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Shyvana Build Guide by LyteChai

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League of Legends Build Guide Author LyteChai

[6.11] The Dragon Nears - CDR Shyvana Guide

LyteChai Last updated on July 23, 2016
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Team 1

Ability Sequence

3
8
10
12
14
Ability Key Q
1
4
5
7
9
Ability Key W
2
13
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 6

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 6

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

Why Shyvana



About Me

Five million views :) I'm sorry I haven't been updating this guide for a while now. I have a job now, and it takes up all of my time (five to six days a week, might go up to seven here pretty soon). As it is, when I do manage to find time to play League, it's not ranked. BUT! My shifts are shorter now, in compensation for the amount of days I work, so hopefully I have time to play again (and update). Until then, good luck!

I am a long time player, been around since Season 1. I've played Shyvana since her release; I love how she turns into a dragon. She is also my highest winrate both in jungle and just simply overall; you could say she's my go-to pick. She's not a mechanically difficult champion to learn, meaning she's great for beginners. She's also a good champion to push limits with, due to her innate tankiness AND damage. She does really well at all stages of the game, and if you have someone like Braum or Leona, she will really shine. Able to dive the backline with relative ease, Shyvana is perfect for all ins.

This particular guide will highlight how cooldown reduction functions on Shyvana, and how I use it to make her a fantastic teamfighter. Currently, I believe that Enchantment: Bloodrazor is the best jungle enchant to buy, so the guide will be largely on it. There are still side notes in regards to Enchantment: Cinderhulk, as that is still perfectly viable.

Recently, this guide has shifted focus a tad, making Trinity Force one of her core items. Why? The item gives 20% cooldown reduction - the largest amount of cooldown reduction that Shyvana can reasonably buy. While The Black Cleaver has always existed, it's a bit problematic because it shreds armor... and Shyvana deals mostly magic damage.

Recent Match History



Most Recent Patch Changes
Enchantment: Bloodrazor received a buff in 6.10 - increased attack speed and the damage from the on-hit increased as well. This helps with making it her go-to jungle enchantment, as she does scale quite well with attack speed, and with the increased damage from the on-hit, emphasizes her nature as a hybrid damage dealer.

Trinity Force received a huge buff in favor of Shyvana in patch 6.11 - more attack speed and cooldown reduction. With the Sheen passive and Enchantment: Bloodrazor, this leads to good sustained damage, with intermittent burst. Shyvana is able to kill tanks and deal with carries quite easily, though not as good as when she did Titanic Hydra and Enchantment: Devourer.


Guide Top

Pros & Cons



Pros

Shyvana has a very good dueling kit, due to it being very mixed in damage; Burnout, Flame Breath, and Dragon's Descent are all magic damage, and then there are her autoattacks. As a no-utility champion, Shyvana must sit in the fight for as long as possible to get the most damage off; building in a mostly defensive manner will help with accomplishing this, which makes her difficult to kill.


Cons
Shyvana's biggest downfall is her lack of crowd control. Dragon's Descent has a funky hitbox, making it hard to hit. Sometimes, this will allow the enemy to just completely ignore Shyvana and dive her backline- with no innate peel, all Shyvana can do is just spit fire at them and hope for the best. To counter this, we pick up Exhaust and Stalker's Blade, and try to fit in Blade of the Ruined King and Randuin's Omen as much as possible; these will give us some peel, which is helpful in both ganks and teamfights. That being said, it's best to pick Shyvana with a team full of crowd control.


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Runes


Runes

Greater Mark of Attack Speed
9

Greater Seal of Scaling Armor
9

Greater Glyph of Scaling Cooldown Reduction
9

Greater Quintessence of Attack Speed
3

With these, you should be able to get through your first clear fairly quickly. They'll help with proccing Hunter's Talisman more often, plus the Krugs' stun (which means less damage taken). Later, these are great for getting off more Twin Bites, which mean more double on-hits, sustain and tankiness due to staying in dragon form longer. Another option is Greater Mark of Attack Damage - it'll speed up your first clear and give you a bit more damage for ganks, but they fall off in the mid-late game.

