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In-deph guide to building a champion






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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Changelog
- 26/04/2012 - fixed most typos and not working interactive graphics
- 27/04/2012 - made "effective health" and "myth about armor and magic resistance" more detailed, clear, and easier to follow.
Changed chapters' order. General improvements.
Added chapter about armor shreeding. - 28/04/2012 - Made "myth about armor and magic resistance" a stand-alone guide [click me],
deleted chapter about armor shreeding (will make it stand-alone guide later) - 4/05/2012 - Added stand-alone guide to "optimal ratio between armor and health" and linked to it in this guide, in chapter with the same name
- General tips about building runes pages.
- Runes recommendations for each type: marks, seals, glyphs, quintessences.
- General tips about building masteries.
- in-deph and detailed look over masteries.
- General tips about creating item build.
- Detailed overlook on creating item build with example.
- Introducing effective health feature, and detailed overlook.
- Giving economical optimum in order to build as much survivability for gold as possible.
- Interessting fact about lifesteal with high armor/resistance.
- Detailed explaination why you should ballance attack and defense, and how to build carry well
Most new users do it wrong - so how to build it correct ?
- Rule #1 - Runes should be used at their primary effect and never at secondary effect
unless you are in real need for certain stat.
- Rule #2 - Runes should synergize with your advantages,
make what your champion does good even better, or fix main problems.
- Rules #3 - Runes don't give much - all in all it's just another brick in a wall, so if you, say, build your champion with high amounts of certain stat, you won't feel much difference by adding few more points, unless you are in real need for this.
For example if you playTristana - extremly huge attackspeed champion,
you don't need to build more attackspeed with runes (you won't even feel a difference), but armor penetration is something, that is not only hard to itemize, but also give you the kick,
that is shap through entire game, from early to late, and always noticeable.
- Rule #4 - Runes are best earlygame so think about what you want, and what you need earlygame and fix it with runes,
that's why flat bonuses are usually better than bonuses per level.
Also pay attention on what level your flat bonus would be the same as bonus/level.
Because if you can have same effect at, say, 15th level with bonus/level runes, as with flat bonus runes, it's better to use flats because they are useful for longer
- Rule #5 - max your bonus - as rule #3, runes don't give much, so if you take different stats from same kind (for example 3 marks giving 1 thing and 6 marks giving 2nd thing) you will not even feel the bonus.
Basic pattern is: 9 marks/9 seals/9 glyphs/3 quintessences.
Look at the difference between primary effect and secondary effect from 2 types of runes and same stats to gain:
MARKS are offensive runes, and physical attacks runes

For champions that lack attackspeed or utilize it with something, like

greater mark of desolation
For nearly every phisical damage dealer

For champions that need earlygame kick with extra AD like


For nearly every magic damage dealer


that use critical strikes a lot (


SEALS are defensive (withotu magic resistance!) runes, regeneration runes and utility runes

For nearly every champion, flat ones because difference is most noticeable at early level, when you don't have much armor itemized/gained from champion itself
greater seal of replenishment
For nearly every champion that lack mana regen early game a lot,
keep in mind that at level 7 bonus/level ones are better, so use it ONLY if you need mana regen early game, during laning phase like for



For the ones that lack mana regen through entire game like





Greater seal of vitality and

GLYPHS are magical runes and anti-magic defense (magic resistance is their primary effect)

To get as much ability power as possible for champions, that need strong kick in midgame like


For champions that need to steamroll enemies on laning phase with extra AP like

keep in mind that at level 7 flat ones are almost as good as bonus/level ones

For nearly every champion, it improves your anti-magic defense in midgame when mages are strongest, usually those are better than flat ones for champions that don't build magic resistance with items, and don't have magic resistance gain per level

For nearly every champion, it improves your anti-magic defense in early game when you get a lot of harras from skills. At level 9 they are almost equal to bonus/level ones

For champions that lacks cooldown reduction a lot, or just need that almost 10% cooldown reduction at level 18 given by 9 that glyps, to reach 40% cooldown reduction cap with items.



