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[Champion] Skarner

Forum Index > LoL Strategy
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Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-06-27 18:16:13
June 15 2014 17:30 GMT
#1
About me:

Hello guys! You probably know me, I'm SF Scipeaus on EUW, known on these forums for being somewhat high ranked (got soloQ challenger in season3 and 4) and also known for maining Skarner way back in S2. Well, I started playing him again and here's my guide.

About Skarner:

Let's talk about what Skarner actually does. He farms really quickly, he deals lots of damages, he initiates or counterinitiates teamfights and generally forces the enemy to play defensive lest they be picked off. There are also things Skarner doesn't do: he doesn't gank pre-6, he doesn't do dragon quickly, doesn't push well and he doesn't CC much apart from his ult. Knowing these qualities should help you know when it is appropriate to pick him, but specific teammates and enemies play a very large role as well. More on those later though, this is just an introduction.

Setup: Runes, Masteries and starting Items
For runes, take these:
Attack speed Marks
Flat Armor Seals
Flat CDR Glyphs
Attack Speed Quintessences
Some alternatives you might think about are Movement Speed Quintessences and Magic Resistance Glyphs. Movement Speed slows down your jungle a little bit and the extra strength in early and mid fights is more valuable than a bit of movement speed. Lategame Movement Speed Quints aren't very useful either as you hit the harder Mspeed cap with just boots2+W. As for Magic Resistance Glyphs, they aren't as useful to you as getting faster level 6. You aren't likely to get into very close fights early game anyway, which also favours offensive setup.
Masteries as follows:
[image loading]
9/21/0 is preferred over 21/9/0. There are no masteries in the offense tree beyond the first 9 that allow you to jungle faster, apart from the 3% damage one which is inconsequential and the 6AP one you probably don't want anyway. Depending on teamcomps, you might want to get Evasive rather than Reinforced Armor. 21/9/0 with the Executioner and Spellweaving line can be justified when the enemy team has very little CC and you don't expect much value from either Reinforced Armor or Evasive, but those situations are very rare.

Starting items are Machete+5 pots, same as almost every other jungler. What that builds into we'll discuss below.

Skill order:

Standard skill order is R>Q>W>E, taking 1 point in E at lvl8.
There is an alternative skill order, which is R>Q>W>E, taking 1 point in E at lvl4
Skarner's E skill has pretty much only 1 purpose and that's slowing your enemies so you can run up to them and ult them. Taking a point at level4 allows you to do so right as you hit lvl6, but it hurts your clear as you don't want to use your mana on E and it also makes you weaker in fights as you are likely to run out of mana if you spam your E early on. Most importantly, while it does help you get closer to enemies, it doesn't actually help you that much so I reccomend delaying leveling your E until lvl8.

Itemization:
Alright, itemization. There are few good deviations avaliable but it's important to recognize them.
Your jungle item of choice is Lizard Elder, for the same reasons almost every other jungler gets it. Large increase in damage, significantly faster jungling. Your Qs will be mana neutral when used on jungle monsters once you get it, so you won't have mana problem jungling.

You will have mana problems fighting though, which is why Iceborn Gauntlet is the item to get right after. Apart from giving you the much needed mana and somewhat useful armor, it also significantly increases your damage with the Sheen proc and the slow allows you to stick to targets, a very important skill to have for a melee autoattacker with almost no CC of his own.

After Iceborn Gauntlet get boots2. You will want Mercury Treads unless the enemy team is full physical damage, in which case get Ninja Tabi. The survivability and in the case of Mercs the Tenacity are vastly more valuable than what Mobo boots would give you. If your team is reliant on your flash+ult to engage, get the enchantment that reduces flash cooldown as well. Against some champions like Akali, Rengar or Kha'Zix you'll want to buy upgraded red trinket to replace your green one as soon as you get IBG/when you hit lvl9.

After this, almost always build full tank. Randuins and Banshees are the 2 items you probably want to get. If the enemy team has a lot of magic damage, Locket is a great item, it can replace Banshees if the spellshield wouldn't be of much use or the aura would be exceptionally good. It also maxes out your CDR. Thornmail is good against mostly physical dmg teams, Warmogs is justifiable if the enemy has tons of % penetration or reduction (Yasuo, Jarvan etc.)

It can be occasionally appropriate to get another damage item. If you already have a very tanky champion on your team, getting last item damage item can be good, Blade of the Ruined King generally provides the most damage and utility. If you are against a physical damage only team, getting Ninja Tabi and Zephyr to max out CDR and get the tenacity can be good. If the enemy has a lot of magic burst that tends to finish you off (Ziggs, Leblanc etc.) Hexdrinker can be a good buy. I warn you though, although in midgame you might feel like you can afford to build damage, oftentimes you'll come to regret that decision once the enemy ADC and middle get 2nd item completed. If you want to play it safe, build full tank after IBG with maybe a dmg item in your last slot.

