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[Champion] Skarner

Forum Index > LoL Strategy
Post a Reply
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Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2012-09-10 20:01:01
September 20 2011 01:49 GMT
#1
Skarner, the Crystal Vanguard

[image loading]

Guides by Super Awesome Players:
Skarnold Trump: http://solomid.net/guides.php?g=27376
Scip: http://www.solomid.net/guides.php?g=33958


+ Show Spoiler [Patch Notes] +
V1.0.0.132 (Sejuani):
  • Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels.
  • Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%.
  • Impale cooldown increased to 130/120/110 from 110/100/90.

+ Show Spoiler [Statistics and Abilities] +
Health: . . . . . . .440 (+96)
Mana: . . . . . . . 205 (+40)
Damage: . . . . . 54.1 (+4.2)
Attack Speed: . .0.625 (+2.1%)
Range: . . . . . . .125
Health Regen: . .7.5 (+0.85)
Mana Regen: . . 6.45 (+0.45)
Armor: . . . . . . . 19 (+3.8)
Magic Res: . . . .30 (+1.25)
Move Speed: . . .320

Abilities:
[image loading]
(Innate): Using autoattacks against champions lowers the cooldowns of Skarner's abilities by 1 second and by 0.5 seconds when used against a non-champion target.

[image loading]
(Active): Skarner lashes out dealing physical damage to all enemies in a small area around him. He charges himself with Crystal Energy for 5 seconds if a unit is struck.

If he casts Crystal Slash again while empowered by Crystal Energy, the ability deals bonus magic damage and slows all targets hit for 2 seconds.
  • Cooldown: 3.5 seconds
  • Radius of AoE: 350
  • Cost: 20 / 22 / 24 / 26 / 28 mana
  • Physical Damage: 25 / 40 / 55 / 70 / 85 (+0.8 per bonus AD)
  • Magic Damage: 24 / 36 / 48 / 60 / 72 (+0.4 per AP)
  • Slow: 20 / 25 / 30 / 35 / 40 %

[image loading]
(Active): Skarner receives a shield for up to 6 seconds. While the shield is still active his movement speed and attack speed are boosted.
  • Cooldown: 14 seconds
  • Cost: 60 mana
  • Shield Strength: 70 / 115 / 160 / 205 / 250 (+0.6 per AP)
  • Attack Speed Boost: 30 / 35 / 40 / 45 / 50 %
  • Movement Speed Boost: 15 / 17 / 19 / 21 / 23 %

[image loading]
(Active): Skarner summons a blast of crystalline energy in a line which deals magic damage to enemies struck and marks them for 6 seconds. Any further damage dealt to marked targets by Skarner will consume the mark to heal himself. Subsequent marks consumed will heal for 50% of the last.
  • Cooldown: 7 / 6 / 5 / 4 / 3 seconds
  • Cost: 50 / 55 / 60 / 65 / 70 mana
  • Range: 600
  • Missile Speed: 1800
  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per AP)
  • Heal: 30 / 45 / 60 / 75 / 90 (+0.3 per AP)

[image loading]
(Active): Skarner suppresses an enemy champion for 1.75 seconds and deals magic damage to it. During this time, Skarner can move freely and will drag his victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.
  • Cooldown: 130 / 120 / 110 seconds
  • Cost: 100 / 125 / 150 mana
  • Range: 350
  • Magic Damage: 100 / 150 / 200 (+0.5 per AP)

Setup:

Jungling:
  • Summoner Skills: Smite/Flash
  • Masteries: 8/10/12 or 8/21/1 or 0/21/9
  • Runes:
    • Quints: 3 * Movement Speed/Attack Speed/Armor Penetration
    • Marks: 9 * Attack Speed/Armor Penetration
    • Seals: 9 * Flat Armor
    • Glyphs: 9 * Attack Speed/Magic Resistance
  • Skill Order: QWQWQR, R > Q > W > E
Item Build:

Start with Boots and 3 Health Potions for early ganking, or Regrowth for sustain. Philosopher's Stone is Skarner's go to sustain tool. Kindlegem is a good follow up to Philosopher's Stone for a Shurelya's rush. Wriggle's isn't that great of an alternative unless you're abusively counter-jungling someone.