QUINTESSENCES are always best, althought pay attention to bonus/level and flat bonus differences, because they have different ratios, and because of that sometimes it's inefficent to use bonus/level ones when it was better to use it with non-quintessences runes. Also there are several effects that are provided only by quintessences, like lifesteal

Frequently used by mages, not


For mages that have a lot of AP on their own like


greater quintessence of desolation
For nearly every champion that deals high physical damage

For champions that need early game kick with extra AD like




Good for supports, supported by



Good for ranged physical damage dealers, especially after all lifesteal items nerfes.
If supported by


For nearly every champion, especially for melee champions that have problems at sticking to their target. Also this stat is not easily itemizable. Supported by

As with marks, there are sometimes used




Also there are several additional rules:
- Rule #1 - you should never use
Summoner's Wrath ,
Summoner's Resolve
andSummoner's Insight if you do not use summoner's spells they upgrade
- Rule #2 - you should keep the 21 and 9 scheme, so for example 21 points put into defense and 9 into offence, or 21 into utility and 9 into defense. That's because it's most efficent to reach the most beneficial masteries from tier 3 and last tier

It's for every champion that deals physical damage, and 10% armor shreeding is awesome thing

This one is for magic damage dealers, like


This one is huge kick for earlygame health, not only because of



Can save from death in situation when 1-2 attacks more would kill you (and those situations are very common)

Great for junglers as it improves buffs duration, also good for mages that usually take blue buff from their junglers, and ranged physical damage dealers, that usually take red buff from their junglers
Last tier key-masteries:

Bread and butter for all magic and physical damage dealers, as it helps with landing a kill, works even better with




Bread and butter for tanks and offtanks. Not only nice to have extra 3% health,
but also very important 10% crowd control reduction which is one of hardest to itemize stat

It's nice-to-have thing as summoner's spells usually have really long cooldowns.
Although it's not so great as 2 previous mentioned masteries.
Exhaust gets now extra 10 magic and physical penetration, is that good?
Think about when do you useExhaust - when you are in 1vs1 situation, when you chase down the target and when you escape. For first 2 purposes it's very beneficial, as it makes you kill target faster, for 3rd purpose it's OK because when you use it to escape it makes your allies kill chaser faster, or force him to stop chasing
Ignite now adds 5 AD and AP during cooldown, is that good?
Ignite is used mainly as a finish-off spell, and extra AP and AD will give you a little kick to kill faster. Also if you keep in mind that this extra 5 AD and AP stays on you during most of the gametime (as you use
Ignite frequently) so yes, every bit of damage is good, especially for only 1 mastery point spent.
Surge gives even more AP and attackspeed, is that good? Ofcourse it is, the only problem is that
Surge is very weak summoner's spell itself
Ghost now gives even more movement speed, is that good? You use
Ghost to run faster, so yes - running even faster is always worth spending that mastery point
Revive now grants huge movement speed bonus when activated - that's great because you use
Revive for quick respawn, and you will get to the location you want to even faster... too bad
Revive has so long cooldown, that it's nearly useless
Cleanse has now increased duration of crowd control reduction, is that good? Well, you usually use
Cleanse as a "get out of jail free card" so only to take off current CC, so it's not as good to have for this purpose because if
Cleanse doesn't save you in certain situation itself, it won't when improved either.
Heal is now 10% stronger. You use
Heal to heal, here you heal more = very good.
Smite now adds 10 extra gold upon use, is that good? Well, as a jungler you usually use
Smite when it's possible, as it's pretty useless out of jungle. And as a jungler you usually have less farm than lane champions so it makes odds a bit more equal.
Also you can spamSmite even on minions to get that extra gold, so yes - it's good
Garrison now provides 50% splash damage to turrets in dominion. I don't play dominion much so i can't tell, but
Garrison seems very weak itself so i guess it's not worth it.
Teleport now casts 1 second faster, well... it's not so great, although you use
Teleport usually in situations when each second counts (when you use it to save allies/turret, tele-gank or escape from no-stun chasers. But still, it's not so great improvement
Promote now creates even toughter minion - if only
Promote wasn't so bad summoner's spell itself...
Flash has shorter cooldown - 15 seconds, if you take a look at cooldown, then 15 seconds isn't much. Ofcourse there are some situation when miliseconds from getting
Flash off cooldown saves life but those are very rare.
I'd takeSummoner's Insight to improve
Flash only when supported with
Mastermind - because then entire cooldown reduction is very noticeable
Clairvoyance has 2 seconds longer reveal time - well..
Clairvoyance is mostly used as a "check" and duration doesn't matter so much. Situations when that longer duration made me able to see important thing are so rare i can count them on hand without fingers :)

Extra AD is always good to have, especially earlygame - good not only in order to reach higher tier masteries, but also very good itsef

As with



Was good before all jungle nerfs, now that nearly every champion can jungle it's almost useless
TIER 2

Just to reach


Mostly to reach



Useless at all as during team-sieging a tower you have enough damage to manage destroying it
TIER 3

