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Skarner

Classic Skarner Jungle

Competitive

Skarner Jungle by sebsauve34 — updated Aug 1, 2026

EnergizeCrystal SlashCrystalline ExoskeletonFractureImpale
6

Item Build

Starting Items

you start with 475g
Hunter's MacheteHealth PotionHealth PotionHealth PotionHealth PotionHealth Potion

Standard start

Core Build

Spirit of the Ancient GolemNinja TabiAegis of the LegionSheen

Spirit of the Ancient Golem gives us a tenacity while also giving us an insane amount of survivability while also being very cheap. This enables us to go Ninja Tabi to deal with auto attack champions more easily. It also gives 10% CDR which helps a lot with shield up time and R cooldown.

Ninja Tabi Since we already have tenacity from Spirit of the Ancient Golem . You could consider Boots of Mobility if you are looking for map presence.
Heart of Gold into Aegis of the Legion Aura items give an so much stats to your team and are mandatory. This gives you a good mix of HP from Spirit of the Ancient Golem and a good mix of resistances. In a team fight, the aura is worth about 2500 gold for a 2150g item and we aren't even including the stats it gives. Upgrade to Runic Bulwark as soon as possible if they have a lot of magic damage, if not you can wait to upgrade later.

Sheen If we are massively fed and are snowballing, we may want to consider skipping Heart of Gold and Aegis of the Legion in order to get more damage to build towards a Trinity Force .

Flex Items

Trinity ForceRanduin's OmenSpirit VisageFrozen HeartLocket of the Iron SolariThornmailForce of NatureShurelya's ReverieChalice of HarmonyWit's EndRunic BulwarkBanshee's VeilSightstoneGuardian Angel

Depending on the situation, those are the items you should target after your 2 core items.

If you are looking for more damage items, target the following items:

Trinity Force gives every stat you want. The sheen procs are also very easy to do with the spammable Crystal Slash (Q). The movement speed also makes it very hard to escape you. By far the best snowballing item you can buy.

Wit's End gives you a fair amount of attack speed, which will let us reset the CD of our Crystal Slash (Q) Crystalline Exoskeleton (W). It gives a fair amount of on hit damage and a fair bit of MR while being very cheap. This is a good snowballing item against magic heavy enemy teams.

If you you are looking for more defense, target the following items:
Frozen Heart Great at shutting down auto attack based champions like Tryndamere Vayne Teemo and pushes us to 30% CDR. The extra mana pool goes a long way with how spammable our abilities are.
Runic Bulwark Improves the already powerful aura from Aegis of the Legion and gives us a large amount of MR. Mandatory item to have in teamfights.

Spirit Visage Best MR item in the game and let's us push to 30% CDR. Great against heavy magic compositions. I advice getting Randuin's Omen or Thornmail as our armor item if we build this item to not overcap on CDR from Frozen Heart.

Force of Nature Great sustain and mobility MR option. Let's us have better engage power. Great against heavy AP comps in combination with other MR items or as your MR item if you built Frozen Heart. Works especially well with Shurelya's Reverie to zoom in and Impale (R) a high value target.

Randuin's Omen Good mix of armor, life and utility with the MS/AS slow active. A must against AD heavy compositions and good in combination with Spirit Visage.

Banshee's Veil Anti poke and good when engaging since the shield will often time block an important CC ability.

Thornmail Situationally good vs heavy ad comps, but really uncommon with the current champion pool.
Chalice of Harmony if we can build Frozen Heart due to facing high magic damage teams, I advice building this to fix our mana problems while also getting a nice bit of MR for a cheap price. You can consider upgrading to Mikael's Crucible later.
Guardian Angel Amazing in teamfights and against teams with a lot of burst / low sustained damage. Works well if you are fed and are a main target for the enemy team.

If you are looking for more utility, target the following items:
Locket of the Iron Solari Another aura item that gives your team more stats and the active shield ends up giving a lot of health in gold value for how cheap the item is. Very strong against Karthus Requiem (R) and other AoE abilities.
Shurelya's Reverie enables you to reach 40% CDR when combined with Frozen Heart or Spirit Visage and Spirit of the Ancient Golem. Gives you great engage power which enables you to Impale (R) high value targets in teamfights.

Sightstone Great option to consider after finishing Spirit of the Ancient Golem for more vision control. Better when you need to play a supporting role for your team.

Items to avoid that I've seen a lot of Skarner build:
Madred's Bloodrazor is too expensive for what it does and Trinity Force is a better item for the same cost and Wit's End is a better cheaper option.

Feral Flare is too slow and makes you too squishy in the mid game where you are supposed to be at your strongest.

Spirit of the Elder Lizard while this isn't a bad item, we don't have enough ad ratios to benefit from the AD and has the same problems as Feral Flare in the mid game.

Frozen Mallet or Iceborn Gauntlet you already have a built in slow in your kit from Crystal Slash (Q) so I don't see the point in getting an item that slows when you auto attack. The stats on those items isn't very good for how expensive they are and you get no value from the slows.

Warmog's Armor a lot of our power comes from our very powerful Crystalline Exoskeleton (W) which gives attack speed while the shield is alive. This shield doesn't scale with HP, so getting resistances and CDR is much better for defense and for offense to allow the shield to persist longer and be used more often. This item allows us to do neither.

Boots of Swiftness slow resistance is a bait stat. If you are slowed by 30%, the slow resistance will only reduce it to a 22.5% slow, not to a 5% slow.

