Learn. Strategize. Dominate with our Pro produce Guides & Videos
Skarner
By Striker
A Jungle Skarner guide by Striker, a platinum rated player on League of Legends. Skarner is a fast jungler and top tier in tournament play. Excellent at taking advantage of teammates out of position with his ultimate.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spells
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Crystal Slash
Crystal Slash
Skarner deals 25/40/55/70/85 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 24/36/48/60/72 (+0.4*AP) bonus magic damage and slows by 20/25/30/35/40% for 2 seconds.
Cost
20/22/24/26/28 Mana
Range
350
Cooldown
3.5/3.5/3.5/3.5/3.5 Seconds
Crystal Slash
Skarner deals 25 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 24 (+0.4*AP) bonus magic damage and slows by 20% for 2 seconds.
Crystal Slash
Skarner deals 40 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 36 (+0.4*AP) bonus magic damage and slows by 25% for 2 seconds.
Crystal Slash
Skarner deals 55 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 48 (+0.4*AP) bonus magic damage and slows by 30% for 2 seconds.
Crystal Slash
Skarner deals 70 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 60 (+0.4*AP) bonus magic damage and slows by 35% for 2 seconds.
Crystal Slash
Skarner deals 85 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 72 (+0.4*AP) bonus magic damage and slows by 40% for 2 seconds.
Crystalline Exoskeleton
Crystalline Exoskeleton
Skarner is shielded for 70/115/160/205/250 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 30/35/40/45/50% Attack Speed and 15/17/19/21/23% increased Movement Speed.
Cost
60 Mana
Range
0
Cooldown
18/18/18/18/18 Seconds
Crystalline Exoskeleton
Skarner is shielded for 70 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 30% Attack Speed and 15% increased Movement Speed.
Crystalline Exoskeleton
Skarner is shielded for 115 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 35% Attack Speed and 17% increased Movement Speed.
Crystalline Exoskeleton
Skarner is shielded for 160 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 40% Attack Speed and 19% increased Movement Speed.
Crystalline Exoskeleton
Skarner is shielded for 205 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 45% Attack Speed and 21% increased Movement Speed.
Crystalline Exoskeleton
Skarner is shielded for 250 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 50% Attack Speed and 23% increased Movement Speed.
Fracture
Fracture
Skarner deals 80/120/160/200/240 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 30/45/60/75/90 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Cost
50/55/60/65/70 Mana
Range
760
Cooldown
10/10/10/10/10 Seconds
Fracture
Skarner deals 80 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 30 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Fracture
Skarner deals 120 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 45 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Fracture
Skarner deals 160 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 60 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Fracture
Skarner deals 200 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 75 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Fracture
Skarner deals 240 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 90 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
Impale
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 100/150/200 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 100/150/200 (+0.5*AP) magic damage.
Cost
100/125/150 Mana
Range
0
Cooldown
130/120/110 Seconds
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 100 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 100 (+0.5*AP) magic damage.
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 150 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 150 (+0.5*AP) magic damage.
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 200 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 200 (+0.5*AP) magic damage.
Q
Crystal Slash
Skarner deals 25 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 24 (+0.4*AP) bonus magic damage and slows by 20% for 2 seconds.
W
Crystalline Exoskeleton
Skarner is shielded for 70 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 30% Attack Speed and 15% increased Movement Speed.
Q
Crystal Slash
Skarner deals 40 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 36 (+0.4*AP) bonus magic damage and slows by 25% for 2 seconds.
W
Crystalline Exoskeleton
Skarner is shielded for 115 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 35% Attack Speed and 17% increased Movement Speed.
Q
Crystal Slash
Skarner deals 55 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 48 (+0.4*AP) bonus magic damage and slows by 30% for 2 seconds.
R
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 100 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 100 (+0.5*AP) magic damage.
Q
Crystal Slash
Skarner deals 70 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 60 (+0.4*AP) bonus magic damage and slows by 35% for 2 seconds.
