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All Guides Skarner Guides How to pull chicks like a pimplord - Skarner Guide
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Skarner Statistics for Karwas

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

Value
Average
Games Played
4
Win %
45
Kills
5.3
Assists
11.1
Deaths
6.2
KA:D Ratio
2.6
Gold Earned
11.6K
Creep Score
54.8
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png  is necessary to clear the jungle time-effectively and to secure objectives.  You can't jungle in ranked games without it.
4.png is the most powerful summoner spell in game. On Skarner it's used mostly to close gaps or suprise enemies by flashing over the wall and pulling priority targets into your team (can be swapped for 6.png , but I don't find it even remotly as useful as 4.png)

Runes Back to Top

  • 9x
    +1.7% attack speed Greater Mark of Attack Speed
  • 9x
    +0.16 magic resist per level Greater Glyph of Scaling Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed

The logic behind those runes is simple:

-attack speed marks make your jungle clear faster by proccing your passive (reduction of cooldowns by 0,5s with every autoattack), which makes your Qs spammable source of AoE damage
-armor seals are necessary in new jungle to survive the attacks of creeps
-scaling magic resist glyphs are good on junglers, who are less likely to fight vs magic damage until level 4-5 or even later in game
-movement speed quits are really good on Skarner, who greatly benefits from speed, which lets him stick on the target better and re-apply slows. Also increases the distance travelled during your ultimate.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

In masteries I spec into defense and utility, focusing on late game tankyness, movement speed and mana regen. You can try out other mastery builds, but I found this one to be working out really good.

Abilities Back to Top

Passive
Q
1
3
5
7
9
W
2
4
8
10
12
E
13
14
15
17
18
R
6
11
16

I chose not to level up E until lvl 13, this ability uses up a LOT of mana while not speeding up your jungle by whole lot. If you stick to leveling Q and W your ganks are more deadly, you are faster, more durable and the damage and slow from Qs are more of a danger.

Items Back to Top

Starting Items

    Typical S3 jungle start.

Core Items

    Shurelia's gives you almost every stat you need: hp, cdr and regen. Active allows you to catch people after they flashed, if you time it right NOTE: Spirit stone will be sold to free up a space for last item OR changed into Spirit of the Ancient Golem if you went nonmercs build (you have to give up on one the items below in this case)
    Pick one kind of boots: merc vs cc heavy team, tabi vs no cc team, mobility if your team has an upper hand in match (to run into enemies->flash onto their carry and pull him out)

Situational Items

    Against double ap/heavy ap damage team
    Against heavy ad damage team

Shurelia's + Spirit Stone mana regen is more than enough to give your blue to mid laner, if he needs it. Other than this you are basically building a tank, so pay attention who is the biggest threat on enemy team and counter his damage.

Matchups Back to Top

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

Basics of clearing the jungle with Skarner Back to Top

The optimal route for Skarner is: Wolves -> Blue -> Wraiths -> Red (Smite). If you see ganking opportunity now you are level 3 and have lvl 2 Q and lvl 1 W which is enough to burn a flash for the ganked lane (maybe even a kill if your laner has some cc). After this keep farming wraiths/wolves, if your smite comes up from cd you might do golems (make sure smite won't be needed before the next cd, for example if your blue would get up!). 


Basic trick to make Skarner jungle clear a bit more sustained is to pre-activate your W shield like 3s before fighting a buff camp, which makes the next shield get off cd quicker and the first one still gets worn out off from full amount.

In perfect scenario during first clear you will be able to come back when you have 1550 gold: for upgrading Machete to Spirit Stone, getting Boots of Speed and Philosopher's Stone. You have decent regen and movement speed with those items, you can pretty much clear jungle all the time now, of course always watching the map closely and waiting for opportunities to gank.

How to gank with Skarner? Back to Top

BEFORE EVERY SINGLE GANK MAKE SURE YOU HAVE MANA FOR ALL ABILITIES YOU MIGHT NEED: W, A COUPLE OF Qs AND ULTI.

Bot lane: when you have your ulti up try to talk your bot laners into baiting engage onto enemies, so you can suprise them with a lane gank (the one, were you get into lane bush unnoticed and camp for a bit). It's 100% sure kill or burned down flash, because you have really good cc ability and 3 people to burst down 1, which usually is enough. Your Impale has a short range, though, so try to bait perfect opportunity, then press W and go for it.