Recommended builds:
Fed / Carry:
Spirit of the Ancient Golem Boots of Mobility Trinity Force Guardian Angel Frozen Heart Wit's End

Standard:

Spirit of the Ancient Golem Ninja Tabi Runic Bulwark Frozen Heart Shurelya's Reverie Force of Nature

Against AD heavy teams:
Spirit of the Ancient Golem Ninja Tabi Runic Bulwark Frozen Heart Randuin's Omen Shurelya's Reverie

Against AP heavy teams:
Spirit of the Ancient Golem Ninja Tabi Runic Bulwark Spirit Visage Shurelya's Reverie Banshee's Veil

Utility tank:
Spirit of the Ancient Golem Ninja Tabi Sightstone Runic Bulwark Frozen Heart Locket of the Iron Solari

Summoner Spells

FlashSmite

Standard flash smite.

Skill Order

Crystal Slash(Q)Crystalline Exoskeleton(W)Fracture(E)
123456789101112131415161718
Crystal Slash
Crystalline Exoskeleton
Fracture
Impale

Crystal Slash (Q) is our main source of damage and clearing ability. We want to max it as soon as possible. It has a built in Frozen Mallet when you auto attack, making us very sticky and hard to escape. Combined with Crystalline Exoskeleton (W) Energize (P) the cooldown is very low if we manage to get a auto attacks in between casts.

Crystalline Exoskeleton (W) while on the surface this looks like a defensive / mobility skill, this is actually a really big damage dealing ability. Since we get a big AS steroid as the shield persists, it is important to get resistances as our defensive stats to make sure it is harder to break and some CDR to make sure it has a lot of uptime.

Fracture (E) Don't even bother casting this ability honestly. The damage isn't terrible, but it self roots you for a small amount of time and the range is very small. The healing on it is not noticeable at all. Just use it against objectives and if you are in a melee duel.
Impale (R) one of the most powerful engage ability in the game. This essentially let's you kidnap a champion and deliver them to your team. Make sure to move your character model by 180 degrees as it is ending to cover more distance as the target will always be behind you. Try to make sure you target people who don't have Quicksilver Sash with it or else you will just have it be cancelled. Be careful of Spell Shield (E) and Banshee's Veil since those can also block it, so make sure to pop the shield with Crystal Slash (Q) first.

Runes

  • 9× Mark of Attack Speedmark
  • 9× Seal of Armorseal
  • 9× Glyph of Scaling Magic Resistglyph
  • 3× Quintessence of Movement Speedquint
+9 Armor+15.3% Attack Speed+32.4 Magic Resist @18+4.5% Movement Speed

Marks: Attack speed. This maximize our clear speed and our damage by allowing us to utilize Energize (P) to get shorter cooldowns on Crystal Slash (Q) Crystalline Exoskeleton (W).
Seals: Flat armor is the safest option for clearing the jungle in the early game.
Glyphs: Scaling MR to get more defenses in the mid / late game when we start fighting against enemy mages.
Quintessence: Movement speed. Our biggest weakness is our lack of mobility, so we rely on running at our enemies very fast to get to them, so we want to maximize our mobility.

Masteries

9 / 21 / 030/30 points
Summoner's WrathFury2/4SorceryButcher2/2Deadliness4/4BlastDestructionHavocWeapon Expertise1/1Arcane KnowledgeLethalityBrute ForceMental ForceSpellswordFrenzySunderArchmageExecutioner
OFFENSE: 9
Summoner's Resolve1/1PerseveranceDurability4/4Tough Skin2/2Hardiness3/3ResistanceBladed Armor1/1UnyieldingRelentlessVeteran's Scars1/1SafeguardBlockTenacious3/3Juggernaut3/3Defender1/1Legendary ArmorGood HandsReinforced Armor1/1Honor Guard1/1
DEFENSE: 21
Summoner's InsightWandererMeditationImproved RecallScoutMastermindExpanded MindArtifacerGreedRunic AffinityVampirismBiscuiteerWealthAwarenessStrength of SpiritExplorerPickpocketIntelligenceNimble
UTILITY: 0

9 offense:
We want to maximize our clear speed, so butcher is a great source of damage against the jungle which is made stronger by grabbing the attack speed and Crystalline Exoskeleton (W). Camps have armor and we do quite a bit of physical damage with auto attacks and Crystal Slash (Q), so I prefer grabbing the armor penetration over the magic penetration. You may consider the Magic penetration instead if you intend on building Wit's End.

21 defense:
Durability + veteran's scar gives us quite a bit of early health HP and scales well. Getting extra damage reduction from monsters helps a lot, especially if you are a newer player. The augmented smite is worth roughly 1.25 gold per 10, so it is worth getting in my opinion. We then want to get extra tenacity and % hp which will allow us to be a lot less vulnerable to CC and scale our high HP items like Randuin's Omen Spirit of the Ancient Golem and Spirit Visage a lot better. The reduced critical strike damage taken is amazing against late game carries, but is also very good against Tryndamere Gangplank Shaco .

Early / mid game jungling

Clear as follow: Blue buff - wight - wolves - wraiths - red - golem. That will give you level 4, but I would recommend recalling for Spirit Stone and a Sight Ward unless there is a very free gank you can pull off. You want to farm to level 6 as fast as possible in order to gain access to Impale (R) which will make your ganks extremely potent. Look for opportunities to counter jungle if the opponent jungler ganks a lane and don't be afraid to counter gank if possible since we are very strong in skirmishes in the early game.

After 6, look for ganks with Impale (R) and try to convert kills into dragons or turret kills to snowball your team with global gold and exp. Make sure to buy Vision Ward to control vision around dragon and opponents jungle.

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