Alright, let's get to the part where I explain how to play Skarner

Pre-6 Jungle:

Early jungling with Skarner is pretty simple. Starting blue is a bit faster and you lose less hp, but in case of lvl1 shenanigans you can start red as well. The standard path would be Blue -> Wolves -> Red -> Golems -> Wraiths -> Wolves, then clearing jungle against from Golems. 90% of the time you'll just want to clear to lvl5 and base, not appearing in any lanes. The 10% of the time you'll be holding lanes of dead teammates, or, very rarely, defending against the top level dive. Ganking is almost always pointless, as you only have a red buff autoattack for CC before you hit lvl6.

On your first back, you'll have about 1k gold. I usually buy Spirit Stone, Boots1, a pink ward, 2-3 hp pots and 2-3 mana pots. The pink ward is a generally useful thing to have around middle lane or in your tribush. The pots allow you to clear until lvl6 and gank with full hp and mana. If you will get blue for yourself and if you aren't going to gank before you get it, buy only 0-1 mana pots.

Sometimes you'll want to take your blue, but in some cases your middle laner can make a better use of it. If they are skipping Chalice for Zhonyas, they probably need the mana to keep clearing the waves. If they are on a champion who either really needs or can use blue very well (Anivia or Kassadin for example) it might be better to give it. Conversely, if they died already or are going Chalice, you can probably make better use of it for faster clear and significantly stronger fights.

Although you don't have CC, your damage is very high. Getting invaded isn't an issue for Skarner unless you messed up and are behind on exp already. You can easily 1v1 most junglers and can even beat ones such as Lee Sin or Kha'Zix if your W isn't on a long cooldown at that point.

Shortly after lvl6:

Early midgame is the part of the game when you'll want to start doing a lot of stuff with Skarner. Let's get specific here: you hit lvl6 at about 6:30, somewhere in the neighborhood of the buff you took first. Although you might feel the urge to come to a lane asap, it might not be correct to do so. Firstly, it's probably rather obvious that you are close to the first buff you took and it becomes increasingly so as you approach the 7:00 time. Keep those things in mind when you are calculating whether a gank would work out or not.

Executing ganks is pretty easy, run up to or flash ultimate onto your target, should be an easy kill if you evaluated the situation correctly. Don't be shy to use flash, a flash that's not on cooldown is a resource you aren't using. I don't think I need to go into a great detail on this.

Now, back to the neighborhood of the first buff you took. At 7:40, it starts becoming increasingly obvious that you are close to the second buff you took. You can use this to your advantage or keep it in mind if that's where you actually are. After your 2 buffs, keep farming the jungle but keep your eye out on ganks, they are very powerful at this point. Top lane towerdives are an underutilized way to get kills that you should keep your eye out for as well.

You probably aren't strong enough to take either dragon or a tower off of a gank until about minute 9-10 or so. Around this point, You'll probably have to make an important decision: either you give up dragon for a top kill and hopefully top tower, or you contest dragon. It's not easy to know which one to go for, generally dragon is better as it gives you an option to push bottom or mid afterwards, but it's riskier. Generally, if their mid is winning and isn't easily killable, go for top tower, if the reverse is true try to force things middle or bottom. You can go for dragon opportunistically if the enemy backs at the wrong time or they themselves decide to go for top tower, though that often signifies that you made your attempt at either dragon or top tower a bit late.

Midgame and Lategame:

Depending on who is winning, you will either generally be pushing lanes or be pushed on.
If you are forced on the defensive, you will mostly keep farming the jungle. Placing a defensive pink ward can be good to deny vision. If the enemy splitpushes, you might be able to initiate a good teamfight with number advantage or gank the solo pusher. Don't forget farming though, it is important you have large amounts of gold and levels.

If it is your team that is pushing, you will probably have a great time initiating fights with your ultimate, catching people off and warding their jungle. Keep farming too, you are pretty weak when your ultimate is on cooldown. These things aren't really Skarner-specific and can be complicated so I don't actually want to go into massive depths on this, but very generally speaking you want to push when you flash ultimate is up and you can use it to initiate a good teamfight.

Laneswaps:

This chapter is going to be very short, given I don't have much experience with Skarner laneswaps. Skarner sucks in laneswaps. Skarner used to be bad in laneswaps because he is terrible at diving, because he doesn't have any CC or jumps and he is terrible at defending towers because all his waveclear is melee. The laneswaps changed a bit recently to 2v0 lanes mostly, but those also often involve middle lane roams where Skarner is completely useless. You probably want to farm up lvl6 as usual and hope your enemies don't get too much of an advantage from your absence in lanes. Careful level1 which could spot an enemy laneswap in time is highly preferred.

