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Shyvana Build Guide by Shpjokk

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 Shpjokk

Dedication to a Friend =)

Shpjokk Last updated on March 22, 2012
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Ability Sequence

2
8
10
12
14
Ability Key Q
1
3
5
7
9
Ability Key W
4
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 14

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 15


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Introduction

So, this build is merely to a good friend of mine. I dedicate it to him only, but if someone else wants to test it, feel free to try it ^^

If anyone of you have feedback, I will gladly accept it (although it might take some time before I see it since I'm a tard at seeing responses and stuff, partly because I'm not a frequent internet user xD)

This build focuses on a hybrid/attack speed focused Shyvana. If you feel like other items are better, try them out and tell me in which way they did please, I am very eager to hear you guys out! =)


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Changes in the Build: 1.7

I will from now on be listing updates I do to this guide in this very chapter. I will first be listing the game changes that might be affecting your use of this guide, which I will shorten at the start by using "GeC". Then I will be listing the changes made to the guide itself by starting before listing it as "JuC"

[1.7] I realized that it's time to clean up this one. But anyway, I did try Locket of the Iron Solari... It did not work. So basically, we shall skip that.

Also, sorry for having written so much about this, but the thing is I've not played Shyvana for quite some time. Although I will be trying the new Maw of Malmortius that just was released in the Lulu patch :)


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Pros / Cons

So, I really am new to creating builds, but I'm guessing Pros and Cons means kind of upsides and downsides?

That's at least how I will see it.

Pros;
-Amazing Ganking capability.
-Her Dragon's Descent has no cooldown, you only need to generate enough Fury.
-The Dragon's Descent is also amazing for escaping, coming in for ganks and chasing down opponents.
- Burnout not only gives an amazing speed boost, but it also leaves a trail of fire after when she is a Dragon, which can give the upper hand when having a bit of trouble. I've been chased down lots of times, but somehow gotten a kill through the enemy standing in the fire.

Cons;
-Jungling is good, but she is a wee bit squishy at the start, which makes her a bit harder of a jungler. That does not make her bad however.
- Burnout is good, but it's cooldown in my opinion is very high. Even though her Fury of the Dragonborn causes her basic attacks to increase the duration, it's useless when you try to only run, or just can't reach and you have to chase. A cooldown of 12 seconds is a lot, although understandable on such a good spell. If you prepare for a gank, try using it early on instead of in the middle of it.
-Having no way of a cc except for a small (very small) knock back at the end of her descent in her Ultimate, this makes her a bit hard to fight with, and you rely fairly heavy on movement speed, like Burnout to help you there. With little movement speed you can barely do anything, since she is a melee-based champion.
-She is a champion that rewards an aggressive gamestyle, yes. But being too aggressive is a bad idea (I say this because I have a friend who kind of has a knack for charging headlong into the enemy, having me to save his *** :P).


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Runes

For survivability, I chose to use the Greater Seal of Armor and the Greater Glyph of Magic Resist. The Greater Quintessence of Attack Speed and Greater Mark of Attack Speed are my top choice for Marks and Quints, since early attack speed is a wonderful thing on Shyvana. It is not what I would call her core stat, but rather just one of the more important ones. It however does not change the fact that items with Hybrid and Attack Speed capabilities are lovable. <3
But early on (like the first 4 levels) these runes make a huge difference, since the early attack speed provides a fast jungle route.

Alternatively, you can pick Greater Glyph of Scaling Magic Resist over Greater Glyph of Magic Resist, since it might be nicer to have a good lategame instead of a good early game. It depends more on what you like to do. Another alternative might be going more offensive, picking Greater Glyph of Attack Speed instead.

Mark alternatives might include Greater Mark of Desolation if you prefer Armor Penetration or Greater Mark of Attack Damage for Attack Damage. In my opinion, you could do with just 3 of the Attack Damage Marks and then go with 6 of one of the other two types, since you still get a good bonus from 6 Marks of either Desolation or Alacrity, while you really don't need that much Attack Damage from runes since it more or less only focuses on your early gameplay.

Quintessences are a bit trickier. If you aim for a higher form of utility or you feel that you 're too slow, go with Greater Quintessence of Movement Speed. Another option here might be going for either Greater Quintessence of Desolation or Greater Quintessence of Attack Damage, with the same argument as with the marks. The difference here would be that you should not make a mix of Quintessences, but rather stick to 1 type.


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Masteries

Masteries I placed are 14/1/15, fully aimed for fast and furious jungling. Smite and Ghost boosted, more attack speed and extra gold tick together with longer buffs are very important, along with other offensive masteries. No offense ;P

I have been trying this out a couple of times, and it has worked like a charm so far ;)

Since the jungling experienced was changed in the latest patch, now was the time to forget about Awareness . Instead I chose to pick a fairly strong offensive mastery tree, while still going down for an extra amount of starting gold and gold tick, with the help of Greed and Wealth =)

If you would rather want to, it is 100% possible to go with maybe 21/0/9 or similar, being more offensive, or instead picking Summoner's Insight , Awareness or Sage depending on which summoner spells you like.

If you feel like you really don't need Smite and you want maybe Exhaust for further slowing and cc, go for it. You can always choose something replacing Smite if you feel like focusing on ganks is more important. However I do recommend having Smite for a little extra gold income since you choose to grab Summoner's Resolve and it is also giving your team a larger reassurance when trying for Baron or Dragon.


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Summoner Spells

Smite, no questions there. If anyone has an objection I will ask them how the heck they think.