We take these since Shyvana gains free armor from her passive, meaning that the scaling part will be much more useful in the mid to late game. Another option, one that has great synergy with Enchantment: Cinderhulk, would be Greater Seal of Scaling Health - if use with the health multiplier, you can reach upwards of 4000 health.

And here is our biggest source of cooldown reduction! Since cooldown reduction is difficult to come by as a non-mana user (I wish I could use Frozen Heart or Iceborn Gauntlet so much), we need to get this valuable stat from our runes. These will scale up to 15%, which when paired with a Trinity Force, gives us 35%. That's pretty close to cap, and enough to achieve our goals of endlessly chaining Burnout and Twin Bite.

As was mentioned earlier, Shyvana scales best with attack speed, especially if you have built in a lot of on-hit effects. These plus your Greater Mark of Attack Speed and Fury will give you an extra 33% attack speed at level one. Since attack speed has no diminishing returns (you just simply cap out at 2.5 attacks per second), it's always a good idea to grab as much as you can.


Guide Top

Masteries



Set Up One

Ferocity: 6 - Fury , Expose Weakness
Cunning: 12 - Savagery , Runic Affinity
Resolve: 18 - Unyielding , Tough Skin , Runic Armor , Insight , Swiftness , Strength of the Ages

With Cunning, we aim for longer buff duration with Runic Affinity and a bit extra damage to jungle camps. The Ferocity tree gives us extra attack speed and more damage for our allies (good in ganks and teamfights).

For the Resolve tree, we grab points that will reduce incoming damage from jungle camps and champions, armor and magic resistance multipliers, increased sustain from Runic Armor and reduced summoner spell cooldowns. We pick up the Strength of the Ages keystone for the extra health. This stacks up very quickly on a jungler, and it will help with the somewhat squishy early game that Shyvana has. Plus it's a bit of extra damage for Titanic Hydra.




Set Up Two
Ferocity: 18 - Fury , Expose Weakness , Vampirism , Bounty Hunter , Battering Blows , Fervor of Battle
Cunning: 6 - Savagery, Runic Affinity
Resolve: 6 - Unyielding , Tough Skin

This set is a bit squishy but has much more damage than before due to Fervor of Battle and Battering Blows . Since Fervor of Battle an on-hit, Shyvana will double proc it with her Twin Bite. With the recent changes, you will stack it even faster due to being melee. We take Battering Blows over Piercing Thoughts now because despite all of her inherent damage being magic, Fervor of Battle - Titanic Hydra- Enchantment: Bloodrazor are all physical damage. Battering Blows will benefit a Blade of the Ruined King as well. Other points in the Ferocity tree will increase your damage as well as your allies, plus a bit of lifesteal.

The Resolve Tree will allow us to clear our first camps with relative ease, thanks to Tough Skin . Unyielding will get more and more beneficial as the game goes on. The Cunning Tree gives us extra damage to jungle monsters and extended buff duration.


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Summoner Spells





These should be the spells you take as jungle Shyvana. Since she has no crowd control whatsoever til level 6, Exhaust will help combat this issue. I personally never take Flash due to Dragon's Descent almost always being up. ALWAYS TAKE Smite.

Why Exhaust? Shyvana has no reliable crowd control built into her kit. As a jungler, you really should try ganking, as even just one gank might be all your laner needs. Exhaust brings SO MUCH to ganks- the afflicted target has 30% reduced movement and attack speed, resistances reduced by 10, and 40% reduced damage for 2.5 seconds. Either you'll force a flash (giving you and your laner a chance to kill them during the cooldown), or simply kill the enemy outright. Late game, this is an excellent spell to throw down on their carry- this can save your carries, or just allow your team to completely dominate teamfights.

Lifesaving Exhaust


Other Summoners to Consider
A standard grab on any champion- I'd take this if you're unfamiliar with Shyvana or just have a general preference to it. It can help you escape, initiate or secure a kill.

A good grab for when you're the designated splitpusher. Also allows for teleport ganks, which can be devasting.

Ghost can greatly increase your chasing potential... or makes a decent GTFO button, in cases of emergency. Some carry junglers grab this, such as Master Yi or Udyr.

