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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
This guide will bring you my solo top build (Left) and my jungle build (right) along with everything that I find the most helpful for Shyvana, the half dragon.
Your Core Build is Mercury's Treads, Trinity Force, Frozen Mallet
My preferred build is Mercury's Treads, Trinity Force, Frozen Mallet, Atma's Impaler, Warmog's Armor], and [[The Bloodthirster
Optional Defensive Items are [Sunfire Cape]], Force of Nature and Ninja Tabi
Optional Offensive Items are Wit's End, Hextech Gunblade, and Madred's Bloodrazor
For solo top with Shyvana I always find it best if I take Boots and three Health Potion, which allow for some quick getaways if I am not doing so good on top lane. The Health Potion just allow for a little wiggle room. If I get hurt by anyone on top lane and I don't feel like going back, drink a Health Potion and continue to farm. I always try to stay in lane until I can get Madred's Razors and some more Health Potion for a little longer lane time and a better farm. My next trip back I try to finish Wriggle's Lantern and yet more Health Potion. At this time, if I have the money I get Null-Magic Mantle for my Mercury's Treads. After those, If I'm doing good (Not to brag, but I normally am). I go for my first Phage, this helps Shyvana tremendously in lane providing a sort of CC for her. After the Phage I move into a Zeal, If you want to, you can get a Sheen too, but by this time normally we're all team-fighting and I don't have the time to get back to Spawn until I have the money for the full Trinity Force. Trinity force provides EVERYTHING that Shyvana needs: a CC, AD, AP, movement speed, and critical strike chance. After this, when I'm in lane I take Giant's Belt before another Phage because you already have a form of CC and don't deed the extra Attack Damage, yet. I generally from there save up for the rest of the Frozen Mallet which I primarily get because I want to have a little bit of sustain in team fights, as well as Attack Damage to mow down the enemy team. After Frozen Mallet, I move into an Atma's Impaler for the armor, but primarily for the 2% of my health that turns into Attack Damage. From Atma's Impaler I move into a Warmog's Armor for a little extr health in the middle of the team fights. I end up selling my Wriggle's Lantern for a B. F. Sword and into Bloodthirster. This ends up my standard build for the majority of games.
If you find that this build is too offensive, drop Bloodthirster and move into a Sunfire Aegis or Force of Nature, although I believe the build I use is the best balance between acting as the tank and having the most damage output.
My preferred build is Mercury's Treads, Trinity Force, Frozen Mallet, Atma's Impaler, Warmog's Armor], and [[The Bloodthirster
Optional Defensive Items are [Sunfire Cape]], Force of Nature and Ninja Tabi
Optional Offensive Items are Wit's End, Hextech Gunblade, and Madred's Bloodrazor
For solo top with Shyvana I always find it best if I take Boots and three Health Potion, which allow for some quick getaways if I am not doing so good on top lane. The Health Potion just allow for a little wiggle room. If I get hurt by anyone on top lane and I don't feel like going back, drink a Health Potion and continue to farm. I always try to stay in lane until I can get Madred's Razors and some more Health Potion for a little longer lane time and a better farm. My next trip back I try to finish Wriggle's Lantern and yet more Health Potion. At this time, if I have the money I get Null-Magic Mantle for my Mercury's Treads. After those, If I'm doing good (Not to brag, but I normally am). I go for my first Phage, this helps Shyvana tremendously in lane providing a sort of CC for her. After the Phage I move into a Zeal, If you want to, you can get a Sheen too, but by this time normally we're all team-fighting and I don't have the time to get back to Spawn until I have the money for the full Trinity Force. Trinity force provides EVERYTHING that Shyvana needs: a CC, AD, AP, movement speed, and critical strike chance. After this, when I'm in lane I take Giant's Belt before another Phage because you already have a form of CC and don't deed the extra Attack Damage, yet. I generally from there save up for the rest of the Frozen Mallet which I primarily get because I want to have a little bit of sustain in team fights, as well as Attack Damage to mow down the enemy team. After Frozen Mallet, I move into an Atma's Impaler for the armor, but primarily for the 2% of my health that turns into Attack Damage. From Atma's Impaler I move into a Warmog's Armor for a little extr health in the middle of the team fights. I end up selling my Wriggle's Lantern for a B. F. Sword and into Bloodthirster. This ends up my standard build for the majority of games.