Teamfights:

Ok, let's explain teamfighting. Depending on the teamcomps, farm levels and situation there are 2 distinct ways you will teamfight: either initiating or defending.

If you are initiating, you the teamfight will start with you ultimating or flash ultimating someone. Depending on your team's followup, that can either be anyone who comes too close and overextends (including tanks) or it has to be a high priority target. Make sure that this ult you use on Shyvana isn't essential for killing the Twitch afterwards, etc. Pulling the tank is oftentimes a good idea if you are defending a tower, as tanks often come a bit too close.

After (hopefully) focusing the one target down, you go and autoattack and pretty much use skills on cooldown. Depending on the situation, make a clear decision to either focus the same targets your squishies are, or go chase the enemies'. It's hard to give guidelines on this, but generally if they have champions who ar every good at kiting (Orianna, Lucian) you probably want to attack the closest champion, while if they have something like Twitch and you have someone to dive in with you then it's probably a good idea to get them squishies.

Now, on the defensive. That'll happen either when the enemy engages on you (maybe with stuff like Malph ult etc.) or when they have a bunch of assasins who position far back. Let's talk about the second scenario.

So let's say the enemy team has a Katarina and then a bunch of generic dudes like Thresh etc. Katarina deals tons of dmg, she's the one you probably have to focus to win the teamfight. But since she positions far back (and maybe has Shihouin Yoruichi shunpo reflexes) you can't run up to her and ult her with your team being able to follow up.

In this case, you either have to have someone else on your team initiate, or wait for them to start a fight. Either way, you want to stay close to your priority targets that Katarina would focus. If there are bruisers nearly, autoattack and Q them and stuff, but save your ultimate for when kat jumps in. If she doesn't, maybe you shouldn't use your ultimate at all then, or only after the enemy team routs.

If the enemy team doesn't have any super scary assasins like that, but you get initiated on, you want to keep attacking the bruiser who is close to you and stuff. Either use your ultimate when you need it to finish off the bruiser that's close to you, or if they have a really scary squishy flash-ult them at a point when they are close enough and your team can follow up reasonably well.

Team composition:

Skarner synergizes very well with specific champions and conversely has very hard time dealing with others, it's important to recognize both of those before you pick Skarner.

Skarner works really well with champions who can provide a Movement Speed buff, which allows him to catch out people from further away and initiate teamfights more accurately. Skarner also works well with shields, as he doesn't have any repositioning skills to escape should he fall low on hp. Generally, Skarner prefers to have more of a teamfighting than a poking teamcomp, as he is useless in a poke-battle. So champions that work unusually well with Skarner are Lulu, Kayle, Karma, Morgana, Orianna, Zilean and similiar.

The list of Skarner's best counters is pretty much identical to his best allies: champions that can kite easily, racking up damage on him as you try to position for an initiate and champions that can shield the target you try to focus or in some other way exploit your focus on 1 character. However, while Skarner doesn't generally work well with poke, he can be excellent against poke if coupled with a movement speed boost or 2 to help initiate.

How to play against Skarner:

As mentioned above, Skarner is bad in laneswaps. If you have a powerful laneswap jungler yourself (such as Elise or Lee Sin), laneswapping can be a good idea, though probably not feasable in soloQ. Farmy pre-6 of Skarner is difficult to exploit, but with a good team composition and a bit of luck it can be used to gain an advantage.

Skarner's fights are strong after lvl6, although not uniquely so. There aren't really any anti-Skarner specific tricks when it comes to jungling after lvl6. He is rather slow at taking dragon, which can be used to your advantage. If you are a laner against Skarner, there aren't any specific things other than playing well. In top lane, make sure you don't agress unless your team would be able to get dragon in response to a top lane gank. Be especially careful of lane brushes in bottom lane and keep both sides of middle lane warded.