You want the kills. Also, your ganks will be lackluster, especially if your laner has no crowd control. On the other hand, if you decide on a counterjungle path, this summoner will strike fear into the other jungler's heart.


Guide Top

Items



Starting Items

x3
Typical start for a jungler. Use the Health Potions to heal you up while clearing. Warding Totem is very helpful in preventing invades and safeguarding your jungle and laners; try to use it whenever you have a ward up, don't let the charges sit.

When you hit level 9, try to remember to upgrade to Farsight Orb. Why? Lower cooldown on the active, there is no limit to how many of the little wards you can put out, and they don't have a time limit. It'll grant you far more vision than a Warding Totem will, plus it's safer when trying to scout bushes and objectives.

Sometimes you may need to grab a Sweeping Lens some games. This could be due to stealth champions, or possibly a Teemo and his traps. Remember, you can pop Sweeping Lens before entering a bush, and it'll disable all traps and wards. For traps, this means you can run right through them without them triggering, resulting in no damage taken. For wards, this means you will not be seen as you run by, potentially increasing your ganking power. If you do grab Sweeping Lens, then I highly recommend upgrading it to Oracle Alteration as it'll cast directly around you and follows you. This allows you to cover more ground and possibly clear out more wards and/or have a safer escape from traps. Also get a Tracker's Knife, as you still need to place wards.

Hunter's Talisman Video And Why It Is Better


Your Jungle Item
Due to lots of nerfs (went from a strong slow to a weakish move speed steal, range nerf, costs 255g to switch smites), this particular upgrade isn't as good anymore. Still, we're playing Shyvana and need to build in peel whenever possible. This will help with that. I build this in just about every game.

This is an extremely strong pick, especially against immobile teams (or your team has tons of cc). The true damage plus damage reduction will turn you into a dueling monster, winning pretty much every fight. Late game, it enables you to force carries out of the fight. Works well with both Enchantment: Cinderhulk and Enchantment: Bloodrazor.

Vision wins games, but denying vision also helps a lot, and this Smite upgrade allows you to get Sweeping Lens without sacrificing wards. If you still prefer Stalker's Blade or Skirmisher's Sabre, then use the Warding Totem or Farsight Orb.

Enchantment: Cinderhulk is basically Sunfire Cape (which doesn't stack, by the way) with a weaker damage aura. Definitely meant for tanking and soaking up the damage, since it has a scaling health stat, which will work great with Greater Seal of Scaling Health and Titanic Hydra. This jungle enchant when used with Titanic Hydra will put a strong emphasis on your AoE damage, enabling you to sit in the middle of a fight for a long time and damage everyone around you.

As of patch 6.9 the attack speed jungle item no longer stacks. This is to promote a more interactive playstyle, as many players took to an "afk farm jungle" style. Enchantment: Bloodrazor now does 4% of the enemy's maximum health on-hit as physical damage, along with the usual attack speed. This makes the damage roughly equal to Blade of the Ruined King, at a much cheaper cost. I would recommend this enchant for the majority of your games, as the damage is relevant all game and against all champion types. With the Stalker's Blade upgrade, you even get to keep the move speed steal active, plus some true damage.


Build Order
-OR-

I highly suggest completing your first non-jungle item before anything else. Why? The bonuses you get from your jungle enchantments feel much more impactful once completed with another item - the on-hit from Enchantment: Bloodrazor will feel much better with the attack speed and cooldown reduction from Trinity Force. In the case of Enchantment: Cinderhulk and Blade of the Ruined King, the extra early damage and actives that slow will be more than useful during ganks and skirmishes. Plus Enchantment: Cinderhulk generally works best with some health, and Strength of the Ages should be fully stacked by that point.

Once your jungle enchantment and your damage items are completed, start working on your tank items, such as Dead Man's Plate. Usually Dead Man's Plate is a go-to item, as there is always an adc, and with Mercury's Treads being your boots 80% of games, you can end up with a well-rounded defense with just three items and boots.


