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Shyvana Build Guide by SpikeThePike

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League of Legends Build Guide Author SpikeThePike

[SEASON 7] Shyvana jungle total guide - The Most in Depth

SpikeThePike Last updated on Yesterday
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Quick Guide

If it's your first time playing this champion, take Smite + Exhaust as your summoner's spells. Take the masteries I recommend. Use any attack speed + defensive rune page you have set up, full scaling MR glyphs are best.

Follow this build path: Stalker's Blade - Bloodrazor -> Titanic Hydra -> Mercury's Treads -> Dead Man's Plate -> Spirit Visage -> Blade of the Ruined King, you can't really go wrong with that build. And enjoy!

You need to earn XP quickly in the first 10 minutes of the game. Shyvana can easily become 2 levels ahead of the enemy jungler. You do this by focusing on farming early, using the most efficient routes, and you farm all game.

  • First 5 minutes: Farm jungle camps to level 5/6, using the recommended fast start
  • Do not waste early time ganking or trying to help lanes, because you can't (unless the setup is perfect) - it's better to get to level 6 faster
  • If against a weak early jungler, you can do an invade at any level, best at levels 4-5-6 when you are probably already 1 level ahead of him (video example of this)
  • 5-7 minutes: Gank, counter-jungle, farm in both sides of the jungle
  • Rush early boots, daggers and your jungle item for Smite
  • 8-10 minutes: Sneak a solo Dragon, gank some more
  • By now you should have the Bloodrazor enchantment completed, this gives a power spike
  • 11-13 minutes: Buy Tier 2 boots, speed is important on Shyvana. Farm hard in both sides of the jungle, kill the enemy jungler, take opportunities when you see them (e.g. Rift Herald), cover the whole map
  • 14-16 minutes: Help your team take the first turret for 400 gold bonus if not already taken.
  • 17-20 minutes: Help your lanes more, take objectives: Outer Turrets, second Dragon. Look for skirmishes, you can take down any opponent.
  • 21-25 minutes: Pressure everywhere: split push, flank team fights, clean up, win.

Early game, your main task (apart from levelling up!) is to shut down the enemy jungler. So you steal camps, contest Rift Scuttlers, invade, counter gank, and generally make his life difficult. Late game, your role depends on how the game is going, you can split push, or anchor your team as a powerful bruiser (not a tank), or a bit of both.


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Patch 6.23 - the Shyvana rework

Patch 6.23 (22 November 2016) saw a re-work of Shyvana, which has overall buffed her in some small ways, through improving her mechanics, increasing her E damage and making her slightly less vulnerable to crowd control.

In addition, the Blade of the Ruined King has been restored to the powerful item it was in Season 5 - that's 8% current health as on-hit damage. This means that with this item and Bloodrazor, Shyvana's basic combo (auto-attack + Q) does 24% current health + 20% max health damage, as bonus on-hit damage on a target marked by Flame Breath. That's a lot of damage.

The build shown in this guide, with Greater Mark of Precision runes and Precision mastery, gives best advantage to Shyvana's on-hit damage, bringing it fairly close to true damage except on tanky targets. It also helps you farm those early jungle camps quickly. (I've done the testing so you don't have to...)

Re-work details

Fury of the Dragonborn (Passive):
- Shyvana deals 10% more damage to dragons.
- Shyvana gains +5 bonus Armor and Magic Resistance at level 1 (as before)
- Every Elemental Drake defeated by Shyvana or her team grants her an additional +5 Armor and Magic Resistance permanently

(Before, there was an automatic +5 armor and MR increase at levels 6, 11, 16. Now, Shyvana just has to take 3 dragons to get the same bonus in human form. But now, there is no increase in armor and MR when in dragon form, instead there is a health increase, see below.)

Burnout (W):
- Loss of the Scorched Earth effect from W in Dragon Form
- (Slightly) increased flame circle size in Dragon Form

Flame Breath (E):
- No big change in human form, except that you can now only mark one champion with E
- Dragon Form: Flame Breath explodes on impact or at target location (the range is controllable and you can 'lead' a moving target). The explosion deals 100-200 (scaling with your champion level) magic damage as splash damage. The explosion also creates a small circle of Scorched Earth at that location for 4 seconds, enemies on Scorched Earth take 60-120 (scaling with champion level) magic damage per second and continue to be marked by Flame Breath
- AP Shyvana builds (which are dumb builds anyhow, on this powerful on-hit champion) are nerfed

Dragon's Descent (R):
- Can no-longer be disabled or interrupted mid-flight (yay!)
- Reduced max range (850 range instead of 950 before)
- Now grants +150/250/350 Health in Dragon Form, instead of increased resistances
- Shyvana now grows in size in Dragon Form at level 11 and 16
- Auto-attack range increases in Dragon Form to match the increased sized
- Damage to champions hit by R decreased to 150/250/350 from 175/300/425

Basically, these changes have improved Shyvana's mechanics and made her a more aggressive champion. She can more reliably and fearlessly use R to initiate. When in Dragon form, she can more easily reach targets in front of her with her auto-attacks and Q (because her attack range is increased), her W (because the circle size is increased) and her E (because the target location is more controllable, and E now has the same range in Dragon form as in human form - before this patch, the range in Dragon form was less).

On the other hand, Shyvana is now less tanky than before, if she is having a bad game. She is less tanky at level 6 until she has killed her first Dragon, and the same at levels 11 and 16. She no longer leaves the flame trail behind her with W in Dragon form, which would sometimes prevent enemies from chasing. And against certain opponents ( Ashe, Quinn, Caitlyn) she is more kitable than before, because her R range has been reduced. It's a shame Riot did nothing to help Shyvana's main weakness.

Her "retreat into a bush then turn and attack" mechanic is now stronger, though...


Playing Shyvana after Patch 6.23

We are going to see a few new Shyvana players, I guess, because she looks like a more fun champion now! The majority of players still think Shyvana is "a tank", which is not really correct as explained in this guide. But I think people are slowly going to be discovering 'hey she does a lot of damage with a high damage build instead of a full tank build'.

I strongly recommend the Scaling Armor and Scaling MR runes, which have always been recommended in this guide anyhow. These are more important than ever, now that Shyvana in some games will be getting less armor and MR from her passive. They also go well with the free bonus health Shyvana will have in Dragon form.

Titanic Hydra and Blade of the Ruined King will continue to be the two most important core items on Shyvana. ( Sterak's Gage is still a bad item on Shyvana even though its cost has been reduced by 100. If you don't understand why, you can read the reasons in the Defensive Items section below.)

The new item Edge of Night is fairly OP on Shyvana, if you have a high physical damage build (Titanic Hydra, BotRK, Bloodrazor). It also provides a one-ability spell shield in combat. Best combined with Precision runes and masteries, for insane levels of armor pen and magic pen.

A high damage build is more viable than ever before, because Shyvana can more consistently reach targets to do damage (R cannot be interrupted) and she has more control of her E in Dragon form. The recommended Stormraider's Surge mastery also improves Shyvana's mechanics. With these improved mechanics, she is going to be more fun to play, and probably of more interest to skilled players. Good players will be able to time the activation of R specifically to avoid hard crowd control, for example knock-ups.

Basically ... she's back!


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Summary


Here's a fun showcase of what Shyvana can do if all goes to plan. See the level of aggression in some of these plays - it's important to 'believe'!




Pros and cons of the champion:
  • Shyvana can outrank other junglers in levels and gold due to her incredible farm
  • High damage with just two offense items
  • Her damage is consistently available: not limited by mana and cooldown on Q is low. This means you can kill two or three champions in succession (see video!)
  • Takes objectives very fast
  • She is an insanely good duellist, she can 1 v 1 anyone
  • She counters most other junglers, for jungle dominance
  • Late game she is a strong counter to dangerous melee opponents like Zed, Yasuo, Master Yi, Riven, she can also easily handle all tanky top-laners
  • The main thing to watch is that she can't team fight successfully if her team has no CC: she will die quickly if locked down by grouped opponents.
  • Easily kitable by some opponents.
People think Shyvana is an "easy" champion to play, and so a lot of people play her casually but don't take the trouble to master her. Statistics from early Season 6 showed that in fact when mastered (champion mastery level 5 or higher) Shyvana was one of the most rewarding champions, with a 58.4% win rate at Platinum and above, for players experienced with her. Details here, click on Tier 5 Game Stats, Win Rate: Shyvana is #4 on the list!

Overall Shyvana's role is to:
  • out-jungle the enemy jungler
  • maintain strong objective control and map presence, she can take Dragons, Baron, Rift Herald, turrets and inhibitors very quickly
  • clean up in team fights, using a flanking or counter-initiating style
  • split push, and in general totally intimidate the enemy team with the threat of her presence.
Shyvana is such a powerful 1v1 fighter that she forces the enemy to group up if they want to deal with her. Use that to your team's advantage.

Shyvana is not a good initiator (unless you have a well co-ordinated pro team, but let's face it, you don't). She is tanky but she is not a tank. If you play her as a tank, you are wasting her true potential.

Riot call Shyvana a high variance champion, meaning that some games work out very well for her, some work out badly. That's true: she can't carry a losing team, if her laners all lose lanes then the game is likely lost. But part of the 'variance' Riot are seeing is because most players play Shyvana casually, thinking she is an easy jungler to play if your main jungler was banned - and casual players are going to see varying results. As noted already, in the hands of an experienced Shyvana player, who also has the sense to pick Shyvana with a team composition to match her strengths, she has a good win rate.

She's not a flashy champion who makes amazing outplays. She rarely achieves Pentakills (I only had one on her in Season 6, screenshot below). She may not even have the highest kills on your team. But what she does do, is win games, because she's consistently one of the best champions for taking those fixed objectives like Turrets, Inhibitors, Dragon and Baron, she can reliably kill enemy champions, and she's a force to be reckoned with in any team.


Pre-season 7 made jungle changes.
  • Camps will take longer to re-spawn, forcing early farming junglers (like Shyvana) either to go invade the enemy jungle or to gank. For Shyvana I recommend an invade - stealing enemy camps, even small camps, is now an excellent strategy
  • New randomly spawning plants in the jungle, giving vision / knockback / health bonuses when hit.
  • After your first clears, jungle camps will become tougher and deal more damage, not really a problem as Shyvana can still clear them fast.
  • Krugs will spawn later, will be way harder to kill at level 1, and give more gold and XP - for a fast start it is best now to start at Blue Buff or Red Buff.
  • A new AD item, Poacher's Dirk, rewards stealing enemy jungle camps.
All the assassin champions have been reworked with increased burst damage - indirectly making Shyvana more powerful, because her high armor combined with her own high damage make her difficult to assassinate once she gets going, and therefore she is a good counter to most assassins. Stealth has been reworked, with invisible champions now showing a shimmer when damaged - so Shyvana is a good counter to invisible champions, because her constant AoE damage from W and E means the invisible enemy will be detectable by the whole team if Shyvana is nearby.

There are also Mastery changes - Strength of the Ages has gone. For now, I recommend Stormraider's Surge as your keystone mastery. More updates to follow after testing



The build

I like to build a lot of damage on Shyvana. With the builds here, it's possible to do that - even after the abolishment of the Devourer jungle item - and also have strong defences. The Patch 6.23 re-work has made this approach even stronger.

People think Shyvana is a "tank", but she's really not: she is tanky which makes her a very robust fighter, but she has no special tank abilities and so she cannot absorb much damage for her carries without dying herself (and we don't want that!) Her kit is all damage focused. Similar to Garen, the best way to play her is as a hyper bruiser, robustly dealing out damage that the enemy team are forced to group up if they want to stop her. So you can establish dominance and control the game, either anchoring your team in 5 v 5 fights, or else split pushing and so dividing the enemy team: Shyvana with a damage build can take objectives extremely quickly if not stopped.

Quick build tips if you don't want to read the whole guide...

I often add to this guide or update it with small tweaks (for example rune changes), so you might want to check for updates from time to time. It's a long guide with a lot to read: I suggest you look at the parts you find interesting, try it out in a game, and come back to read the rest if you want a deeper understanding of the champion. I also made an Advanced Jungling Guide with a more in-depth look at various strategies like counter-jungling and level 2 invades.


Here are my results using this build or similar in Season 6. As you can see, I had a win rate consistently over 65% and a Pentakill as well as quite a few S+ games.




ABBREVIATIONS USED


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Suggested Build Path

This Bloodrazor build is strong all game: more than half of games will not reach six full items.

  • Start Hunter's Machete + two Health Potions only - KEEP 50 GOLD UNUSED (if you're new to the champion or you didn't take the recommended runes and masteries then you might need 3 Health Potions here)
  • We will follow the Fast Start route
  • Route: Red Buff* - Wolves - Gromp* - Blue Buff and then back, or take a Rift Scuttler and gank a lane if you have enough health
  • Back to buy two Daggers, you can also buy Boots of Speed and a Control Ward if you have enough gold
  • Clear two more camps: Krugs - Raptors and any Rift Scuttlers which are alive
  • Now is a good time to counter-jungle or possibly to gank - you have level 4, the enemy bot lane and jungler are probably still level 3
  • Continue taking camps efficiently, to reach level 6
  • Back for Stalker's Blade - if you have gold also upgrade your daggers to Recurve Bow[/i]
  • Rush to complete Enchantment: Bloodrazor for a power spike in damage and clear speed
  • Also look to build Tier 2 boots
  • It's best to complete Titanic Hydra next, unless you are badly behind and need defence early (delaying Titanic Hydra gives you a weaker mid game)
  • Add a Cloth Armor or Null-Magic Mantle as needed depending on opponents
You are looking to have Stalker's Blade - Bloodrazor + Titanic Hydra + tier 2 boots by around 18 minutes as Shyvana's basic item set, and then you should be looking at making a start on your defensive items.

In the 'Lower Cost Build', start with Titanic Hydra first, the jungle item (taken second in this case) is Cinderhulk followed by an armor item, Wit's End against magic damage and finished with Blade of the Ruined King to keep your damage relevant in the late game, also good for Baron and the Elder Dragon. If your game goes well you can reach this full build by around 35 minutes. Switch boots to Ninja Tabi once the laning phase is over, those are normally the best late game boots.

Also look at adapting your build to the game.


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Match-ups

This match-ups section is pitched around Silver and low Gold tiers, which covers the majority of League of Legends players. (If you are Platinum or higher, you may have a different idea of which enemy champions are strongest...)

Junglers: the even match-ups
These high damage, high sustain melee junglers fight similarly to Shyvana. You will lose an early duel against Udyr or Warwick, unless you have an advantage like higher health or Exhaust, so counter-jungling those two early may not be a good idea. Hecarim is always going to be faster than you. As the game continues you should be able to out-farm them and out-scale them, but you will need defensive armor items if they are doing well. Xin Zhao is strong all game: similar to Jax, you will need a high damage build and Exhaust to out-duel him (don't engage Xin Zhao when he has stacks on Guinsoo's, if he takes a Bloodrazor + Guinsoo's + BotRK build he can easily kill you: Randuin's Omen is important defence and this may be your only build which can beat him in a solo fight). Look at taking Skirmisher's Sabre against these opponents, especially Xin Zhao (he will probably use it on you).

Junglers: the gap closers
These melee junglers have strong gap closers. They can be a major problem for your laners. But you can fight them successfully 1v1, they have lower damage than you (except Vi: Vi has higher damage at levels 2-8) and are also squishier than you. They also lack sustain, giving them a hard time in their earliest jungle clears: it's therefore a good idea to counter-jungle these at level 2 or level 3 and neutralise them, that also takes the pressure off your lanes. If caught in Jarvan IV's Cataclysm, just kill him: you can also R out of the circle, or R into it if he uses it on your ally :).

Junglers: complete pains to deal with
Junglers with leaps, jukes, tricks and invisibility are a pain to deal with all game. They can catch your laners, and you, by surprise. They are probably ganking your lanes more than you are ganking theirs. They can and will also try to counter-jungle you. This type of jungler is difficult for you to solo kill as they have so many escapes. Early game, if you can steal their first Blue Buff you can slow them down as they need mana to gank and farm (not Lee Sin: but he is immobile early before he has Tracker's Knife). Mid game, your best strategy is to counter-gank after they have blown cooldowns ganking your ally. Late game, most of these champions fall off in strength, unless very fed in which case teamwork will be needed to deal with them. Oracle Alteration is a strong counter to Shaco and Evelynn, so is Skirmisher's Sabre - Smite grants vision.

