Wild Rift Guides
Skarner Jungle Wild Rift Guide
Who counters Skarner in Wild Rift? The toughest Skarner jungle counters are Nidalee, Lillia, and Amumu. Full Skarner Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Skarner wins fights by removing one enemy from them. His ultimate grabs a target, suppresses it, and lets him walk wherever he likes, dragging a carry out of their team and into the middle of his. The rest of the kit (the shield, the slow, the wall stun) exists to get him close enough to press that one button. He is a scaling frontline diver, not an early carry. His clear is sturdy but not fast, his ganks want a target with no dash, and his real spike comes when he is tanky enough to grab the most important enemy in a fight and live long enough to deliver them. Power-farm toward your items, use your clear and item timings to gank from unexpected angles, and hunt the overextended pick instead of the even skirmish. His core weakness is reach. Dashes break the grab, poke keeps him out of range, and kiting beats his slow clear. Burn his ultimate or sidestep his engage and he is a slow tank with his one button on cooldown.
Strengths
- His suppression grab catches up to three enemies at once, turning any carry it reaches into a kill.
- A durable frontline engage who scales into a very hard-to-kill diver once his items come online.
- He can smash enemies into walls for a stun, so his ganks and counter-ganks turn any corridor into lockdown.
Weaknesses
- Slow clear, so fast-tempo junglers beat him to scuttle and the early objective windows.
- Dashes break or dodge his grab, which removes most of his kill pressure in one move.
- Without his ultimate he is a slow tank with a telegraphed engage, easy to kite and easy to wait out.
Build Snapshot
Rune Setup
Summoner Spells
Skarner Jungle Counters
Who counters Skarner Jungle in Wild Rift (WR)? These champions beat Skarner in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Nidalee: Nidalee pokes you with spears from outside your reach and kites your slow clear, so you never get the distance your kit needs to close. From mid game on, one landed grab is worth more than her poke.
- Lillia: Lillia is never where your grab lands: her ramping speed keeps her out of reach of a slow, telegraphed lockdown, she burns you from range, and her sleep flips any skirmish.
- Amumu: Amumu is the wrong target for the grab: catching a tank achieves nothing, while his bandage and ultimate lock down your whole team and his percent-health aura wears you down.
Champions Skarner Is Strong Against
Skarner's best matchups in Wild Rift. Skarner holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Wukong: Wukong relies on his dashes and his clone to escape, but your grab is a wide skillshot that still catches him through both, so his tricks do nothing once you clamp onto the real body.
- Talon: Talon's pattern of blinking in and escaping over walls dies to your grab, which locks him through the dash while his fragile frame folds once he is pinned.
- Kha'Zix: Kha'Zix lives on leaping in and resetting out, and your suppress pins him mid-jump before the combo finishes, turning his isolation play into a free kill for your team.
Early Game
Your first clear is steady rather than fast, so do not race a Lee Sin to scuttle; you lose that fight every time. Take the full clear and the crab you can get safely, which brings you to level five and the ultimate that makes your ganks worth walking for. From there, use the camp respawn timer on a lane where the enemy has pushed up with no dash. Walk in with the move speed from your terrain, slow them, and clamp on before they reach tower, then clear again when the camps are back. Contest scuttle only with lane backup or when the enemy jungler has shown on the far side, because your early duel is average against the junglers who own the river. If you catch a farmer with no escape, an early grab into your own jungle is the cleanest kill you will get all game.
Mid Game
Six minutes brings both objectives, and Herald suits you especially well, since a grab on whoever contests it usually settles the fight before the eye even spawns. Take that trade in an even game and contest both when your team is ahead on early fights. Dragon is worth prioritising only when your team can hold the longer fights that soul asks for. Between objectives, collapse on overextended laners, answer dives by arriving faster than anyone expects, and catch any jungler or mid who walks through a brush without vision. Keep one rule in mind: never spend the ultimate on a tank when a carry is reachable, because your value is picking the target nobody wants picked.
Late Game
Late game you are the initiation and the answer to their most dangerous player. You will not out-damage a fed carry in a straight duel, so play the angle instead: flank through terrain, find the carry who strayed from their peel, and drag them into your team for an easy kill. Baron and dragon fights are your best moments, because a grab on the enemy engage or their marksman turns a contested pit into a five-on-four before anyone commits cooldowns. Be patient with your timing, since a wasted ultimate leaves you a slow tank with nothing to threaten for its whole cooldown. Group up, hold the button, and let your team plan around the pick you are about to make.
Teamfights
Your teamfight is one decision made well: who you grab, and from where. Sit on a flank or behind your frontline, wait for the enemy carry to commit or step away from their peel, then clamp on and walk them into your team while the suppression holds them. Do not open on the nearest tank; hauling in the marksman ends fights, while hauling in the bruiser just starts a brawl. Your shield and bulk let you survive the focus that follows, so dive without hesitation once the grab lands and let your team collapse on the target you delivered. If the enemy has counter-engage waiting, bait it out first, then go for the target that matters.