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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
***PLEASE NOTE, GUIDE FOR SECOND BUILD HASN'T BEEN ADDED YET BUT WILL ASAP. I ran out of time =(.
This is the build I made on the first day of the





The first build in this guide is a pure hybrid dps build. it does provide some very tanky play late game.
The second build was inspired by suggestions made from Apathy, for a tanky hybrid. This build will still give great damage output, but will be less vulnerable to ganks and being focused first in teamfights.
Both builds take the defensive mastery and runeset to provide great sustain early on while not taking a hit to the damage you'll do late game.
Pros:
-Great early game sustain and burst
-Very durable
-Naturally tanky at level 6 with
Dragon's Descent passive
-Great harass early game
-Relatively low cooldowns
-Great AoE
-Very good at chasing/ escaping with
Dragon's Descent and
Burnout.
-Relatively easy to get kills with
Burnout.
-Good range and speed for a Melee.
-Is a dragon!
Cons:
-Has no CC of her own.
-Very susceptible to CC
-Can be easily shut down if the enemy can stay out of your range for more than a few seconds
-Cannot be a dragon all the time.
-Great early game sustain and burst
-Very durable
-Naturally tanky at level 6 with

-Great harass early game
-Relatively low cooldowns
-Great AoE
-Very good at chasing/ escaping with


-Relatively easy to get kills with

-Good range and speed for a Melee.
-Is a dragon!
Cons:
-Has no CC of her own.
-Very susceptible to CC
-Can be easily shut down if the enemy can stay out of your range for more than a few seconds
-Cannot be a dragon all the time.
My rune setup is really based on how I like to play Shyvana, allowing me to be very aggressive early game with minimal consequences. I use offensive marks, with defensive glyphs, seals, and quints. I also provided some viable other choices for players that prefer more burst damage, with less sustain.
Greater Mark of Magic Penetration x9 - This gives great early game damage, and will increase the damage done by all of your abilities early, and late game.
Greater Seal of Armor x9
and
Greater Glyph of Magic Resist x9
These two runes will shut down most early game harass and make you a lane tank early game. While the smaller amounts don't help as much late game, they're still very useful.
Greater Quintessence of Health
Similar purpose to the Defensive runes, this all around will make you very tough early game and help secure a kill target that hoped a turret would save them from a dragon.
Other viable runes:
Greater Seal of Attack Speed - Shyvana really benefits from attack speed throughout all phases of the game, allowing her to have a higher uptime on
Burnout. That being said, AS seals are definitely a nice choice. Another bonus to attack speed, is a quicker fury recharge rate for your Ultimate,
Dragon's Descent.
Greater Glyph of Cooldown Reduction - With champions like
Riven,
Garen and our girl
Shyvana, you have no resource to regenerate in order to use your abilities. Cooldown reduction will just help you get in that many more abilities in a fight. The cooldown reduction will also allow you to use
Twin Bite more often, with the reset on your swing timer, you will be able to recharge fury for
Dragon's Descent even faster.
greater mark of desolation - if you modify the build and go for a more ad based playstyle, this is a very nice choice.
Greater Quintessence of Attack Damage - good damage early game, loss of some tankyness early game.
Greater Seal of Evasion/
Greater Quintessence of Evasion - these combined with the
Nimbleness
mastery really are a great combo, if you find yourself against an AD heavy team, give these a try.
There are many other runes that will help this versatile champion, but to maximize her, i would suggest using the runes I listed above.


and

These two runes will shut down most early game harass and make you a lane tank early game. While the smaller amounts don't help as much late game, they're still very useful.

Similar purpose to the Defensive runes, this all around will make you very tough early game and help secure a kill target that hoped a turret would save them from a dragon.
Other viable runes:









greater mark of desolation - if you modify the build and go for a more ad based playstyle, this is a very nice choice.




There are many other runes that will help this versatile champion, but to maximize her, i would suggest using the runes I listed above.


The reasons I chose these spells as my main summoner spells are for simply because they really provide a few great utilities to Shyvana.


