Tips for Jungler Skarn?

Sasafrassus Rex·12/5/2014, 7:45:37 PM·1 votes·1,106 views

In the new beefy jungle, anyone have some tips on how to go about it with the crystal Skarner ?

6 Comments

Killstrado12/5/2014, 8:01:36 PM2 votes

Get used to your teammates getting the kills early on, not saying you won't get any. And remember sometimes a utility based jungler can be worth a hell of a lot more to a team than a carry jungler

I personally have a lot of fun with high movement speed and attack speed to supplement his passive and W.

I usually get tri force after my jungle item

Cale01712/5/2014, 10:06:01 PM1 votes

I actually learned how to play Skarner not too long before the jungle changed over, and running a test match with him in the new one he plays almost exactly the same. His initial clear might be a bit slow, but after that he clears incredibly fast.

Take your Q first, W second, E last. If you're worried about sustain, put a point or two in his W early on, the shield will really help, but if you're good about your backing, and your rune page well supports how you're playing, it shouldn't be an issue to max his Q first. The slow on his E is nice, but it doesn't go up much by level so max your W next for the increased shield and movement speed. Ult when available.

I take AD runes, Armor Seals, MR/level Glyphs, and AS Quints. Helps him deal more consistent damage early on, and the extra attack speed synergizes well with the stacks from his Q.

Masteries take 21/9/0, focusing on the AD side of the tree, if you're intending to go for a more damaging set up, which is my preferred Skarner, or a 9/21/0 setup if you plan to be more tank. It can be tempting to build him with magic damage in mind, but remember that a lot of your damage will really be coming from your auto attacks and your Qs, which deal physical damage. The damage on his ult can be devastating if itemized for, but in all reality it's much more effective if used to set up a continued assault than as the main source of damage for a duel.

Skirmisher/Devourer works great on him, really helps his single target damage ramp up from the attack speed he can stack up. If you're having a difficult time in the jungle get Trailblazer/Devourer. If I get fed off of assists or kills, or even if the lanes are just generally holding well, I'll get a Triforce next. The movement speed boost is great, along with the second boost you get from auto attacking, and makes it so that once you hit someone once they aren't getting away from you without some effort. If your team needs some tankiness earlier, or perhaps if you do, turn the Sheen into an Iceborn Gauntlet instead. Due to the Spellblade passive on either of these, Devourer and Triforce/IBG are all the damage you're ever going to need. Get Boots of Swiftness somewhere in here.

After that, go tank. I usually get a Randuin's Omen to help with peeling or helping teammates catch up to someone, and then a Banshee's Veil gives him a spellshield so in a 1v1 situation they're forced to pop your shield with a damage ability to use another with CC, or waste their CC ability to hit you with a damage one when she shield is down.

You probably shouldn't need more tank after this, but if you do then build it situationally. A Maw of Malmortius can increase his damage considerably while giving him yet another shield against AP based champions, and increase your damage over the course of a fight due to Maw's passive. A Frozen Mallet adds a bit more to your damage while giving you a large chunk of health and and what amounts to an effective permaslow on your autos. Black Cleaver gives you a bit of health, more damage, some CDR, which Skarner does love, and a nifty armor reduction that teammates can capitalize on, but I'm not a fan of it on him. Personally, if my team is doing well or I am at this point, I'll usually get a Zephyr for the last item. More movement speed, more AD, more CDR, and most importantly you get both Tenacity, which'll help when the enemy team is 3v1ing you with every CC they have, and 50% attack speed.

Just a tip for using his ult, if you spin around at the last second before the suppression would drop, you flip your unfortunate prey to the other side of you, farther away from where they want to be. In a 1v1 scenario this forces them to either walk in the direction you leave them in, more than likely towards a turret or an odd angle to get into a jungle entry, or to have to walk back around you giving you plenty of time to get them stacked for another stun and then to chase them down. In a team scenario you're literally dropping them off for your team to have their way. Santa Claus couldn't wrap a gift up more nicely.

Happy ulting!

Toaster3612/6/2014, 3:52:31 PM1 votes

As a Skarner main since S2 I've played him in almost 300 ranked matches over the years since his release (Interesting note: Skarner was released the same week I started playing LoL). I'm not going to say my way of playing him is going to work for everyone, but I've never seen anyone who could play him better.

I run with Mov. Speed quints, AD reds, armor yellows, and scaling MR blues (flat MR would probably work just as well). For masteries I run 0/21/9. Skarneris a tank first and foremost. He just happens to be a tank that can hit like a truck and is OK at dueling (his base AD is actually higher than LeeSin at lvl 18). Skarner also is notorious for being super mana heavy. In previous seasons I'd just take every blue buff and it wasn't much of an issue, this season has been a bit harder early, with the shorter buff durations, but a little easier mid-late game.

To work around the mana issues I build a little bit differently from most other junglers. I'll upgrade my machete and get boots, but I don't finish either right away. Instead I've been rushing Righteous Glory before finishing Juggernaut and Boots of Swiftness (Tenacity and reduced slows? Yes, please!). This gives me a ton of HP, 10% CDR, and makes me incredibly fast. By then, if I've gotten a good lead, I'll build a Sheen that'll probably go into a Gauntlet. Either way I'll start building tankier.

As for team comps you want to run with at least one other champ that has some good CC. Your primary CC, Impale, means that you can lock up the enemy's biggest threat, but that's about it. You need your team to CC the rest and still be able to beat the hell out of whoever you just dragged into the grey screen. You'll quickly find that Morgana and Sivir are almost as annoying to face as Teemo. When you find the enemy jungler alone, be smart. Remember, you're a good duelist if you don't go up against another duelist. Don't chase LeeSin or Shaco, because you'll just chase them around into their dirty little traps and die.

The range on Q is the same as R (Yes, Q is a RANGED ability). You can actually kite people while still hitting them with Q. If you can get good at that then you'll know how close you need to be to a champ to Impale them. It's also not a bad idea to "prime" Q on minions when going in for a gank. That'll cause the next Q to do increased magic damage once you get to where you need to go.

One last tip, the only thing that can break an Impale is a QSS, but I've found that no one ever buys it soon enough for it to have any impact.

If you have any questions, feel free to ask.