Defense
Thornmail gives 100 armor, the highest amount of armor any item can give. The passive makes it so it's nearly impossible for any adc to deal with you properly; they'll basically need full items to do so. Plus, as of patch 5.16, this item now scales off of your armor stat, meaning any on-hit centric champions will suffer as well (such as Vayne or Kog'Maw). I would grab this if there are multiple adc-type champions, ranged or melee- Fiora, Master Yi, and Yasuo are just some examples of melee adc.

When that adc is becoming a problem and you just can't simply run at them and kill, I'd say Randuin's Omen is the way to go. It gives you a huge chunk of health, lots of armor, a fantastic active for teamfights (good for both chasing and peeling... and escapes), and a passive that will reduce any attacker's attack speed, plus damage reduction from critical strikes. This is the obvious pure tank armor item, and will work well in just about any game, since there will almost always be an adc.

Another strong choice for armor, Dead Man's Plate bring some much needed utility to the table. Armor, health, a move speed modifier based on stacks, a potential slow, and some extra damage. The move speed modifier actually helps with chasing quite a bit, plus you could have a slow when you catch up to your target, and some extra damage. While not as teamfight centric, Dead Man's Plate will help with Shyvana's greatest weakness, which is being kited.

A great choice for MR, this will increase any sort of healing you have; this does apply to the heal from Blade of the Ruined King and any passive health regen, such as Warmog's Armor. It also has 10% cooldown reduction, meaning it's a good contender for that last bit of cooldown reduction we want with Enchantment: Cinderhulk. Plus it's fairly cheap.

Another good choice for magic resist, this gives you a spellshield, good for stopping burst or maybe even initiating more freely. It has more magic resist than Spirit Visage, but less health.

Zz'Rot Portal is a solid all-around defense item. While it lacks health, it does have both armor and magic resist, meaning it can be a good grab after Titanic Hydra. The passive move speed near allied/fallen turrets is good while roaming, and the portal active has a multitude of uses. Drop it in a lane to slow push a lane, or set it next to your nexus turrets to help defend. You can also buy this item, drop the portal, and then sell it, kind of like Guardian Angel.

A large chunk of health, supreme out of combat healing, and cooldown reduction makes Warmog's Armor a good buy for Shyvana. Just like with any other champion, this item will allow Shyvana to take a front load of burst, and probably survive, as well as less recalls due to the passive.

Sterak's Gage is a great item against burst damage, as it gives you a shield that scales off of your health, which you should have plenty of. Also, it increases your base attack damage, meaning it makes Sheen procs more powerful. And that bonus is even stronger when the shield pops. This item works really well as a final item, as it is cheap and it has a good component to sit on, Jaurim's Fist. It can also work immediately after your Trinity Force- Enchantment: Bloodrazor core because it adds defense while still supplying damage, good for closing out games quickly.


Offense
Titanic Hydra is an excellent item for asserting your dominance throughout the early and mid game. The on-hit scales off of your health. The active is an additional massive burst that scales off of your maximum health; plus since it's considered an auto-attack enhancement, it'll proc all on-hits as well. This item can severely burst down the enemy carries, and can quickly force skirmishes into the team's favor. The health from the item is also helpful with surviving any enemy encounters.

Blade of the Ruined King is fantastic for shredding tanks late game. The active is very useful as well while chasing (or running away), since it's a move speed steal. Consider this item if there are at least two tanks on the enemy team, particularly if they're proving to be trouble. Also works great as a stand-alone damage item, hence why it's recommended in the Enchantment: Cinderhulk build.

A solid choice for more damage and resists. Wit's End will shred the enemy's magic resist, which will then increase the damage from Burnout and Flame Breath. It will also increase the damage from Thornmail and Enchantment: Cinderhulk, along with Wit's End itself, as all deal magic damage. With the attack speed and stacking magic resist and it being cheap, this is a good item to consider in a lot of games.

It's been a while, but Trinity Force has managed to find its way back into this guide. Patch 6.11 saw the removal of the critical chance, but a massive increase in the attack speed and cooldown reduction. This makes it far more ideal for a Shyvana player, since her best offensive stats are attack speed and cooldown reduction. Attack speed will work great with Enchantment: Bloodrazor, enabling you to quickly chew through tanks, while the cooldown reduction (plus runes) will give frequent use of the Spellblade passive, which does proc, in an AoE, on her Twin Bite. This gives you the power to quickly kill the enemy carries. Plus the Rage passive is good for sticking onto those carries you're trying to eliminate. With a minimal cost for the mana, this item is worth the gold.

