Shyvana Build Guide by Ooiboy
Not Updated For Current Season
Not Updated For Current Season
Shyvana, the Half-Dragon
I picked up Shyvana a couple weeks ago, to replace my Lee Sin jungle.
I found her extremely fun to play, and extremely tanky and dangerous.
I would dash in their 1v5 waiting for my team to come, and be able to take a couple of them off before I would even get hurt, always surviving the fight.
My first games were awesome.
By the end of the game, you should have 3k hp, 200-300 AD, and 100+ armor and 100+ mr.
Pros & Cons
Shyvana's melee attacks enhance her abilities.
Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.
This is shyvana's passive. One of the main reasons you build a lot of attack speed on shyvana. It also makes your abilities a lot more useful. So every 3 seconds, you get to use your Twin Bite and so your Burnout doesn't disappear until the cooldown is off.
Shyvana strikes twice on her next attack. The second attack will deal 80 / 85 / 90 / 95 / 100 % of her attack damage as physical damage. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
Dragon Form: Twin Bite cleaves all units in front of Shyvana. Each unit hit will be dealt on-hit effects and grant Fury twice.
Makes putting damage on Shyvana so powerful. Also, the Fury of the Dragonborn effect on this effect makes it all the more stronger. I put one point in this at level 2 and max it out second.
During the next 3 seconds, Shyvana will deal 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage) magic damage each second to nearby enemies and her movement speed will be greatly increased by 30 / 35 / 40 / 40 / 50 %. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.
Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.
I use this to jungle. That way instead of spending all of your time on one minion, you can pop it and watch as all minions die at the same time! :O. I put a point in this first and prioritize in maxing this out.
Shyvana unleashes a fireball forward in a line that will hit the first enemy it hits, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to it and reducing their armor by 15% for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
The only good this ability does is lower armor. Don't expect you to do massive damage with this. Just use it once when you're starting the fight. Max this out last for obvious reasons.
Passive: Shyvana reinforces her scales, increasing her armor and magic resistance by 15 / 20 / 25. These defensive bonuses are doubled while in Dragon Form.
Active: Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are pushed toward her target location. Shyvanna must have a full fury bar to use this spell.
While in Dragon Form, Shyvana will lose 6 fury every second. Once her Fury bar is empty, she will return to her normal state.
Ah I love this ability so much. Usually you want to initiate with this ability. It makes you tankier, and it makes all of your abilities so much stronger and deal so much more damage.
WHAT I TAKE
I get flash to better position myself for my ult, and to escape. You can easily flash through walls or flash behind an enemy and ult them back the opposite way into your friends. Flash is a very good spell on Shyvana.
She jungles. Do I have to explain?
NOTE: NOTHING REPLACES SMITE IF YOU WANT TO JUNGLE
You can get ghost if you want, it's mostly preference. It's not as useful as Flash is on Shyvana though, so I wouldn't recommend it. Still usable though.
If your team doesn't have any, you can replace flash with this. It all works. Life would be easier with flash, but then again life would be easier with Exhaust
if their team has a lot of healers, like mundo or fiddle.
I see a lot of people taking this lately, but the jungler shouldn't. Taking heal is the support/ad carry/solo top's job. Not yours, still usable though i guess.
if the enemy team has a ton of CC, then feel free to take Cleanse. It's a good spell to get rid of cc especially since they buffed it.
You're jungling. Not supporting
What is mana? You don't have mana.
No. You're spending all of the time in the jungle. no minions to make supercreeps.
No. Many spells are better.
You don't exactly need this, cause you should be roaming. Better Choices. Don't take.
My Main Build:
Mercury's Treads I get this the same reason any tanky dps champion gets it. Tenacity, and it offers good tankyness. Makes you worth more in battle and helps you survive a lot longer. Should always be a necessity on Shyvana.
Wit's End Counters most ap carries, and does a lot of damage as it makes you attack a lot faster and practically gives you 40 extra damage every hit. Also, it's a very very cheap item.
