- Tier
- T5
- Ranga
- #136
- Win rate
- 45.54%
- Pick rate
- 0.29%
Renekton jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem. Zobacz poradnik bohatera

Skarner jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem.
Skarner the Primordial Sovereign
He excels at locking down single targets and forcing unfair fights with his ultimate. The Mayhem pace means you land more E stuns and R grabs before enemies can react. You become a zone controller who decides when someone dies.
Aim at the edges of minion waves rather than through them. The projectile stuns on reactivation, so fire it where enemies step forward to poke. If you miss, back off until it comes back up since you have no other reliable engage.
Grab the highest-priority target your team can burst down instantly. Drag them under your tower or into your entire team for a guaranteed kill. Don't waste it on a tank unless your team has no other way to start a fight.
You suffer until you land a stun or buy movement speed. Play patient, use bushes to break line of sight, and wait for them to overextend. One good E into R on a squishy completely flips the fight.
Tank with one damage item is the safest bet for most games. You need to survive long enough to reach your target and drag them somewhere useful. If you get ahead early, a Sheen item helps you kill stunned targets faster.
Mark a target, dash in, then immediately E behind you to set up a stun. This combo lets you engage from much farther than your normal range. Save it if you need an escape tool against dive-heavy teams.
Anything that adds crowd control duration, movement speed, or survivability. Longer stuns make your E and R significantly more threatening. Cooldown reduction helps you fish for engages more often.
Test it early by grabbing a less important target first. If they burn the cleanse, your next R on the carry will stick. You can also stun with E first, wait for the cleanse, then ult.
Peel for your carries if they have divers, or dive their backline if your team has enough damage. Your W shield helps you survive the initial burst while you position for a grab. Don't dive alone without backup.
Play for stuns and let your teammates deal damage. Land E on anyone who steps up, and use your W to block poke. You scale well with levels, so surviving early is more important than forcing kills.
Heavy poke, disengage tools, and anyone who can interrupt your R drag. Champions like Janna or Alistar can knock you away mid-ult and waste your cooldown. Ban or avoid engaging on teams with multiple knockbacks.
Yes, grab the diver off your carry and drag them away. This works best against melee assassins who overcommit. Just make sure you don't accidentally reposition them closer to your other teammates.
He gains movement speed and attack speed near objectives and structures. Use this to rotate faster or fight around towers. The bonus helps you close gaps when defending or sieging.
Forcing bad engages because they got impatient. Missing E puts you on a long cooldown, so respect that window. Walking forward with nothing up just gets you poked down for free.