Boots
These will probably be your go-to boots in about 90% of your games. They shine the best when you're against lots of magic damage and crowd control. They also work well with the Resolve masteries, due to the fact you get Swiftness , allowing you to achieve higher tenacity.

If a team is running three AD champs, then these will be much better than Mercury's Treads. The damage reduction passive is great against any adc, and is also useful against many casters as well, since they still occasionally bonk you. Even against a fair amount of crowd control, these seem more beneficial if the majority of the enemy team is AD; Ninja Tabi gives you a quick and noticeable tank boost.

Don't forget to ward!!!


Guide Top

Skills


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is what allows Shyvana to build damage while still being relatively tanky. Also allows us to use scaling runes, which are much better than flat armor or magic resist. Also gives us a larger benefit from Unyielding . When in dragon form, her passive is doubled. This in combination with her strong AoE damage makes Shyvana a formidable opponent once she's popped Dragon's Descent; do try to have it up for teamfights.

When Twin Bite is activated, Shyvana deals two autos worth of damage in one attack. It also applies all on-hit effects twice (including lifesteal), meaning when used while an enemy is marked with Flame Breath, Shyvana will deal damage equal to 5% of their maximum health. This ability makes Shyvana syngerize with on-hit effects extremely well, which is why Blade of the Ruined King is so good on her. It's also an auto-reset, meaning if used immediately after an auto-attack, Shyvana will attack again, despite her current attack speed. This means she can take out Stealth Wards in two hits before they disappear! We max this second simply for the reduced cooldown.
Ward Killer


With max cooldown reduction, Burnout will have a 0.2s downtime, meaning during teamfights and skirmishes, you're constantly dealing damage. We max it because it increases our clear times, the move speed increases per level, and it also helps with our dueling potential. Another thing to note about this skill is that while in dragon form, Burnout "layers", meaning that the fire trail and swirling flames stack. That kind of damage will quickly rip apart any carry (also helpful while soloing drag). Just try to auto your target as much as you can to get the full effect of Burnout; the duration is extended by autos. Remember to use this ability just for getting around as the cooldown is fairly low, and you have no resource costs, so spam spam spam! This will make your map presence much stronger, and increase your clear times simply by being able to move around quickly. As of patch 5.11, Burnout has a new and additional interaction with Shyvana's auto attacks; everytime you auto attack while Burnout is active, you apply 25% of the Burnout damage to everything caught within its radius. This does mean you can double that damage with Twin Bite. This change has of course sped up Shyvana's clear times, made her even stronger as a duelist, and has increased her teamfight presence.
Dragon Slayer


A one-point wonder; Flame Breath is a linear skillshot has a slight aoe when it hits. The on-hit from this ability is what makes it so good and what makes Shyvana an absolute tank shredder- it deals damage based off of the target's max health. If you happen to be laning top as Shyvana, then I would suggest maxing this first, as it's decent poke early, and its on-hit effect are a really good way to harass/engage.
Lane Harass


Upon using Dragon's Descent, you turn into a mighty dragon (actually, it's a wyvern), spewing fire everywhere and causing chaos. Your ultimate has a small knockback, but also has a really weird hit box. So practice hitting it right! While ganking with Dragon's Descent, try to position yourself so when you're flying, you drag the enemy laner into a disadvantageous position- whether that's towards your tower, or your laner. Also, Dragon's Descent can cancel channels (due to the knockback), so use it to stop that Katarina's Death Lotus!
Bad Kitty Kat


Guide Top

Gameplay



Your First Clear

Your first jungle clear is actually very important. Going the wrong route can force you to back much sooner than planned, which could put you behind. If you back and are unable to get your Smite upgrade, you end up missing out on a lot of gold. The upgrade also gives you better sustain and damage against the camps, which means having your upgrade enables you to clear faster and keep on clearing for longer.

Okay, now the routes!