W
Crystalline Exoskeleton
Skarner is shielded for 160 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 40% Attack Speed and 19% increased Movement Speed.
Q
Crystal Slash
Skarner deals 85 (+0.4*AD) physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck.
While Skarner is charged, Crystal Slash deals 72 (+0.4*AP) bonus magic damage and slows by 40% for 2 seconds.
W
Crystalline Exoskeleton
Skarner is shielded for 205 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 45% Attack Speed and 21% increased Movement Speed.
R
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 150 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 150 (+0.5*AP) magic damage.
W
Crystalline Exoskeleton
Skarner is shielded for 250 (+0.6*AP) damage for 6 seconds. While the shield persists, Skarner gains 50% Attack Speed and 23% increased Movement Speed.
E
Fracture
Skarner deals 80 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 30 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
E
Fracture
Skarner deals 120 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 45 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
E
Fracture
Skarner deals 160 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 60 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
R
Impale
Skarner suppresses an enemy champion for 1.8 seconds and deals 200 (+0.5*AP) magic damage. Skarner can move freely during this time, and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt an additional 200 (+0.5*AP) magic damage.
E
Fracture
Skarner deals 200 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 75 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
E
Fracture
Skarner deals 240 (+0.7*AP) magic damage to enemies in a line and marks them for 6 seconds.
Striking enemies will consume the mark to heal Skarner for 90 (+0.3*AP). Killing targets outright will also activate the heal. (Each activation heals for 50% less.)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Full Game Build
Spirit of the Ancient Golem
Ruby Sightstone
Frozen Heart
Shurelya's Reverie
Runic Bulwark
Enchantment: Captain
Boots of Mobility
Jungle Route (Blue Side)
Wraiths
Lizard Elder
Ancient Golem
Gank Top
Wolves
Jungle Route (Purple Side)
Wolves
Ancient Golem
Lizard Elder
Gank Top
Wraiths
Rushing double buffs and level 3 makes Skarner extremely dangerous to laners, especially early without wards.
Pro Commentary
Pros and Cons
Pros
Fast jungle clear times
Built in damage so doesn't need damage items early to become a threat
Has suppression that can initiate teamfights or catch out of position targets
mana cost efficient AoE perma-slow
Strong ganks
Strong against triple melee comps
CONS
Enemy can QSS out of ultimate
Enemy team can focus him when he goes to initiate
Can be kited easily without Shuerlias or other buffs
I typicall go for a spiritstone and boots of speed at my first back.
The aegis of legion is my first big item. Depending if im ahead or behind i build the Glacial Shroud into Frozen heart or Iceborn Gauntlet. If i'm ahead i usually just grab as much benefits to damage as possible to be able to go to victory. For magic resistance i get the Runic Bulwark and a Spirit Visage. The spiritstone is build into a Golem if they are AD dependant and i would need the early armor and health and if i'm ahead i get a Lizard instead to be able to chug down more damage.
Since i don't use a build that is written in stone, its difficult to say what i would use, but i focus on getting defensive items in a team and feed the kills to my lanes while i focus more on damage when i play by myself in SoloQ
While i agree that Fracture is a good ability for sustain and damage, i don't really feel its useable pre 13 due to its mana cost. In some occasions when i'm ahead and i've gotten the glacial shroud pretty quick i grab the fracture on level 8. But since its cost really don't justify the damage and sustain it provides in early levels, id rather spend it on an ability that can maintain the mana cost and still do the damage.
machete+5 is ok on himi play +15AP essences, but this depends on taste. Spirit of ancient golem is rly good, you can get ninja tabi or Trollboots, cuz you still have tenacy.
Iceborn Gauntlet is rly rly underated, in S2 i build early sheen and armor anyways.The slow, armor and sheen effekt on this item is good for skarner, mobility and dmg is added, while he still gets tanky.
Worst items I have seen so far in a guide. Why would you want to spend so much gold in mana? 900? Are you kidding me? I have played almost 300 games with skarner (he is the one I have being most successful) and I haven't really needed more than 200 extra mana or so. Maybe if you want you could use Frozen Heart, but it's not necessary at all. 900 mana is just absurd and a poor choice.