If you find that this build is too offensive, drop Bloodthirster and move into a Sunfire Aegis or Force of Nature, although I believe the build I use is the best balance between acting as the tank and having the most damage output.
For working the jungle, I either start with Vampiric Scepter or Cloth Armor and 5 Health Potions. I prefer starting with the Cloth Armor and Health Potions as I find I can stay in the jungle a bit longer, but if you would feel more comfortable with the Vampiric Scepter, then by all means use that.
1st Trip Back:
Because I start with Cloth Armor and the Health Potions, I like to try to finish my Madred's Razors and Boots if I can. If I've had successful ganks and gotten a little extra money, I always prioritize Wriggle's Lantern over Boots if I can afford the Wriggle's Lantern. After that though, the build is the exact same as when I lane with Shyvana, but as I said, if you find you need more defense or offense from my build, take on of the optional items.
1st Trip Back:
Because I start with Cloth Armor and the Health Potions, I like to try to finish my Madred's Razors and Boots if I can. If I've had successful ganks and gotten a little extra money, I always prioritize Wriggle's Lantern over Boots if I can afford the Wriggle's Lantern. After that though, the build is the exact same as when I lane with Shyvana, but as I said, if you find you need more defense or offense from my build, take on of the optional items.
This skill sequence helps early game dominance and brush fights. Maxing out your early game laning and to help with dominance in teamfights. Standing in the middle of everyone while you're not in Dragon's Descent means you're getting constant damage on every enemy champion. You're Flame Breath primarily takes away armor from the hit enemy.
Shyvana's passive, Fury of the Dragonborn makes it to where her basic attacks make her abilities stronger/last longer.
Twin Bite makes your next basic attack do double damage. Fury of the Dragonborn makes it to where every time you basic attack the cooldown is reduced by .5 seconds. This ability can work on turrets, minions, and champions.
Burnout is your AoE damage field. It normally lasts for three seconds, but Fury of the Dragonborn makes it to where your basic attacks increase the duration of this by one second a piece (Cap at 6 extra seconds, max of 9 seconds)
Flame Breath is a skill shot which, when it hits an enemy, reduces the armor of the hit unit by 15%. Each basic attack that hits the enemy that you hit with Flame Breath will deal 15% of the ability's damage as additional magic damage.
Dragon's Descent is Shyvana's ultimate, it turns her into a dragon and it launches her to a select location (in skill shot form) and deals magic damage to any enemy it hits. Dragon's Descent changes her primary abilities into more powerful versions. Twin Bite now hits a group of enemies in front of Shyvana instead of just one target. Burnout still makes an AoE (Area of Effect) damage field, but it is changed because it leaves a trail of fire, damaging enemies over time. Flame Breath is now much like Twin Bite, for the fact that instead of just hitting one enemy, its a skill shot in the shape of a cone that make fire hit all enemies in front of Shyvana.
All right, now for summoner spells.
I normally take Ignite and Flash (Or for jungle Smite)
I take these because I find the most success with them.
Teleport is a good summoner spell to pick if you're solo lane and want to be able to go back and not have your tower {or turret, depending on which you prefer) destroyed.
Exhaust is a good summoner spell for Shyvana, also. Shyvana has no natural CC besides the push back her Dragon's Descent can do. Picking Exhaust can help secure a kill with your insane burst damage.
Heal is also a viable option if you want to stay in lane a bit for that little extra gold before going back, but in my opinion, taking a summoner spell that can help secure an early game kill is a lot more important.
Clarity on Shyvana is an absolute waste of a summoner spell. No mana = No need for clarity.
Ghost wouldn't necessarily be a bad choice, but because Burnout gives a temporary Movement speed buff, there really isn't a need for it.
Surge is with the same token as ghost, It won't be the best summoner spell on Shyvana because she has an amazing amount of burst damage already.
I have never really seen a practical use for Promote in any game, and It can help farm, but I've never been able to use it.
Revive is a summoner spell with a use, every 510 seconds. There is no real use to it because once you get into your build about half way through the game you're unstoppable. The only time Revive would even be good is early game when you die often, or late game when you don't die much. There is too much inconsistency between every game for Revive to be viable or not.
Cleanse is a perfectly good summoner spell that removes all debuffs from your champion. It's not the best, especially because we get tenacity from Mercury's Treads
Clairvoyance is a summoner spell primarily for the support, and you are not the support, you are the Offtank (offensive tank) and leave the Clairvoyance to the support.
You can really use any summoner spells with Shyvana, but I believe that there are some definitely worth NOT using.
