Skarner

Skarner

Jungle Build, Runes, Items · Patch 26.12

B Tier Win Rate 49.4% Pick Rate 2.5% Ban Rate 0.5% Role Jungle Games 237 Patch 26.12
No significant changes in this patch.
Build ARAM Arena
Patch: 26.12
Tier B
Win Rate 49.4%
Pick Rate 2.5%
Ban Rate 0.5%
Matches 237
RUNES
WR 49.47% PR 80.17% Games 190
Resolve
Resolve
Grasp of the Undying
Aftershock
Guardian
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 53.33% PR 12.66% Games 30
Precision
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 20 PR 8%
Item 1101
Item 2003
Item 1011
Item 1028
Games 18 PR 8%
Item 1101
Item 2003
Item 1011
Item 3067

Build Order

Item 1101
Item 1011
Item 1028
Item 2525
Item 1029
Item 2524
Item 3084
Item 3109

Completed Items

Item 2525
Item 2524
Item 3084
Item 3109
Item 2502
Item 3067

Situational Items

Item 1033
Item 2022
Item 1031
Item 1036
Item 1103
Item 3078
Item 3044
Item 1006
Ability Max Order Q > W > E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
W
W
E
E
E
E
R
R
R
Power Spike Skarner — Jungle
PEAK
0–5 min 6–10 min 11–15 min 16–20 min 21–25 min 26+ min
WEAK · 0–10 min
Play safe early.
PEAK · 16–22 min
First two items complete, look to fight.
LATE · 30+ min
Engage as frontline, peel for carries.
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Overview

Skarner received a complete visual and gameplay update that transformed him from a crystal scorpion into a far more imposing version of himself with a completely new kit. The core identity remains the same — he is a tanky jungler who grabs enemies and brings them to his team — but the reworked kit adds significantly more skill expression and counterplay. His passive Quaking stacks on enemies through his attacks and key abilities, and reaching three stacks deals percent maximum health damage over time which makes him effective against tanks and squishies alike. His ultimate Impale now grabs up to three enemies simultaneously rather than just one, making a well-landed Impale one of the most impactful single abilities in the entire game. His E Ixtal's Impact lets him charge through terrain ignoring walls and CC an enemy into a wall, which creates engage angles that most junglers cannot replicate.

Strengths

  • Impale ultimate grabs up to three enemies simultaneously making it one of the highest impact single abilities any jungler has access to
  • Quaking passive deals percent maximum health damage making him effective against tanks and bruisers who would otherwise ignore his damage
  • Ixtal's Impact E charges through terrain ignoring walls giving him engage angles that bypass conventional ward coverage
  • Very durable tank who can absorb significant damage while his team follows up on his engage
  • Seismic Bastion W shield plus AoE slow makes him very hard to burst down and punishes enemies who cluster around him

Weaknesses

  • Impale can now be partially escaped — enemies who escape the grab only take half damage, meaning positioning and timing matter more than the old version
  • E Ixtal's Impact CC requires hitting an enemy into a wall which demands knowledge of terrain and precise aim
  • Predictable engage pattern — experienced players spread out and avoid walls to minimize the impact of his E and R
  • Completely reliant on team follow-up — his CC is powerful but he deals limited damage himself and needs his carries to clean up
  • Falls behind if he cannot find good engages in the early and mid game since his damage output is lower than carry junglers

Early Game

Skarner early game is about efficient clearing and stacking Quaking on objectives and enemies through his Q empowered attacks. His clear with Q Shattered Earth is solid — ripping a boulder and empowering three attacks with bonus damage and attack speed clears camps quickly. Look for early gank opportunities where the enemy is near a wall since E Ixtal's Impact slamming them into terrain is your most reliable CC setup. The Quaking passive stacks from auto attacks and Q so building stacks in a gank before using your full combo maximizes the percent health damage. Do not force early duels against strong early junglers since your power really comes from coordination with your team rather than raw 1v1 strength.

Mid Game

Mid game Skarner becomes a genuine teamfight and pick threat. His Impale grabbing up to three enemies makes him extremely valuable in objective fights around dragon and baron. The key mid game habit is always identifying the highest priority target before engaging — usually the enemy ADC or a fed midlaner. Use E through walls to approach from unexpected angles, stack Quaking quickly through auto attacks and Q, then use Impale when multiple priority targets are close enough to grab simultaneously. W Seismic Bastion should be activated when enemies collapse on you after your engage to give yourself a shield and punish them for clustering. Always communicate ultimate availability to your team and ping before engaging.

Late Game

Late game Skarner with a good engage is a complete game changer. Impale grabbing the enemy ADC and two other priority targets simultaneously in a late game teamfight removes almost half the enemy team from the fight instantly. The key late game discipline is patience — do not use Impale into one person when you can wait for better positioning and grab two or three. Use E through pit walls at baron and dragon to find unexpected angles that the enemy team cannot ward against. W shield becomes very valuable late for surviving burst after your engage. Your percent health Quaking passive scales with your level and makes you relevant against fully tanked enemies even without offensive items.

Tips & Tricks

  • Stack Quaking before using Impale in a gank — auto attack and use Q on the target a few times before ulting so the percent health damage is already ticking when you grab them.
  • E Ixtal's Impact CC only activates when the enemy hits a wall — learn which walls in the jungle and around objectives are close enough to guarantee the CC when you charge through.
  • Impale can grab up to three targets — position yourself between multiple priority enemies before activating it rather than using it from one side of the group.
  • W Seismic Bastion shield activates immediately — use it reactively right after your engage when enemies start focusing you rather than proactively before the fight.
  • Ping your ultimate cooldown in team chat so your team can look for engages when it is up and play more safely when it is on cooldown.

For official ability details and lore, visit the official Skarner page and the Skarner Wiki.