Too many armor items, what is that for? You don't need that much.
Guardian Angel? Very bad item for skarner. You are supposed to try making enemies attack you, not make them ignore you.
Shurelya is decent right now despite the nerf.
I would not take mercury threads in every game, they are expensive and now you have a new item that gives you tenacity in the jungle. I would say that depends completely on the team comp.
I thought FoN was removed.
I don't think Spirit visage is specially a good choice for skarner. Maybe it works because is just the same with every champ.
Banshee's Veil is ok but normally you don't need the shield. It depends on the team comp. Same with Quicksilver Sash.
Athene unholy, again, another item that gives you mana, not worth it, I don't understand you.
Normally I never write but the mana items were just so absurd that I had to come here to say it.
Having point Frozen Heart and Iceborn Gauntlet isn't bad. He makes use of all of it's stats for both items. Spiritvisage is a situational item, hence it being in the different item section. It work perfectly fine on Skarner, epsecially since Skarner excels at prolonged fights to his e will be up multiple times. Mercurary treads are a perfect item for Skarner. Since he get's kited with stuns, snares, etc very easily. No gap closer, just speed buffs. So the Alacrity boots would be better. Guardian's Angel will never be a bad item. Skarner will ALWAYS be a threat to carries, even after he uses his ultimate.
Yes FoN was removed and will be taken care and I'm not entirely sure why Athene's Unholy Grail was added but it will be removed.
I'm still going to say Machete and 5 Pot's. How ever you wouldn't upgrade it into Wriggle's, you'd be going for a Spirit Stone, then upgrading it into Spirit of the Ancient Golem if you're going towards the tanksupport build.
I agree with the Machete and 5 pots strategy since it gives you plenty of health through your first clear. I also love the spirit of the ancient golem, but I was wondering if it's worth picking both this and merc treads since the tenacity won't stack. Didn't know if alternatives to either would be viable if the team comp didn't automatically decide boots.
-
View User Profile
-
Send Message
Posted 3/13/2013 7:51:07 AMI typicall go for a spiritstone and boots of speed at my first back.
The aegis of legion is my first big item. Depending if im ahead or behind i build the Glacial Shroud into Frozen heart or Iceborn Gauntlet. If i'm ahead i usually just grab as much benefits to damage as possible to be able to go to victory. For magic resistance i get the Runic Bulwark and a Spirit Visage. The spiritstone is build into a Golem if they are AD dependant and i would need the early armor and health and if i'm ahead i get a Lizard instead to be able to chug down more damage.
Since i don't use a build that is written in stone, its difficult to say what i would use, but i focus on getting defensive items in a team and feed the kills to my lanes while i focus more on damage when i play by myself in SoloQ
-
View User Profile
-
Send Message
Posted 2/18/2013 8:04:56 PMMeh I like to take fracture early, but great guide.
-
View User Profile
-
Send Message
Posted 3/13/2013 7:44:50 AMWhile i agree that Fracture is a good ability for sustain and damage, i don't really feel its useable pre 13 due to its mana cost. In some occasions when i'm ahead and i've gotten the glacial shroud pretty quick i grab the fracture on level 8. But since its cost really don't justify the damage and sustain it provides in early levels, id rather spend it on an ability that can maintain the mana cost and still do the damage.
-
View User Profile
-
Send Message
Posted 12/22/2012 8:29:53 AMExcellent at taking advantage of teammates out of position with his ultimate.
Do I read that wrong, or doesn't that needs a little fixing?
-
View User Profile
-
Send Message
Posted 12/17/2012 1:14:18 PMmachete+5 is ok on himi play +15AP essences, but this depends on taste.
Spirit of ancient golem is rly good, you can get ninja tabi or Trollboots, cuz you still have tenacy.