I normally take Ignite and Flash (Or for jungle Smite)
I take these because I find the most success with them.
Optional Summoner Spells
Teleport is a good summoner spell to pick if you're solo lane and want to be able to go back and not have your tower {or turret, depending on which you prefer) destroyed.
Exhaust is a good summoner spell for Shyvana, also. Shyvana has no natural CC besides the push back her Dragon's Descent can do. Picking Exhaust can help secure a kill with your insane burst damage.
Heal is also a viable option if you want to stay in lane a bit for that little extra gold before going back, but in my opinion, taking a summoner spell that can help secure an early game kill is a lot more important.
Not Recommended Summoner Spells
Clarity on Shyvana is an absolute waste of a summoner spell. No mana = No need for clarity.
Ghost wouldn't necessarily be a bad choice, but because Burnout gives a temporary Movement speed buff, there really isn't a need for it.
Surge is with the same token as ghost, It won't be the best summoner spell on Shyvana because she has an amazing amount of burst damage already.
I have never really seen a practical use for Promote in any game, and It can help farm, but I've never been able to use it.
Revive is a summoner spell with a use, every 510 seconds. There is no real use to it because once you get into your build about half way through the game you're unstoppable. The only time Revive would even be good is early game when you die often, or late game when you don't die much. There is too much inconsistency between every game for Revive to be viable or not.
Cleanse is a perfectly good summoner spell that removes all debuffs from your champion. It's not the best, especially because we get tenacity from Mercury's Treads
Clairvoyance is a summoner spell primarily for the support, and you are not the support, you are the Offtank (offensive tank) and leave the Clairvoyance to the support.
You can really use any summoner spells with Shyvana, but I believe that there are some definitely worth NOT using.
For jungling I follow the route
1. Blue Buff (With leash from mid, Its also optional to start at Red buff)
2. Wolves
3. Wraiths
4. Double Golem
5. Repeat 2-3 grabbing Red and Blue buff whenever you feel like it.
6. Get Dragon about level 7-8 with the help of team mates
Remember to always ask if someone needs a gank. It's your job as jungler to constantly gank for all the lanes and it is a shared effort between you and the support for warding areas. The major areas you should ward are your red and blue, their red and blue, Baron, and Dragon. It also doesn't hurt if you ward some up and down river.
1. Blue Buff (With leash from mid, Its also optional to start at Red buff)
2. Wolves
3. Wraiths
4. Double Golem
5. Repeat 2-3 grabbing Red and Blue buff whenever you feel like it.
6. Get Dragon about level 7-8 with the help of team mates
Remember to always ask if someone needs a gank. It's your job as jungler to constantly gank for all the lanes and it is a shared effort between you and the support for warding areas. The major areas you should ward are your red and blue, their red and blue, Baron, and Dragon. It also doesn't hurt if you ward some up and down river.
All right, as Shyvana your best bet in team fights is to get behind EVERYONE else. You initiate with Dragon's Descent, pushing them back into your team mates. Then use your Burnout to get out and behind them. You're Twin Bite hits everyone that's in front of you. You're Flame Breath also works like this, all of your attacks when you use your Dragon's Descent are area of effect. You're Twin Bite and Flame Breath are focused in front of you, while your Burnout is directly around you and behind you.
All right guys, I hope that you enjoyed my Shyvana guide. If there is anything you think I did wrong or left out, let me know and I'll try to update it immediately and make any changes that I find necessary.
Hope you enjoyed! ~Screw Top Lane
Hope you enjoyed! ~Screw Top Lane
3/17/12
-Changed masteries to be correct and changed jungling masteries for more time in jungle (Couldn't actually go down the mastery tree the way I had it)
-Changed the Ability Power Glyphs to Magic Resist Glyphs for early lane sustain
-Changed Sunfire Aegis to Warmog's Armor for extra damage from Atma's Impaler and to have more sustain in team fights.
-Added Ninja Tabi as optional item
-Added Skill Sequence/Explanation
-Changed masteries to be correct and changed jungling masteries for more time in jungle (Couldn't actually go down the mastery tree the way I had it)
-Changed the Ability Power Glyphs to Magic Resist Glyphs for early lane sustain
-Changed Sunfire Aegis to Warmog's Armor for extra damage from Atma's Impaler and to have more sustain in team fights.
-Added Ninja Tabi as optional item
-Added Skill Sequence/Explanation
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