Mostly to reach



It's commonly said to be useless, but it's not true. It's weak, but sometimes still better than other masteries,
it's usually taken because "there's nothing better, and i need to reach

Comes good in AP masteries because it increases also AP like


Also it has use for AP/AD hybrids, as it increases damage regardless what's the source of damage, so it improves both: AD and AP aspects. And don't forget it improves damage from on-hit effects too!
TIER 4

Extra 10% critical strike damage is very good thing for physical damage dealers, that will build critical strike chance and those that rely on critical strikes themselves like






Kinda weak stat itself, works best with lifesteal items and runes.
It's good if you start with




Like




TIER 5

It's very weak itself as for such a high tier mastery, but it works extremly well as synergy effect with other flat armor pierce things. With 9 greater mark of desolation and






Increases damage output of mages, because usually around 50% od skills' damage comes from all colleced AP, this will increase total damage output of mages by around 2,5% - not much? Add



Very good thing earlygame, for those champions that lack magic resist. Works even better with




Works like




Same as with



TIER 2

Very weak itself, used usually to reach



Very weak mastery as health regeneration is very easily itemizable, especially earlygame where you can buy

TIER 3

Very weak mastery, again. The only reason to take it is that there are worse masteries here, and you sometimes need to spend that 2 points in order to reach


Nice mastery, as area of effect spells are common, works even better with


As I said before with

TIER 4

Even more useless than


It's very good movement speed bonus for initiation, during real clash you loose health turing off that mastery's effect. But movements speed bonus during map travelling or chasing target when you are on almost full health is very strong, when supported with



Well, it seems like comparable thing to


TIER 5

Kinda weak mastery as for 5th tier, but it's very good if you add





Well, if you go for 21 points into defense from masteries you usually are a tank or an offtank. And those usually don't have problems with gaining gold unlike supports for which it would be kinda nice. It provides around 600 gold per average match.

Some people say "it's good only if you die - you don't want to die = don't take it". Tell me, how many matches you've had with 0 deaths? Almost none. This mastery is surprisingly good as for tier 1, especially lategame, when respawn time is so long, and because of that 1 ace is usually lost game because during spawn time enemies can destroy even 3 or more turrets (not talking about inhibitors)

Very weak mastery. Usualy taken only in order to reach







It's like nearly nothing, sometimes you recall in bush and manage to escape milisecond before hit, but that situations are rare and it's not worth spending that mastery point
TIER 2

Very good mastery, if you add other bonus movement speed sources like








It's good for mana hungry champion like



5% bonus sight range for wards is so weak thing that i can honestly say it's worst mastery ever
TIER 3

In order to get

I's also a free ward each 6 minutes and 15 seconds

Like




TIER 4

Allows support to buy extra ward early on, and that's it!
Also allows support to start with



Well, seems kinda OK but i don't know what to think about this mastery personally. It would be OK to have for farm/level dependant champions, but those usually don't go so deep into utility tree

Same as

TIER 5
strength of
Could be good for mana bulk champions like


Very descent mastery with

But it's extremly worth taking if you are that deep in utility tree anyways
- Make as much use of champion's advantages as possible
- Fix main problems of champion
If you want to build your gear you need to think about things below in EXACT order:
- "What's your champion purpose?"
- "What are you good at?"
- "What do you lack?"
- "What do you want?"
- "How much money will you be able to farm?"
Then think abut asked questions with items to transform them into this:- "How my items can make me do my job for the team?"
- "How my items can make me better at things I'm already good at?"
- "How my items can fix my problems?"
- "What will make me achieve what i want?"
- "Will I need additional gold generators for all those items?"
Now that you have basics of your build's features get into item build rules:
- Rule #1 - NEVER think of 5 items full build
- Rule #2 - ALWAYS give yourself alternatives in order to adapt to situation you meet
- Rule #3 - Try to think over few items that can be bought to counter champion that may be problem for you (like building
Quicksilver Sash against
Malzahar's
Nether Grasp)
- Rule #4 - Think of as few items as possible that are capable of answering as many questions as possible at the same time
- Rule #5 - Think about which item is good at which point of game, you should pick as first item as cheap one as possible that can do as much as possible for it's cost
- Rule #6 - Don't build lategame items in earlygame and earlygame items in lategame as usually items that have good cost efficency usually give a lot for their cost and are good kick in earlygame but don't give much in total, so mostly only in lategame you should buy items with low cost efficency but that give a lot in total
- Rule #7 - Boots shouldn't be upgraded before there is need for it. Boots aren't usually a part of the build, they should be bough depending on situation.
Ninja Tabi is your cheap and extremly efficent way to shut enemies' physical damage - you should buy them very early if you feel their physical damage should be shut down, also they are fantastic for junglers
Mercury's Treads is your easiest and best way to get CC reduction and you should thing abotu it THAT way, not as extra magic resistance - you should buy them early-mid if you feel CC disturbs you
Berserker's Greaves is your earlygame kick for damage per second output - you should buy them early to increase attack
Sorcerer's Shoes should be bought by mages that need extra magic pierce and mostly after first AP items
Ionian Boots of Lucidity is good if you feel you don't need anything more than cooldown reduction at point you upgrade them
Boots of Swiftness doesn't give anything more than huge bump for movements speed and should be bought only if your power doesn't rely on other boots' bonuses
Mobility Boots are for champions that ganks/roams very much, like
Twitch, that must be in several places at the same time or need good initiation to succeed, like
Sion or
Blitzcrank
At the end of the process of thinking over build you should come with 3 items (without boots) that will be called a "core" build. Last two slots are for "luxury items" that you will buy after the "core" - those low cost efficent and very expensive but giving a lot in total. That 2 slots are also for "counter items" that you will build in case of situation you meet your "bane" (also called "pain in a**") and to make you able of beating him