When it comes to teamfights, respect Skarner's flash ultimate range and account for any speed buffs that his team might have. Ideally you want to be the one initiating teamfights, as Skarner's ultimate has much less use then. Skarner doesn't have any jumps and so he can be easily focused in teamfights without proper protection. Forcing Dragon and Baron can be preferred over pushing, as Skarner can use his ultimate to drag enemies under towers, while he is very slow at taking Dragon and Baron and he isn't good at tanking them either. Getting a Quicksilver Sash as a squishy can be a very good idea, doubly so if you are an assasin who can't avoid getting in Skarner's ultimate range.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-06-17 10:14:31
June 15 2014 17:30 GMT
#2
Relevant videos:
http://www.twitch.tv/scipaeus/c/4480148
Showing how to carry over Q stacks between jungle camps as Skarner. All work in reverse with the exception of Wight-Wolf, which while possible is a pain in the ass as the Wight is ranged and does tons of dmg so pulling it out is not worth early and you don't need it after you get boots and more levels in W. Wraith-Red also possible but not shown because it's franky unnecessary.
An important thing to notice is that W duration is slightly longer than your Q stacks and because the W speed ramps up sometimes you have to use your W half a second before you finish a camp to carry over your stacks. Most important for Red-Golems.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-07-01 21:13:07
June 15 2014 17:30 GMT
#3
Not interested in writing guides anymore, this one will not be updated.

Thanks to Slayer91 for suggestion superior mastery setup and other people who had good comments
And thanks to Ketara for convicing me to write this and giving me a good skeleton to write it off of.
+ Show Spoiler +

You know what's in the spoiler so if you hate it just don't click it
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 15 2014 17:37 GMT
#4
why not go 9/21?
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-06-15 17:42:54
June 15 2014 17:41 GMT
#5
Actually doesn't look bad.
Usually early and midgame you don't fight close fights, but mostly in uneven numbers like ganks and towerdives, which favours more damage. One of the reasons why jungler tend to build dmg earlygame and then go full tank. The 15% CC reduction could outweigh the extra dmg in some situations though, maybe worth adding as an option. Don't see that much value in the other masteries you get but I guess the same goes for the offensive masteries. I guess Legendary Guardian is nice but the spellweaving+executioner line is comparable imo.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
June 15 2014 17:43 GMT
#6
Hey bless you Scip

But we need more Base Stats discussion
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-06-15 17:50:00
June 15 2014 17:44 GMT
#7
Is it worth it to make a video of how to carry your Q stacks between jungle camps or is that obvious and pointless?

going outside Ill bb in maybe like an hour or 2
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
wei2coolman
Profile Joined November 2010
United States60033 Posts
June 15 2014 17:47 GMT
#8
Not enough pictures. Sorry, I can only give you a 2/10.
liftlift > tsm
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2014-06-15 17:56:44
June 15 2014 17:52 GMT
#9
Why are lane swaps so bad specifically?

Also: why not wriggles vs elder lizard. Skarner doesn't have many AD ratios so I'd think that wriggles would be better.

Great guide. I'll catch and try 5 games as Skar Skar Skarner.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Prog
Profile Joined December 2009
United Kingdom1470 Posts
June 15 2014 18:17 GMT
#10
On June 16 2014 02:52 obesechicken13 wrote:

Also: why not wriggles vs elder lizard. Skarner doesn't have many AD ratios so I'd think that wriggles would be better.

Great guide. I'll catch and try 5 games as Skar Skar Skarner.


Some points in favour of elder lizard:

*Skarner needs mana regeneration because he spams his spells to clear fast. Wriggles has no mana regeneration at all, whereas elder lizard gives back mana due to butcher.

*Wriggles needs too much time to be effective, whereas elder lizard is a huge power spike earlier.

*Wriggles is terrible if you lose control of your jungle in midgame and therefore more risky.

*Cooldown reduction is great on Skarner. You have spells that you want to spam and your ganks/teamfight presence relies heavily on your ultimate. So having your ultimate available more often due to elder lizard is a plus.
loSleb
Profile Joined December 2010
Austria1389 Posts
June 15 2014 18:25 GMT
#11
Why don't you max E which is and I quote "the best skill in the whole game" - scip 2014?
Fildun
Profile Joined December 2012
Netherlands4122 Posts
June 15 2014 18:32 GMT
#12
Ok I have 3 complaints.
First of all: You said he doesn't push well. I believe that with Iceborn you push pretty well, and if you get to a tower you can get it down in reasonable time. It isn't top-level, but it isn't as bad as you say it is.
Secondly: What is your itemization vs triple or quadruple (counting support) AP teams. I think that if you go Iceborn you just get bursted down, but if you go SV or banshees first you have no mana. On the other hand vs those teams you can often ult someone before they get their burst off so you can't really say he's a terrible pick in that situation
My third point is the level 4 E vs level 8 E. I believe level 4 E is better because:
- If you have blue buff, which you do most of the time with Scip's style, you can just use it on camps. Also with spirit stone you lose max 5 more mana per camp vs level 2 W. I also feel like level 1 vs level 2 W isn't significant enough to prevent you from taking E.
- I often felt in the games where I did level 8 E that I needed my E earlier, be it for a 3v3 botlane or a dragon fight or a countergank mid/top. You could just say take it at level 7 or 5 but in that case I'd indirectly trade a Q level for a W level, which is something I don't want.
- In Platinum and below you can actually pick up pre-6 kills with E ganks because people are retarded. Also counts for invades.
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
June 15 2014 20:01 GMT
#13
On June 16 2014 02:44 Scip wrote:
Is it worth it to make a video of how to carry your Q stacks between jungle camps or is that obvious and pointless?

