Meta, tier list & top-player builds from the China server · live
斯卡纳 · 上古领主 Fighter B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 25 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Skarner: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Skarner players, captured in-game.
📖 How to play SkarnerCounted on 26 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
25 of the top 30 players have a public match history; the others keep theirs private.




































































































The toughest lane matchups for Skarner on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Kindred counters Skarner: She kites out of the claws and her zone cancels your R at the best moment: the scorpion pinching air.
How to play Skarner into Kindred: R ONLY from fog of war, or after her hop. Drag targets INTO your team: deliver, do not hunt.
→ KindredWhy Lee Sin counters Skarner: A more technical early game than yours: he pressures your first clears, before the claws truly matter.
How to play Skarner into Lee Sin: Farm and place vision on your entrances. Your R deletes him from 2v2s: wait for him to commit and drag him away.
→ Lee SinWhy Warwick counters Skarner: Sustain against claws: in long duels he regenerates more than you can squeeze.
How to play Skarner into Warwick: R and drag him UNDER your tower or into your team: the scorpion does not duel, it arrests. Ignore the 1v1s he offers.
→ WarwickWhy Vi counters Skarner: R versus R: hers starts from range with a shield, yours needs a contact she gets to choose.
How to play Skarner into Vi: Let her R YOU and answer with yours the moment she lands: the counter-arrest is your specialty.
→ ViWhy Hecarim counters Skarner: He is faster than you across the whole map: he contests every objective by arriving one second earlier.
How to play Skarner into Hecarim: Pre-position on objectives 30 seconds ahead. R his charge: the train stops at your station.
→ HecarimThe champions Skarner works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
The Equalizer (R) is a strip of fire that lasts five seconds and slows by 45%: anyone caught inside has to walk out. Impale (R) drags up to three champions right into it and holds them for a second and a half, and none of them can leave.
Bellows Breath (W) makes the target Brittle and stretches the crowd control that follows by 30%: the Impale (R) suppression goes from a second and a half to nearly two, and a full team burst fits inside that margin.
Mobile champions always stay outside the short reach of Apprehend (E): you hand him one suppressed and motionless with Impale (R), and Noxian Guillotine (R) executes it. The execute resets on the kill, so one pick opens a second one.
Unstoppable Force (R) knocks the group up and Impale (R) collects three of them the moment they land: two lockdowns chained back to back with no gap. Your page says your engage telegraphs and gets dodged, and with him you never have to enter first.
Impale (R) puts you inside their team and your page is blunt: you have no sustain and get outlasted in a long duel. Stand United (R) shields you from anywhere on the map the second you land, and Shadow Dash (E) taunts whoever leaves the suppression.
Unraveled Earth (E) only detonates and stuns when someone is forcibly displaced across the field: Ixtal's Impact (E) and Impale (R) are pure forced displacement. And Weaver's Wall (R) builds on demand the terrain your drag needs to stun against.
Vision of Empire (W) deals 50% more damage to anything already locked down: Impale (R) suppresses up to three champions, so the hit lands empowered on all three at once. And Demonic Ascension (R) drains the pile you just dragged onto him.
Pyroclasm (R) bounces between nearby enemies and every bounce can set off Blaze (P): the dirty work is putting them next to each other, and that is literally what Impale (R) does by dragging three into one spot.
Summon: Tibbers (R) lands on a pile that cannot move, and with Pyromania (P) charged her next spell stuns for a full second: chained onto the Impale (R) suppression, the target never starts moving again.
Command: Protect (E) attaches the ball to you and shields you on the way in, so you are the one who carries the damage. Then Command: Shockwave (R) piles them into one spot, exactly where Seismic Bastion (W) slows and Impale (R) collects them.
Worth it against teams that stand close together: Slicing Maelstrom (R) pulses every half second and reapplies Mark of the Storm (P), but he has to stay in the middle of it. With three champions suppressed by Impale (R) he can, and for free.
Her page says it plainly: without a slow in front of it, mobile targets walk out of half of Bullet Time (R). Impale (R) holds three of them completely still for a second and a half and Seismic Bastion (W) slows whoever is left around them.