-A target is out of your range and can easily escape you chasing them with burnout... If your opponent is extended enough, pop




-A target is low to mid health near a turret... You can easily pop







Other viable summoner spells:









Any other summoner spells, I recommend staying away from.
I chose a rather basic defensive build that picks up the
Archaic Knowledge
in the offensive tree to really cover all of Shyvana's weak points.
I build on my rune setup by further reinforcing Shyvana's defenses with masteries like
Hardiness
and
Resistance
. A few other highlights to this build include:
-
Evasion
and
Nimbleness
- These two masteries work hand in hand together. With a little luck, the speed boost from
Nimbleness
can either secure you a kill, or save your life when being chased down.
-
Veteran's Scars
- 48 hp doesn't seem like much, but early game, I can't tell you how many times I've escaped with ignite ticking on me, only to have the last tick bring me below 20 hp. This mastery WILL save you early game from an aggressive laning opponent.
-
Ardor
- One of my favorite masteries, that just seems to be built around Shyvana. It increases her attack speed AND ability power, two very potent damaging stats for Shyvana. Late game, the mastery can help you get those last few points of damage needed to kill someone in a teamfight, or someone running back into their base. It really works great with
Fury of the Dragonborn's effect on
Flame Breath. Increasing the base damage
Flame Breath does and the amount of empowered hits you can get before the debuff falls off.
-
Tenacity - One point in this mastery for 4% reduced damage? I've seen some guides skip this mastery, but I really think it's a very good one, especially late game.
-
Sorcery /
Archaic Knowledge
- Cooldown reduction is amazing for Shyvana, and piercing through magic resist will only make you that much more of a threat.
-
Cripple - With the quick ticks of
Burnout and the double attacks of
Twin Bite, keeping your target in your range for a little extra time, especially in their weakened state, will secure you a kill 9/10 times.
1/21/8: Pick up the
Cripple talent in the offensive tree to enhance your
Exhaust, keep the same 21 points in defense that you see above, and move the remaining 8 points into Utility, picking up three points in
Good Hands
, one in perserverence (unless you choose to get the
Ghost spell, then pick up the
Haste
mastery. Spending you last 4 points in
Awareness
. This build will provide quicker returns to the fight if you find yourself dying often, and a nice xp boost for any that are being outlaned an don't get an early first blood to gain the xp advantage over your laning opponent.

I build on my rune setup by further reinforcing Shyvana's defenses with masteries like


-



-

-




-

-


-



Optional mastery build (Thanks to Apathy):
1/21/8: Pick up the






My item choices are really based around Shyvana's abilities. Maximizing both the AD and AP sides of her and really highlighting her strengths.
I start out the build with
Boots and three
Health Potions. With my runes and masteries, I really didn't see a need to further boost her defenses with something like
Ruby Crystal, and her offensive abilities are already very powerful earlygame, so an item like
Long Sword or
Amplifying Tome just don't seem as potent as being able to recover from early ganks, and make your harassing that much more potent by keeping you in your enemies faces.
On my first trip back, I aim to finish my
to make Shyvana less susceptible to CC while providing a little extra resistance towards any ap based champs I may come across. With extra gold, I will either pick up a few more
Health Potions, a sight ward or two to protect my own lane, or start building my
Sheen, starting with the
Amplifying Tome. I typically don't buy the
Sapphire Crystal until I'm ready to build the full item, as I could buy some smaller on-use items that will benefit me and have more than enough gold to grab sheen on the next return.
Sheen is one of the most potent items for Shyvana. You will be using many abilities, and each time you do, you get a nice burst of damage on your next attack. With this and your full combo, you can easily burst a target down early game. My favorite use of
Sheen is a combo like so:
Flame Breath > auto attack >
Burnout > auto attack >
Twin Bite and then use any abilities you can on cooldown as long as the target still stands. Make sure you score that auto attack between ability uses to ensure you get all the extra damage
Sheen can provide.
After I have my sheen, I start building my
, starting with
Phage for extra damage, a nice slow, and a bit of hp which really helps early to mid game.
Trinity Force is a very powerful item for a hybrid champ, giving you just about every stat you could want with some very nice passive effects!
As soon as you finish
Trinity Force, you'll want to build
. I start with
Recurve Bow if I don't have enough to build the whole item in one return, as I have extra magic resist from mercury treads and want to start improving my damage output. Wit's end has quite a few great things for Shyvana, mainly the on-hit effect and how with proper use of
Dragon's Descent and
Twin Bite, you can hit multiple targets with one attack, each of which will take the on-hit damage of wit's end. Shyvana is known for being a champion that stays in range of her target for longer periods of times than most fighters can, meaning you will get a lot of extra damage and defense from the damage and stacking magic resist. all in all,
Wit's End is a very potent item on Shyvana.
Ok, now we have the defenses and a bit of extra damage, what next? Let's go for some regenerative power with a
! I love this item on any hybrid champ, as it will allow both your melee attacks and your abilities not only hit harder, but restore your health as you go. All in all, this will provide quite a bit of sustain and make you a much harder target to kill in a teamfight. The other great thing about
Hextech Gunblade is the on use effect. It's like a mini
Exhaust, and great for initiating on a target that may be too far away for
Burnout to close the gap.
For your last offensive item, I go with
. This item is another that is very potent on a champion that is very capable of closing the gap with abilities and really staying on your target.
Guinsoo's Rageblade will make you start hitting harder and faster the longer you stay on your target, with the lifesteal you have from
Hextech Gunblade, it makes you a huge threat in a 1v1 or 1v2 fight, and even more of a threat in teamfights, where you will be able to tank quite a bit of damage while still wrecking the enemy team.
Now, for the sixth item in your build... This one is a bit trickier. I chose
Guardian Angel for the build guide, but this slot is really reserved for any defensive item. A few choices you could make include :
: A great all around item, especially in a match where you find yourself the focus of the enemy team, and targeted early in team fights. It gives you a second life, good for escaping or finishing off an enemy. It also provides a nice amount of Armor and MR for general survival.
: If your team has a skilled (or fed) AP carry that's giving you trouble, chances are, this item will shut them down. Many high-burst AP carries (
LeBlanc,
Akali,
Brand,
Anivia) really focus on landing combos. This item is a great way to shut those combos down, or avoid potentially fatal cc ultimates like Ashe's
Enchanted Crystal Arrow or Malzahar's
Nether Grasp.
: Yes, this item has Mana on it, but it also has massive armor and CDR. This is a great way to counter an AD heavy team and also increase your damage in one item, useless mana or not.
: Again, an AD counter item, great armor to reduce their damage on you, but also returns a heavy amount of damage to the enemy, which can help score you a kill, or deter an enemy from going for you.
: great armor on it, and a killer on-use effect that can shut down more than one AD champion in a team fight, or keep their team together for your massive AoE damage.
I start out the build with





