png(Finish the build with tank items to keep alive)

(Note: At this point you can swap your boots for ones with stats like 3047.png)


Getting Fed?

  1. If you are getting fed with this build then it's better to build another damage item last instead of buying another tank item.
  2. Buying a 3026.png or 3102.png is a good idea as these items help keep you in the fight more than other defense items.
  3. If you have enough gold you can even build a more expensive damage item such as a3078.png3074.pngor 3071.png.
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Bruiser Skarner:

This is my  favorite way to build Skarner, it relies on maxing E, building an early bloodrazor and then rushing a 3025_32.png and 3068.pngfor damage. This gives the tankiness you need to perform towerdives in the mid game. Once you have enough items you can become a high damage bruiser who cannot be ignored in teamfights, use this to zone enemy carries and to peel for your team. This build gives low early damage but higher tank stats when compared to the high damage build. Another point to consider is that the power spike of the  3025_32.png  can be delayed if you fall behind, making it hard to catch up, if you do fall behind you may need to delay this item and instead opt for tank stats.


Viable Jungle Items:

3706_32.png - A good option if you want to focus your high damage on ganks, it also helps your early game ganks immensely.

3715_32.png - Offers the best damage for dueling and assassinating but lacks the more needed benefits of the other items.

3711.png - The best value jungle item as it offers free vision and lets you control the map at all stages of the game.

Item Build:

1039_32.png , 2031.png

3009.png 1418.png (Rush bloodrazor then build boots)

3025_32.png (grab this for mid game power spike)

3102_32.png 3065_32.png 3068_32.png 3190_32.png 3800_32.png 3742.png 3053.png 3083.png 3143.png  (Pick up a tank item, preferably 3068.png)


 3026_32.png  3102_32.png 3065_32.png 3068_32.png 3022_32.png 3190_32.png 3800_32.png 3742.png 3053.png 3083.png 3143.png (Round out the build with your choice of items)


Getting Fed?

  1. When you do well with this build you are faced with a choice between rushing your bruiser build to be unkillable and dealing moderate damage or transitioning into the high damage carry build presented earlier.
  2. If you choose the first then rush the above item build and try to harass their back line in teamfights. It is unlikely they will have enough damage to kill you and it also removes any pressure from your carries. Doing this successfully in teamfights will easily win you the game.
  3. If you choose the second build then replace the final tank item with a second damage item and purchase damage elixers. If you have enough gold try to buy a more expensive AD or hybrid item to make up for your lack of the warrior enchantment.  In teamfights avoid heavy CC and find an opportnity to single out their most fed carry.

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Full tank Skarner:

If your team is struggling and you need a tank, Skarner's utlity can be strong enough to make him a front line tank. If you go this build path you will lose all duelling potential and deal less damage, however you will have massive tank stats and be able to initiate most late game teamfights with flash->ult.  As always, going full tank means that you are relying on your teamates to deal high damage so consider how your laners are performing before going this build.


Viable Jungle Items:

3706_32.png - Only viable if your laners have high damage, you will lack damage with this build and ganks will be less effective.

3711.png - A superior option as you plan to use vision to pick the right teamfights.

Item Build:

1039_32.png , 2031.png

3047_32.png 3709_32.png 1409.png (Rush cinderhulk then build boots)

3025_32.png 3110_32.png (If they have auto attack champions take frozen heart otherwise iceborn gauntlet)

3102_32.png 3068_32.png 3190_32.png 3800_32.png 3742.png 3053.png 3083.png 3143.png 3748.png(Pick up 2 of these)

 3075_32.png 3222_32.png 3065_32.png 3026_32.png 3156_32.png 3071_32.png (Finish with one of these)


Getting Fed?

  1. One of the primary disadvantages of this build is the inability to carry effectively as you are focusing on full tank stats. Try to give kills to other teammates and just rush items which counter the opposing team.
  2. In teamfights just continue with the same job, but try to leave kills if it is safe to do so, though it may be nice to have a godlike score it is better for the team if your carries are fed rather than a tank.
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A quick example build Back to Top

An example of a build path against a balanced team:


While more detailed builds and playstyles can be found below in the above section "Skarner's Build Paths" here is an quick example of a step by step bruiser build against a balanced team.


Start with - 1039_32.pngand 2031.png

(Standard jungle Start)

First Back -3711.png2032.png

(After your first clear buy your jungle item and wards/pots if you can afford it)

Early Game - 1418.png3009.png3057_32.png

(Build towards the bloodrazor, then finish boots and sheen)

Mid Game - 1418.png3009.png3025_32.png3068.png

(Build your sheen into an iceborn gauntlet, buy a sunfire cape)

End Game -  1418.png3009.png3025_32.png3068.png3053.png3742.png

(Buy steraks and dead man's plate for the late game tank

This build assumes you are against a balanced AD/AP team. In the early game you should focus on clearing to set you up for a good mid game power spike  with your iceborn gauntlet, sunfre cape and sterak's. End game you get tank items to stop you from dying instantly. 