Shurelya's Reverie is widely considered to be Skarner's core item. Other good items include Wit's End, Trinity Force, Frozen Heart, Randuin's Omen, and Banshee's Veil.

Playstyle:

Skarner is a jungler/tanky DPS. As a jungler Skarner's early ganks are decent but not fantastic, though the slow from his Q will nearly guarantee kills on overextended opponents. Once he has his ultimate his ganks become godlike. He can farm the jungle very rapidly with relative ease, hold his own against duelists, and take dragon/buff camps very quickly even with just one damage item.

Skarner can act as an initiator throughout the game, but this becomes more difficult and dangerous as the game progresses. In a team fight his role is to either hang around your carries and wreck any assassins/melee going after them, or to pull a priority target into your team's kill zone.

Essential Skills:

Ganking:

Ganking in the new jungle is costly, and it's no longer enough to just blow the enemy summoner spells and rest well in the knowledge that life will be easier for that lane. Your goal should be either to get a kill every gank, or set up a follow up gank that will undoubtedly get a kill.

Thankfully Skarner has ridiculously powerful ganks after level-6 due to Crystal Prison. Remember that Crystal Prison can be used to negate enemy escape moves. With good reflexes/luck/prediction you can negate a number of gap creation moves (such as Tristana's jump). Simple movement speed increases (like Ghost) are extremely easy to deal with.

Animation Canceling:

Know and understand this concept as it applies to LoL. This skill is the difference between Skarner's Q being a deadly permanent slow that your enemies can't escape from, and Skarner constantly trailing behind his enemies unable to spam Q because they're always barely in range.

Crystal Prison:

Use this ability carefully. You can initiate teamfights by flashing onto opponents and dragging them to your team, but you put yourself in great danger by doing so. More often than not it's better to wait for a team fight to start and then use this to disable/draw away a critical opponent.

Remember to reverse direction immediately before the effect ends. This will cause your target to flip to the other side of you, adding a little extra distance and placing you in an advantageous position. If Q is primed for slowing, save hitting it for just before the ability ends as well.

Also, be extremely mindful of displacement abilities. A good ult can turn bad if the enemy moves you in the wrong direction.

Team Composition Awareness:

Skarner does not need blue buff but can use it to great effect. This makes him a good complement to champions who do not need blue buff at all, such as Kennen or Vladimir.

While Skarner can initiate, it isn't reliable once the late-game arrives. Make sure your team has another method of initiation, such as Ashe arrow.

Beware champions with built-in spell shields or cleanses, such as Sivir, Olaf, and Gangplank. They can easily invalidate your ultimate if you aren't careful, dramatically decreasing your usefulness.

Miscellaneous:

+ Show Spoiler [Previous Patch Notes] +
V1.0.0.132 (Sejuani):
  • Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
  • Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%
  • Impale cooldown increased to 130/120/110 from 110/100/90

V1.0.0.127 (Graves):
  • Attack Speed per level increased to 2.1% from 1.44%
  • Energize will no longer activate when attacking Towers.
  • Crystal Slash Mana cost decreased to 15 at all ranks from 22/24/26/28/30
  • Fracture will now heal Skarner if Fracture kills its target.
  • Impale duration increased to 1.75 from 1.5 seconds

V1.0.0.121:
  • Crystal Slash Physical Damage increased to 25/40/55/70/85 from 20/35/50/65/80 and Magic Damage increased to 24/36/48/60/72 from 20/32/44/56/68.
  • Fracture Missile Speed increased to 1800 from 1600.