On my first trip back, I aim to finish my






Sheen, and why I buy it early on.






After I have my sheen, I start building my



As soon as you finish






Ok, now we have the defenses and a bit of extra damage, what next? Let's go for some regenerative power with a




For your last offensive item, I go with



Now, for the sixth item in your build... This one is a bit trickier. I chose













Some people find Shyvana to be a more difficult champion to play, largely because of her somewhat complex passive ability. I've heard people say she lacks damage, others say her cooldowns are too long and they find themselves without an ability to use... This passive will separate the good Shyvana's from the bad ones. I will go into the individual spell effects and how they can help you with each spell below.





rank one (level 1): 25 damage/ second for 6 seconds = 150 damage over 9 seconds.
rank two (level 3): 40 damage/ second for 6 seconds = 240 damage over 9 seconds.
rank three (level 5): 55 damage/ second for 6 seconds = 330 damage over 9 seconds.
rank four (level 7): 70 damage/ second for 6 seconds = 420 damage over 9 seconds.
rank five (level 9): 85 damage/ second for 6 seconds = 510 damage over 6 seconds.
At level EIGHT, that's the ability to do a max of 765 damage over 6 seconds, NOT including all the melee swings you'll get off in-between those ticks, the extra damage from






















Another thing to note about





When enhanced by







Last but not least... we can turn into a dragon with Shyvana's ultimate;


When activated, Shyvana turns into a dragon and flies towards the target location, dealing high damage, taking enemies with her in the form of a knockback, and doubling the passive boost on


Another way to utilize Dragon's Descent is to chase an opponent that just flashed over a wall at low HP... Activate



Thanks so much to all that took the time to read my guide, I hope it helps some of you out! If you have any questions, comments, corrections, or suggestions for my guide, I would love to hear them! Please upvote if you think I did a good job!
Changelog:
11/4/2011: Added to pros/ cons, fixed typos, added optional summoner spells
11/6/2011: Added a second build (Thanks Apathy!) for a more tanky playstyle with similar damage output. Fixed some typos and changed the skill order. More changes coming tonight.
Changelog:
11/4/2011: Added to pros/ cons, fixed typos, added optional summoner spells
11/6/2011: Added a second build (Thanks Apathy!) for a more tanky playstyle with similar damage output. Fixed some typos and changed the skill order. More changes coming tonight.
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