Blue Side
Ancient Krug *, Crimson raptor (make sure to kill the little ones first), Red Brambleback *, Greater Murk Wolf , Blue Sentinel . We start with the Ancient Krug with Smite because it helps with keeping your health up through you not taking damage while they're stunned. After blue Sentinel , you have the option to either gank, kill the rift scuttler and continue onto gromp and more, or simply recalling. Either way, you should have enough for your Smite upgrade.

Red/Purple Side
Gromp *, Blue Sentinel , Greater Murk Wolf , Red Brambleback *, Rift Scuttler , Gank/Recall, or keep on clearing. You can use the Blue-side route on Red/Purple as well, but I find most top laners are reluctant to help with camps, meaning you get a weaker leash as they tend to bail out a lot faster than bot lane would. Of course, this just my experience, so use your best judgement.

A quick side note about Rift Scuttler - remember to grab it as much as you can. It gives a small speed shrine, and what is even more important, vision. While the area isn't as big as a ward, the vision is still of course helpful with spotting roaming enemies.

The (*) means smite this one.


Rift Herald
First off, he will dance with you. You are obligated in each and every single game to do this. Simply stand in front of him and dance.

The Rift Herald buff is only obtainable by one person, so I'd advise giving it to your top laner. It gives 5% damage reduction when no allied champions are near, and has a stacking mechanic similar to Luden's Echo or Statikk Shiv. This damage does work on towers. It lasts for 20 minutes, and will persist through death. Once defeated, the Rift Herald will no longer spawn. Basically, it's a "win lane" buff for your top laner. Do try to get it in as many games as possible, because a lane that wins on its own is always great for a jungler.


Dragon
With patch 6.9, Dragon now spawns with different elements, all giving perks to different stats. The Mountain Drake will give permanent true damage to Epic Monsters (like Dragon, Rift Herald and Baron), and to towers as well. Infernal Drake increases your team's AP and AD. Cloud Drake gives out of combat move speed. And Ocean Drake will restore your team's health and mana at set intervals. Each of these buffs can stack up to three times.

After 35 minutes, Elemental Dragons will no longer respawn. Instead, there will be an Elder Dragon. Once slain, he will increase the effects from the Elemental Dragons by 50% for 120 seconds, along with 45 (+45 per stack of Elemental Drake buff) burn damage - this procs on both basic attacks and abilities. The burn lasts for 3 seconds. This can turn into a very strong buff for your team, so do your best to maintain dragon control. This means wards and communication, along with eyeing the timer.


What to do in the Lane Phase
Clear camps and secure buffs. Typically I start on the side where the adc and support are, since this will get you a stronger leash. You want to clear Red Buff and Blue Buff as quickly as possible, since if the other team notices you haven't, they might steal it, denying you experience and gold.

Provide vision on the other jungler (and maybe a roaming mid laner). As a jungler, you are constantly moving around the map, so you might as well ward along your way. Remember, you can have up to three Stealth Wards and one Vision Ward out at a time. Sometimes Sightstone is a good buy if you feel like your support could use the assistance.

Control herald, dragon, and baron. Similar to securing your buffs. Difference is that you might not always be in a position to take one or the other. You must keep vision on both at all times, and if possible contest when the other team makes a move for one. Contesting is where both teams gather around, trying to poke each other… or just go all out on each other. Winning team gets the baron/dragon. If there are dragon or baron dances happening, consider upgrading your trinket, especially for baron. Also, if there's an enemy Teemo... screw those shrooms. Sometimes top gets ganked; this can mean a free dragon. Always make sure you use Sweeping Lens in the area and to have Smite ready.

Gank, this includes counterganks. Most players know how ganks work for a jungler; you run in, apply your crowd control if you have any, and lay down as much damage as you can. A countergank is where you, as the jungler, come in AFTER the enemy who is ganking, hopefully after an important cooldown or two has been used. Shyvana has lackluster ganks, but her counterganks are much better. Keep an eye on the enemy jungler and mid laner, and follow if need be.

Help push down towers. Sometimes you’re top when bot gets ganked. You’re way too far to pull off a counter gank. Here in this situation you can try forcing the enemy top lane out (whether it be through a kill or just mere presence), and taking his tower.