+ Show Spoiler [Change Log] +

9/10/2012: Minor revisions, added links to guides by Scip and Skarnold Trump.
2/2/2012: Sejuani Patch changes added.
10/19/2011: Graves Patch changes added.
9/20/2011: Initial Version
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
September 20 2011 10:22 GMT
#2
I like your build. But skarner is either very hard to play or very bad. What is your opinion on this matter?
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
September 20 2011 11:02 GMT
#3
Please PM me with any songs you like that you think I haven't heard before!
Tooplark
Profile Joined October 2008
United States3977 Posts
September 20 2011 12:57 GMT
#4
For jungle I recommend not taking any points in E and situationally maxing W first. Makes your ganks much stronger and your postwriggle jungle far far better.
I personally don't like Gunblade on Skarner. Guinsoo's Rageblade is 1k gold cheaper and gives you attackspeed instead of vamp which I find generally more helpful. Matter of preference, both are good.
Recommended tanky items on Skarner (in no particular order): Wit's End, Guardian Angel, Randuin's Omen, Frozen Brain, Spirit Visage

My runes and masteries are dedicated to GOING FAST.
1/14/15, 1/12/17, or 0/9/21, obviously moving points around for summoner spells etc.
Attackspeed reds, Dodge yellows, Flat CDR blues, Movespeed quints
The quints can be swapped for attackspeed, cdr, dodge, or whatever you fancy, but I like to vroom vroom all over the map.

oh and just for the record the telecleanse glitch has been fixed. Sad.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Seuss
Profile Blog Joined May 2010
United States10536 Posts
September 20 2011 14:56 GMT
#5
On September 20 2011 19:22 clickrush wrote:
I like your build. But skarner is either very hard to play or very bad. What is your opinion on this matter?


I don't think he's very bad. He's not stellar Nocturne/Lee Sin level, but his ganks are no joke either before or after level 6.

I also don't think he's very hard to play (not easy perhaps), but he is very hard to build. He doesn't fit common itemization paradigms so most players have no idea what to do with him.

On September 20 2011 21:57 Tooplark wrote:
For jungle I recommend not taking any points in E and situationally maxing W first. Makes your ganks much stronger and your postwriggle jungle far far better.
I personally don't like Gunblade on Skarner. Guinsoo's Rageblade is 1k gold cheaper and gives you attackspeed instead of vamp which I find generally more helpful. Matter of preference, both are good.
Recommended tanky items on Skarner (in no particular order): Wit's End, Guardian Angel, Randuin's Omen, Frozen Brain, Spirit Visage

My runes and masteries are dedicated to GOING FAST.
1/14/15, 1/12/17, or 0/9/21, obviously moving points around for summoner spells etc.
Attackspeed reds, Dodge yellows, Flat CDR blues, Movespeed quints
The quints can be swapped for attackspeed, cdr, dodge, or whatever you fancy, but I like to vroom vroom all over the map.

oh and just for the record the telecleanse glitch has been fixed. Sad.


I don't know if I'd max W first, but there's definitely a case to be made for getting at least a second point early on. I take a point in E at level 2 because I've found it to be more helpful at that point than W, but both work.

I like Gunblade because it adds survivability and comes with a very useful active as Skarner doesn't have a gap closer. It works well with the "I have a lot more effective health than you might think" style of play.

I don't like most CDR items on Skarner because I think he has a strong case for hogging blue buff, which basically means you don't need CDR items. If you do really need to build CDR (because your team is stealing your blue buff, the bastards) then Frozen Heart is a good choice.



Random tangent: Skarner can clear the entire wolves camp before blue spawns (barely). You can clock in under 3:30 for a full clear this way without a leash. With a leash I imagine it would not only be faster, but with a strong enough leash you might even have enough health to gank the nearby lanes.

Also, I made a video:

"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Tooplark
Profile Joined October 2008
United States3977 Posts
September 20 2011 15:08 GMT
#6
The biggest problem with Skarner's ganks is that he needs to get next to them and STAY next to them long enough to land 2 Qs before he can slow them (sometimes you can get the first one on the creeps but the point still stands).
As such, CC from your laner makes ganking much much easier. Your ganks are devastating if you can get and stay close.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
ProjectVirtue
Profile Blog Joined February 2009
Canada360 Posts
September 20 2011 15:22 GMT
#7
On September 21 2011 00:08 Tooplark wrote:
The biggest problem with Skarner's ganks is that he needs to get next to them and STAY next to them long enough to land 2 Qs before he can slow them (sometimes you can get the first one on the creeps but the point still stands).
As such, CC from your laner makes ganking much much easier. Your ganks are devastating if you can get and stay close.