going outside Ill bb in maybe like an hour or 2


Worth imo, considering the wide variety of skill levels here in TL.
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-06-15 20:26:07
June 15 2014 20:16 GMT
#14
Wriggles is generally pretty terrible, not just on skarner but almost everyone
you need spirit stone for mana regen and lizard elder is the best item that builds out of that
also skarner has amazing ad ratios. 1.0 on his autoattack and 0.8 on his Q

Skarner pushes well 1v0 but if there is anyone on the enemy team he is pretty bad because he has no jump, no useful ranged skill and no CC besides his ult and a weakish slow. That's true for both early and lategame.
I haven't seen triple AP teams in a very very long time. I'm not exactly sure what to build, actually, My first thought is hexdrinker but I'm not confident enough about that yet. Might cause mana problems though it could be manageable if W is used more sparingly
You don't have blue from lvl5 to halfway to lvl7, which is a pretty big portion of where you'd use an E taken at lvl4. Using it on camps has an absolutely tiny effect on how fast you clear, most of the time it's the big creep that dies too slowly thats the problem. As for fights, I find the 2-4% extra movement speed shield that is significantly harder to break more useful, not to mention the mana problems you can have should the fight break out before you get blue. The fact it might be possible to pick kills up with it in lower levels is the only reason it's mentioned.

Skarner used to be bad in laneswaps because he sucked at diving due to having no jump and no cc and because he sucked at defending towers because all his waveclear is melee. Both of those things are still true, and while the new style does seem more like 2v0 from what I've seen it usually includes some kinds of roams in middle lane where skarner would be completely powerless.

Maybe Ill make the video about carrying Q stacks over tommorow, not sure how though.

I do max E losleb, but I max it last. Save the best for last imo.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
June 15 2014 21:43 GMT
#15
I'm going Skarner only for jungle next week. Will be back with feedback.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Fildun
Profile Joined December 2012
Netherlands4122 Posts
Last Edited: 2014-06-15 22:02:20
June 15 2014 22:01 GMT
#16
I almost never run into mana problems from level 5 to level 7, usually because I also do my first buy in that period, but that might just be me.

Could you maybe write something about invades, basically who you can 1v1 and who you can't 1v1 and what you should do if say you get invaded or a buff gets stolen.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
June 15 2014 22:39 GMT
#17
On June 16 2014 06:43 NeoIllusions wrote:
I'm going Skarner only for jungle next week. Will be back with feedback.

Scip getting banned if Neo does poorly.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
June 15 2014 22:50 GMT
#18
Or if I question whether he actually played them games
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2014-06-16 00:00:11
June 15 2014 23:59 GMT
#19
Pressing F5 from time to time is a good skill to have.
+ Show Spoiler [Shen'd material] +
Because wriggle's doesn't give you mana sustain, which Skarner needs badly (he farms so fast because he can spam Q and W keeps him healthy and fast-moving; spirit stone is about enough to sustain Q usage but more and you start dropping mana).
Its damage is also on-hit magic damage, while Elder Lizard gives you AoE true damage. Considering how often you're in the thick of the fights it does more for you (in terms of dps it's almost as much as a sunfire cap in the midgame, considering the enemy MR).

Skarner is bad in laneswaps because compared to Lee, Elise, etc. he can't apply much pressure to the enemy offlaner for a dive, nor is he good at shoving a lane (for defense or offense) or damaging a tower. In a more indirect manner, it also hurts him because between needing his ultimate and having a really fast clear speed that you should want to leverage (through outleveling and earlier item timings, etc.) you really want to be afk farming as much as reasonably possible in the early game, but you tend to be required much more in lane swap situations.
Cant take LMS hipsters serious.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2014-06-16 00:23:10
June 16 2014 00:22 GMT
#20
Ok, so it's a mana thing. From what I recall when I tried wriggles a long time ago with Kayle vs Spectral wraith the mana usage wasn't a big deal. Just used my abilities a bit less. Skarner more heavy I guess.

AoE true damage is awesome. AoE true damage as a dot feels like crap. Dots in general feel really bad because even when someone dies they get a chance to escape or a chance to return damage.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
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