Flash. It was good. Now I am happy to say that it has been nerfed. It was TOO good, in my honest opinion. Of course, one loved to just Flash through walls. Now that is alot harder to do, considering the range has been lowered by 50 (from 500 to 450 I believe, could have been from 450 to 400). Also the cooldown has been increased to about 12-ish seconds.

Ghost. This is the spell I use now that Flash has been nerfed. It has a good synergy with Burnout (which it had from the start) and since Flash's range and ability to go through walls got hit, Ghost seems like a better choice these days.


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Skill Sequence

Her skill sequence as I do it is maxing Burnout first, because of it's wonderful ganking potential and AoE damage. Twin Bite comes after, since it's nuking is just lovable <3
Lastly comes the Flame Breath, although one point is put in it at level 4.

Dragon's Descent is her Ultimate, of course. So you as usual take it at levels 6, 11 and 16. It's ganking potential is among the best I have seen, honestly. It puts a slight knockback at the start of her descent, so you can easily start the combat with a huge advantage!


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Jungling and Ganking

If you feel extremely confident, tell your midder (preferrably a mate to make communications easier, as usual) to get ready so the blue can be pulled when you're done with taking wolves down first. Max Exp is wanted =)

Then take the Wraiths, then the Golems. If you think you're up for it, clean the jungle by taking the Red and then the golems instead. After that, take a quick Recall and get those Boots of Speed and an 2 extra Health Potions. You'll need 'em.

Here is where the first gank opportunity should show up. You're level 3/4 and you've got Boots of Speed to cover up your feelings of being slow.
Your order of ganking is this (at least the basic blueprint of it), starting with Burnout to catch up. Then hit once, then trigger Twin Bite to get a fast triple strike (since Twin Bite hits double)! Throw in Flame Breath whenever it feels right, sometimes it is a good thing to start off with.
Of course, when you have your Dragon's Descent you start the gank with that, flying in on your enemies and then omnomnomnoming down on their little intestines.

Then just run around farm the jungle, and having the first jungle order is a good base. If you want to risk it, or if the enemy doesn't have a jungler, you can of course nom up from that too.

Remember that because the jungle is so much easier you can go for doing other ways of the jungle pathing, and the 'hardest' path I've written down really isn't that hard anymore. It is possible to also start with Boots of Speed, Vampiric Scepter or Long Sword instead of the classical Cloth Armor. The boots however offer a quicker and better way of ganking, while Long Sword and Vampiric Scepter offer a little faster/sustainable jungle.

Initial order will be like this:
Safe Start;
Blue -> Wolves -> Wraiths -> Golems -> Recall -> Red -> Gank #1

Moderate Start (be a bit more experienced, but otherwise same thing ;P);
Wolves -> Blue -> Wraiths -> Golems -> Recall -> Red -> Gank #1

Extreme Start (for more experienced people);
Wolves -> Blue -> Wraiths -> Red -> Golems -> Recall -> Gank #1


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Items

So here is the actual items chapter.

The stuff you start with would be your average 5 Health Potions and 1 Cloth Armor.
After the first Recall you should have a pair of the Boots of Speed and 1-3 additional Health Potions. Two is recommended.
After that you focus on pumping out a Wriggle's Lantern, you know how good it is. I don't have to explain that one. Free wards every 3 mins, 20% chance for 500 anti-creep nuking. some Lifesteal, armor and damage.

Take Mercury's Treads, since it gives you a moderate amount of Magic Resist and Tenacity. You can go with the Berserker's Greaves if you want to, but I personally stick with Mercury's Treads.

The item I grab after that is, believe it or not, Malady. I have not seen many players going Malady when they play Shyvana, which in my opinion is a bit sad. It grants you attack speed, Ability power and the ability to shred your opponent's Magic Resist! It is not only good for you, it is good for your team. You can hit harder with all your spells exept Twin Bite ( Burnout does Magic Damage too) plus your Magic Damaging friends will get some more damage out of it too.

I buy the Hextech Revolver after that, and then a Sheen. Those two will become a Trinity Force and a Hextech Gunblade later on, earlier if you feel like it. Somewhere in between, before, or after the Sheen and Hextech Revolver, I grab a Wit's End to get all the wonderful bonuses it actually gives. Magic damage per basic attack, additional Magic Resist and attack speed are just wonderful!

Late-game items I possess are these: Madred's Bloodrazor, Trinity Force, Hextech Gunblade and Wit's End or Frozen Mallet. If you prefer Ionic Spark, you can replace either Malady or Wit's End / Frozen Mallet with it.

The build will normally be among those four + Malady and Mercury's Treads, selling the Wriggle's Lantern during more lategame times.

Additional Survivability items I recommend are Guardian Angel, Banshee's Veil, Quicksilver Sash and Force of Nature. These items are all Magic Resist-focused. The first two aren't a question, and Force of Nature you normally like because of the wonderful health regen.
But most of you are probably "Hey why the hell would you use Quicksilver Sash!?" The answer is simple: Free Cleanse to everyone! Meaning you. The last thing you'll want to see is fried dragon steak. We don't want that, so if you feel like you're heavily pinned down by stuns, silences or other, choose the Quicksilver Sash.

Items to remove if you need more survivability would first of all be Malady, then I would go with ignoring the Frozen Mallet (If I picked it) and then Madred's Bloodrazor if it was really necessary (which it shouldn't be). More survivability items should be unnecessary, since that will have a heavy impact on your damage.


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Summary

So this is my first very serious build. Hope you like it! As I mentioned before, please leave some feedback if you feel there are flaws with my thinking and all =) Thanks for taking your time in reading! =)