Top lane: ganks are easier if you are on blue side, then you can simply run from tribush and try to get behind laner to cut his escaping route to turret. If you are on purple side you can either ask top laner to push all the way under turret so you can dive, or to try and get pushed, so you can walk around the lane and get into lane bush unnoticed. The useful info about there unseen is: the minions of both sides with the same speed: if your minions are just passing 2nd turret it's the good moment, because enemy ones haven't gone past it too! Now you just have to make circle around enemy staying in the fog of war and enter the bushes. Given huge element of suprise those type of ganks are usually very easy to end up in a kill.

Mid lane: those ganks are a real pain in the ass. The lane is short and there is not much you can do to outrun enemy on such a short distance. Basically without hard cc on lane it's almost always a dive, unless you bait an enemy to fight your mid laner and hope for him to tunnel vision onto your teammate without noticing he is getting ganked.

When can we dive people? - in order to perform a dive you need a balance of 3 things:
1. Damage - if you dive someone you must burst him down quickly or you'll take too much turret damage and enemy jungler gets time to respond to dive and might countergank you.
2. CC - anything to make sure your enemy won't simply walk out from the turret and get away safely. If you are able to chain your Qs the target will remain permaslowed and this part is covered by you.
3. Tankyness - turret shots HURT. You must make sure you will survive all the damage thrown your way. For this reason I prefer to dive no earlier then when I got Shurelia's and some armor (Glacial Shroud is quite enough).
Make sure the enemy won't suprise you with anything: check summoners spells (suprise teleport on ally might make you unhappy, true story, same applies to unsuspected heal). Other important stuff: ask your laner if enemy has flash up, this often makes or breaks the dive. Check the map before diving: if you miss more then just enemy jungler it's bad time to dive, unless you are sure someone recalled due to low hp. Last but not least: dives are pretty stationary actions, so global ultimates might be a danger to you. Ezreal's bananas hurt quite a bit, and the same applies to suprise Ashe stun under the enemy turret. Try to predict and dodge them, if possible.

How and who should I pull? Back to Top

Your role in teamfights is initiating, diving onto carry and pulling him out into your team. 
Skarner is super effective vs ad carries with no good escape ability, like 21_icon_64.png22_icon_64.png15_icon_64.png(don't ulti until you bait her spellshield though!) Other than those, there are some champions who must come close to enemy team to start dealing damage, you can punish those too! (55_icon_64.png35_icon_64.png23_icon_64.png105_icon_64.png5_icon_64.png just to name a few)

Enemies who might make you look retarded (NEVER ULT THOSE, UNTIL YOU ARE SURE THEY BLOWN THEIR ESCAPE ABILITY BEFORE YOUR ULT:2_icon_64.png15_icon_64.png41_icon_64.png25_icon_64.png56_icon_64.png12_icon_64.png)

Finally there some champions who are most powerfull when between your entire team. Getting them there is basically doing them a service: 2_icon_64.png12_icon_64.png30_icon_64.png(if fed he might even kill your team despite dying on his own)31_icon_64.png32_icon_64.png33_icon_64.png3_icon_64.png36_icon_64.png27_icon_64.png and many others. 

Before casting your ult just ask yourself a question: will my team kill this enemy really quick without too much harm on their own? If the answer is yes, feel free to pull him.

Note: because of the animation you should pull an enemy TOWARDS your team and turn AWAY from them right as the pull ends. This way he still moves TOWARDS them, but you are positioned in most probable route of his escape, already prepared to chase him down.

Team composition - who is Skarner good with? Back to Top

Skarner works exceptionally well when he can stick to opponents and do his thing. His best friends are champions who can either speed him up (61_icon_64.png20_icon_64.png26_icon_64.png15_icon_64.png10_icon_64.png) or lock down opponents with cc (13_icon_64.png19_icon_64.png59_icon_64.png98_icon_64.png34_icon_64.png12_icon_64.png89_icon_64.png). Other honorable mentions include hard initiatiors, who can catch people off guard (54_icon_64.png22_icon_64.png32_icon_64.png(less likely, he is mostly jungler) ).


On the side note: you are (more likely than not) going to dive into enemy team and try to get onto carries. You should tell your team about it and remember to leave someone behind to protect your own carries, be it tanky support (44_icon_64.png89_icon_64.png53_icon_64.png) or top laner (86_icon_64.png58_icon_64.png31_icon_64.png54_icon_64.png). As much as you would like to run straight into enemy team, YOUR ENTIRE TEAM CANNOT DO IT AT THE SAME TIME. You should discuss splitting into divers/peelers.
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