Shyvana Build Guide by Aliasear
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Not Updated For Current Season
2nd Recall - 1025G,1125,1325,1425G
RANKED 5's CORE
solo queue core
today's meta item
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.
ProsMy Twin Bite damages and applies 2 on-hit effects. ATTACK RESET
My Burnout increases my movement so I can chase down my prey. MS STEROID
My Flame Breath burns my foe's armor, increasing the damage they take. ARMOR SHRED
My Dragon's Descent increases my durability and snag enemies in my dive. PERMA-BUFF/SOFT CC
Fury of the Dragonborn boosts my abilities. PERMA-BUFF
ConsIf I get caught, I can only Burnout or Dragon's Descent away
I don't have any CC when I gank early, unless I have Red Buff
I don't have HARD CC for teamfights, but I can stick to my target
My Summoner Spells
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Seal of Scaling Armor
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
MarksGreater Mark of Attack Speed runes to give myself an extra 15% attack speed. Since I am, Shyvana, it helps me kill my target faster and shortens the Cooldown on Twin Bite. It also helps when I try to 1 v 1 the enemy jungler.
SealsGreater Seal of Armor and Greater Seal of Scaling Armor runes. I utilize the Greater Seal of Armor runes so the creeps don't dent my armor early game, and I use the Greater Seal of Scaling Armor runes to reinforce my hide so it can be harder than
GlyphsGreater Glyph of Magic Resist and Greater Glyph of Scaling Magic Resist runes. No creeps do magic damage, so I focus on Greater Glyph of Scaling Magic Resist to protect me during mid/late game team fights. I use the Greater Glyph of Magic Resist to reduce a bit of magic damage when I gank an AP by charging them head-on with Burnout.
QuintessencesGreater Quintessence of Movement Speed because it lets me travel across the map faster, increases my survivability, and increases the chance of a successful gank.
My Spells/Skill Sequence
Twin Bite, increase the duration of Burnout, increase damage on debuffed targets ( Flame Breath), and shorten the Cooldown of Dragon's Descent.
Twin Bite allows me to proc Madred's Razors passive twice in "one hit" while jungling and it allows me to reset my attack animation for a quick 1-23 punch.
Burnout gives me a powerful movement speed steroid which allows me to chase my foes or retreat from battle.
Flame Breath debuffs and shreds the armor of my enemies which amplifies the damage I deal to them.
Dragon's Descent allows me to initiate teamfights, escape bad situations, or finish off a fleeing enemy.
Machete + 5 Pots
The Hunter's Machete gives me 10% boost in damage to creeps/minions + 10 true damage every time I scratch them with my claw; The Hunter's Machete also has good synergy with my Greater Mark of Attack Speed runes and my Twin Bite. The five Health Potions are for sustain.
Madred's + Boots
Madred's Razors gives me better clear time and extra armor. Boots of Speed give me more mobility around the map, increasing the chances of a successful gank or escape.
Gold Benchmark: 750G
Boots; Homeguard + Long Sword
The boots I get Berserker's Greaves (Offensive), Ninja Tabi (Defensive), or Mercury's Treads (Defensive) depends on how I want to play: Offensive or Defensive. Enchantment: Homeguard gives me instant full HP when I recall, in addition to a Hecarim speed boost when I leave the fountain. Long Sword gives me more damage output.
Gold Benchmark: 1025G / 1125 / 1325 / 1425G
Lifesteal + Sunfire Cape
Vampiric Scepter gives me enough sustain to stay healthy in jungle. Sunfire Cape gives me extra armor, extra Health, and gives me extra DPS when I use Burnout to stick to my target or clear creeps.
Gold Benchmark: 1120G / 1400G / 2120G / 3050G
Ranked 5'S VS Solo Queue
In Ranked 5's, I wear Ninja Tabi or Mercury's Treads because I want to focus on my main role: Tank. In Solo Queue, sometimes I wear Berserker's Greaves if I feel my team can't carry me.
How I Decide What to Buy After My Core
Randuin's Omen if I feel the enemy team is AD heavy. I can Dragon's Descent into the enemy team to position myself for Randuin's Omen's active. Also, casting Dragon's Descent doubles the passive Armor and Magic Resist it gives me, increasing the duration of Randuin's Omen's active.
Atma's Impaler if I already have Sunfire Cape and Randuin's Omen and plan on building Warmog's Armor. It gives both Armor and Damage, very satisfying.
Wit's End if the enemy team has 2 Champions with Magic Damage DPS. (For Example: Cassiopeia, Udyr(Phoenix), Evelynn, Kayle, Teemo, Skarner, and Vladimir) Wit's End's extra attack speed and magic damage ( Twin Bite double-proc) increase my DPS, increase my Magic Resistance every hit ( Twin Bite double-proc), and indirectly shortens the Cooldown of Twin Bite and Dragon's Descent.
Maw of Malmortius if the enemy team has 2 Champions with Magic Damage Nukes (For Example: LeBlanc, Ziggs, Zyra, Lux, Karthus, Xerath, Ryze, Fiddlesticks(?), etc.). Maw of Malmortius gives me extra damage, Magic Resist, and a Magic Damage Shield when I might die from Magic Damage.
Mercurial Scimitar as one of my last items. Mercurial Scimitar's active - "Cleanse" + Movement Speed Boost - is an invaluable ability. Also Mercurial Scimitar considerably increases my damage output and gives me extra Magic Resistance.
Warmog's Armor if the enemy team does NOT have Elise, Fizz, Garen, Lee Sin, Xin Zhao, or Kog'Maw since their damage scales off %HP. Liandry's Torment's does becomes a problem if I build Warmog's Armor but the passive Magic Resistance from Dragon's Descent reduces "enough" Magic Damage.
Runic Bulwark if the support is not building it. It's too good not to have, but for the role I play, I'm better off building Sunfire Cape, Randuin's Omen, or Maw of Malmortius.
Guardian Angel if plan on carrying the game or I have a 4-kill streak. If I'm trying to be the team's tank, I avoid buying Guardian Angel because I want the enemy team to focus me in team fights.
When I Gank or Initiate Fights
I Burnout to close the gap between the victim...
Then I spit Flame Breath to shred their armor and amplify my damage...
Then I Twin Bite instantly because I may only hit them once...
If I feel like I can end the victim's life but he/she blinked or Flashed away, I Dragon's Descent to close the gap, Flame Breath, Twin Bite, then try to keep them in Burnout's trail of flame.
- If I Dragon's Descent first and miss, I wasted my ult and I may waste Flash if I decide to continue the gank..
- Ganking from the front. I try to gank from behind if at all possible, or at least lane bush.
- Kill-Streaks of 3 or more. I'm planning on initiating team fights and being in the middle of the team fight, so I would like to avoid giving the enemy team a +500G bounty when I die.
- Not Adapting to my team / Not Focusing on my role (Semi-Carry/Tank)
- (In Solo Queue) Ganking without pinging the minimap ahead of time.
I Dragon's Descent to boost my Armor and Magic Resistance and increase the power of my spells...
Then I engulf the enemy team with my Flame Breath, shredding their armor and amplifying the damage output of my team and I...
Then I use Burnout to ravage the battlefield with fire...
Then I Twin Bite the largest cluster of enemies for maximum damage.
Thanks for Reading
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My Other Jungle Guides
February 1, 2013
- Guide completed
- Added a "My Other Jungle Guides" section