AP/Hybrid Skarner top [GOT NERFED RIP]
Off-MetaSkarner Top by marmotank — updated Jul 30, 2026
so cheesy
Item Build
Starting Items
you start with 475gI start dring most of the time, but you can potentially go sapphire crystal to get sheen earlier, Dshield is for when you go against something thats going to be poking you constantly with basic attacks
Core Build
Always start with sheen, its one of your biggest powerspikes, after it you can really build any of the next 3 items in whatever order you need, though I prefer to go gunblade for the active on those slippery targets and the spell vamp for survivability. Nashor's is there for the atk speed and cdr mostly, a lot of your damage is going to come from your Q empowered autos since those scale with AP. Lich and Rabadon are obvious, Spirit Visage if they have any ap characters is good because it will be multiplying your shield, your E heal and your spell vamp/lifesteal/regen
Defensive options
Don't be afraid to build one or two defensive items, specially if your team needs a tankier skarner with them, most of these are self explanatory, my main 2 are always spirit visage and frozen heart just because they are incredible items that also give you that 20% CDR you are always lacking after nashor's. Randuin's is useful when they got slippery enemies that will get punished for kiting you instead of just running away, remember this randuin's doesn't give crit dmg reduction but instead has a slow on move and attack speed on being hit. FON just has insane MR alongside movement speed which is always appreciated by good ol' skarner
Flex Items
ROA: I have been trying this one out recently, it definitely makes you way more tanky and I have felt it made me survive many encounters I wouldn't have with gunblade alone, but it does slow your build down, definitely build it if you see this game going to late, but always after Sheen
Spirit of the spectral wraith: CDR and more spellvamp packed into one item, could be useful, haven't had many chances to try it out, you could definitely build it if you take this jungle
Void staff: self explanatory, build if they have a lot of MR
Abyssal scepter: You will always be melee range so the aura is always useful, definitely consider it if both your team and the enemy has magic damage, its free flat pen on you
Malady: Good because it gives you AS, penetration on basic attacks and more dmg on hit, it's better if you find that you are involved in more extended fights
Morello: I dont really like building this item, but it's your best antiheal source against champions like nasus or ap yi, necessary if you end up not going ignite and your team isn't building it either. Though the 40% health requirement is a brutal one, which is why you might want to build Executioner's Calling, but its really a last resort type of item.
Liandry's: I don't love the item in this version of League, but since Skarner applies a permaslow while fighting you always get the bonus dmg without building Rylai's, though I only build it vs HP stacking champions like those that build Atmogs or a Cho'Gath/Sion
Boots
Swifties for teams with a lot of slows where the duration doesnt really matter since they just get reapplied, it also gives you the highest move speed besides Mobis, Tabis for auto attack heavy comps and merc treads for shit like fiddlesticks or other CC heavy characters. Mobi boots in case you just want to move fast around the map or gank lanes/opponents before they have a chance to react to you. If you go Lucidity boots I do recommend getting 2 points on CDR for 4% from masteries and then 1 rune on CDR to get 40% after either Nashor's/Spirit Visage/Frozen Heart, try not to surpass the 40% limit or you will just be losing gold.
Summoner Spells
I honestly run ignite because im a 1v1 terrorist, I want to cheese lvl 1 and I don't want to build morello's for grievous wounds, but it's your choice, TP is probably better to have more map presence even when you are splitting
Skill Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | ||||||||||||||
| W | W | W | W | W | ||||||||||||||
| E | E | E | E | E | ||||||||||||||
| R | R | R |
Runes
Standard Runes
8× Mark of Attack Speedmark
1× Mark of Critical Chancemark
9× Seal of Armorseal
9× Glyph of Ability Powerglyph
3× Quintessence of Movement Speedquint
Variation 1 Runes
9× Mark of Magic Penetrationmark
9× Seal of Armorseal
9× Glyph of Scaling Magic Resistglyph
3× Quintessence of Ability Powerquint
Variation 2 Runes
4× Mark of Attack Damagemark
5× Mark of Attack Speedmark
9× Seal of Armorseal
9× Glyph of Ability Powerglyph
2× Quintessence of Movement Speedquint
1× Quintessence of Spell Vampquint
Masteries


1/1
4/4






4/4


3/3


1/1




3/3
1/1




4/4
1/1





4/4


3/3
1/3
































































You can take a point off summoner's wrath if you don't take ignite, its just as useful on summoner's insight honestly
General Idea
This is really cheesy, specially in early game you are a menace and can confidently coinflip the lane even at lvl 1, there aren't many champions that can beat a Skarner at lvl 1 with ignite (you should imagine you are like a Darius), you can often force their flash or even get an easy first blood, I usually just play like an absolute terrorist from lvl 1 onwards even if i'm behind but I'm sure you guys will be a lot more thoughtful and tactical with your plays and wave management. Most players don't expect the healing or damage this build can do so they will often underestimate it, you can sometimes even turn 1v2 situations with the right plays, AA as much as possible to get your CDs back, plus it's one of your main sources of damage since after you land the first Q your basic attacks and subsequent Qs do extra magic damage and slow. One good strat in lane is to hit one q on the wave right before you know the enemy is going to walk up to farm, this results in one of two things: A) They walk up to farm and you walk them down like the dog they are (or get ganked and die), and B) They see what you are doing and decide to not get the minion for the sake of their precious life, which does eventually result in the wave pushing to them, but hey, they will lose gold regardless. Your ult is great specially for ganks and does a lot of dmg once you have some AP, but it does reduce your overall dmg since you aren't getting AAs off for the dmg and CD reduction, Use it mostly to secure ganks, get the enemy off of their safe tower or drag them under yours when they feel a little too confident
Mid/Late Game
As long as you haven't fed too bad or the enemy team has a really fed carry, you are really strong on 1v1 situations and you have very good waveclear, which makes you perfect for splitpushing (as long as you are mindful of the map and your team is actually able to exert pressure so they all don't just collapse on you). You also melt towers with Q + Sheen + W, you are kinda like a trundle in that regard, the enemy team can easily disregard you and find out two of their towers are down before they decide to go stop you. When grouping you should always try to get a flank off with your flash + ult and gunblade if necessary, it can be a good investment to get an Oracle's for this.
When you are splitpushing since going to attack the turret can be dangerous always try to ward and invade the enemy jungle once you have the prio, skarner clears jg really fast and if the jungle comes to get their camps you can easily 100 to 0 them as long as they arent a rammus or tanky jungler. This isn't as much of a gold lead but it's an insane mental lead since you can just imagine the wave of pings flying around as soon as you kill them and steal their blue/red.
The splitpushing and 1v1ing is very fun, but you do eventually have to group up with your teammates, this is why taking teleport might be a good middle ground for splitting and game impact
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