Junglers: assassins
These aggressive jungle assassins are worrying for your laners, but they are generally squishy and easy to kill if you can catch them alone (be careful of Kha'Zix at levels 6-7 when he has Enchantment: Warrior, he does more damage than you for a short time). It's important to counter-jungle these early before they start to snowball. See this video example of a Kha'Zix takedown at level 2. You really want to kill them early, and not just steal their farm as when they start ganking they will rely on kills more than farm, so think about routes they will be taking when ganking your lanes - for example tri-brush. Ward the enemy jungle so that everyone knows where they are. Also steal their blue and red buffs, and maybe try ambushing them. If these guys start to snowball, your whole team is going to have a tough game: these champions are nightmares if fed.

Junglers: AP
These AP junglers were strong in early Season 6 - Elise often features in the top 5 junglers, Ivern is new in Patch 6.20. Although these all do damage, even at low level, Shyvana does more. You can counter them either by fighting them directly, or by farming harder and stealing their jungle. These all do magic damage, so early magic resist - for example from building Wit's End ahead of Titanic Hydra - is a good idea. Elise's Cocoon can be a problem if you don't succeed in dodging it, you just have to tough it out and fight her when the stun wears off.

Junglers: ranged
Graves is one of the strongest junglers in Season 6. He deals a lot of damage and is a force to be reckoned with, do not engage directly unless your ultimate is up. The other ranged junglers are usually very squishy, so go kill them and show them who is boss! Kog'Maw was a very strong high elo jungler in mid-Season 6, although not commonly seen. Kindred has had recent nerfs but is still strong. Kindred's Wolf mark will show up on jungle camps randomly, giving Kindred an extra incentive to take those camps so those are good places to go look for her/them. If a ranged jungler builds Enchantment: Bloodrazor and Guinsoo's Rageblade, then Randuin's Omen is important to slow down their attacks: and as with other ranged-but-squishy opponents, you want to dive them with R and kill them quickly instead of giving them time to kite you.

Junglers: tanky
They have slow clears, but become heavily tanky as the game proceeds. Their strong crowd control when ganking can earn kills for their team: but when the crowd control is on cooldown they are basic melee champions with unimpressive damage and low mobility. This type of champion is an ideal target for counter-ganking. You can also weaken them just by stealing their jungle camps. Do not attempt to duel with Skarner near his spires. The spire colours can give you information about where he is on the mini-map, so make use of that. Volibear does high damage with his full combo but has low mobility once his Q is on cooldown - it's best to wait until after he throws you, then activate your W and run (his high damage W is available only after he hits you three times, so run before the third hit). An early Enchantment: Bloodrazor combined with a Wit's End is a strong help against these dangerous tanks, and definitely a Blade of the Ruined King as your 6th item.

Junglers: easy match-ups
These junglers should be easy to deal with. Shyvana is stronger, faster and tougher than them, even when they use all abilities on you. Their movements are also fairly predictable as they are heavily mana-dependent and they really struggle in their early clears, making them easy to counter-jungle at levels 1-3.


Laners: high mobility AD
These high mobility, high damage opponents often carry their whole teams. Strong in lane (depending on match-up) and their mechanics make these hard lanes for Shyvana to gank. Don't waste your time and summoner's spells chasing them pointlessly to their tower. The best is to bait them, then turn on them and use your full burst, if your laner does that too then one of you should secure a kill. Apart from that, your best strategy is to gank the other lanes and make your other laners strong. Late game, you scale harder than these opponents and can counter them. Randuin's Omen + Ninja Tabi are normally your best defences, plus health. Against Yasuo stack health more than armor (Yasuo's ultimate cancels half your armor), I recommend Warmog's Armor or Frozen Mallet. Executioner's Calling is good against Yasuo and Fiora. An early Phage give mobility to help against their attempts to out-play you. Stay with your team later to protect them: you may be the strongest counter on your team - for example your attacks are not blocked by Yasuo's Wind Wall.

Laners: high mobility AP
These high mobility, high burst opponents can also carry hard if allowed to, and deal mostly magic damage. They are extremely squishy once caught, so generally you can R on top of them, survive the burst and secure the kill. Again they are strong in lane (depending on match-up) and sometimes difficult lanes for Shyvana to gank: you need to be patient and wait for them to over-extend. Shyvana is actually one of the best counters to these champions, as most allies find them difficult to deal with, but Shyvana can. A high MR + high health build is advisable: for example build Spirit Visage as well as Wit's End.

Laners: tough duels
These champions are among the very few champions who are hard to beat in a 1v1 fight. They have high DPS (like Shyvana) and also some form of sustain off the damage they deal to you (in Jax' case this assumes he built lifesteal, as most Jaxs do). If fighting them solo, you need to try to burst them down quickly while you are in Dragon form, as they can win any prolonged fight due to their sustain. Don't attack Irelia when you are at full health, she will stun you: it's better to be at 90% health when you start the fight with her. Learn the spell animation for Jax Counter Strike (E), and when he activates it stop attacking for 2 seconds, just back off and wait it out. When fighting Darius try to stay right on top of him, you take less damage from his axe near him than at maximum range. A very high damage build is better than a high defences build for dealing with all of these. Executioner's Calling is very effective, build it immediately after Titanic Hydra against these opponents, it is not costly. Look at taking Skirmisher's Sabre as well.

Laners: crowd control mages
Shyvana depends on her own mobility to do damage and to survive, so roots are her biggest fear. Put simply, you need to dodge the skillshots from these champions (but Ryze's Rune Prison is a targeted ability which cannot be dodged). It's not a good idea to chase these champions into an unwarded area trying to secure a kill, your movement path is very predictable when you are chasing, and it's likely their teammates will come to help. You can make use of R or a summoner's spell or brush to close the gap and surprise them, otherwise just be patient and wait for them to miss a skillshot (or run out of mana) and then take the kill. All are extremely squishy, you should be able to kill with a single combo. Avoid initiating team fights against these champions as you will die: instead be smarter and flank them. Mercurial Scimitar is your friend.

Laners: the channelers
These champions can wreck your whole team with their channeled ultimates. If you notice them activating the ultimate - which can also be anticipated from positioning (Katarina will leap into the center of your team, Nunu will walk in to the center, Miss Fortune will stop at a good distance, and Karthus will retreat) - then you can be a hero and save your team with a well-timed R. The trick is to dive towards the damage instead of running away. Knock back the enemy with your R and you will stop the channeling and the damage, you also push that enemy further away from the rest of your team. Shyvana is one of the best champions to do this, because her R has 850 range and she is tanky enough to go in towards the damage. It works especially well against Katarina.

Laners: the kiters
All these champions can kite you for long enough to kill you if you chase them, even when you have high movement speed and W proccing. It's because they have slows or knockbacks which keep you from reaching them for a long time: Teemo, Lulu and Quinn can also disable you from attacking if you can catch up to them (Teemo's blind also disables Shyvana's Q). Even so, these champions are generally easy to beat if you have an ally with you, because they are super-squishy. Instead of trying to chase them alone - you can't - either wait for an ally with CC, or be patient until your Fury bar is 100% then you can usually close the gap and deal with them: if you R and land on top of them, they can't kite that. Look at Ninja Tabi against Caitlyn, Quinn and Kindred, Boots of Swiftness against Ashe, Mercury's Treads against Teemo and Lulu.

Laners: the most dangerous ADCs
These complex ADCs scale hard into the late game. They combine good mechanics with high damage abilities if they can apply their full burst to you. They are squishy but all have some form of escape, making them hard for Shyvana to catch and kill. They are also problematic for your allies, so they often get fed. A gank in these lanes is risky and can result in a double kill for the enemy, on the other hand you do need to gank to stop them from snowballing hard, so it's a question of timing the gank well for when your lane allies have plenty of health and mana. For Vayne, Kalista and Graves, Randuin's Omen + Ninja Tabi are your best defence, and high health generally. Against Twitch you need some defence against magic damage. Oracle Alteration or Skirmisher's Sabre can help to counter Vayne and Twitch invisibility.

Laners: the classic ADCs
These ADCs do predominantly physical damage and will follow a crit striking build: Infinity Edge, Statikk Shiv, Berserker's Greaves etc. They lack power before they have completed items, so use Tab to check what they have before engaging. You really need to gank them before they get too far ahead. Once they have the completed items, a Ninja Tabi + Randuin's Omen combination is your essential defence. Thornmail is very effective against this type of ADC. Possibly Executioner's Calling if they have followed a lifesteal build with The Bloodthirster (check their items) - some Jinxes can even build Bloodthirster and BotRK.

Laners: the ability ADCs
It's important to understand the difference between these ADCs and the previous group. These ADCs do more damage with their abilities than with basic attacks, and deal mixed physical and magic damage. Therefore they do not follow a full crit striking build and are not so item dependent. They are weak when low on mana, so your team will not thank you if you let them kill you when you have blue buff. They are generally easy opponents for Shyvana to deal with after level 6 unless they are backed up by their whole team. Any build which stacks health should be defensive enough, Thornmail is not so strong against these.

Laners: the highest damage mages
These mages all deal out tons of damage onto you if you let them, and Veigar and Annie can lock you in place while they do it. Brand, Vel'Koz, Malzahar (and Veigar and Zyra) received significant buffs / reworks in Patch 6.9 so make sure you know their new play style. Staying mobile is the key to avoiding the most damaging abilities, and make sure you respect these champions' damage when their ultimate is up. Do not group up close to team-mates against Brand when he has his ult: if you are grouped he can multi-kill three or four of you.

Laners: the escape artists
These top lane / mid lane mages (some of them can also jungle) each have their own special fighting style, and have high win rates in the hands of good players. What all have in common is that even when they look like easy kills, they can escape or kill you instead with high burst damage - Vladimir (buffed in Patch 6.9) and Kennen (nerfed) can run away faster than Shyvana can catch them, Aurelion Sol locks you and bops you as you take a predictable path coming in to him. Ekko is especially a pain if he builds tank. All these are strong even without stacking AP - their utility does not depend on AP. Shyvana will not be able to catch them early, later in the game you can deal with them if you have high MR or if you work with team-mates.

Laners: tanky CC
The special danger from these laners is their hooks and grabs, which can move you into a place where you definitely don't want to be - do not fight them near turrets. Shyvana is an easy target for hooks and grabs due to her large body size in dragon form, also because Shyvana tends to position aggressively in the front line. Shyvana has to approach within range of these abilities if she wants to do damage. You can often anticipate when the opponent is going to use the ability from his positioning. And you can see the skillshots from Blitzcrank and Nautilus and dodge them. Banshee's Veil or a fast-reacting Morgana may occasionally save you. Apart from that, the best strategy is to stay together with your team, and if you get pulled (or thrown) into the enemy team, think of it as a free initiation which you didn't even have to use R for... As with other tanks, Blade of the Ruined King helps to take these down quickly - you can also add an Enchantment: Bloodrazor jungle item later in the game, or Wit's End is better against Singed.

Improving your match-up knowledge



Which champions to ban in ranked?

Shyvana does not have any really hard counters, and she successfully counters some of the other champions who are considered to be strongest. Overall I would pick out Wukong, Ivern, Xin Zhao, Fizz and Quinn as the opponents who give Shyvana the most problems. It's because each has particular abilities which make it hard for Shyvana to stick to them and apply her melee attacks for long enough to bring them down. Graves and Caitlyn can also be a big pain, and Janna is a difficult enemy support. Here is a Valkrin game where he is against Graves, Fizz, Caitlyn, Janna all in the same game, it's not really possible for a Shyvana to overcome that.

So you should look at banning one of those champions, if you have a choice about which champion to ban in a ranked game. At high elo, I suggest banning Vayne, Hecarim or Kindred in Patch 6.23. At low elo, your allies will often want to ban champions like Zed, Yasuo, Katarina and that's OK, even though those three are squishy and little threat to Shyvana it's important to keep your lanes safe. If you have the choice, I recommend banning either Xin Zhao or Fizz. In Bronze, you could also look at banning Jax or Darius as they are popular top lane picks, and at low elo they often manage to get fed because your laners don't know how to counter them. Jax is a good ban at low elo because there's a double chance of him being picked: he could be either a top laner or a jungler. Graves and Fizz are also good bans for similar reasons. (If you want to get really strategic, it's not normally necessary for your team to insta-ban the most popular bans, because often the other team will ban them if you don't. So it's a good strategy to leave banning the guy your team most wants to ban until last, hoping the other team will use up one of their ban slots banning a champion who was going to get banned anyhow.)

It should not be necessary for a team planning on having Shyvana as their jungler to ban assassin type junglers like Kha'Zix, Nocturne or Master Yi. Shyvana should be able to handle them and counter-jungle them fairly easily, and even if they get fed Shyvana can counter them late game.

For other ban ideas, you can look at banning the champions who can give your laners the most problems, so talk to your laners about who they want banned. Shyvana will have a tough game if one of her lanes loses lane hard, because she should not be babysitting lanes. You want your allies to be safe and win lane.


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Team Composition

As a jungler, Shyvana synergises well with most allies. She doesn't depend on specific team compositions to do well, except to say that (as for any team in League of Legends) it's important to make sure that there is a good amount of CC on your team overall. If following a high damage build then ideally you also want some other person on your team to be building tanky, unless your team has a very high amount of CC.

If there is no tank on your team, then your team may expect you to be the tank, but that's not going to work without CC. For example, this would be a terrible team:


This team would be able to achieve nothing in a 5 v 5 team fight, and by late game your Kalista, Riven, Vel'Koz would be complaining and saying "why don't you tank for us". But Shyvana is not a tank because she lacks the CC or damage reduction abilities which true tanks have. Shyvana is a heavy bruiser, similar to Garen: she deals out a large amount of damage and is difficult to stop 1 v 1, but she will still be melted if she is focused.

In contrast, this would be an excellent team:


So there's a very large amount of CC, and also all the lanes are safe laners. It's likely the enemy jungler will camp mid in an attempt to shut down your Yasuo, so you can give plenty of help mid as well. There's a good mixture of AD and AP. Your Yasuo is happy because Nami has two airborne abilities which synergise with his ult. (In theory, the knockback from Shyvana's ult also synergises with Yasuo's ult but it's pretty much impossible to time it correctly.)


More on team composition

Shyvana pairs especially well with champions listed below. Look at your own game history and analyse them: chances are that your wins were when you had some of these on your team.

Good single target CC
These champions (and quite a few others - these are just some examples) have strong roots or slows which apply to a single enemy. This is strong in early laning - your ganks should result in kills (make sure to gank these lanes plenty!) For example if you have a good Ahri mid, that is an easy lane for you to gank. Later, if Shyvana roams the map with one of these champions, together you should be able to catch and kill out of position opponents, and you have enough threat that you are unlikely to be ambushed. Shyvana partners especially well with Lux and Jinx and Morgana, being a meatshield to protect them as well as dealing out high damage of her own. Your only problem is going to be figuring out who should take the kills!

Area of effect hard CC
These champions have powerful stuns or disables which affect all enemies in an area. The abilities all work in different ways, but from Shyvana's perspective the effect is the same: your enemies are stationary, vulnerable, and cannot attack, for a good length of time - most of these abilities last 2 seconds or longer. Your ally should apply the CC at the same time as Shyvana initiates on grouped enemies - or you can initiate when you see the CC being applied. These allies are also great for winning smaller skirmishes, opponents should not be able to escape the two of you.

Area of effect disruption
These champions have powerful ultimates and combos which, if released onto grouped enemies, will stun, slow, knock up or disable them and also do widespread damage. Timed well alongside a dive or other initiation from Shyvana, your team should be able to dominate any team fight. These allies are great for winning 5 v 5 fights. As with other strong allies, timing is everything: Shyvana should not initiate when these allies are out of position or key abilities are on cooldown.

Area of effect slow
The long-lasting, strong slows which these champions can apply in a large area of effect - up to 60% slow - can prevent enemy ADCs and other squishies from using their normal kiting mechanics to damage Shyvana, and can expose all the enemies to great risk from the combination of Shyvana diving them and an ADC ulting. This is useful in full 5v5 team fights, and especially useful in mid game skirmishes which is when Shyvana is at her strongest relative to her opponents.