She's melee champion that is very tough thanks to strong base defensive stats and stats gained per level. Also





Because of all mentioned above I decide to build her as an offtank, because she has almost everything that allows her to do that. Now let's ask first series of questions
- "What's your champion purpose?" - as an offtank I'll have to be able to have enough damage to kill their carry while tanky enough to bare all the punishment from my target's teammates when doing it.
- "What are you good at?" - I'm good at chasing down target, closing the gap to target when engageing, dealing damage, surviving focus
- "What do you lack?" - Crowd control as I don't have any
- "What do you want?" - Attackspeed as thank's to
Fury of the Dragonborn I can lower cooldown of my
Twin Bite upon each attack, also I want on-hit effects because
Twin Bite allows me to deal triple strike (1 normal -> press Q -> attack timer refreshes -> 2 attacks from
Twin Bite). It also would be nice to have lifesteal because i want lane sustain and be able to beat most enemies in 1vs1 situations
- "How much money will you be able to farm?" - a lot because I'll be mid-late game champion, and I'll want to go solo top
Now that we asked these questions we know what are we looking for, time to ask item questions:
- "How my items can make me do my job for the team?" - They can provide ballanced attack and defense
- "How my items can make me better at things I'm already good at?" - They can grant me extra movement speed and survivability and mid-late game they can add some nice on-hit effects to add more damage to the damage i already deal
- "How my items can fix my problems?" - They can add some slow
- "What will make me achieve what i want?" - Good thing is that attackspeed and on-hit effects are provided by many types of items. And lifesteal isn't expensive thing
- "Will i need additional gold generators for all those items?" - Probably yes as all these items will require a lot of gold to be spent
Now, according to rules, let's think about our "core" build. Let's make it from cheap and very cost efficent items that will be the answer for as many questions as possible:
- First thing to build will be
Wriggle's Lantern as it provides wanted lifesteal, gives ballanced attack and defense, and allows me to ward solo top so i can farm much not afraid of ganks.
- Second thing will be
Phage as it fixes problem with CC, and again is good ballance between attack and defense.
- Third thing will be
Wit's End as it gives wanted on-hit effect and attackspeed as well as some magic resistance, so again it's ballanced between attack and defense
- Fourth thing will be upgrading
Phage to
Frozen Mallet, not
Trinity Force as extra mana would be wasted and ability power wouldn't be much useful, also
Frozen Mallet gives huge health bonus to make
Shyvana even tankier, also it provides sure slow (unlike
Trinity Force) so i find it better. I didn't decide to upgrade
Phage earlier because
Frozen Mallet has low cost efficency and firstly i wanted to make earlygame items.
Then let's think about luxury items now:
- Lategame
Madred's Bloodrazor will be what I want, it provides some extra armor, but most important here is wanted attackspeed and on-hit effect that will increase our damage output in order to help us doing our job better.
Force of Nature will be also nice as it provides extra movement speed so we will be even faster, so we will be better at the thing we are already good at, also it makes us able to stick to the target better. It also provides huge magic resistance so we won't be afraid of mages. Last thing is huge health regeneration that works even better because of already high amount of health and high armor and magic resist that make it more effective.
Randuin's Omen is by far best anti-physical defense in game as it provides huge armor and attackspeed/movements speed debuff to people that dare to attack us. Also some additional health is nice. Last thing is that after using
Dragon's Descent we can immediatelly use active of
Randuin's Omen to CC everyone nearby (especially our target) so it solves our problem with sticking to target.
Counter items I buy in case I'll some help against certain targets are:
- Early bough
Chain Vest to counter high physical damage dealers like
Riven on my lane - this is component for
Randuin's Omen so it won't be wasted money.
- Early bought
Null-Magic Mantle if I meet some annoying magic damage spammers on lane like
Kennen - it can be upgraded later to mercury treads so it's not wasted money
Force of Nature bought earlier, in "core" items, against hard magic damage dealers that have lots of sustain like
Vladimir so thanks to
Force of Nature i can ignore damage and replenish health as fast as my problem-enemy
Quicksilver Sash if i have problems with strong CC stopping me, like
Amumu,
Malzahar,
Morgana and so on
Thornmail against heavy physical damage dealers like
Tryndamere, so they can kill themselves attacking me, and will stop harrasing me so much. Also
Thornmail provides huge armor for low cost, and is cost efficent item so I can buy it early if I have problems with such.
For runes I'll take those things that will help me most at my task.
- I want greater mark of desolation as they will allow me to shreed squishies' armor, and improve my damage through entire game.
- I want
Greater Seal of Armor as i have a bit too low armor compared to my high health.
- I want
Greater Glyph of Scaling Magic Resist as i have way more armor than magic resistance, and this will be the main problem mid-late game, i didn't decide to take flat ones because i have high base magic resistance and i gain it per level
- I want
Greater Quintessence of Movement Speed because i didn't do much items with movement speed that will help me with my purpose
It means basically that each point of defense (armor/magic resistance) increases effective health by 1% So if you have very high armor and low health it's like having high health and low armor. And if you have a lot of health it's better to buy more defense than health.
After few calculations I counted that optimal survivability for gold spent is at ratio around:
Keep in mind that enemies usually have defense penetration: flat and percentage. If you want to counter %defense penetration from


