Commander's Skaarf by CdrAlex

Commander's Skaarf

By: CdrAlex
Last Updated: Aug 17, 2015
1 Votes
Rating Pending
Build 1 of 1

Skaarf

Build: Standard Skaarf

Ability Path

Fan the Flames
Heroic Perk
Spitfire
1
2
3
4
5
6
7
8
9
10
11
12
Goop
1
2
3
4
5
6
7
8
9
10
11
12
Dragon Breath
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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High
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Threat Hero Notes
1
Petal Since her munions no longer block your spitfire she is very easy to lane against, and you out scale her very well.
2
  No Threat
3
Krul He can be pretty annoying in the Mid-Game, but Late-Game he won't be able to survive a few Spitfires, and your range will allow you to kite him. Just be ware of his ultimate.
4
Ringo Early-Game he will punish you hard, but assuming you get through reasonably well you will far out scale him Late-Game.
4
Joule Assuming you reflex block her jump's stun, she doesn't snipe you with her ultimate you should win easily.
5
  No Threat
6
Celeste All comes down to who is the better player.
6
Skaarf All comes down to who is the better player.
7
Taka Taka is a mixed bag. If he gets fed to the point where he can burst you down with his full combo then you're kinda screwed. That being said if he falls behind he becomes a literal non factor in TFs.
7
Vox He is crap early-game, but out scales you slightly into the late game. Make sure you shut him down or you will pay the price.
8
  No Threat
9
  No Threat
10
Glaive Late-Game his punt can mean instant death for you. Be sure to either bait it out of him or reflex block it.

About The Maker Top

Hey,
I'm Commander Alex. I'm a POA Bronze player who mains Skaarf, but most of you will know me from my YouTube channel, Commander Alex. I'm making this build as a companion to the video I just recently posted on how to be most effective with Skaarf.

About The Build Top

This build is intended to be a rough sketch of an average Skaarf game for me. Note that, I will in many games differ slightly from this build to either counter-build the enemy team more effectively or to fit my team's comp better. An example of this would be going for 3 defensive items on Skaarf when my team comp doesn't include a tank (to be clear any good team comp should have a tank/support). With this knowledge I hope that you will use this build to its fullest potential by improvising when necessary.

Starting Items Top

On Skaarf you really only have two options for starting items either an energy battery or a swifty. For the majority of the games you play an energy battery will be best, but on those rare occasions when you find that your team has a major early game advantage I suggest taking a swifty. This is because you will be looking to invade early, and a swifty will allow you to have the most early game damage output due to your passive stacking.

Mid Game Top

Your Mid Game can vary drastically between games based on who you are laning against. If you feel you have an advantage in lane your early-mid game should be spent trading with the enemy laner while still soaking up as much CS as possible. However, if you have an unfavorable early-mid game lane matchup you should focus on clearing your wave quickly and effectively. Then look to roam down and create 3v2's in the jungle. The reason you do this is because by forcing rotations from the enemy laner you are forcing them to lose CS in lane. This will get you out of the early-mid game with a slight CS advantage if done correctly.

Late Game Top

Late Game Skaarf shines. His poke damage is unmatched and his Ultimate makes 3v3 team fighting a nightmare for the enemy team. His only real weakness is his absolute lake of an escape. To counter this be sure to position yourself behind your teammates, and make sure that your team is always the engager in any fight. The idea is they can't exploit your weakness if they are always on the run.

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