Strong early laners
These top laners can usually be relied on to win their lane before level 6 - some are so strong that they can take a double kill if the enemy jungler attempts to gank them early. This is good for Shyvana, it means one less lane for her to worry about. Once Pantheon has his ultimate he can also roam more, for double-ganks or extra pressure at Dragon or other objectives.

Wombo combos
These champions have specific abilities which hugely amplify Shyvana's power. Kayle can make Shyvana invulnerable for 2.5 seconds: if done correctly that sends a great big ball of flame, dealing massive area of effect damage, into the middle of the enemy team: it should be a guaranteed Triple Kill at least with no deaths on your team. If Orianna puts her ball on Shyvana and Shyvana uses R, the ball will damage all enemies in Shyvana's flight path (it's also a small shield for Shyvana) - Orianna's ultimate is also very strong paired with a Shyvana who is in position to do wide area damage. Blitzcrank, obviously, picks enemies one by one for Shyvana to kill, he is also great to have beside you in a team fight and his knock up can be important.

Nami - the best support!

Tanks with CC
If there's an ally following a full tank build on your team, that's great for Shyvana because then she does not need to build so defensively and she can roam more instead of having to protect your back line. You really want the tank always to be buying Frozen Heart by the way, that's an extremely important item in team fights. These tanky champions are all good because they bring a nice amount of CC with them, as well as solid survivability.

Tanky top laners
These tanky top laners do a high amount of damage once they get going. They respond especially well to early ganks: it's usually hard for them to get pre-level 6 kills, but they can survive: if you arrive to change the balance of power in the lane, give them a kill, they reach level 6 sooner and start to snowball. They are also tanky so that Shyvana does not have to be. Late game, any enemy team is going to find a Nasus + Shyvana combination fairly impossible to stop. The silences from Garen and Cho'Gath are useful in a team fight if they can apply them to the right targets.

The multi-killers
These hyper-carries are relatively squishy, but have extremely high burst damage. They can take down three or more opponents using a single ability, especially if the opponents are already partly damaged. As long as your ally is skilled and understands Shyvana too, you can make a very effective team together. So Shyvana initiates with her R, and is immediately focused, your ally goes in just after. It's risky for Shyvana: you might die in the process, but your team is now 3 for 1 in that fight, and your ally couldn't have done that by himself.

The shielders
If these champions are paying attention and shielding Shyvana as she goes into fights, it makes for a very powerful team. Shyvana needs to survive for long enough to deal out her high damage, and the shield helps her to do it. A 500 hp shield on her is also enhanced by her high armor and MR, and natural health underneath it, so even if the opponents get through the shield they can't quickly kill Shyvana. One problem may be convincing your ally that you do enough damage to be worth shielding, as a lot of players think that Shyvana is a tank.


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Champion details

Shyvana's power is based on speed: so she clears camps fast, she moves fast, she takes Baron and Dragon fast, she kills fast, and she takes down towers fast. She earns gold fast in the early and mid-game. The recommended builds here are designed to allow you to snowball off that.

Shyvana is quite an easy champion to learn in terms of her actual abilities. Her mechanics work very smoothly - her attacks are fast and none of her abilities has a long casting animation (W is instant). But to play her well calls for excellent strategic decision-making, map awareness and understanding of your own and enemy champions. Often you can play her remarkably aggressively, but sometimes you need to hang back and wait for your allies. Until you are experienced it can be hard to know which to do. So Shyvana has a high skill cap in terms of your game knowledge and understanding of team compositions - she benefits from good "shot-calling".

Shyvana's game will depend in part on the skill and quality of her lane allies and how well matched they are to their lane opponents. If your lanes need a lot of help, then Shyvana will have a weak game because time spent in a lane means a loss of gold for Shyvana, even worse if she comes to help out in a counter-gank and dies. If your lanes are safe and steady, or winning lane without any help (thank you, all you Darius tops) then Shyvana can get on with with what she does best, taking efficient jungle routes so that she only ganks lanes when she is passing by.

Shyvana's best strategy early is to kill the enemy jungler 1v1. That takes the pressure off all your lanes without you needing to spend actual time in lane.


Shyvana in competitive matches

In Season 5, Shyvana was rarely seen in the LCS or other competitive play. Most competitive players took one of these 5 junglers: Gragas, Rek'Sai, Elise, Lee Sin or Nidalee. However, Cloud 9's returning captain Hai used Shyvana with a Devourer build in several LCS NA Summer 2015 matches. As is now history, Cloud 9 won the Regional Qualifiers to gain a place in the LCS World Championship for the third consecutive year. The takeaway: when it really counts, Shyvana is the champion you want in your jungle. She's also the only jungle champion with an 80% win rate in the LCS in 2015... she was only played in those 5 games and Hai won 4 out of 5 of them. (This is not counting LCS games where she was played in top lane.)


Why damage and not full tank?

Shyvana is a versatile champion with many different ways to build her, from full tank, to full damage, or anything in between (there are also AP builds and hybrid builds involving some AP: these are normally troll builds, though maybe more interesting since Patch 6.10 added AP scaling to Shyvana's W). You can win with a full tank build if you have a team filled with carries, but it only works if you have a well-coordinated team. In solo queue I do not recommend it, and going full tank is wasting Shyvana's potential to carry or semi-carry a game.
  • Shyvana has good defensive stats naturally.
  • Her kit allows for huge damage with 3 offence items.
  • She can be incredibly mobile, so if she has high damage she can apply a lot of map pressure: this wins games.
  • Her main problem is that as a melee + AoE damage champion she needs to get close to enemies to do damage: but that puts her at risk even if she is full tank.
A high damage build gives Shyvana such strong damage that she becomes formidable 1 v 1 and 1 v 2. If Shyvana is carrying, it can become impossible for the enemy team to deal with her unless they can bait her into a 3 v 1 or worse.

To maximise the potential of the high damage builds you might need to play Shyvana a little differently if you followed another build before. High movement speed and chainable slows from item actives allow her to stick to targets. It's important to be hitting opponents with those basic attacks and Qs, so you have to go in hard.

Without items, Shyvana does around 50/50 physical and magic damage, because her W, E and R abilities all do magic damage. But her melee attacks (including Q) do mainly physical damage. And her melee attacks do much higher damage than her abilities, once you have items. If you follow the builds recommended here and your end-game statistics do not show at least 60% of your damage to champions as being physical damage, it's a sign that you are probably not hitting opponents with enough basic attacks and Qs, and so not yet getting best advantage from the build.


Notes for allies

If you are Shyvana's ally here are some slightly tongue-in-cheek pointers to help you two play effectively together:
  • She does not need a leash at the first jungle camp, but if you give her one she'll be faster so can do useful stuff sooner
  • If she's not ganking your lane, it's probably because you have a high mobility opponent who can easily escape (e.g. Yasuo, Riven): deal with it and ask an allied laner for help
  • She can solo Dragon, she does not need help unless she asks for it. If you come to 'help' at Dragon, you'll probably bring enemies with you - not good! If you do that, your job is to keep the enemies occupied while Shyvana finishes Dragon
  • If Shyvana goes all-in on the enemy, please have the smarts to go in at the same time with her: she's tanking the damage for you so you can take some easy kills
  • If you're Kayle please shield the Shyvana and not your other ally in a team fight. In the 2.5 seconds that your shield lasts, Shyvana will do way more damage to grouped enemies than any other champion can. But she needs to risk herself to do it: although she has a tough exterior, she's actually a girl and quite vulnerable!
  • If Shyvana is roaming solo, don't ping her to fall back: if enemies go for her, she can comfortably escape using her R, though maybe she wants the enemies to come for her so she can kill 2 of them.


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Abilities


Your passive Dragonborn gives you bonus armor and MR. +5 at level 1, then +5 more for every dragon taken by you or your team. (But Elder Dragons don't count!) This makes it a good idea for Shyvana to take a dragon as early as possible, maybe even before level 6 if there is an opportunity. Each dragon taken is worth about 300 extra gold to Shyvana in terms of the free resistances it gives.


Your Q, Twin Bite, is essentially two basic attacks at the same time (the second one heavily de-buffed at ability levels 1-4). Both attacks fully apply on-hit effects. It also works as an auto-attack timer reset, so you want to auto-attack then quickly press Q for a second+third attack. Pressing Q makes the attack immediately if you are in melee range of a target, unless Shyvana already started the auto-attack animation for a prior attack - in that case there will be a small wait for the attack animation to finish before the Q attack (this is actually optimal, see Tips and Tricks).

In dragon form, Q damages all opponents in front of you - similar to Ravenous Hydra - so make sure to face opponents when using it, if necessary walk around your target while fighting so you are facing in the best direction.

The Q animation was updated in Patch 6.20 so that it looks faster and feels snappier, but in fact nothing changed under the hood - it's only an animation change.

Tips and tricks:
  • Time your Q so that you activate it when Shyvana's prior auto-attack animation starts (before the attack hits) - this will give you the quickest Q following that prior auto-attack. You can practise to get the timing right, you will also learn Shyvana's attack sounds which can help you time it without thinking about it.
  • You should always be using the auto-attack + Q combo, including when taking jungle camps.
  • Due to the attack animation, realistically it needs around 0.25 seconds to get off an auto-attack + Q combo.
  • The auto-attack + Q combo works against towers, you can take down towers very quickly with this.
  • The auto-attack + Q combo allows you to kill any trinket ward when you see it being placed, you have 1 second to kill it which is enough time for Shyvana to do that even if your reactions are not the fastest.
  • You do not need to be watching your champion fighting on-screen to activate Q, because it is not a targeted ability: you can time Q listening, or if you like, just press it whenever it comes off cooldown. This allows you to look elsewhere on the map while taking large jungle monsters or Dragon.
  • In advance of a situation where you might only have time to get off one auto-attack on an enemy - for example tower-diving, or chasing an enemy who is about to cross the barrier into his base - and you really want that auto-attack to count, you can activate Q ahead of time. Then that first auto-attack on the target will be a double attack. (You might also want to use Attack Move in these situations so that the attack happens automatically as soon as you are in range.) Shyvana in human form will have a fiery glow around her hands when Q is activated in this way, which lasts until the next attack.
Critical Strikes and Q: Q is an auto-attack enhancer, and that auto-attack can critically strike like any other auto-attack. This also means the area of effect damage from Q in dragon form can crit, and the second hit from Q can also critically strike. League Wiki on the Critical Strikes page says (inaccurately) that only the first hit from Shyvana's Q can crit. The true position is that the second hit does not roll for its own crit chance but the second hit will crit if the first hit did. (Note that Shyvana's animation for a crit-striking Q is the same as her animation for a normal Q, so the only way to see a crit is to look at the damage.) Certainly, experience shows that building critical chance on Shyvana does dramatically increase the damage from your Q.

Ward clearing


Your W, Burnout is an area of effect damage over time which can be used aggressively or defensively. It gives you a movement buff, especially when just activated. It also buffs your basic attacks for as long as it is proccing. A top-lane Shyvana uses this defensively for mobility when last hitting, so moves in to last hit minions with W running and moves back out again immediately, and the enemy melee champion will try to keep out of your range while W is proccing. A jungler uses this to clear camps fast.

In dragon form, Burnout's size slightly increases to match the increased champion size. Since Patch 6.23, there is no longer a scorched earth effect.

Tips and tricks:
  • Against high health targets make sure to attack many times while W is proccing, for example when taking a jungle camp you should wait to activate W until you are close to the camp so that you have W for a long time while you are taking the camp (the basic attacks and Qs while W is proccing do more damage, attacks also extend the duration of Burnout up to 7 seconds).
  • When crossing the map where you do not expect to encounter enemies, use W to increase your movement speed: the boost only lasts for 3 seconds before going on cooldown (because you are not attacking), but that is still helpful.
  • Activating W does not interrupt you while moving or basic attacking so it is useful for a burst of movement speed just when coming in to gank: you want to move fast from the time you are first seen to the time you engage with the target. It takes practice to time this correctly so that you can close with the target and have Burnout still proccing while you do your crucial first auto-attack + Q combo.
  • W is not a targeted ability, so while taking jungle camps you can activate it without watching your champion on-screen, allowing you to look around elsewhere on the map.
  • W will continue damaging nearby targets even if you are crowd controlled (for example rooted or silenced), so if you are expecting to face crowd control, try to activate W before the crowd control hits. The ability activates instantly when you press the W button.
  • After activating W, you can press B to go back and your W will continue damaging nearby minions during the B countdown: doing damage with W will not interrupt the B countdown so you can save some time (but if the creeps damage you, that interrupts the countdown, so if jungling you can only do this if the creeps are almost dead).
  • Although W does not directly damage turrets, it's still a good idea to activate W when you are taking down turrets, because as long as it is proccing it buffs your basic attacks against the turret with extra on-hit damage; it also does damage to any enemy minion wave which arrives while you are taking the turret, meaning your own minion wave can survive longer.
  • Advanced: if an enemy uses an ability to move out of the range of your W flames, they will sometimes still receive one final proc of the W damage - you can even get a kill this way. For example you can see this on Rek'Sai, if she tunnels to get away from you, she can sometimes take a proc of W damage when she emerges from her tunnel, if your flames were touching her when she entered the tunnel. Possibly, this is an unintended bug.

Your E, Flame Breath is a skillshot. Against minions and jungle camps, it affects every enemy it passes through. The ability does not do much damage except in Dragon form, but it marks enemies it hits and your basic attacks against marked targets (including Dragon and Baron, but not towers) will do 2.5% max health bonus magic damage on hit. This is worth having, % max health damage is very strong. Every Q now deals 5% max health bonus magic damage on top of everything else.

In dragon form, Flame Breath explodes where it hits (either the first champion hit, or the target location if it hits no champion directly) and deals bonus magic damage as splash damage in a small area. It also creates a circle of Scorched Earth on the ground which does damage over time to enemies who stand on it (similar to Morgana's W, but smaller in size). Enemies taking damage from Scorched Earth are automatically marked by Flame Breath, so against non-moving targets (for example Baron and Dragon) this Scorched Earth effect basically extends the duration of the Flame Breath mark by 4 seconds, so that your basic attacks do more damage.

Tips and tricks:
  • I recommend you always smart-cast E, as you want to get it off quickly and instinctively.
  • E interrupts your other orders - it will pause you while moving, for the duration of the casting animation - so do not be tempted to use this if you are chasing down an opponent, using it will likely allow him to get away.
  • For the same reason it can be a bad idea to use E when coming in to gank, as it delays your attacking and it is more important to use the time to get off that first auto-attack + Q combo (which does way more damage than your E). Instead you can even save your E for some ranged damage on the enemy later if he tries to escape at low health.
  • If you are expecting a long fight - for example against Dragon or a tanky opponent - you normally want to use E only when you are already within melee range and ready to fight, so that the bonus damage buff from E applies to as many of your basic attacks as possible.
  • When jungling, Shyvana can use E to 'activate' camps before she arrives and draw the creeps out to save time. For example: approaching the enemy Red Buff camp, use E through the wall from the river side, and the Red Buff will walk out into the brush beside the camp so you can take him while hidden in the brush...
  • When counter-jungling as you approach a jungle camp it can be used through the wall to see whether the camp has spawned or not - listen for the sound of it striking an enemy.
  • Similarly, E can be used for brush checking: even though you can't see an enemy, you will hear a sound if the flame hits an enemy.
  • In Dragon form, if you suspect an enemy is backing in brush, throw an E into the brush and you might execute the enemy.

Your R, Dragon's Descent, apart from the absolute coolness of turning you into a dragon, is a very useful ultimate, one of the best in the game.
- All your other abilities are enhanced in dragon form for a large amount of AoE damage
- Being in dragon form increases your champion size and increases your auto-attack range to match
- It's one of the longest gap closers and also allows you to jump most barriers - anything except the thickest part of the wall by Dragon and Baron pits
- You can use it to engage (including over walls) or to escape
- It does some magic damage to all enemies in its path, around 300 damage late game
- With the recommended builds, if you are attacking a lot, R is on around a 30 second cooldown (at level 16 and higher). In more detail, the cooldown is maximum 50 seconds without attacks but attacks reduce the cooldown quickly: it can even be as low as 25 seconds if you are continuously attacking with maxed out attack speed and Q.