Iceborn Gauntlet
is rly rly underated, in S2 i build early sheen and armor anyways.The slow, armor and sheen effekt on this item is good for skarner,
mobility and dmg is added, while he still gets tanky.
-
View User Profile
-
Send Message
Posted 12/14/2012 4:53:32 PMso not updated, no machete, heart of gold....
-
View User Profile
-
Send Message
Posted 12/6/2012 3:06:31 AMHeart of Gold no longer exists, yet it's in your "updated" guide.
-
View User Profile
-
Send Message
Posted 12/6/2012 9:54:55 AMTrue, i also realized that when i read the guide.
-
View User Profile
-
Send Message
Posted 12/7/2012 6:49:18 PMThis is something I would welcome; do you have a source for that sweet piece of info?
-
View User Profile
-
Send Message
Posted 12/4/2012 9:02:47 PMWorst items I have seen so far in a guide. Why would you want to spend so much gold in mana? 900? Are you kidding me? I have played almost 300 games with skarner (he is the one I have being most successful) and I haven't really needed more than 200 extra mana or so. Maybe if you want you could use Frozen Heart, but it's not necessary at all. 900 mana is just absurd and a poor choice.
Too many armor items, what is that for? You don't need that much.
Guardian Angel? Very bad item for skarner. You are supposed to try making enemies attack you, not make them ignore you.
Shurelya is decent right now despite the nerf.
I would not take mercury threads in every game, they are expensive and now you have a new item that gives you tenacity in the jungle. I would say that depends completely on the team comp.
I thought FoN was removed.
I don't think Spirit visage is specially a good choice for skarner. Maybe it works because is just the same with every champ.
Banshee's Veil is ok but normally you don't need the shield. It depends on the team comp. Same with Quicksilver Sash.
Athene unholy, again, another item that gives you mana, not worth it, I don't understand you.
Normally I never write but the mana items were just so absurd that I had to come here to say it.
Keep improving!
-
View User Profile
-
Send Message
Posted 12/5/2012 2:36:43 PMHaving point Frozen Heart and Iceborn Gauntlet isn't bad. He makes use of all of it's stats for both items. Spiritvisage is a situational item, hence it being in the different item section. It work perfectly fine on Skarner, epsecially since Skarner excels at prolonged fights to his e will be up multiple times. Mercurary treads are a perfect item for Skarner. Since he get's kited with stuns, snares, etc very easily. No gap closer, just speed buffs. So the Alacrity boots would be better. Guardian's Angel will never be a bad item. Skarner will ALWAYS be a threat to carries, even after he uses his ultimate.
Yes FoN was removed and will be taken care and I'm not entirely sure why Athene's Unholy Grail was added but it will be removed.
LoLPro Jungle Guide Editor | Own3d.tv/Scirca | Twitter.com/CrsStriker
-
View User Profile
-
Send Message
Posted 12/4/2012 7:43:29 AMArzenal, great guide, thanks!
S3 Jungle changes and Skarner, will you still roll boots? Or get the Machete as people are saying that's mandatory? Thanks!
-
View User Profile
-
Send Message
Posted 12/4/2012 2:02:43 PMI'm still going to say Machete and 5 Pot's. How ever you wouldn't upgrade it into Wriggle's, you'd be going for a Spirit Stone, then upgrading it into Spirit of the Ancient Golem if you're going towards the tank support build.
LoLPro Jungle Guide Editor | Own3d.tv/Scirca | Twitter.com/CrsStriker
-
View User Profile
-
Send Message
Posted 12/9/2012 9:46:02 PMI agree with the Machete and 5 pots strategy since it gives you plenty of health through your first clear. I also love the spirit of the ancient golem, but I was wondering if it's worth picking both this and merc treads since the tenacity won't stack. Didn't know if alternatives to either would be viable if the team comp didn't automatically decide boots.
-
View User Profile
-
Send Message
Posted 11/19/2012 2:26:07 PMFYI, the guide lists Philosopher's Stone as being 700g when it is actually 800g. What I would give for it to me 700g!