Invade the other jungle to wreck havoc via killing and stealing buffs. Shyvana excels in this department. She has incredibly fast clears due to high base damage. Early on, before items, I generally make sure I have at least red buff before invading, since the true damage it gives is extremely potent that early. If you feel you can overpower the enemy jungler, you might want to focus on that solely. If he’s weak and underfarmed, he won’t be able to gank. Just make sure to not get killed in the process. If you plan on a steal (where you plan on being sneaky and just stealing buffs, no fighting), ask for a smiteless first buff.

Holding lanes while an ally is buying or recovering. Sometimes an ally will call you over to their lane while they back. Other times you may need to act as an pseudo support. If you’re confident in doing so, you may be able to force a flash by harassing. If you plan on pushing to tower then leaving, you have to make sure the lane will be reset by the time your ally gets back (a lane that has reset means that the minions meet in the middle as opposed to one side or the other). Not doing this correctly might lead to your ally losing experience and gold, while the enemy does not. Not good.

Moral support ganks, whether it be you encouraging your laners to go in and they get a kill without you, or you're just sitting in a bush laughing while you sit on a ward. Remember, ganks don’t always have to result in kills!



Mid/Late Game
For the most part, mid to late game are fairly similar- don't get caught, and try to get as many objectives as possible. Objectives includes things such as towers, dragons, barons, inhibs, buffs, and kills. Generally, you want to aim for objectives that give global gold, as that's a huge asset for you and your team. Dragons and towers add up fast, and can give your laners the leading edge they need.

During the mid to late game, there are generally two ways to get objectives and win- teamfights and splitpushing. Teamfights are ideal if you have a superior wombo-combo, or just simply ahead. Forcing teamfights in situations like this usually secure objectives as well, since (hopefully) almost everyone will be alive afterwards. Splitpushing, on the other hand, is where your team actively avoids teamfights, whether it's because their teamfight potential is naturally higher, or your team is just massively behind. Generally, your top laner will be the dedicated splitpusher, other times it could be you as a jungler. Good splitpushers are Master Yi, Tryndamere, Shyvana, Shen, Zed, Twisted Fate and too many others to list off. It's usually a good idea to NOT let your adc go splitpush; they may afk farm bot, but most times shouldn't overextend.

If you happen to catch someone out, finish them quickly and back out. Free kills are the best. In teamfights, you may be able to just dive freely onto their carry, depending on whether you noticed they're alone or not- if they're alone, most likely no one is going to peel for them. Just remember that Dragon's Descent can be interupted before you reach your destination, so mindful of who you're diving (such as Lux, Tristana, Lee Sin, etc). Sometimes it's better to hold your ultimate until they use their crowd control or escape. If you've decided to not dive their carries, try to stay by who ever has crowd control. This will help make your job easier, which is to deal damage and absorb incoming damage. While you can't always peel as Shyvana, you can definitely hurt whoever is trying hard for your carries.

When picking Shyvana, I highly recommend 1-2 lanes (top and support, ideally) to have strong crowd control (snares, stuns, knockups/knockbacks, etc). If you're playing on a ranked 5s/3s team, make sure EVERY lane has crowd control- Shyvana is a pick you have to build a team around. In a coordinated team, she'll be extremely easy to ignore if there's no crowd control threat- for example, don't pick Shyvana in team ranked if you have a Vladimir top. Yes, both are tanky, and deal damage, but neither can hold anyone down, and the enemy frontline is going to just ignore both of you and dive the backline.


Warding
Here's a little reference for good warding spots. As I mentioned earlier, you really need to ward as a jungler, even if that means you buy a Sightstone. Keep both dragon and baron warded at all times, and ideally your jungle entrances. Fun tip- you can place wards in walls; wards like these can go unnoticed for a long time.
wards in walls
basically, you can ward anywhere


Guide Top

Fin




I hope you enjoyed going over my guide! This is my only guide (coding so hard), so please leave a comment- praise and critique are both welcome and appreciated!

I am secretly in love with Boneclaw Shyvana

Ward maps, banners and final picture above are all done by me :D


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