One thing to watch is that in dragon form, Shyvana is larger, meaning enemy skillshots can hit you more easily: it really becomes very hard to dodge them, even skillshots which are normally hard to land like Blitzcrank's Rocket Grab. Of course in dragon form you can tank damage better with your increased health, but you are not invulnerable: it's not comparable to Garen's Courage or Alistar's ultimate. The increased size is one reason why you might not want to use your ultimate at the start of a fight, but instead wait until the enemies have fired off some of their skillshots first. But sometimes you actually want to be the person who tanks damage for your team.

Tips and tricks:
  • When casting (or smart-casting) your R you can control the range as well as the direction - pay attention to the range, always aim for a position beyond your target, because the knockback will drag the target with you a short distance. If you don't reach the target, you won't knock them back or apply the magic damage.
  • If you choose the range well, the knockback places enemies exactly where you need them to be to secure kills, i.e. you will be directly on top of them. If you are unsure about the range, one good trick is to ulti yourself and the enemy together into a wall, that's also nice because in the follow-up fight, with the wall and your own increased size, you can probably body-block the enemy from escaping.
  • In dragon form, keep attacking as long as possible (including minions or towers) to keep the dragon form active.
  • If your attack speed is high and you attack soon after activating this ultimate, you might notice that the Fury bar sometimes touches 100 again and turns red, but that does not mean you have a second activation of the ultimate - you are already in dragon form!
  • Cooldown reduction makes no difference to this ultimate as it depends only on your Fury bar. (For the same reason, URF mode makes no difference to it.)
  • If your ultimate is on cooldown, you can build up Fury quickly by attacking a minion wave or jungle camps using only auto-attacks and Q - do not use W or E because those will kill the minions too fast. Fury also builds when you attack priority targets like turrets, inhibitors and Udyrs...
  • Unlike most champions in League of Legends, your opponents can easily see when your ultimate is available, from the red colour of your Fury bar. They can even see its cooldown. But sometimes they might not notice if your Fury bar is at 96 or 97 and about to become available: sometimes opponents will just give a quick glance to see if it is red or not.
  • Your flight now cannot be interrupted by knock-ups and other hard CC (though it can be interrupted by total terrain barriers, for example Trundle's pillar or Anivia's ice). Your ultimate is not stopped by Jarvan IV's Cataclysm or Yasuo's Wind Wall. Good players can use Shyvana's ultimate to avoid knock-ups and other hard CC, this requires perfect timing of course.
  • Don't assume that your ultimate makes you invulnerable: you are targetable while in flight and a ranged champion can continue attacking you so you can die mid-flight.
  • The knockback from your ultimate will interrupt champions who are channeling, making this a powerful counter to Katarina and Miss Fortune, also Fiddlesticks, Galio, Karthus and a few others with dangerous ultimates: you need to dive towards the damage.
  • The knockback from your ultimate only works from the front of your dragon form model in flight - so if you ult an enemy who is right next to you (within melee range) probably there will be no knockback: it's like after you have done the initial leap to transform into dragon form, that enemy is already behind you.
  • If you are able to run past an opponent (e.g. using Flash or Ghost) a good trick is to use your ultimate to push the opponent back towards your team, for an easy kill - but for the reason given in the previous point, you need to be well past the opponent, with clear space between you, to do this
Shyvana's Dragon's Descent has a fun synergy with Orianna's shield: if Orianna shields you by placing her ball on you, then you use your ultimate, the ball will strike all enemies in the path of your ultimate and do a lot of damage to them: the ball can hit all 5 enemies and maybe give you an immediate multi-kill.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Normally, maxW first, then Q, then E. Obviously max R whenever you can. From mid game, Q is Shyvana's highest damage ability when combined with on-hit items like Bloodrazor, BotRK, Titanic Hydra or Wit's End.

Exception: if taking a jungle route starting first at the Red Buff camp, take Q as your first ability and then W at level 2. Q helps take the Red Brambleback faster.

Some Shyvana players like to max E earlier. There's not a lot of point in that, as the E damage in Dragon Form scales with champion ability anyhow, even if you do not level up the ability. Currently my opinion is it is better to max Q second to reduce its cooldown, and also because Q is so weak on its lower levels. You can even take some points on Q before the fifth point on W: I often do this. Q is Shyvana's highest damage ability, and its cooldown is usually around 1-2 seconds lower than stated on the tooltip (because the cooldown is lowered with each basic attack). Therefore levelling up Q makes a big difference to how often you can actually use it.


The combos

Standard combo: This is Shyvana's standard combo:

E - W - AA - Q

That first auto-attack before the Q is important, it means you can have two attacks in quick succession by making use of the auto-attack reset on Q.

That rapid AA-Q combo will proc on-hit effects a guaranteed 3 times. Therefore it's important to apply W and E to the target before starting the combo, so that you have all the on-hit effects.

Extended combo: In mid game, once you have Titanic Hydra, you can extend the combo to:

E - W - AA - Q - AA - Titanic Hydra - AA

This extended combo applies all on-hit effects 6 times. If you are skilled, this combo can be done in around 2 seconds, so it has become Shyvana's burst. Very few opponents can survive this: for example the bonus on-hit damage from the effects of E alone will be 15% of the opponent's max health.

From level 14, when Q is maxed, you are probably ready to start another AA - Q immediately after completing this extended combo: that next auto-attack will be enough to reset the cooldown on Q. The second time around the combo will not have the Titanic Hydra item active available because that's on a longer cooldown (20 seconds).

Burst combo: For late game burst damage, when you don't have too much time to attack a target (because the target is damaging you, or is trying to escape), you can vary things for higher burst like this:

R - W - AA - Q - Titanic Hydra active - E

So the attack followed by Q followed by Titanic Hydra gives essentially four basic attacks in very quick succession. This will chunk away a huge amount of the enemy's health (especially if you also have BotRK and Bloodrazor) due to % health damage, and most enemies will be retreating from you at this point. Then you use Dragon Form E as a nuke to kill them.

(With Titanic Hydra, Bloodrazor and BotRK, you do 32% current health and 26% max health damage in 4 hits, as bonus damage. So the combo does (before resistances) over 50% of any target's health as bonus on-hit damage, even before counting Shyvana's actual attack damage and the on-hit damage from Titanic Hydra and from W proccing. If you took the runes and masteries I recommend, you're also going to have around 20-25 Lethality by the end of the game, so that on-hit damage is going to be coming fairly close to true damage on the enemy squishies. You can literally one-shot enemy carries with this combo at full build.)

You can, obviously, add Chilling Smite / Challenging Smite and BotRK's active into the mix, also Ignite if you have it, to do even more damage to the target and to slow the target.


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Runes


For Marks, attack speed is better early than attack damage. Early attack speed lets you take jungle camps faster, receiving less total damage while you do it. In an early duel against the enemy jungler, high attack speed can mean you get in the killing blow - maybe that's your fourth basic attack - ahead of your opponent, so you win. There is an argument for attack damage marks, they're totally OK if you don't have a rune page specially set up for Shyvana. But the best choice of all is Precision, these are good because Shyvana deals mixed damage: and they help your burst as well as your sustained damage, these marks are like a 5% damage buff all game. If taking Precision marks I take Attack Speed quints.


For Glyphs, early MR is unnecessary: Shyvana has high natural MR from her natural stats and Dragonborn passive, and anyhow a jungler usually does not need MR prior to level 6. It's a choice between scaling MR and attack speed glyphs. Late game MR is essential in most games - even full AD opponents usually do some magic damage with Thunderlord's Decree - so I recommend some scaling MR, giving you a wider choice of boots and other defensive items. If you have MR runes, you can choose your main defensive items against physical damage, which is usually more important - for example these runes enable the powerful Ninja Tabi + Randuin's Omen combination to be taken most games. Attack speed glyphs are an alternative, for an even faster start: faster early clears are more aggressive because you get to invade or gank sooner (when you should certainly be on higher level than opponents). High elo win rates in Patch 6.23 show that builds with attack speed glyphs and quintessences have the highest win rate, around 60%. You can mix and match your glyphs, any combination of scaling MR, attack speed and CDR is good.


Although Shyvana's natural armor is high, she benefits from mid and late game armor - she doesn't really need armor before level 6 as her clears are fast and she doesn't gank much before level 6. Scaling armor seals have higher slot efficiency than other possible choices, better than flat armor seals from level 6 onwards, much better in the late game (up to +27 armor from seals) and hardly worse at level 4 and 5. Armor from runes is important in a build which might take Boots of Swiftness as boots, because you have no armor item in the first 20 minutes of the game. Scaling Health is also beneficial: health is always good because of Shyvana's natural resistances from her passive, and all health you stack will be enhanced by 15% by the passive on Cinderhulk. The math works out that scaling health and scaling armor are about the same (in terms of 'effective health'), in an average game with mixed damage and one opponent having a Last Whisper item. Scaling health is the strongest late game, but scaling armor is better before you have built any armor item. Because I do not build any armor item until the 4th item or later, I take scaling armor.


Flat armor quints are very slot-efficient and I would take them on most junglers, but on Shyvana they are unnecessary as she clears camps fast enough not to take too much damage. If taking Precision marks (or attack damage marks) then Attack Speed quints are the best, they improve your early clear times and you take less damage from the camps.


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Masteries

Updated for Patch 6.23

Season 7 has lost the Strength of the Ages mastery, which was previously the standard build on Shyvana in Season 6. The replacement, Courage of the Colossus is wasted on Shyvana as she has no hard crowd control (except an occasional R).

But Season 7 has introduced an interesting new mastery Fearless at level 4 in the Resolve Tree. This seems interesting for Shyvana, giving at max level around +40 bonus armor and MR for 2 seconds when she first engages a champion. Most fights with a Shyvana don't last more than 2 seconds anyhow :) Even so, I prefer Perseverance, it makes a big difference to the amount of HP you have after your early jungle clears - which means you can do more, for example you can take another camp, or you can have enough HP to gank instead of backing. Perseverance is also a powerful defence against being poisoned or red smited, the 325% health regen when you get low (that's including the 8% buff from Runic Armor ) is generally enough to counter the poison, it can even keep you alive if you get ignited.

For now - pending further testing - I am recommending Stormraider's Surge as your keystone on Shyvana. I noticed Valkrin taking it in Patch 6.21, and have tried it myself with good results. The other keystone option is Thunderlord's Decree which adds a small amount of damage (+10 per level) to your early ganks or team-fighting, that's really almost nothing compared with Shyvana's other damage: bearing in mind that Shyvana generally will not be building a lot of bonus AD or AP, Thunderlord's is mostly wasted on her. I think it's better to have the movement speed from Stormraiders, that movement speed might let you get in an extra basic attack on an opponent who is escaping.

The great thing about taking Stormraiders - or Thunderlords - is it lets you also take Precision in the Cunning tree which is actually the best mastery in the game for Shyvana. It increases Shyvana's total damage by around 6-7%, and makes her amazingly powerful if you also take Greater Mark of Precision runes. Combined armor pen and magic pen really suits Shyvana as a mixed physical and magic champion. (Go read all the Lethality details if you want to, it's basically armor penetration which is scaled back a bit at low champion levels.) Lethality and magic pen are the only way to buff Shyvana's on-hit % health damage - from E, Bloodrazor and BotRK - which is the largest part of Shyvana's damage. And these buff all of her damage, even at level 1. In testing, the Precision mastery and runes help Shyvana's early jungle clears at least as much as taking attack speed - you will notice the difference most on Red Brambleback and Blue Sentinel which you can take very fast.

Stormraider's Surge is a very strong movement speed buff for chasing or escaping. The movement buff is available often, as long as you are doing good damage. This is great for Shyvana: she can usually do enough damage to proc it with her full combo (but it won't work on a full tank build: you need damage items, for example Bloodrazor and Titanic Hydra). Shyvana really shines with high movement speed, and this allows you to make some riskier plays.

At tier 4 in the Cunning tree, the new Greenfather's Gift mastery gives a slight boost to your ganks - available only if you attack out of brush, but any jungler ganking will almost certainly pass through brush. But it's only % current health meaning it's a small buff if the target is on half health or less. For Shyvana, Dangerous Game is better, keeping her alive when she goes all-in as she should, and helping her to get multi-kills instead of being killed.


(That picture is from Patch 6.21.) I think it's best to rush Titanic Hydra as the first item if taking Stormraiders, because you really need that extra health now that Strength of the Ages has gone. Stormraiders only procs when you do a high amount of burst damage to an opponent (30% of max health, which is not so easy if the opponent has shields, jukes, or escapes) and Titanic Hydra is the highest burst item on Shyvana when you use its active, you can also use Blue Smite to increase your burst. Trinity Force is an OK item on Shyvana, but the burst damage is not as good as Titanic Hydra or BotRK. And I would say the Phage movement speed benefit from Trinity Force is not really required, if you have Stormraiders...


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Summoner's Spells

Take Smite plus one out of these five: Ghost Exhaust Flash Ignite Teleport as you prefer.

They are all good. Exhaust and Ignite have 10% lower cooldowns than Flash, Ghost has a much lower cooldown. If you are new to this champion take Exhaust, it's the most help in your pre-level 6 ganks.

Flash - Exhaust - Ghost - or Ignite?

The Teleport Option

Rare Summoner's Spell choices



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Items: Overview

The builds I recommend can be seen at the top of this guide. A good build involves:

  • Start and early game: attack speed
  • Mid game: on-hit damage, starting to stack health
  • Late game: burst damage, solid defences
Early attack speed helps your clears and first dragon, and synergises with the on-hit damage mid game. Late game you need to be more bursty, because you may only have enough time to hit opponents once - some specialised late game builds are shown here.

Shyvana's needs

Why not more CDR?

Advantages of mid-game attack speed


On-hit effects

Shyvana's kit has 7 on-hit effects or synergies.
  • Her Q applies on-hit effects a second time, as well as being an auto-attack timer reset - this means that an AA+Q combo applies on-hit effects three times (in around 0.3-0.4 seconds realistically, due to the time for the attack animation)
  • Her W grants an on-hit bonus to every auto-attack while it is proccing
  • Her E grants an on-hit bonus to every auto-attack against all opponents hit by the flame
  • Every hit reduces her Q cooldown
  • Every hit extends the duration of her W
  • Every hit grants Fury, so either it reduces the cooldown of her ultimate, or it extends its duration
  • In dragon form, her Q applies on-hit effects to all targets in the area of effect.
One of the core items I suggest, Wit's End:
  • adds magic damage as an on-hit effect
  • each hit shreds the opponent's MR and at the same time gives +5 MR to Shyvana
Her other core items, Enchantment: Bloodrazor, Titanic Hydra and Blade of the Ruined King add physical damage as an on-hit effect:
  • BotRK applies percentage current health damage as an on-hit effect
  • Titanic Hydra applies a percentage of your max health as an on-hit effect
Both of these are supplemented by the on-hit physical damage on targets marked by Flame Breath which is % maximum health damage.

That's a total of eleven on-hit effects or synergies with the core items. Wow!


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Jungle item

All builds in this guide show the Stalker's Blade jungle item. The slow from its Smite is very useful when ganking. In most games it's important to ensure you can catch up to the opponent and apply your full combo: it's the extra procs of W on the opponent which get you the kills. Some people think Skirmisher's Sabre does higher Smite damage, but it's actually less effective, because an opponent can counter the damage over time with a potion or lifesteal. But the choice can depend on your jungle opponent. For duels, Challenging Smite has a de-buffing effect on the enemy, similar to a mini- Exhaust. If your opponent jungler is high damage ( Xin Zhao, Kha'Zix, Jax, Vi) take the Skirmisher's Sabre, otherwise he can out-duel you early, and we don't want that: Shyvana needs to establish her jungle dominance.

The Cinderhulk enchantment is normally going to be your best choice early and mid game on Shyvana - not the Bloodrazor. (Bloodrazor works best on ranged junglers like Kindred, or as a late game item.) Cinderhulk provides the simple benefit of 400 health, and the hidden benefit of +15% on all your bonus health. The area of effect damage, similar to Sunfire Cape, is lower damage than Shyvana's W but it all adds up and from Patch 6.9 Cinderhulk's damage has been buffed to scale better with champion level - note this is magic damage so there is synergy with Wit's End. 400 health can be had for much less gold just by buying a Giant's Belt. The +15% bonus health makes this a good value item, but only when combined with other health items. Therefore I recommend taking this jungle enchantment only after you have completed Titanic Hydra or Frozen Mallet as your first item.

