In season 3. Support style junglers rained supreme. So junglers that didn't fill this category fell to the wayside. This season has changed that and not everyone has figured it out just yet, but I drove into the champion roaster to see what old junglers can do in this new jungle, and I found skarner.
So why is he now a viable jungler?
In season 3 he had some big problems. First, he wasn't good at supplying a support type role. This made his jungle speed very slow because he was forced to build a tanky AD build. This isn't how he was meant to be build and fights his jungling speed. Also he is mana dependent early to mid game, if you tried to jungle without blue buff you quickly became out of mana before even ganking so you almost had to get an mana item.
So how is it different in season 4?
Now with the new changes to the jungle and items, this has open the door for carry style junglers to have a better chance. Your first core item is key, Spirit of the Spectral Wraith. This item now gives you mana back on spell damage. This is HUGE on him, you can now use Q all day in the jungle and not lose any mana before your ganks, even without blue. This item carries your mana into late game when you no long are mana dependent. On top of that, the early 50 ap makes your jungling speed that much faster and better. Also with the new cooldown on smite and your masteries, smite is around 40 seconds. This can make any jungler be able to fly threw the jungle with ease. This new jungle also lets you build the way you were meant to be built. My build makes him very hard to get away with, with massive damage and slows, yet making him pretty tanky. But this role is a bruiser build, so it is best use with a tanky team, or if you have a tank top laner. Also keep in mind that with Spirit of the Spectral Wraith you get more gold for ganking, which is your best part of you. So be sure to do good at your job!
Skarner was already power as a slower, but on top of Twin Shadows making you faster and give you another slow and mr, you become tankyer and harder to run from. At end game with Hex Gun, not only is it a powerful damage spell because of your ap, but another strong slow to get in range for your Q.
+Very hard to get away from.
+Fast MS is amazing for ganks
+Attacks reduce all[/color cooldowns
+Stun is great cc and can win games
+Very Strong ganks at all levels
+Great damage and duelist.
+Perma slow all game
+Very good counter jungler.
+A Flash Eater
His passive reduces his cooldowns so after ganking and using your ult. He can go into the jungle to quickly refresh his ult and go back in for ganks. Once he has landed a slow, he is very hard to get off of you. As long as you attack then Crystal Slash, even with flash they won't be going anywhere fast. Because of the cooldown on your ult. It's hard for players to know if you have it a lot of the time, forcing players to flashs if you come near them even if its on cooldown. But eating flashes gives your team the upper hand!
- Needs first blue to get jungle started
- Have to be good at positioning
- Only 1 Short ranged attack
- Doesn't work with every team
- CC and flash can stop your perma-slow
- W has long cooldown if not attacking.
Knowing your team is the key to knowing when to use him. He shouldn't be the tank role on the team, make sure there is another rank like nasus or cho on your team. He has 1 ranged attack with low damage at early ranks, but he makes up for this with his speed. Also his build makes up for the lack of ranged attacks with active items. Crystalline Exoskeleton is your best get away but if its on cooldown and you haven't been attacking, it may take a while to come up. Sometimes its best to fight till its off cooldown and Flash and pop Crystalline Exoskeleton.
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