Skarner Jungle – Korean Build (Phase Rush) | Challenger League of Legends Gameplay



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33 thoughts on “Skarner Jungle – Korean Build (Phase Rush) | Challenger League of Legends Gameplay”

  1. First time I've ever not liked your thumbnail.

    But it got me to click and comment this so I guess it worked? I really like the scratchpad thumbnails and the most recent ones too.

    Happy New years everybody stay safe

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  2. it's really easy to track invades on skarner because most of the time they take the spire as they invade, also little tip when you invade chickens don't take your spire because you don't need it you can always take it when you're done to then get an idea of when their jungler comes back to their top/bot side hope this can be helpful ^^

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  3. imo sunfire is kinda eh because chemtank passive deals so much damage and is basically another Q but better (not to mention the mini predator you get as an active) and since you're running around so much with phase rush you get to proc it a surprising amount of times

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  4. The Mpemba effect is the name given to the observation that a liquid (typically water) which is initially hot can freeze faster than the same liquid which begins cold, under otherwise similar conditions.

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  5. PASSIVE: Malzahar gains a stack of Zz'Rot Swarm when he casts another ability, up to a maximum of 2.

    ACTIVE: Malzahar consumes all Zz'Rot Swarm stacks and, after a 0.5-second delay, summons a Voidling at the target location. Additional Voidlings are then summoned for each Zz'Rot Swarm stack consumed.

    VOIDLING DURATION:

    8 / 8 / 9 / 9 / 10

    Voidlings deal magic damage with their attacks. Voidlings deal 50% reduced damage to epic monsters and 200% increased damage to enemy minions infected by Malefic Visions.

    MAGIC DAMAGE:

    5 − 64.5 (based on level) (+ 12 / 14 / 16 / 18 / 20) (+ 40% bonus AD) (+ 20% AP)

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  6. Whenever I play this champ I'm like "Damn, Skarner sucks, it's such a sub champion !!"… way too team dependant
    And then you pull this off against better players than me, on the losing team. Life is unfair… why do I suck…

    Good game tho, impressive as always 😀

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  7. Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 55 / 80 / 105 / 130 / 155 (+0.5 bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.

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