With 4% max health on-hit damage, this is a good late game choice. For example I often exchange Wit's End and Cinderhulk for this in the late game: at the same time I would buy a Spirit Visage to maintain the same level of defence. You can also switch over to a different base jungle item at the same time, most probably Skirmisher's Sabre - Bloodrazor. I do not recommend taking this early on Shyvana, it does weaker damage than the other options early, except maybe where you have a highly tanky jungle opponent like Volibear. If you decide to take it early, I recommend waiting at least until after you have built some attack damage as well, Poacher's Dirk can be very interesting paired with this.

This is not commonly taken, but it works OK on Shyvana because it gives the best-value attack damage in the game (+60AD for 1625 gold is excellent) and the early cooldown reduction is a nice bonus, especially early game when her cooldowns are long. Shyvana's main abilities scale with attack damage. Best combined with items giving high attack speed, for example BotRK or Wit's End.

This is never taken, but if you decide to try it, you will find it can also work OK on Shyvana giving very high movement speed, and some extra burst damage when you gank. Shyvana does well with high movement speed because it lets her keep on applying W damage and basic attacks and Qs to the opponent. Shyvana's E and R, and W to a small extent, scale off AP and you have the AP scaling even when you only have 1 point on those abilities, so it's a nice buff for Shyvana's level 1 E. The bonus magic damage on 100 stacks will be often triggered by Shyvana's E and W, this works well on a mana-less champion, and early magic damage is powerful because most enemies will not have early MR.


Detailed comparison between Cinderhulk and Bloodrazor

Should you build your jungle item first or second?


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Offensive Items

Core damage items

Titanic Hydra is a core item on Shyvana. I recommend you take either this or Frozen Mallet as your first item, to get tanky early. It has massive burst damage every 20 seconds when you activate it - this is good all game, against champions burst damage is more important than DPS because most opponents can escape from a long fight or retreat to turret. The activation is a genuine auto-attack reset meaning it applies Shyvana's on-hit effects as well, this is an important part of Shyvana's combo. Other benefits: AoE damage, 450 health, and health regen. It's a perfect first item, good for damage and defence. Combined with items you will build later, it makes for a damage monster: I recommend taking this with Blade of the Ruined King. The item allows for some nice plays in the Dragon pit - position the Dragon between yourself and enemy champions, so your attacks on the Dragon will do AoE damage to the enemies behind it. I recommend you place this item in the same slot every time you play, this helps train the muscle memory in your fingers so that you learn to activate this automatically in a fight - for me that's slot 1.
Titanic Hydra details

Frozen Mallet could be considered a defensive item because it provides 700 health, that's only 100 health less than a Warmog's. But the item also increases Shyvana's offence and utility, with an always-available slow which is stronger than the slow from red buff. Although the cost is high, it's an excellent item for Shyvana, as it gives her the one thing her kit really lacks, which is crowd control - the health is also great for her, because Shyvana has high resistances naturally (and from runes), she wants to focus her tanky items primarily on health. Frozen Mallet can be a second item in a Bloodrazor build, but if following this build path I recommend completing Bloodrazor first for quicker farm.
Frozen Mallet Details

Blade of the Ruined King is the best late game item for Shyvana, after you have maxed Q. This item is buffed in Patch 6.23 to increase the on-hit damage to 8%, making it a must-have item for Shyvana ... some people may even want to take this as the first item. The on-hit % current health damage is a big part of Shyvana's total damage in the late game, it will be procced 4 times in her basic late-game combo and synergises with the attack speed you will be building generally. This item is essential if you have to deal with high health tanks - works well paired with Enchantment: Bloodrazor for high attack speed and huge % health damage. The active is excellent for when you can't catch up to opponents: the active is like an extra Chilling Smite giving damage, a slow (which also speeds you up), and also a heal. I recommend always placing this item in the same number item slot, where you can most easily activate the item in a fight - for me that's now slot number 2 - and have it set to smartcast.
Blade of the ruined king details

Wit's End does almost everything that a Devourer did, and more besides. If you need to build magic resistance, it is one of the most gold-efficient items you can buy on Shyvana, with strong consistent damage all game, especially against opponents who didn't build MR. I recommend you think of this as a core item if you decide to build Cinderhulk instead of Bloodrazor - see detailed comparison just above, for the reasons why I recommend starting Cinderhulk + Wit's End over Bloodrazor. It works well in a full AD team (because the opponents will probably build no MR) and also in a heavy magic damage team (because it buffs all your allies' magic damage). Against AP opponents it can be a good first item, also because it is one of the cheapest full items you can buy, and so gives an early power spike (if you would be rushing Recurve Bow and a Null-Magic Mantle anyhow, it's only 1050 gold to complete this for a very powerful item). But in a long game - longer than 35 minutes - you should sell Wit's End in favour of Bloodrazor or BotRK or both, those are stronger late game items.
Wit's End details


Cheap mid-game options

I sometimes buy one Long Sword early if I have excess gold, because that early +10 AD gives around a +10-15% buff to your total damage. Here are some possible options for utility items you can build that Long Sword into for something more useful. I will especially look to be doing this in games where I build attack speed early - for example Berserker's Greaves or Enchantment: Bloodrazor. If building an AD item early - for example Titanic Hydra or BotRK - then obviously you should be building the components of that item to complete it sooner.

Poacher's Dirk is a new Season 7 item, costing only 750 gold. It gives out of combat movement speed, which helps Shyvana's farm and ganking (you will still be in out-of-combat mode as you come in to lane for a gank). It automatically transforms, for no cost, into Serrated Dirk worth 1100 gold after you have killed three enemy jungle camps. Any good Shyvana is going to be killing enemy jungle camps all the time, so that's basically 350 gold for free. Serrated Dirk is an item you can hold all game, for the movement speed buff and the Lethality - very powerful combined with a Bloodrazor, Titanic Hydra and BotRK build. Eventually you can build it into the lovely Edge of Night or maybe Youmuu's Ghostblade, or sell it for 770 gold, so you made a 20 gold profit :)

Against a melee jungler like Vi, Kha'Zix, Rengar or Jax, some early lifesteal can make a big difference to who is the survivor if you duel. In Season 7, Shyvana is more likely than ever before to be duelling because she is forced to invade the enemy jungle to keep her farm high. The lifesteal is also pretty nice for farming generally, keeping you topped up to full health most of the time, this will give you more opportunities in game, for example more opportunities to gank. Obviously this item will build later into Bilgewater Cutlass and then Blade of the Ruined King.

Phage is the most important part of Trinity Force, for Shyvana. That's because of the flat movement speed bonus in combat, which can help deal with kiting opponents and generally helps you to stay on top of a target with your W area of effect damage. The strong +200 health is nice to have to be tankier early. I do not generally build Trinity Force in Season 7 - BotRK is a better item for Shyvana - but it can still be worth taking Phage until you are ready to build BotRK. Sells for 927 gold, so you don't lose much by buying it early and selling later.

If your team has a specific problem with life-stealing opponents or other high sustain champions, then for only 800 gold you can fix the problem with Executioner's Calling (and really your AP allies ought to be looking at a Morellonomicon as well). Opponents to take this against, in order of importance: Darius Fiora Vladimir Olaf Renekton Warwick Aatrox Dr. Mundo Nasus Trundle, also any champion who built a high lifesteal build (often Jax Jinx and Xin Zhao, but check their build). Maybe against any champion with the Warlord's Bloodlust mastery. Grievous Wounds restricts healing from allies, so Executioner's Calling is also a good pick against Soraka Taric Sona Nami and Janna supports. You should buy this in early-mid game and then just hold onto it in your 6th item slot: it is not costly and gives a useful amount of attack damage as well. You can eventually sell it or built it into Mortal Reminder.


Situational items

Edge of Night is a new MR and attack damage item. Activating it (it needs to be activated 1.5 seconds before engaging) gives a spell shield which blocks the first enemy ability, similar to Banshee's Veil. In addition, it gives +15 Lethality (armor pen), good if you have a Blade of the Ruined King + Bloodrazor build (the Mobafire tooltip for this item is missing the Lethality stat, but check in game, it's there!). Additionally gives some out of combat movement speed which Shyvana likes. It has an interesting build path for Shyvana, building out of the low cost Poacher's Dirk (see above) meaning the completed Edge of Night item only costs 2750 gold in total, for Shyvana.

The Phantom Dancer is a key element in the Anti-kiting Build and could be taken as a third item or a seventh item (boots replacement) in any other build. Some pro players were taking Phantom Dancer on Shyvana in late Season 6. It's a gold-efficient item and not costly so you can complete it early, that's why it is the first item in the Anti-kiting Build: the Zeal component already gives a nice power spike. Phantom Dancer's basic stats of attack speed, crit chance and movement speed are all good for Shyvana, and helpful when ganking. 30% chance of double damage on basic attacks and on Shyvana's Q, hello yes please! If you have the chance to try this item on Shyvana, I think you will like it - you will notice a big damage increase. It helps ganking and it helps deal with one of Shyvana's main weaknesses, which is being kited.
Phantom Dancer Details

In Season 6 this was a popular item with Platinum+ Shyvana players, sometimes even taken as a first item instead of Bloodrazor - start with Stinger if doing this. Stinger + Phage helps your farm, which is what Shyvana is best at, and can maybe also give you a movement speed boost when ganking a lane if you can find a nearby minion to kill. Even so, I don't much like this as a first item, due to the high gold cost - if you rush this, you will put yourself behind the enemy jungler who built a cheaper item first. Several other items, for example BotRK, give higher damage for less gold. In a long game, Trinity Force is a possible boots replacement. The movement speed benefits from Trinity Force are excellent on Shyvana (like a combination of the old Alacrity and Furor boots enchantments in a single item) - Shyvana really shines with high movement speed. The item pairs very well with Dead Man's Plate (or Cloud Drake buffs), both together should give you high movement speed both in combat and out of combat.
Trinity Force details

In the Crazy Damage Build, Infinity Edge can accompany Phantom Dancer to give more single target damage, you will melt opponents and jungle objectives, basically anything you can touch. Crit chance is OP on Shyvana because her Q can crit, and you may be able to one-shot opponents - see Cowsep's funny video. In terms of cost and gold efficiency, it's not worth building this if you don't have another crit chance item with it (normally that's Phantom Dancer), and except in the 'Anti-kiting Build' I'm not going to have that unless it's a late game boots replacement. Therefore I am most likely to build Infinity Edge as a jungle item replacement in a very long game. When you are level 18 with six complete items, this does higher damage (paired with the rest of your kit) than any other item. It's good for burst damage which is needed in the late game: you want to be able to take targets down in one or two hits, because opportunities are limited and they can melt you quickly too.

Mortal Reminder is intended for ADCs but it also works on Shyvana if you have built for physical damage (for example Bloodrazor, Titanic Hydra and BotRK), building out of Executioner's Calling as the best way to deal with high sustain opponents. Against the opponents listed just above, you should build the Executioner's Calling component first, in mid game, and then complete this as your 6th item. However it's rare that I actually build this: Blade of the Ruined King normally gives Shyvana enough power to deal with any tank.

Activating Youmuu's Ghostblade gives a speed burst like having Ghost on a low cooldown. This item builds out of Poacher's Dirk, reducing its cost for a champion like Shyvana who easily steals enemy jungle camps. It has the highest Lethality (armor pen) of any item, making for an OP late game build when combined with Precision runes and mastery, strong you have a heavy physical damage build (Bloodrazor, BotRK, Titanic Hydra). It's a possible pick against opponents who kite you heavily, and generally for making outplays. A possible pick against Ezreal, Kalista, Teemo, Sivir, Kennen, Master Yi, Riven and other fast moving squishies. Pairs well with Frozen Mallet, because you can kill anything you can catch.

This item offers a nice overall damage buff and enough MR that you should not need other magic defences. The main reason for taking it is for the escape from hard CC, as an upgrade from Quicksilver Sash. The extra lifesteal is pretty nice too, in a full damage build. I sometimes sell Wit's End to buy this for the late game if I need it.


Three Weird Picks Which can work

Not recommended: Black Cleaver - Ravenous Hydra - Maw of Malmortius - Guinsoo's Rageblade



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Boots and movement speed

Movement speed is important on Shyvana. The key thing about movement speed is it's relative: you want to be able to go faster than the other guy, so whatever they have, you want something better. Both out-of-combat and in-combat movement speed are good, if Shyvana is chasing or coming in to gank she probably gets the out-of-combat movement speed. Flat movement speed is best, not % increases, because Shyvana's W gives a big % movement speed increase (and Stormraider's Surge is also a % increase if you took that mastery).

Shyvana uses a combination of factors to catch opponents: high base movement speed, a burst of speed from W, and the range of slows she has at her disposal. Burnout is great, but not enough by itself to catch all opponents. Against kiting opponents, Shyvana still needs something additional for speed, for example Phantom Dancer, Trinity Force or Youmuu's Ghostblade, or a heavy slow to apply to the opponent. You may need to chain slows. Blade of the Ruined King gives the best slow from an item active, because it's a 3 second slow and it speeds you up at the same time as slowing the enemy. Chilling Smite is similar. You can have both :) If you took Exhaust as a summoner's spell, it's best to wait to use that when you are already in melee range.

In Season 7, boots choices are quite evenly balanced. Generally I will therefore adapt boots choices to how the game is going, the enemy team composition and who is most fed. Later in the game I often switch boots, it's only around a 280 gold cost to sell boots and buy different ones.


Boots choices

Even with the minor nerf in mid-season 6, Boots of Swiftness are often the best boots to buy early game on Shyvana. This is due to the cheap 900 gold cost. There are four specific situations when Boots of Swiftness are a strong pick:
  • If you are carrying your team and you need to do everything quickly - you're also probably 2 levels higher than opponents so defences are not too important.
  • If the enemy has important skillshots, the extra manoeuverability from these plus W can help you dodge them - dodging a skillshot is better than tanking it, so these boots are actually defensive.
  • If you need to keep up with a specific opponent who also has Boots of Swiftness or other fast movement.
  • If the enemy team has a lot of strong slows (Ashe, Jhin, Ekko, Teemo etc)
More generally, a high movement speed build always works well on Shyvana as it allows you to run with enemies and apply your W damage for longer. But Boots of Swiftness are only +10 movement speed ahead of other Tier 2 boots, it's generally not worth buying these if the enemy team has no slows.

An important advantage of these boots is they cost less gold than other Tier 2 boots. The low cost means you can have a faster early game. With less gold spent on Tier 2 boots you can complete your first full item earlier, see this video for an example. Saving gold on a core item is a big advantage because it means not only do you complete that item sooner, it means you also complete every future item earlier as well. Earlier power spikes = more chance to snowball.

Later in the game you can sell these boots for something more defensive if necessary. Most of the full game builds in this guide do not show Boots of Swiftness, but I quite often take these boots first and change them later.

In late season 6, a few of the professional players started taking these on Shyvana. Basically the reason is for a cheap boost to your early farming, not so much for gold but for XP, so you can be 2 levels higher than everyone on the enemy team. It makes a lot of sense in a build where you are not rushing another Attack Speed item. So if your first big item is Titanic Hydra or Frozen Mallet plus a single Dagger for attack speed, these boots can be a good choice, because it basically means that you convert that Dagger into Tier 2 boots for only 500 gold cost. And the astonishing 35% attack speed from these boots is like having 3 Daggers, that's more attack speed than a Recurve Bow, so they are very gold efficient. But if you plan to build an attack speed item as your first or second item (Bloodrazor, Phantom Dancer, Wit's End, BoTRK) then a better use for your gold is to buy other boots, so that the Daggers you buy will put you already on the way to completing that full item sooner - taking Berserker's Greaves is going to delay you having the completed item.