If you also want to counter flat defense penetration from runes and masteries (and for mages from

for mages it's from 29 flat magic penetration up to 35
for physical damage dealers it's from 15 up to 31
Now just add this value to the ratio already counted, for example:
I have 2000 health so i should have 130 armor for each thousand of health - resulting in need for 260 armor, I guess they have around 20 armor piercing so i should build 280 armor - ofcourse if i want as much survivability for gold as possible :)
This should help you clear doubts if "to buy HP or armor at this point?"
NOTE: if you believe that you shouldn't go beyond certain amount of armor, because at certain point armor becomes inefficent, please read my guide where i beat that myth - [click me]
NOTE 2: more informations about optimal ratio between armor and health,
can be found in my guide to that feature. [click]


Keep that thing in mind
Now let me show you certain thing.
If you have, say 50 AD and buy 50 more, you got 2 times more damage, but if you have 400 and, for the same gold, you buy 50 more, you got 450, just 12,5% more... not nuch difference right?
Same thing goes for health
But other people say "if you are ranged damage dealr you don't have to be afraid of damage taken, because you are safe in your range"...
that's just stupid, ofcourse you are in less danager than melees but, how about CC? How about long range nukes (



Next thing is positioning, if you are in danger you have to move to position yourself out of danger, if you move you don't attack, if you don't attack your damage output decreases. Look at all those tanks that don't care about focus (bah, they aren't even focused) - they just go in and steamroll anyone they want without any portion of fear.
Last thing: being toughter allows you to not care about tower diving nor focus (at least, not that much) so you are literally unstoppable
How to win 1 vs 1 fight? Let's give little simulation, for easy counting i give reality where each 1 damage per second costs same as 10 survivability
now look at 2 theoretical contestors:
Red contestor went all the way for damage while Yellow contestor went all the way for defense. Both kill each other in same amount on time. Along the game time they get farmed and buy more...
Damn... draw again... but at this point Red contestor realises he should buy some health while Yellow still goes for defense...
Whoa... Red contestor won! Because he started thinking and finally increased his survivability to be better in 1vs1 situation and easily killed Yellow contestor, foolish enough to keep on his route to 1 aspect of fighter (defense in his case)
So as you can see, ballance between attack and damage (mentioned in previous chapter) is key to the victory
More about offtanks can be found in this, very good, Duff's guide to offtanks
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