Please note that this build assumes you are performing average at all stages of the game, if you find yourself getting fed it is perfectly legitimate to build higher damage, and to also build less damage if you fall behind. If you want more information on these situations look at the previous build section or ask me in the comments.

Tips, Tricks and Combos Back to Top

Combos:
For initiate use 4.png ---> skarnerimpale.png ----> skarnerexoskeleton.png ----skarnervirulentslash.png -----skarnerfracture.png
This grabs an enemy and speeds you up to escape, the skarnervirulentslash.png is for damage and when the pull finishes use skarnerfracture.png to make sure they don't escape.

When fighting 1v1 use skarnervirulentslash.png and auto attack as much as possible. Use skarnerexoskeleton.png to tank their damage and if you want to disengage use skarnerfracture.png then run. Try no to use your ult 1v1 unless they try to flee and you know you can kill them.

Tips and tricks:
  1. Just before your skarnerimpale.png runs out turn around, this will place your enemy behind you and help you stick to them better.
  2. Using skarnerfracture.png  will stop you from moving so only use it when you know you can hit, otherwise you will lose ground.
  3. skarnerexoskeleton.png has a ramp up time so activate it before going into a gank for maximum speed.
  4. Try to clear camps within the crystal radius as you clear faster and more efficiently in these zones.
  5. Ask your teammates to capture the crystal points before they go to lane, this will help VS counter jungling since you can see the points be captured by the enemy jungler.
  6. Hitting as many enemies as possible is vital for your skarnerfracture.png, if you can proc the stun on multiple champions the cooldown can be decreased multiple times.
  7. When Taking Gromp you can run to the edge of your crystal spire and take the camp without it resetting.


Skarner Kawaii.jpg

Plants Back to Top

PLANTS:

Plants.jpg
(This is where the plants will spawn: Red= Blast Cone Blue= Scryer's Bloom Green= Honeyfruit)

Smite buffs are gone and in their place lies these three plants. Here's what we know:

  1. These plants are stationary and have one health, (they can be destroyed with one basic attack.)
  2. They first spawn as inactive seeds and take 60 seconds to be usable
  3. First spawn loctions are pre-determined
  4. The first wave of plants is identical every game

Blast Cone:
  • Knocks away nearby units, (including the attacker.)
  • This can knock units over walls
  • Displays an indicator to champions in the radius, to show where they'll land if it's detonated
  • They spawn in two spots per jungle quadrant. One in the center of the quadrant, the other near baron/dragon
  • First spawn (Inner): 1:15-1:25 minutes
  • First spawn (Outer): 2:15-2:30 minutes
  • Inner Cone Respawn: 5-7 minutes
  • Outer Cone Respawn: 5.5-6.5 minutes

Scryer's Bloom:
  • When destroyed this grants vision in a large cone
  • It reveals units and wards for 12 seconds, (3 seconds on champions.)
  • There is an indication when you hover your mouse over it, to show where the cone will face
  • It can spawn in two spots per jungle quadrant, close to the ramps
  • First spawn: 3:00-3:30 minutes
  • Next spawn: 5-6.5 minutes
  • Can never be more than two blooms

HoneyFruit:
  • Drops five fruits when killed
  • Each fruit heals for 3.5% max health, OR 8(+6/level) flat health; whichever is higher
  • Eating fruit slows you for 35% for 0.25 seconds
  • These spawn along river walls near dragon and baron pits
  • First spawn: 5:00-5:30 minutes
  • Respawn Time: 5.5-7:00 minutes
  • If the fruit isn't taken before it's timer completes, the second fruit will spawn. 
  • There can be a maximum of two honeyfruits per river half



My thoughts:

The plants are an interesting addition to the game and can be used in many scenarios. Blast cones make for some good escapes and honeyfruit helps add occasional sustain the the jungle clear. I believe the scryer's trinket is the best of the three, since you can clear wards before drag/baron for free.

About me Back to Top

I am Usul, a jungle main sitting around mid gold elo. I chose to make this guide as Skarner was one of the first champions I ever played and there seems to be a lack of in depth guides available for him, particularly towards the lower rankings. I have played many games as Skarner in a variety of game modes and am quite familiar with how he works, both before and after his many reworks. In addition to jungle I also play a lot of support and ADC.


Skarner.PNG

If you want to see more guides for particular champions you can ask in the comments, I'm curious to see who people would like next.

This is my first guide for LoLKing so please feel free to comment any feedback so I can work on improving this guide. and Feel free to ask questions, I'll be updating this regularly and will get back to you ASAP. I hope you all enjoyed the guide and that you found something useful in it. If you find something to dislike about the guide at all please let me know in the comments so I can improve it for everyone, thank you!

Thanks for reading :)

I Just published my second Lolking guide on Aatrox! (It needs updating for Preseason though)
Check it out here: Aatrox Jungle Guide 
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