Ionian Boots of Lucidity have the same basic advantage as Boots of Swiftness, and that is they cost only 900 gold at a time when you need all of your gold to complete first and second items sooner. They are hardly slower than Boots of Swiftness (10 slower base movement speed, but with the cooldown reduction you will be able to use W more often for a speed boost, so let's say 5 slower overall). The hidden advantage of these is the cooldown reduction on your summoner's spells. As with other 900 gold boots, if you take these boots first, you should plan to change them up for Ninja Tabi or Mercury's Treads later. If you really value that reduced cooldown on your summoner's spells, you can also take the Insight mastery.

Ninja Tabi are very strong against an ADC or generally against AD champions, they also help you to tower dive and survive which is highly useful in the mid game. As well as the armor, the 12% damage reduction on every enemy basic attack is an incredible benefit to have from boots. I often take these late game: if the enemy team has a strong ADC these will probably be your go-to boots. Pretty much essential against a Vayne.

The other defensive boots option is Mercury's Treads for the magic resist and tenacity. These work well mid game, combined with an armor defensive item like Dead Man's Plate or Randuin's Omen - especially because you won't usually have any other magic resistance item yet. I would always buy these for the tenacity if there are strong stuns, roots or silences on the enemy team, for example Morgana, Ryze, Lux, Irelia, Jax, Zyra, Sejuani, Fiddlesticks.
About tenacity

If you are carrying and three levels higher than everyone else, and you have a Cinderhulk + Wit's End build and maxed W and you want to be a complete b**ch to your opponents, Sorcerer's Shoes will increase your area of effect damage from W and Cinderhulk by 10-15%, it also makes your E and R hit that much harder. Basically a troll pick when you have already won the game, but it could win you an S+.

If you have Boots of Swiftness and something extra for movement speed, your movement speed numbers in game may not be as high as you expect. For example, if you have Boots of Swiftness and the Wanderer mastery you might expect to have out-of-combat movement speed of 420 (without W): that's 350 base movement plus 55 from the boots plus 15 from the mastery out of combat. But your actual movement speed in game will be 419. That's not a bug, it's a feature of the game intended by Riot, called a soft cap.

How the movement speed soft cap works


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Defensive Items

Protection against physical damage has become a problem in Season 6 and Season 7, because every ADC can achieve 50% armor reduction on full build, from the combination of a Last Whisperer item and masteries (and some opponents, including Kayle, Yasuo and Nasus have armor reducing abilities). For safe defence you now really need to have armor of around 200 or higher, because you know the enemy is going to be able to reduce it with armor penetration.

The % damage reductions given by Ninja Tabi and Randuin's Omen are significant against opponents who do most of their damage with basic attacks. When planning your build, it is important to know which enemy champions do that - so think about it before the game starts, it will make the difference between buying Warden's Mail or Chain Vest! Generally speaking in-game you can tell by looking at the enemy builds: if an opponent is building critical chance items, then that is probably an auto-attack based opponent. If you see two opponents building critical chance items then you should definitely build Ninja Tabi and Randuin's Omen.

High health is a good general defence, especially since mid-season 6 when mages are back in the action so that most enemy teams will be dealing out mixed damage. All the builds in this guide are therefore looking to have high health. But having high health is not a perfect defence, because some opponents do % max health damage, especially with the new Bloodrazor item: if you are dying over and over to a Vayne or a Kindred, buying a Warmog's Armor is not going to improve the situation (much).

In mid-Season 6, Shyvana therefore needs to build good general defences, but she cannot expect to build so tanky that opponents can never take her down. Lifesteal, health regen, high mobility, and slows to apply to your opponent, must all also form part of your overall defensive strategy - as well as dealing out high damage of your own. Damage reductions which can be applied to one opponent - most importantly Exhaust, but also Challenging Smite from Skirmisher's Sabre, and Phantom Dancer - are part of your defensive options.

The best defensive item is usually Randuin's Omen. This item is important for team fighting. When you see that the enemy ADC has completed two crit striking items it's definitely time to buy this. Randuin's Omen is the best defensive item, not only for its raw stats - other items like Dead Man's Plate and Sunfire Cape have similar armor and health - but for its two unique passives. This is your go-to item if AD is the main threat, as in most games, or against any high attack speed opponent, including any opponent with Bloodrazor. The attack speed reduction can maybe help your whole team in team fights, but most importantly it keeps Shyvana alive, which is the best way to help your team!
Randuin's Omen slow

Dead Man's Plate offers armor and health, but less defensive than Randuin's Omen because it lacks the unique passive and active. This item is best for split-pushing and a more assassin like play style, but worse in team fights. If you are against opponents who are building crit chance or high attack speed (the classic ADCs like Sivir, and high attack speed ADCs like Vayne and Kalista) then you should generally prefer Randuin's Omen. The main reason for picking Dead Man's Plate is that it gives out-of-combat movement speed. It pairs well with Frozen Mallet, so you can use the Dead Man's Plate speed to catch up to opponents then slow them.
Dead Man's Plate details

The surprisingly good Ohmwrecker gives about the same protection as Dead Man's Plate, for 250 gold less, making it a very viable alternative. That's an important gold difference, when this is maybe going to be your third complete item - Dead Man's Plate takes a long time to finish with its 1100 gold combine cost, in contrast the Ohmwrecker components give most of the benefits already. (Although Ohmwrecker only offers 300 health, not 500 health, it has strong health regen which should keep you topped up to full health most of the time and can make up for that 200 health difference after a few minutes out on the map - health regen gives hidden strength.) Good on Shyvana in Top Lane as it helps get back to lane quickly. This is the only armor item giving 10% CDR. The strong movement speed bonus applies automatically near turrets and fallen turrets, good for chasing opponents through lanes, or if you are ever in trouble then just run away along a lane. The turret suppression active is amazing on Shyvana, it lets her do one thing she cannot so easily do, which is turret dive (it also helps your whole team, for example pushing mid lane or going for the 400 gold first turret bonus). It can make for some hilarious plays under turrets if the enemy team don't notice that you have this item...

Spirit Visage and Banshee's Veil are the two primary magic resist + health items - though note that you might not need either of these two items if following a Mercury's Treads + Wit's End build, unless facing a full AP team. Both items build out of Spectre's Cowl, and it is very rare that you would ever need to buy both items. Spirit Visage has more health and health regen (with the recommended masteries, 375% base health regen) and gives a useful 10% CDR. That's a very nice combination of stats and makes Spirit Visage a stronger item in most games. The 25% buff to lifesteal is also an excellent bonus if you have BotRK, or another lifesteal item.

Banshee's Veil can be the better pick in some games because it blocks one ability, even though it is weaker overall than Spirit Visage (with lower health and lower health regen). Blocking an ability can stop Shyvana being CC'd - opponents will generally use CC on Shyvana first before any other abilities, because Shyvana is so mobile if they don't CC you. For example, it can save you from Blitzcrank's Rocket Grab. Banshee's Veil can also be useful in situations where you want to initiate on an enemy with your ultimate: it can stop your ultimate being interrupted in mid-flight. Opponents can see when your Banshee's Veil spellshield is active, but I think that's actually good for you because it works as an effective deterrent: if the opponent is smart, he won't want to waste mana and a cooldown on trying to CC you, knowing that the spell will be blocked. The new Edge of Night item offers a similar ability blocking active.
Choosing between Banshee's Veil and Spirit Visage

Warmog's Armor is a good item on Shyvana because her natural armor and MR will enhance any health she stacks. With the recommended masteries and a Titanic Hydra, by level 10 Shyvana can easily have 2200hp without Warmog's, so that you will always have over 3000hp by the time you are able to complete a Warmog's. The health regen Unique Passive gives astonishing regen out of combat - you can fully heal in just a few seconds. This basically means you should be on full health all the time, thanks to lifesteal when attacking jungle camps or minions, and thanks to Warmog's when moving between objectives. It also buffs your Titanic Hydra damage and gives 10% CDR - what's not to like? However, Frozen Mallet offers only 100 less health, so in most situations when looking at this Shyvana should buy Frozen Mallet.
Why health is better: effective health

Thornmail has been nerfed for Season 6 - it now returns only 15% damage + 50 to the attacker, instead of 30% damage which it did in the early part of Season 5. Please bear that in mind if watching Shyvana videos from Season 5 and wondering why Thornmail seemed so strong. If physical damage and crit strikes are a problem for Shyvana you need to combine this with other armor, starting with a simple Ninja Tabi + Randuin's Omen combination. Note that the damage return to the attacker only procs on basic attacks, not damaging abilities: so this is good against classic ADCs but not so much use against a fed Zed or Kha'Zix.

Sometimes seen as a troll pick, Zz'Rot Portal actually offers decent defensive stats for a champion who has already stacked health and lifesteal. For example Titanic Hydra + Stalker's Blade - Cinderhulk + Blade of the Ruined King + Zz'Rot Portal + Frozen Mallet. The movement speed buff in lane is quite useful, similar to Ohmwrecker. The active - placing a portal - is great for distracting enemies, forcing them come to deal with it, while you go to take down a different turret or inhibitor. I sometimes sell another MR item to buy this late game if the game has become stalled. In this game, Dyrus takes it as his second item, he uses it to take 3 towers, showing how powerful it can be before 20 minutes.


The power of Lifesteal

NOT RECOMMENDED: Sunfire Cape - Sterak's Gage - Guardian Angel


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Adapting your build to the game

You must always adapt your build to the current game. Take into account factors like: how well you are doing, which opponents are strongest, what items are opponents building, how well are your allies doing, how much CC does your team have? It's also worth thinking about which Elemental Dragon buffs you have and therefore which items will benefit most from the extra buffs. For example, if you have two Cloud Drake buffs then Dead Man's Plate is not necessary. If you have two Fire Drake buffs then it's good to build high AD.

The standard build I recommend involves taking Titanic Hydra as your first or second item, but you could instead take Wit's End first against an AP jungler - for example Elise, Amumu - or any AP opponent who is already getting fed.



If following the Lower Cost Build with Cinderhulk and Wit's End, after you have completed Titanic Hydra and Enchantment: Cinderhulk, you may have too little armor if you focus only on Wit's End next: Wit's End is a very good item when completed, but if you have over 2500 health you really need to have well over 100 armor with it to have the best advantage from all that health - resistances and health go hand in hand. You can build some armor before Wit's End is finished, mid-game your build could look like this:



Against a full AD team, or a fed AD opponent, complete Ninja Tabi and Randuin's Omen earlier, and build Cinderhulk for a more defensive build. At the same time you can just take one or two Daggers or a Recurve Bow for attack speed, these can later be built into Blade of the Ruined King, which will become your fifth item. This build can be rounded off with a Dead Man's Plate for movement speed and additional defence against AD, or a Warmog's Armor or Frozen Mallet for more rounded defence - maybe Thornmail against specific squishy enemies who rely on auto-attacks.



Here's another build which works well against a full AD team, good against ranged opponents like Lucian who want to kite you and very good against tanks and bruisers. Finish this with a Randuin's Omen against a full AD team, you should finish with 265 armor and 4200 health, that's 15000 effective health against physical damage.



If you are carrying your whole team and stronger than any one single opponent, build Blade of the Ruined King earlier - even before any big defensive item - the lifesteal and high damage from it helps you to kill multiple opponents e.g. 1 v 2, and you will have the gold needed for this if you are carrying. Movement speed will also help you to bring all that pain to bear on the opponents, so take DMP instead of Randuin's. As the game continues, opponents will slowly become stronger and so you can build another defensive item 6th.



If your carries are carrying your team properly - for example your mid and ADC are both doing well - then it can be better for Shyvana to build full tank and just defend and peel for them. Even though you won't have such a high KDA (in fact your KDA can be quite bad, because a tank sometimes acts as a damage sponge for the rest of the team, and dies in the process) your team will win as long as your carries stay alive. A build like this is very strong against any melee opponents who might try to engage your carries, and has enough out-of-combat movement speed to catch up to your team anywhere on the map: you can also tank a large amount of turret damage with a build like this.



If you need high movement speed, take a Dead Man's Plate and Zeal in addition to your Boots of Swiftness - this can later be built out into a Phantom Dancer as your 6th item, similar to the Best Off-Tank Build but taking Phantom Dancer over BotRK. A build like this is strong against kiting ADCs like Ashe, Kalista, Vayne, Jinx:



Generally Boots of Swiftness are best for the laning phase, as Shyvana needs to get around a lot and also chase down fleeing opponents. Late game when most fights are team fights, raw movement speed is not so important - there's not much point to having higher movement speed than the rest of your team - and W gives enough burst movement speed for repositioning in fights. That's why late game we usually switch to Ninja Tabi or Mercury's Treads for all the defensive benefits those boots give.


Long game builds

In a long game (more than 40 minutes), opponents will be on full 6 item builds, and Shyvana will have excess gold, so Shyvana no longer has her (normal) advantage of having more gold than the opponents. So what can you do with that excess gold? Answer: (1) buy Elixirs + (2) replace your boots + (3) look at rebalancing other items. This is easy enough to do when you have extra gold: you don't have to stop thinking about items just because you already reached full build.

Since boots enchantments were abolished in season 6 it now makes more sense to replace boots, you will usually be losing only around 25 movement speed at most, depending on what item you take instead. Maximising movement speed is not so important in the end game as generally you want to stay with your team. The best boots replacements are normally Trinity Force or Phantom Dancer - both also make you a bit more tanky. In a more defensive situation (or if you need to split push while 4 defend) look at Zz'Rot Portal, Ohmwrecker, Dead Man's Plate or Edge of Night as a boots replacement, you can still have high movement speed in combat by activating W.

If you replaced your boots already, then you can also sell cheaper items such as Wit's End and buy something more costly. Generally late game you should be looking to out-damage the opponents with higher burst damage, so attack speed is less important late game than it is in the mid-game, instead single hit or single combo damage is more important. And although something like Wit's End is an excellent mid game item due to its on-hit damage and good gold efficiency, when you have gold to spare then you are more interested in slot efficiency - meaning highest damage per item slot. A 3000+ gold item is usually going to be better than a 2500 gold item, if you only have one item slot to spare. For damage and tankiness combined, Frozen Mallet is really good if you don't have it already. For pure damage you could look at an Infinity Edge to out-class other bruisers and to one-shot squishy opponents. For damage and MR, Edge of Night is very good, or Mercurial Scimitar is excellent with its cleansing ability.

Exchanging Wit's End and your jungle item as a pair can be a good idea. For example if you built Cinderhulk + Wit's End early (which are better items early and mid-game, and 300 gold cheaper), you could exchange them as a pair for Skirmisher's Sabre - Bloodrazor + Spirit Visage after you reach full build. Bloodrazor is a strong late game item, and Spirit Visage is strong when you have completed BotRK for the lifesteal. You could also look at Frozen Mallet here or an armor item, if magic damage is not a problem.

Enchantment: Bloodrazor gives very high damage in the late game, so it's not normally a good idea to sell it. To push your damage even higher, if you have BotRK + Titanic Hydra + Phantom Dancer as a boots replacement, you can take Infinity Edge or Youmuu's Ghostblade in place of the jungle item, those are the only items which give higher late game damage (and Infinity Edge works only if you already have 30% crit chance). It is possible to sell the jungle item, its Tooth/Nail bonus damage against jungle monsters is nothing when you are at full build, and you still have the same 1000hp smite for Baron and Elder Dragon even with no jungle item (most people forget that!)

Don't forget to buy Elixirs as well!
  • A high damage late game build with high movement speed and good lifesteal, and also fairly tanky. This is stronger than your enemies' full builds, very strong against the enemy back line, and with an Elixir you can win a 1 v 2, the movement speed helps you dance around your opponents to win a 1 v 2 as long as they don't have CC. The Phantom Dancer with a full build does good damage thanks to the crit chance combined with your auto-attack resets: you are hitting often, and one third of those will be crit strikes. Here Phantom Dancer is taken instead of boots, and Trinity Force in place of the jungle item. Taking Trinity Force actually reduces your damage (compared with Bloodrazor) but it adds useful movement speed and health. You can easily solo Baron with this build, the crit strikes increase your lifesteal. This may be the only build that can let you solo your strongest opponents, for example a fed Xin Zhao who has Bloodrazor and Guinsoo's Rageblade.

  • A very high damage late game build for highest possible damage without sacrificing all your defence. This build should be able to one-shot most opponents and may be the only build that can let you solo your strongest opponents, for example a fed Xin Zhao who has Guinsoo's Rageblade! Here Youmuu's Ghostblade has been taken in place of boots, you will have very high out of combat movement speed (thanks to Dead Man's Plate, Youmuu's and Edge of Night), and if you need movement speed in combat you can activate Youmuu's.