it's always possible to charge up the first Q in the bush before you start the gank. that way when you get in range the Q will slow them right off the bat.

also, in case anybody is thinking of trying, they fixed the tele glitch last night. When you cleanse, it cleanses the entire ulti now lol
俺はダメ人間。。。
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
September 20 2011 15:46 GMT
#8
On September 21 2011 00:22 ProjectVirtue wrote:
Show nested quote +
On September 21 2011 00:08 Tooplark wrote:
The biggest problem with Skarner's ganks is that he needs to get next to them and STAY next to them long enough to land 2 Qs before he can slow them (sometimes you can get the first one on the creeps but the point still stands).
As such, CC from your laner makes ganking much much easier. Your ganks are devastating if you can get and stay close.


it's always possible to charge up the first Q in the bush before you start the gank. that way when you get in range the Q will slow them right off the bat.

also, in case anybody is thinking of trying, they fixed the tele glitch last night. When you cleanse, it cleanses the entire ulti now lol


Q only gets charged when hitting something.
Hexagecz
Profile Joined February 2011
Czech Republic66 Posts
September 21 2011 07:53 GMT
#9
I would like to ask whats wrong with scarner that nobody plays him. Even when he was free i didnt saw him. I might buy with my next 6300ip but i need to know if there is anything bad on him that nobody wants to play him
Infestor =(
Prisoner
Profile Joined September 2010
United States39 Posts
September 21 2011 09:43 GMT
#10
On September 21 2011 16:53 Hexagecz wrote:
I would like to ask whats wrong with scarner that nobody plays him. Even when he was free i didnt saw him. I might buy with my next 6300ip but i need to know if there is anything bad on him that nobody wants to play him


He is just not viable for any serious play. He is hella fun but just as equally useless, way to gimmicky. Save your IP for something better.
It is better to be hated for who you are then loved for who you are not.
Hexagecz
Profile Joined February 2011
Czech Republic66 Posts
September 21 2011 10:39 GMT
#11
On September 21 2011 18:43 Prisoner wrote:
Show nested quote +
On September 21 2011 16:53 Hexagecz wrote:
I would like to ask whats wrong with scarner that nobody plays him. Even when he was free i didnt saw him. I might buy with my next 6300ip but i need to know if there is anything bad on him that nobody wants to play him


He is just not viable for any serious play. He is hella fun but just as equally useless, way to gimmicky. Save your IP for something better.

thank you for feedback
Infestor =(
Purpose2
Profile Joined August 2010
England187 Posts
September 21 2011 12:54 GMT
#12
Watched Shushei dominate some team in the Go4lol yesterday with Skarner, and has re-awoken my thoughts about it. He seems pretty gimmicky and not as strong as a pick as other champs, but...
Twitter @PurposeGaming
Tooplark
Profile Joined October 2008
United States3977 Posts
September 21 2011 13:09 GMT
#13
He doesn't comfortably fit any preexisting role. He does a lot of useful things though, especially in small fights or spread out ones. He has huge mobility, pushes fast, farms well, scales well, peels decently, can pick off people who are out of position, has a decent jungle and a mediocre lane. The buffs actually really helped him, at least the Q damage, because now he actually hurts before he finishes Sheen.

also: sheen, triforce totally overrated on Skarner
Rageblade is pretty much #1 item.
Sextech Funblade not my cup of tea.
Use flat CDR blues and 0/12/18 (nimbleness/SoS) for 10% CDR. Blue buff = nearly maxed, bluebuff & bluepot = maxed, and if you can't hold blue buff it's pretty easy to get 30% cdr for cheap (SV Glacial nice defensive combo for 3k gold).
Problem with rushing Rageblade is no mana pool, so you run OOM all the time.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
rigwarl
Profile Joined January 2011
United States540 Posts
September 21 2011 13:10 GMT
#14
No jungler should ever be hogging blue, your AP solo lane is not only probably a better candidate, but they will be higher level.
Tooplark
Profile Joined October 2008
United States3977 Posts
September 21 2011 13:22 GMT
#15
On September 21 2011 22:10 rigwarl wrote:
No jungler should ever be hogging blue, your AP solo lane is not only probably a better candidate, but they will be higher level.