Inferno Trigger (R) fires ten shots that can all crit: against a grouped team it ends the fight, and grouping them is your job. Wild Rush (E) resets on every takedown, so the first pick opens the next two for her.
Deadly Flourish (W) roots anyone an ally has just hit: the Upheaval (Q) boulder does it from range, so the target is pinned before you have to show Ixtal's Impact (E). Then Curtain Call (R) closes it out from outside the fight.
Your page says your engage has a tell: Enchanted Crystal Arrow (R) opens the fight for you, from off-screen. And the Frost Shot (P) slow on every hit gives you time to switch on Shattered Earth (Q) before you dash in.
Kanmei's Steps (E) gives her speed but not a dash: anyone who reaches her kills her. Ixtal's Impact (E) rips the diver off and Impale (R) suppresses him, while Arc of Judgment (W) slows almost to a standstill whoever you want to grab.
Worth it against teams that end up lined up: Spray and Pray (R) pierces, so three champions suppressed by Impale (R) on the same axis all get hit, and Contaminate (E) detonates the venom on all of them. He is still a 48%-winrate marksman in China.
Stranglethorns (R) knocks up two seconds after it lands, and keeping them inside has always been the problem: Impale (R) drags them in and suppresses them, Seismic Bastion (W) slows the area. Grasping Roots (E) roots whoever still tries to leave.
Your page says you have no sustain at all and simply get outlasted in a long duel: Wish (R) heals you wherever you are, even in the middle of them after Impale (R), and it heals 50% more under 35% health.
Beat Drop (E) escalates once crowd control has already landed: after the Impale (R) suppression it arrives as a stun, not a slow. And Encore (R) charms in a line and extends on every champion it clips, meaning the three you piled up.
Crescendo (R) stuns the first target it touches and slows everyone else inside: she opens, and you walk in with Ixtal's Impact (E) onto a target that is no longer moving. And Aria of Perseverance (W) gives you the sustain your page says you lack.
Your page says you always reach contested objectives second: Inspire (E) empowered by Mantra (P) hands a shield and speed to you and one more nearby ally, and you get there first. Focused Resolve (W) roots up to two champions while you line up Ixtal's Impact (E).
Worth it when the suppressed targets stay lined up: Final Spark (R) pierces everything it touches, and Impale (R) puts them in a row and holds them there. Lux sits at 48.8% in China, though, and a bad angle means the beam hits one body.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.27% | 1.2% | 0.74% | #22 / 40 |
| Baron | D | 47.22% | 1.02% | 0.79% | #39 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.9% | 1.17% | 0.75% | #23 / 40 |
| Baron | D | 47.05% | 1.03% | 0.8% | #39 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.95% | 1.14% | 0.65% | #20 / 42 |
| Baron | D | 49.1% | 1.16% | 0.65% | #39 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 48.45% | 1.12% | 0.61% | #28 / 39 |
Skarner is a tanky jungle fighter in Wild Rift built to lock down a single priority target and refuse to let go. His damage blends physical hits from his boulder-empowered attacks with magic damage that his passive stacks up over time, scaling off the target's max HP, so he threatens squishies and tanks alike. Rather than winning fights through raw output, he wins them by suppressing a key target with his ultimate and dragging the fight to wherever his team is standing.
Skill order: Q > W > E (max R whenever it's available)
Skarner's early levels are about clean jungle clears rather than forcing fights: Q's attack-speed buff and its follow-up on-hit damage chew through camps fast, and W's AoE burst plus shield keep him healthy through tougher clears like Raptors or Blue. His kit only really turns on once E and R come online, so expect to path carefully and avoid obvious counter-jungle routes against sharper early junglers like Lee Sin. Once E unlocks, look for ganks on overextended laners near walls, since the drag only stuns if you actually slam the target into terrain.
From the mid game on, Skarner's job is to dive past the frontline and remove the biggest threat rather than trade blows with enemy tanks. Use E to close the gap or drag an overextended target back toward your team, then follow with R to suppress up to three enemies at once and pull them exactly where your team can burst them down. Landing R also grants a burst of move speed and auto-completes an active Q throw, so weaving the ultimate into a fight rewards good sequencing rather than saving it as a last resort. Hold your position just behind the frontline until you see a clean entry, since his tankiness only pays off if the engage actually connects.