Sunday, January 27, 2013

Skarner, the Crystal Vanguard

Ok so a little back story about this guy... Once upon a time, as a little nooblet, I looked at Skarner's champion page and really wanted to get him. Then i tried him in the free champion week, and I really didn't like playing as him much, so i abandoned that idea. I tried him again this week, so many months later. I must say, I'm thoroughly impressed with him now. Obviously I've come to understand champions a bit better since then. Anyway on with the review.

Skarner's passive is called Energize. This ability lowers Skarner's cooldowns by 1 second for every basic attack he does. This is very useful for when he gets in the fray and needs quick health, or slowing down enemies.

His Q is called Crystal Slash. He lashes out with his claws and deals damage to enemies in a circle around him. Using this ability charges him with crystal energy for 5 seconds. If the ability is cast again within these 5 seconds, it deals bonus magic damage and slows the enemy. It also recharges the 5 seconds to cast it again. Continuous spamming of this ability can render an enemy unable to escape from you.

His W is called Crystalline Exoskeleton. This ability puts up a shield around Skarner, blocking a set amount of damage for 6 seconds and giving him increased attack and movement speed while it is still active. Paired with crystal slash, you can chase down enemies and slow them down to continue the chase.

His E is called Fracture. this shoots out a beam of energy from his tail, dealing damage to any enemies in its path and marking them. If Skarner deals damage to the enemy while they are marked, or if fracture kills them, Skarner regains health. A good way to farm health with this is by casting it into a line of minions, and then crystal slashing into the group of them to activate the mark. basic attacks will reduce the cooldown, allowing you to cast it again to heal sooner.

His final ability is called impale. Skarner suppresses an enemy with his tail, dealing magic damage giving him the ability to move around and drag the enemy behind him for 1.75 seconds. When the suppress ends, he deals additional damage to them. While impale is in effect, Skarner can't cast fracture or do basic attacks. He can however, cast crystal slash. Doing this to give him some extra damage while dragging the enemy will also allow you to slow them after they are freed, following up afterwards with crystalline exoskeleton to chase them down. If you're lucky, you can drag your enemy to the turret. Otherwise, you can also drag them into the midst of your team for them to kill.

Skarner becomes a jungle-tank-ap character if you build him right. Because he gains a good amount of armor per level, I would suggest holding off on building it up a lot unless you feel the need for it. Skarner is also one of the few characters that I would actually suggest building hextech gunblade for, because it helps both his abilities and his basic attacks, along with a spam-able Q which will give lots of spell vamp.

I would suggest building ionian boots, hextech gunblade, iceborn gauntlets,  guinsoo's rageblade, and phantom dancers (not necessarily in that order of course).

Just remember that you can't always jump into the thick of things at the very beginning of the battle, which is why he's an ideal jungler. By the time you start fighting champions, you've built yourself up enough to be durable. I would suggest getting a point in his E at level one for harassment and quick healing.

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