  • A tank killer build, if the enemy team has multiple tanks this will melt through them in seconds, you will have incredibly high DPS. By replacing your MR item you are giving up some magic defence, so you should take out the enemy mage first, but a level 18 Shyvana still has over 100 MR naturally (with the recommended runes, exact stat depends on how many drakes you took). This build has high health but only one fully defensive item slot so adapt it to the strongest threat to you, normally that's the ADC or being caught by crowd control under a turret, so we take Randuin's Omen or Dead Man's Plate: DMP is useful for crossing the map when you have no boots, but Randuin's Omen is stronger if the enemy ADC is on full build, and late game there's not much point in being able to move faster than your team. (Exceptionally, against Singed you might want to make that a Spirit Visage.)

  • A more defensive build for the late game. Essentially the only change has been to swap the Bloodrazor enchantment for Cinderhulk, this will give you over 4000 health, and you still deal plenty of damage from the Titanic Hydra + BotRK pairing. Against a full AD team, take Thornmail instead of Spirit Visage. Ninja Tabi are usually the best late game boots choice for their important defence against a fed ADC, but to be even more tanky you could take Dead Man's Plate or Zz'Rot Portal or Ohmwrecker in place of boots, all give some movement speed benefit.

  • A full tank build, you can aim for this late game if you have surplus gold and your carries are doing high enough damage. It provides utility from the multiple slows. Thornmail is another option for 6th item but generally it's best to stack as much health as you can when you have Cinderhulk: stacking health also improves your Titanic Hydra damage which is the only damage you have going for you in this build. Note this build has no BotRK, that's fine as long as your allies have damage, you can still be very useful especially if your team lacks CC.

  • Finally an experimental build for maximum movement speed. This build has a high amount of burst damage for the late game, there is good attack damage and some AP which buffs your W, E and R damage, also 30% crit chance. Instead of tanking damage, you activate W and speed away. You can be faster than Kennen when W is proccing: even after the soft cap your base movement speed is 518 in combat, 570 out of combat: and with W that increases to over 700! Defences are limited, this build lacks health and lifesteal, but defence is less necessary when you can run so fast. This is an experimental build only, but it could be a lot of fun.



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Good vs. bad Shyvana players

A good Shyvana:

  • Uses Q and Titanic Hydra after auto-attacks for a quick double or triple attack
  • Uses E when already in melee range, to make sure targets are marked when you attack them
  • When a team fight already started, uses R to leap in and win the day
  • Otherwise saves R to use it as an escape, or to secure the kill if the enemy flashes away
  • In a duel, keeps on attacking when low on health - if you 'believe', you can achieve a kill and survive - it's because most opponents are on full cooldowns after their burst
  • Is mobile during fights, moving around targets to dodge skillshots, to be closer to next objective or escape routes, and to constantly apply AoE damage (Titanic Hydra / dragon-form Q) to targets behind your main target
  • Stays mobile while taking jungle camps, for example kiting the camp when W and E are both on cooldown
  • Makes use of R and walls and other natural obstacles to block the target from moving or escaping - Shyvana has a large hitbox in dragon form and can body-block other champions
  • Uses W to enhance mobility during fights
  • Makes use of brush when fighting or being chased - if not visible you are not targetable, you can also use brush to give time for abilities to go off cooldown so you can turn on your attacker
  • Respects turrets, does not tower dive early game, especially not to secure a 1-for-1 kill
  • Instead of chasing directly, anticipates opponents' escape routes and takes shortcuts through the jungle to catch them when retreating
  • Ganks winning lanes to get herself and her ally fed (and to get the enemy team all flaming each other and on tilt)
  • Takes efficient paths, covering objectives in sensible progression and earning gold all the time.


A bad Shyvana:
  • Activates Q before the first attack (but actually that's OK if you are chasing and might only get one attack)
  • Attempts to use E at long range, misses, or even if it hits she loses out on the on-hit benefits from E due to not being in range for melee attacks, and using E spoils her own mobility (E interrupts movement and basic attacks and also switches off all out-of-combat movement speed bonuses)
  • Uses R to initiate team fights, and dies - especially if her team does not follow
  • Judges the range of R badly, stopping short of targets who move away while she is in flight
  • Retreats when low on health, is chased by the opponent and dies
  • Stands still in fights and just hopes her area-of-effect abilities will do damage
  • Stands still while taking jungle camps, takes damage when abilities are on cooldown
  • Is easily evaded or kited by higher mobility champions
  • Uses W for a movement burst before fights, so it is too quickly on cooldown when the fight starts
  • Has tunnel vision, takes direct line routes when chasing or escaping
  • Attempts tower dives when ganking Ahri, and hands the enemy team a free kill
  • Chases opponents and gets baited into a 1 v 2 when an enemy comes to help
  • Ganks losing lanes trying to help an ally who is weak or has a bad match-up, and hands the strongest opponent a free double kill
  • Wastes a lot of time walking or staying in lanes to 'help', too focused on minor objectives or with no real objective at all.


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Jungle Routes

Efficient routes and play style can make a 1 or 2 minute difference to the time when you have first dragon and your early items. These crucial minutes all add up to make a big difference to your power in the game. One of Shyvana's advantages is she has the fastest clear. You can have a level and gold advantage on the enemy jungler. It's a lot easier to get kills if you have 2 levels on him and 2 completed items to his one.

Efficient routes help you to maximise that advantage. When taking a camp, you should already be thinking about which camp you will take next, and the one after that too.

Updated for Season 7:

In the recommended start, you should start with Hunter's Machete and two Health Potions only, and 50 gold unused. Yes, you read that correctly, 3 health potions are not necessary - Shyvana should be able to do her first clear with only one or two potions, and so instead you will save that gold so you can buy better items sooner.

The new pre-Season 7 jungle is different from the old jungle in terms of the strength of the camps. Red Buff and Blue Buff camps are now easier to kill than before, and do less damage, if you use the correct abilities - physical damage (Q and Hunter's Machete) for Red Buff, magic damage (W and E, and E empowered basic attacks) for Blue Buff. Raptors has become a very dangerous camp at low level, it has so many monsters that it will take away at least half your health at level 1 or 2, I recommend you completely ignore this camp until you have level 4 and two points on W. Krugs is also a high damage camp, slow to spawn and taking way more time to clear all the monsters, again I recommend you leave this camp until you have level 3.

The fastest start is to clear the 4 quickest camps only, then back with 650 gold to buy items to help your next clears. The 4 quickest camps are Red Buff, Gromp, Blue Buff and Wolves.

Optimal Season 7 route for Shyvana: Gromp* - Blue Buff - Wolves* - Red Buff (where * shows the camps you will Smite). Even without a leash, you can take Blue Buff quickly enough at level 2. With this route it's very strongly recommended to take W and E as your first two abilities, these really help you bring down Blue Buff quickly with the magic damage. Then you will have level 3, and the Q ability, in time to take down Red Buff. (Optionally you don't have to smite the Wolves, you can get low at Wolves and then smite the Red Buff, but that's a risky move: the enemy jungler could invade you at your Red Buff and you could die to one hit. It's therefore best to use your Smite as soon as you have it. Generally it's best to try to stay above half health all the time in your jungle clears.)

Alternative Season 7 route: Red Buff* - Wolves - Gromp* - Blue Buff With this route, you start Q - Shyvana can take Red Buff quickly and safely when she has a point in Q. We leave Blue Buff until level 3, when you should have W and E abilities as well.

Aggressive Season 7 route: Enemy Red Buff* - Gromp - Wolves - Blue Buff Most junglers will be starting at Blue Buff in season 7, giving you an opportunity to steal their Red Buff. Again with this route, you start Q - Shyvana can take the enemy Red Buff quickly and safely this way, and regains most of the health lost if she smites it to finish. Stealing Red Buff will really mess up the enemy jungler's route. This also puts you in a great position to gank top lane at level 2, if you started on the left side of the map. It's also a totally safe route against level 1 invades from the enemy (which would usually be targeting you at your Red Buff) because obviously you will not be in your own jungle at all.

Do not be afraid to invade solo after you have level 4. Shyvana is a strong early jungler thanks to her fast clears, she can normally be a level ahead of the enemy jungler meaning you can win an early duel, and you can set back the enemy jungler a good amount, by stealing their camps (because camps take longer to respawn now). The jungle plants can also help you to invade safely, for example giving vision or knockback.


Tips and tricks:
  • Start with Hunter's Machete. (In Season 6, Hunter's Talisman was better but it's not so good now without the small jungle monsters on Blue Buff and Red Buff, and Hunter's Machete has been buffed.)
  • Your level 6 can be even earlier - around 15 seconds earlier - if you take the Teleport summoner's spell: this allows you to teleport to the tower near Krugs after backing.
  • You have to know Shyvana's clearing mechanics. Inefficient clears mean you will lose health unnecessarily, and have to go back sooner - which wastes time.
  • Use E when you are close to camps, so that you have its on-hit benefit for longer.
  • For extra speed you can activate some camps - for example Wolves - as you approach them, this draws them out a little.
  • Finish up each camp on the side that you need to be headed next, so you have a head start on you movement to the next camp.
  • For higher speed, you do not need to wait for abilities to be off cooldown before starting camps. If your abilities are on cooldown, start the camp with basic attacks, you will still be able to use your abilities on the camp later with exactly the same damage as if you had used the abilities to start that camp.
  • The recommended runes and masteries in this guide are not the best for level 1 and 2 clears - for example they don't give early armor or maximum attack speed - but they are enough for the recommended start. If you took runes and masteries different from the recommended ones, you will need to test it for yourself.
  • Try not to use the plant which gives vision (Scryer's Bloom is its name...) If you use it, that will show the enemy team your location, because the plant's vision thing gets shown to both teams on the minimap.

Minutes 9 to 15 in the game

After first dragon, you want a farming route that gives you the most efficiency, meaning least movement between camps and least time wasted. Wolves - Gromp - Blue (if it's up) - Rift Scuttler - enemy Raptor camp - gank mid is a good route. Take Rift Scuttlers whenever you see them up, and don't be afraid to steal the enemy's jungle: you actually want to encounter the enemy jungler there so you can get a kill (but check the enemy laners didn't come to help). Gank when there is a high chance of a kill or assist.

Don't forget to kill the Rift Herald: he gives you or your ally a nice bonus. You can kill the Rift Herald with help from an ally from level 9 onwards, but you probably cannot solo kill it (you are not strong enough before 20 minutes).


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Ganking

Shyvana is known as a "bad" ganker before level 6. I don't think she's bad at all, but you need the set-up to be right: she cannot simply gank a random lane on demand. Early ganks not only help your team, they also help Shyvana in her own goals completing items. Though for levelling up fast, the early jungle camps give XP faster than ganking.

In pre-season 7, I quite often take Ignite as my summoners spell and look for two specific early gank opportunities:

Opportunity 1: Mid lane gank at level 1 (before the minion wave arrives). At game start run as fast as you can to a mid-river brush, then wait near the entrance to the enemy's jungle. If the enemy mid is dumb enough to move forward from his turret (or maybe your mid laner can bait him) then you can get between the enemy mid and his turret, ping your mid laner, W, basic attack twice and Ignite, you can get a kill. Even if it goes badly you will force the mid laner to back on low health, putting your mid laner on level 2 by the time he returns to lane. This is fairly safe because the enemy jungler will be at Blue Buff (probably) or Red Buff, not too focused on his mid lane, and that mid laner should be dead before the enemy jungler can come. You generally take 0 damage from this, the only cost is it reveals your position to the enemy jungler.

Opportunity 2: Top lane gank at level 2 (enemy top lane still on level 1). This is only possible if you start on Blue Side (bottom corner of the map). Go to steal the enemy Red Buff at level 1, you can usually do this unseen and unopposed because most junglers will start at Blue Buff (but take care if against a Lee Sin or other mana-less junglers). Start Q to kill the buff faster, pull it into the brush, kill it for level 2 and take W as your second ability. Drink a potion. You can now gank top lane, from tri-brush, on full health with level 2 and totally unexpected at this time. With some top lane allies, for example Riven, you could also take the Red Buff together to do it faster, then gank top lane together, but your ally will lose 3-4 early CS - only do this if the match up means a guaranteed kill in top lane. (This could be countered by the enemy mid or top lane warding Red Buff early, so watch the laner behaviour on your mini-map - if you lose sight of them, they are probably coming for you.)

At levels 3-5, Shyvana's ganks are "bad" because the enemy can often just run away to tower:

- Shyvana has no CC (except maybe Chilling Smite, but it's not usually worth rushing this)
- she has no gap-closer before level 6
- she has no real ranged abilities
- her main damage comes from melee attacks and it's hard for her to do any melee attacks against an enemy who is running away
- she's not all that tanky prior to level 6 and cannot safely tower dive
- she has no natural sustain so can be out-duelled at low levels if the enemies stay to fight (especially in bottom lane).

But, Shyvana can do huge damage with her W if the enemy for some reason can't get away from it, for example if you position yourself between the enemy and his turret, or if your ally has strong crowd control (make sure your ally has mana before ganking). An ideal gank involves using W or R to close the gap, land on top of the enemy (ideally pushing the enemy back towards your ally with your R), do a W-E-basic attack-Q full combo, at the same time apply Chilling Smite or Exhaust so the enemy can't run away and stays in W range for longer.

You should be looking to gank lanes even before level 6 in these situations:
- if your ally is winning the lane: even though your ally is winning, a gank can make the difference between the enemy backing on low health and the enemy dying
- if the enemy is over-extended so you have enough room between where they are now and their turret to apply a lot of W
- if you are able to come from behind, for example from the tri-brush, without being spotted on the way in
- if your ally has hard CC (for example a Lux mid or a Ryze top or a Thresh or Blitzcrank bottom) - make sure to ping plenty and check that your ally has mana
- if the enemy jungler is there, your laner might be able to bait the enemies into a situation where they make a mistake and attack him under his turret, and with your help your team can get 1 or 2 kills (counter-ganking)
- if the enemy laner already killed your laner, but stayed in lane with low health.

There's a lot of ifs and buts here and only a large amount of in-game experience can really tell you which are the good situations where a gank will work out and where it will not.

Apart from the good situations, it's best for Shyvana not to be ganking before level 6 because it's wasting your time and it's bad for team morale (you come, you attempt a gank, you don't kill, and you leave again: it looks bad). Your laners will ask for help, just tell them you will come soon or you will come after. Don't gank when your laners say they need it, gank when you judge it's good based on knowing your own champion. (One exception: against 'setup' dependent laners, specifically, Heimerdinger but also Illaoi and Gangplank, if you are passing near to the lane you should come in, kill all their turrets / tentacles / powder kegs without taking too much damage, and leave again. That helps your laner, it changes the balance of power in the lane.)

It might help to think of the enemy laners - especially slow-moving ones - as like another category of jungle monster you can 'farm'. You wouldn't farm a strong jungle camp or the Dragon when you are low on health and you have no smite, just because you see that it's up. Instead you will come to 'farm' it at a time when you have enough health, your smite is available, and you know that you can kill it (maybe with some help from your ally in lane).

Although it's not great for team morale if your team see the enemy jungler pulling off two or three early game ganks while you are not ganking, actually it's worse for team morale if you go to attempt a gank and fail: the enemy team stops seeing you as such a threat, and your own team also. You can be sure all 3 of your lanes will know about it if you attempted a gank and failed.

Ganking makes you especially strong if you can get kills or assists early before you have your first completed item, as the early gold will help to complete the item sooner, meaning you have a power spike sooner. But don't worry too much if you have a game where the ganks don't produce kills: Shyvana also grows strong from farming (see this Cloud 9 vs Team Solo Mid game from LCS 2015 where the Shyvana is 0/1/0 at 27 minutes but has a huge gold advantage and has been a strong presence all game).