Olaf, Skarner, and a few other junglers make a strong case for having blue simply because they suddenly do so much more damage with it. A lot of casters don't even really need blue.
Also, solo lane Skarner should definitely get blue buff over something like Annie, Morgana, etc.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
September 21 2011 13:31 GMT
#16
On September 21 2011 22:10 rigwarl wrote:
No jungler should ever be hogging blue, your AP solo lane is not only probably a better candidate, but they will be higher level.


that statement is so bold. what if your ap is energy based or really doesnt need blue as much for other reasons?
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Purpose2
Profile Joined August 2010
England187 Posts
September 21 2011 13:33 GMT
#17
On September 21 2011 22:31 clickrush wrote:
Show nested quote +
On September 21 2011 22:10 rigwarl wrote:
No jungler should ever be hogging blue, your AP solo lane is not only probably a better candidate, but they will be higher level.


that statement is so bold. what if your ap is energy based or really doesnt need blue as much for other reasons?

On the game I was referencing earlier, fnatic ran skarner top, lee sin in the jungle and akali in mid, so theres that I guess.
Twitter @PurposeGaming
rigwarl
Profile Joined January 2011
United States540 Posts
September 21 2011 14:58 GMT
#18
I didn't say anything about Skarner not being good with blue, I just said the jungler because he will be lower level.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
September 21 2011 15:37 GMT
#19
On September 21 2011 22:09 Tooplark wrote:
He doesn't comfortably fit any preexisting role. He does a lot of useful things though, especially in small fights or spread out ones. He has huge mobility, pushes fast, farms well, scales well, peels decently, can pick off people who are out of position, has a decent jungle and a mediocre lane. The buffs actually really helped him, at least the Q damage, because now he actually hurts before he finishes Sheen.

also: sheen, triforce totally overrated on Skarner
Rageblade is pretty much #1 item.
Sextech Funblade not my cup of tea.
Use flat CDR blues and 0/12/18 (nimbleness/SoS) for 10% CDR. Blue buff = nearly maxed, bluebuff & bluepot = maxed, and if you can't hold blue buff it's pretty easy to get 30% cdr for cheap (SV Glacial nice defensive combo for 3k gold).
Problem with rushing Rageblade is no mana pool, so you run OOM all the time.


Rushing Trinity Force is overrated, but a quick Sheen (after Wriggle's) is a pretty good investment. It helps deal with those early game mana issues and the damage is significant. Combined with Wriggle's you can annihilate any jungle camp, including buff camps, in a matter of seconds. I abuse that power and stake out the opposing jungler's buff camps, especially blue. If you're good at tracking kill/respawn times it can get pretty ridiculous.

You don't need both CDR glyphs and 18 in utility. Either + Blue + Elixir is 40% CDR.

I should play around with Rageblade next time I play him, but Wriggle's+Sheen+"Your Jungle is Mine" is too fun.

On September 21 2011 23:58 rigwarl wrote:
I didn't say anything about Skarner not being good with blue, I just said the jungler because he will be lower level.


Lower level doesn't really matter unless you're really, really far behind. What matters is what each champion brings to the team with blue buff (which is affected, but not wholly dictated, by levels). In Skarner's case his damage, jungling speed, counter-jungling, ganking potential and buff/dragon control increase significantly.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Tooplark
Profile Joined October 2008
United States3977 Posts
Last Edited: 2011-09-21 17:25:16
September 21 2011 17:25 GMT
#20
On September 22 2011 00:37 Seuss wrote:
You don't need both CDR glyphs and 18 in utility. Either + Blue + Elixir is 40% CDR.


Actually, 9/0/21 or something gives you 15% cdr, which caps you with just blue or frozen heart. Gonna have to see how practical that is.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
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