Originally Posted by
Lysah
Skarner can lane most anyone. If he is able to win the lane, he levels W and Q and zones his opponent (I've done this to Garen before, commonly considered one of the hardest anti-melee during the lane phase, so I'm sure I could handle more). W allows him to just tank his opponent's poke while he auto attacks them back, and his Q slows them so that when they realize they're losing and try to back off they lose several hundred more health before actually getting away.
Of course, he won't always win his lane, but he can always back off and level his E instead, which actually does provide a lot of healing if leveled early. You won't even have to sacrifice much, as the only point in levelling Q is for the increase to the slow, it's damage is fairly nonexistant until the very end of the game when you're item capped.
tl;dr
Skarner can lane pretty much anyone. Either he wins the lane or he farms and heals/tanks with E/W. He can, however, be pretty susceptible to ganks, as his only movement ability is a shield that can be broken and therefore removed in a single poke this early in the game.
One thing I wish I could impress on everyone - not every champion is the same strength at varying levels of the game. People will accept this about plenty of champions, and admit that some like Garen have a great early game but drop off later. Is it so hard to understand, then, that Skarner has a weak early game, but because an unstoppable force of death later? For the games I've played, 35 minutes is almost always around the exact time that the game turns around when I'm Skarner, if it looks like we're losing I start getting double and triple kills and they start getting aced. If we're even it becomes a slaughter, if we're already winning they're about to forfeit. Skarner absolutely needs his items. If he gets them he will be one of the toughest champions in the game, it's just a matter of getting there.
As I've said to several people, my main and only real criticism of Skarner is that he relies on blue throughout the entire game, which means that your AP carry can't use it. He can survive a team fight without blue, but he will be out of mana by the end of it, and will be out of mana half way through and watching people walk away if he only went in with half of his pool. I would almost consider early manamune as a build for this, but I'm not sure delaying TF by 2000g would ever end up working out in his favor.