Shyvana Build Guide by bpbrother
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Welcome to my newbie jungler guide. It's not meant to be perfect, but feel free to hatebash if it makes you feel better. This build works for me (so far). Suggestions or constructive criticism are welcome and I'm likely to further edit this guide in the future.
Pros / Cons
+ one of the fastest clearing junglers, period
+ very good damage early and mid game
- no ways to stop her victims from running away
- tends to be squishy late game
Nothing special and depends on preference. 15 % extra attack speed helps a lot in the beginning (armor penetration marks are also an option), while flat armor seals protect us best. If you end up level 18 in your games all the time, swap for scaling ones. Glyphs are meant for late game, so magic resist isn't as important to have that flat. The quints improve movement speed which is important for effective ganking and clearing. Some of you might want to change that to additional armor or attack quints.
This looks odd, I know. The goal here is to go for some nice early extra damage and penetration in the offensive tree, but not too deep, as we need some points in defense as well to ensure a longer sustain in the wild. Lastly utility enhances our summoner spells and movement speed, while improving buffs and item spells, such as Youmuu's.
Smite is obvious, heal not so much. The reason is simple: it is the best spell after smite in the defense summoner spell mastery. Exhaust can be a viable alternative to heal, in this case you have to deduct a point in Sorcery and add it to Summoner's Wrath. However, I think, killing champions isn't always necessary. If you cause enough damage, the enemy will have to stay very passive or retreat to heal, giving your lanes time to lasthit in peace. If your team lacks crowd control entirely, get exhaust, otherwise pick heal.
Always start with W. While W should be maxed first, it's up to personal preference whether you max it asap or a bit later to benefit from a better Q which should be maxed after W. It's possible to play without the skillshot E for a long time but I usually take an early point in it, helps with those bossy creeps - and ganking, if you are nice at aiming, that is. Take it, if you like, but it should be maxed last. R, as usual, whenever it's available.
Start with Hunter's Machete and five healing pots. Keep clearing until you got enough for Madreds, then continue and get Avarice Blade and basic boots. Next up are Alacrity Boots. From there on, purchase whatever you have the cash for. You should keep the Avarice Blade for quite a while to benefit from its extra income.
Creeping / Jungling
Start with wraiths, then take red with a timed smite. Swap sides to fetch the wolves, head back to get another pack of wraiths. Go for blue and get that one with your smite (should be back up just about then) or hand it to your mid laner. Usually around or even before that moment you are ganking so it's up to you then where to proceed. Try to kill dragon around the 6 minute mark if bot lane is safe and ask for their help. If not, and you're still bored, check the enemy jungle.
Keep an eye on the map for vulnerable enemies. If you see someone pushing too hard the time may have come for a gank. Ping in advance while you move to the lane to let the laner know he can initiate, or you start the fight (this really depends from case to case). Try not to take the kill if you absolutely don't have to. You don't need kills to do your job.
I never play ranked, you go figure that out yourself. I foresee however that this build will not work, someone always has a way better guide or item build than you.