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Shyvana Build Guide by Donutknol

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Donutknol

Burning the jungle to ashes

Donutknol Last updated on March 22, 2015
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Ability Sequence

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


Threats to Shyvana with this build

Threat
Low
High
Show all
Threat Champion Notes
6
Lee Sin This guy will be kinda annoying since he can duel your early and has way more pressure than you early. You need to just farm for items. Make sure to have your buffs warded and if he invades you ping for help.
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Welcome

Welcome to my shyvana jungle guide. This champ is pretty underrated in the jungle and you don't see her much, even though she can carry her team late game but also has the potential to be a great tank. She's kind of a really versatile champion with hybrid damage, alot of tankiness who can also do tons of damage. Also please leave a comment if you see something I can improve. More chapters like runes are to be added soon.


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About Shyvana in the season 5 jungle

Season 5 has just oficially started and there were some pretty big changes already in the preseason with the removal of spirit items and feral flare and the added new jungle items. Shyvana actually fits quite well in the new jungle, her clear speeds are very fast, especially once you get a few levels. You do still take alot of damage early but your damage to the camps hugely make up for this. A really nice indirect buff to Shyvana was the increase to the jungle camp extra gold. As of patch 5.1 you get 15 extra gold (from 10 gold) per large monster kill with Hunter's Machete, and this amount doubles when you upgrade your jungle item. And since Shyvana is a farming jungler who doesn't gank alot early, this is actually quite insane. 10 extra gold per large monster kill may not seem much but it adds up really quickly and helps you get to your core items way faster.


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Pro's/cons

Pros

  1. Build paths are really versatile
  2. Alot of hybrid damage
  3. Has pretty decent engage
  4. Really good duelist
  5. In their tongue, she is Dovahkiin, Dragonborn
  6. Free armor and mr from passive, doubled in dragon form
  7. No resources

    Cons

    1. No instant gapclosers so pretty vurnerable to crowd control/kiting
    2. Pretty bad ganks pre-6, especially without red
    3. Needs items to be effective
    4. Very auto-attack reliant


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Masteries

Masteries
4/1
1/1
3/5
1/1
1/1
1/1
3/5
1/1
1/1
1/
3/
1/
2/5
2/1
1/1
3/5
1/1
I like this setup because it gives you the most damage possible while still being decently tanky. The other option if you're planning on going tank is this:
Masteries
1/5
4/1
3/5
1/1
2/5
2/1
1/1
3/5
1/1
3/1
2/5
1/1
1/1
4/
1/


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Summoner Spells

This is mandatory on any jungler, for clearing the jungle as well as securing baron/dragon

A really good all around summoner, can be used offensively as well as defensively.

Alternative summoner spells



You could take this instead of flash. This makes your dueling potential go through the roof, and it can help you in teamfights by being able to exhaust an enemy carry but it does make you more susceptible to getting caught out pre-6 or when your ult is on cooldown.


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Items

Starting items


A standard start for a jungler, helps you clear and sustain in the jungle.

First back


This gives you alot of clear speed and the boots help you get to your camps faster so you should get devourer stacks pretty quickly. Also, the trailblazer helps you sustain in the jungle, and since you won't be ganking early you're not gonna need Stalker's Blade

First core items


These items should be the items you get ASAP. As soon as you have your devourer and blade of the ruined king, your damage skyrockets. With merc treads to reduce CC you become a killing machine and your ganks with the speed and slow from the Blade of the Ruined King active and your Burnout you can stick on your targets really well and dish out tons of damage (*insert phreak pun here*)

Mid-game core


This gives you some nice health, armor and another burn on top of your Burnout. With this you'll be way less susceptible to physical damage, and even though magice damage will still deal alot, the health does help you survive against that as well.
As mentioned in the Sunfire Cape explanation, you will still be taking alot of magic damage, so you need some magic resist. And this provides you with everything you need: magic resist, health, some health regen, because you lack sustain and some cooldown reduction, which is also pretty nice to have on Shyvana. Of course do not get this if they are a full AD team (or when their only magic damage is some support like Janna or Braum), if that's the case you should get Randuin's Omen.

Late game item options


This item synergizes really well with shyvana, even though not many people know it. The Phage effect helps you stick, the Sheen proc gives you alot of burst on your Twin Fang, since you'll also proc your Blade of the Ruined King passive twice, the attack speed is nice because Shyvana is an auto attack realiant champion and the crit is just some more DPS. The only stat actually wasted on this item is the mana but the item makes up for it with all the damage it gives you.
A nice item when you're the main tank of your team and they have a decent amount of physical damage. The slow also helps you stick.
A really good item when the enemy has alot of true/hybrid damage. The health regen while being out of combat is also nice.

Alternative item options


Another mr option. It's good if the enemy has big spells you need to block like Karthus ult, Lissandra ult or Morgana binding.
This is also a decent damage item for shyvana. You do rely on auto attacking alot so the attack speed is always good and the on-hit effect increases your hybrid damage even further. The mr+mr steal also gives you some more tankiness.
This item gives you alot of damage and AoE, but it's honestly better for splitpushing. It would probably be better int teamfights than Trinity Force if the passive effect proc'd on every enemy you hit with your dragon form Twin Bite, but it doesn't so it's better to splitpush. You also don't really need the AoE for camps because by the time you would get this item your Burnout should clear all the small monsters in a camp on its own.
Another boot choice. A good item if you don't need the tenacity or magic resist from Mercury's Treads and/or really need the auto attack damage reduction.