Trinity Force I get this item because i feel it necessary for any offtank. It's a little bit of everything. This helps shyvana do tons of damage with the Sheen proc, and the phage slow. This makes the need for a frozen mallet minimal.
Sunfire Cape Stacks with your Burnout. makes you extremely tankier, and stronger. It may not seem like a lot but don't underestimate this items sync on shyvana.
The Bloodthirster: I get this item because after selling your wriggles, lifesteal would be needed. Also, 100 damage is just beautiful, I can't see a single negative about getting this item. It's one of the items that help you deal tons of damage.
Atma's Impaler At the end of the game, you're going to have a LOT of health. Atma's Impaler is a cheap item, that gives you Critical Change which you could utilize well, armor which is always good on an offtank, and damage based on the 2.9k health you'll have at the end of this (58.46} damage. I sell my Wriggle's Lantern at the end for this item as early one, this item won't scale as well as you wouldn't have as much HP.
Ninja Tabi This item is usable. Especially if the enemy team has a lot of AD autoattackers. This obviously replaces mercurys treads. Cheaper alternative
Force of Nature I get this over the Banshee's Veil because banshee's veil's 3-- mana is a wasted stat. Also, force of nature gives movement speed which helps with the chasing, and when matched with your trinity force and your burnout, makes you extremely fast.
2 The Bloodthirster I got this once, and it worked. Instead of getting an atma's at the end, I got another bloodthirster because I was extremely fed, and the enemy team was extremely weak and squishy and did literally zero damage to me.
Warmog's Armor This item is also usable. I see people get this, but the truth is, warmogs isn't needed on shyvana. It's just health. You have enough health. Doesn't give anything but health. Makes it kinda useless on you as you have to sacrifice another item to get it, which just isn't practical. Still usable though.
Frozen Mallet This item is also a usable item. More health to feed your Atma's, but less useful as the Trinity Force. Triforce gives you more stats then this. You don't need 100% slow.
Youmuu's Ghostblade The armor pen on this item helps, but the passive isn't good for me as I always forget to use it. you can always just get the bruatlizer early game and sell it, but I have all the armor pen I need with my runes.
Madred's Bloodrazor Not a bad item. I just think it's a little expensive. Definitely get it if the enemy team has a lot of health though.
Infinity Edge You have a lot of attack speed, you have 30% crit, this item can help do a lot of damage on their team, but doesn't offer the survivability that the other items do.
I don't think any of these masteries are unusual...
I get the summoner buffs for obvious reasons, I get the damage back to minions, and less damage taken from minions to help my jungle sustain.
The rest of the 20 in offense are obvious: For damage.
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Health
Greater Mark of Desolation I get this so later on in the game and when I gank early game, my damage is intensified. It's noticeable.
Greater Seal of Armor I get this armor to survive longer in the jungle. For obvious reasons, and to survive longer in battles also.
Greater Glyph of Magic Resist I get this for the ganking. It also helps me become a better tank and adds a lot of survivability, though it may not seem like a lot.
Greater Quintessence of Desolation I get this for the same reason I get my Marks. EVEN MORE DAMAGE YO.
I start at wolves at 1:40, and kill them before blue spawns. I have a teammate leash blue, and a teammate do damage on the wolf i'm not hitting. I start here so blue respawns faster so my middle lane can take it more. Then I head to wraiths. When I get to mini golems, you may be close to death, so you can use your smite on one of them. Then go b, grab red and start ganking.
When ganking, you need to go behind and pop your Burnout to chase them. After that, it's just a matter of doing damage and beating them up. If you have your Dragon's Descent then lead with Burnout, then Flash in and ult them backwards into your allies.
This concludes my guide on how to play Shyvana.
Thanks for taking the time to read it. I hope you guys learned something
Make sure to upvote if it helped! Leave a comment if you have suggestions or ways to make this guide better :)
Good luck on the Summoner's Rift guys!