Ganking checklist

So you are going to gank? Great, here are some things you want to ensure:
  1. You have Ignite or Exhaust up (if you have one of these summoners)
  2. You have Chilling Smite up
  3. Your ulti is up (post lvl 6)
  4. You have red buff
  5. You have a reasonable amount of health, at least 75%
  6. Your laner has some health and plenty of mana (if mana dependent)
  7. You know where the enemy jungler is
  8. You know where all the enemy laners are
  9. You use a Sweeping Lens or Control Ward to know whether or not you were spotted on the way in
  10. You know whether the enemy has Flash up or not.
If all these things are good, you have a much higher chance of pulling off an effective gank. You want the odds to be in your favour, and it's within your control to make it so. Don't gank randomly. Gank strategically and with some preparation. And always, always ping to show your ally what you will do: do not assume your ally is watching the mini-map, he's probably not, so it's best to ping multiple times into his lane to show the path you plan to take.

You are ganking to get kills and assists for yourself and your team: not to help out an ally who is having a hard time in lane. Making the enemy use his Flash is a good outcome from an early gank. Making the enemy low health or low mana is also an OK outcome, maybe your laner will be able to get a kill later or the enemy will be forced to B. Either way, even if you don't get the assist, your team is still ahead.

A good strategy can be to figure out which of the lanes Shyvana can gank most easily (maybe due to the lane opponent having low mobility and no escapes: for example tanky / bruiser top laners) and gank only that lane. So you gank the same lane over and over, 3 or 4 times in the early game. This should be an easy way to secure some kills, and your lane ally will become so fed that he can then go and help the other lanes which you did not gank - for example top lane can Teleport to help. See some of the videos at the end of this guide for examples.


Helping your team without ganking

So what should you be doing instead of (or as well as) ganking? Six things, as Shyvana:

1. Take Dragon - you can solo Dragon at level 6, maybe even earlier if you built specifically for this (2 daggers). Your aim is take the first dragon uncontested and without being spotted, and 2 dragons for your team by 16 minutes into the game. See Dragon on Dragon section for more on this.

2. Farm - yes you might be accused of AFK farming, but if you can get level 11 first and two early dragons then you will bring a lot of power to the mid-game. Steal enemy jungle camps as much as possible, it helps your own farm, sets back your opponent, and it's a good place for you to be anyhow for warding (3 below) and for attempting to kill the enemy jungler (4 below).

3. Ward - ward the enemy jungle, your whole team needs to know where the enemy jungler is (also to see any enemies roaming or lane swapping). Take every Rift Scuttler, it's a free ward in a very useful place.

4. Kill the enemy jungler - hunt him down in his own jungle and kill him there. This will make your laners very happy, it's a kill for your team and removes the threat of them being ganked. It's also great for morale, it makes them think "our jungler better than their jungler". It can be an easy kill, because there is no turret nearby for your opponent to retreat under, and most junglers are not at full health. There are just a few opponent junglers who you can't kill early if both go all in, usually that's Warwick, Vi, Xin Zhao and Udyr but obviously it depends on the situation, who is fed, etc. Of course use and abuse your summoners and Chilling Smite to help to secure the kill.

5. Counter-gank - if a gank is taking place and you are near enough to get there in time, you may be able to turn the fight around and win a 2v2 - but take into account your own health level and your ally champion's abilities and health and mana in your decision-making, you don't want to hand the enemy a free double kill. Counter-ganking with Shyvana is strong because she can do a lot of damage to two opponents - even before level 6 - and if your opponents already blew all their abilities and gap-closers on attacking your ally, then it will be hard for them to escape you.

6. Take down turrets - although you are not in a lane, you are in fact the fastest turret pusher on your team. Whenever an enemy is missing from lane, you should take the opportunity to help push down that turret, it opens up the map for you as well as punishing the enemy for leaving lane. Especially you should help your mid lane in this way because most mid laners are weak against turrets: if that Outer Turret is still standing, it's down to you, not your mid laner!


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Counter-jungling

Counter-jungling means three things:

  • Hunting out and killing the enemy jungler
  • Stealing the enemy's jungle camps
  • Counter-ganking
More generally it can just mean jungling better, so having more gold, more levels, and taking all the Dragons, Rift Heralds and Barons first.

Killing the enemy jungler:

The best place to kill the enemy jungler is in the jungle, because it's probably a 1 v 1 fight which you can win, and there are no nearby towers for him to escape to. You can win the 1 v 1 fight because you have Exhaust to reduce his damage, or Ignite: against other melee junglers I also recommend Skirmisher's Sabre as your jungle item for the Challenging Smite which gives you a large advantage in a 1 v 1 duel.

Do not have tunnel vision on this jungle fight, you also need to watch the mini-map, because if any enemy laners are near enough, they will probably come to help your opponent: if one comes to help then together they can probably kill you, unless you have R or Flash to escape.

If you can kill the enemy jungler 1 v 1 that is a large benefit for your team, not only in terms of gold but also in terms of the psychological advantage, it can put the whole enemy team on tilt. It makes your team safer against ganks: your laners cannot be ganked while the enemy jungler is dead or in base and they probably won't be ganked while the enemy jungler is behind in levels and AFK farming to catch up.

See this video and this video for examples of games where the Shyvana kills the enemy jungler early and so, as a result, is able to carry all game. In both videos, getting early vision on the enemy jungler is what leads to the kill, because the Shyvana player then knows exactly where to go to find him next: it's simple if you see which side of the jungle he is coming from, because you know he just did those camps and he will next want to go into the other side of his jungle where the camps are still up. Even having vision of the enemy's small jungle camps can be enough, because if you see that a small camp is down, you know that the enemy jungler was there recently: if you know where he is not, that can help you to figure out where he is. The commentary in this video explains this quite well.

Stealing enemy jungle camps:

After clearing your own jungle, look for opportunities to steal enemy jungle camps. In pre-season 7, jungle camps take a long time to re-spawn, so if you steal enemy jungle camps this is definitely going to slow down your opponent's levelling and gold income (but watch for him retaliating by invading your jungle). Also generally Shyvana can complete all the camps on her side of the map and still be hungry for more jungle to farm. Exception: I generally will not steal the enemy Krugs camp, because that takes a long time and it's so close to lane that you are taking a big risk staying there: and it's in a bad spot, you can be trapped between the enemy jungler, the enemy laner and two towers, and there isn't even a jungle plant to help you jump away.

Here is a Scarra game in Patch 6.23 where he follows a strong counter-jungling route, continually invading the Elise's jungle so that he is quickly 2 levels and then 3 levels above her. This helps his whole team, basically Elise is unable to gank because she is behind, and so all the lanes gradually pull ahead. But he makes a mistake going to the enemy Krugs camp and dies there, for reasons why this is a bad idea see above!



Invading to steal jungle camps is a very strong strategy when you are at level 5 and only need one more camp to hit level 6. You invade, and even if the enemy jungler comes, you will be level 6 to his level 5 in any fight which ensues...

After level 6, you can take enemy jungle camps whenever you want to, and you can and should do that - Shyvana can think of all the jungle camps on the map as being 'hers'. But importantly, if you do not have vision of all the enemy laners, then ward the approaches to the enemy jungle to keep yourself safe - if the enemy know you are in their jungle, they could easily send 3 people to hunt you down.

There are many advantages from stealing enemy jungle camps:
  • Whenever the enemy jungler is killed or backs, he will naturally want to go from his base into his own jungle. So you can deny him a large amount of gold and XP if those camps of his are permanently taken - you can almost completely shut him down in this way after the first mid lane turret is down so that crossing between the two enemy jungle sides becomes easy for you. Think about those games where your team has lost all 3 lanes and been pushed back to base, and you as the jungler have a hard time because then you can't get any gold - if you make it into your jungle at all you find most of the camps have been taken, sometimes even your allies take the jungle camps because they are desperate for gold as well. It sucks, and it leads to you losing even more quickly. Think about those games, and the effect it has on you as a jungler, and now try to give the enemy jungler this experience in every game...
  • Stealing jungle camps denies the enemy jungler both gold and XP. Especially you want to do this if you are ahead, for example if you are on level 6 and the enemy jungler is not yet, because he desperately needs that XP to reach his level 6 and catch up with you.
  • If the enemy team know you might be in there, it makes them play more cautiously, for example they will not pressure your lanes so hard, and they will use up more of their wards warding their own jungle, instead of warding river or warding your side of the map as they should be.
  • Being in the enemy jungle gives you a good chance of finding the enemy jungler for a 1 v 1 fight, which you want to have if you are ahead of him.
  • Being in the enemy jungle puts you in a good position for ganking lanes, because you can approach the lane from the enemy turret side, cutting off the escape and using R to push the enemy toward your own team.
  • Even if most of the enemy jungle camps are taken, you can put some deep wards into the enemy jungle which gives useful vision.
  • Shyvana takes camps so fast, when she has items, that she maybe needs to steal some enemy camps just to have an efficient route: there will be times when all of her own camps are down - especially in Season 7 when camps spawn more slowly than before.


Counter-ganking:

Shyvana has fast enough movement speed, combined with her W, that if she is anywhere nearby she can often get to a lane in time to counter a gank. Put simply, when counter-ganking you are trying to do two things. First, you can save your ally from dying - for example if your ally is good enough to put both enemies on half health, and then you show up in lane on full health, the enemies will usually retreat and your ally can escape to the tower. Second, it can turn the situation around and give your team the kill.

At levels 1-6, an effective counter-gank can happen if the enemy switch their focus onto you and your ally has the skill (and mana and cooldowns) immediately to go aggressive even though he has only 50hp remaining. Shyvana can tank a bit of damage even at low levels, most enemies do not have much damage at low level after they have blown their cooldowns (there are some exceptions like Renekton and Yasuo who are dangerous at all levels). But it can be risky. In solo queue, you should generally not go into situations where your survival depends on a team-mate taking certain action or following up. If the situation looks risky - two strong enemies, or your ally is on low mana or just not a good player - then you should not counter-gank even if you are nearby, your counter-gank at low level can easily give the enemy team a double kill.

From level 9 onwards, once Shyvana has two damage items, it's better for her simply to look to kill both enemies herself - they can be easy kills, if the enemies' escape abilities are on cooldown.


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Team Fights

Although she excels 1v1, Shyvana does not do so well in the tank role in 5v5 team fights. The only way she can do serious damage is to be in the center of the fight and if she's in the center of the fight she will be focused, and will probably die. She's not the best tank - there are at least 10 better tank champions in the game - and she has no hard CC and no escapes except for her ulti: but probably she used her ulti already if she's team fighting.

But ... Shyvana does AoE damage, so surely she should be really good in team fights, right? It's true that her AoE abilities can do useful damage to closely grouped opponents. But she is a melee champion and (apart from her E) her abilities only do damage to nearby opponents - it's like she does damage with her own body and its flames. This means she must always risk herself to do damage. In a straight up fight with three opponents or more, her AoE damage will not be enough to kill the opponents before they can kill her. It's the same however you build Shyvana: a tanky build can be a "damage soak" for your team but you won't be able to get many kills and can still be melted in a 5v5; and even with a higher damage build (as recommended here) Shyvana likely still will not be able to secure a kill before dying herself.

So tank-style team fighting, where you walk up to the enemies' faces or dive in as your team's initiator, is not a good idea. Even with a tanky build, Shyvana should not be played like a full tank champion: that is not her role.

If you play smarter, Shyvana can do well in 5v5 fights.

  • With allies who go all-in with her, at the exact same time, together you will do a lot of damage and should kill multiple opponents. Someone might die, but the enemy team can't focus all of you. (This works best when you play with people you know, it's hard to get the timing correct in solo queue.)
  • Shyvana can peel effectively for her carries, by simply killing any melee champion who attempts to dive them - late game Shyvana is a very effective counter to Zed, Master Yi, Riven and other squishy melee hyper carries (also to Katarina).
  • In a similar way Shyvana is good at flanking: that means using her mobility to approach the enemy team from the side or the rear, she can take one enemy out of the fight and maybe turn the fight around, she can also catch out an opponent who is retreating from the fight at low health.
  • With allies who can hold a team-fight without you then Shyvana can wait on the side until she is late into the fight - maybe even the last person to commit to the fight. Then at a good moment she can ulti in and do a burst of AoE damage, and clean up multiple enemies, at a time when the enemy team's abilities are mostly on cooldown so there's not much they can do back to her. This style of team-fighting works well for Shyvana, for the same reasons that she is strong in counter-ganks. It's kind of a selfish way to play, but it's very effective both in solo queue and in teams.

    Here is Cloud 9's Hai doing this in a LCS Summer 2015 match. See also this game-changing Baron fight in another LCS 2015 game. Finally, this video of Hai as Shyvana in a non-competitive game has him, again, using his ulti to go late into a team fight 1v4 - and he does the same thing again later in the same game.)
Tactics like this mean that Shyvana can sometimes carry games hard with a high number of kills, but it depends on your team. It's not always going to work out like this, and sometimes you will have to avoid all fights and earn your kills by operating alone.

It's best to fight an enemy at the side of a team fight, positioned so that Shyvana is on the outside of the enemy, facing towards the fight. That way, Shyvana's area of effect damage from E and Q (in dragon form) and from Titanic Hydra will be able to damage multiple enemies behind the main target. It also makes it easier for Shyvana to activate W and retreat from the fight if you don't like the way things are going.

Every team fight has a rhythm, often it goes like this:
  1. Someone dives or applies CC to initiate
  2. Full engage from both teams and all initiating abilities used, a lot of CC is flying around
  3. Back line (e.g. AP champions) moves forward to apply damage
  4. Anyone left alive falls back to a skirmishing position (or disengages at low health)
  5. Losers retreat, winners chase
Shyvana wants to join the fight at step 3. Not step 1. You can think of Shyvana joining at step 3 as a counter-initiation, or a peel, it's both of those things at the same time.

Team fighting in more detail

Other approaches to team fighting


The power of split-pushing

Sometimes you will want to join your team and fight because your presence will strengthen the team and secure some kills, and sometimes you have to team-fight, because you're contesting Dragon, Baron or a turret, or similar situations.

But - especially if you are carrying hard - it's often best for Shyvana not to be team-fighting most of the time, but instead to split-push hard and roam. This split-pushing pressure helps your team more than if you are team-fighting.

If you are pushing a tower or inhibitor, while the opponents are grouped in mid lane attacking your team or a turret, the opponents now basically have 3 choices.
  • First choice is to ignore you, in which case great, you just took an inhib.
  • Second choice is to send one person (probably their strongest) to stop you, in which case that person will die.
  • Third choice is to send 2 or (safer) 3 people to deal with you, in which case they just pulled out of the team-fight.
Shyvana is well suited to split-pushing - definitely one of the top 3 champions in the game for this - for multiple reasons:
- she can wave-clear extremely quickly, so allowing allied minion waves to push up the map to help her
- she can take down turrets and inhibitors very fast (especially with the Crazy Damage
Build...)
- she can tank a few turret shots if necessary (and can easily heal up in the jungle
afterwards, thanks to lifesteal)
- she can 1v1 any enemy who comes to try to stop her, probably even 1v2 if it is not the
strongest members of the enemy team
- she has the mobility to get to objectives quickly
- if the whole enemy team comes for her, she can probably still escape using R and W.

If you are playing as Shyvana in the jungle, after the game has gone beyond 20 minutes you really need to think of all enemy turrets which are still standing as being your primary responsibility to take down. There's no need to be polite and leave them for your allies in lane!


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Dragon on Dragon

As Shyvana I make it a point of pride to take every Dragon. Shyvana doesn't like people killing dragons - obviously - but if anyone is going to do it, she wants it to be her. Since the Patch 6.23 rework, there's an important reason to take all the Dragons, each one gives Shyvana +5 armor and MR from her passive (so each one is worth around 300 gold to her).

Usually Shyvana can get to the first Dragon earlier than the enemy jungler: the only exception is Elise, you can find that Elise takes a Dragon even earlier than Shyvana, so make sure to ward it from around 5 minutes against an Elise (Heimerdinger or Kalista laners can also take drakes very fast).


Why Solo Dragon?

Tips and tricks:
  • If taking an early Dragon it's generally best if your team-mates do not help. If bot or mid come to help, the enemy will see them leave lane and know you are attempting drake: if the enemy come you are at great risk of being killed because you are on low health, and however good you are with Smite it's basically a 50/50 chance for which team gets the Dragon. If your team-mates do not leave lane and the opponents are not experienced playing against Shyvana then you can often take an early drake without being detected.
  • The safest time to take Dragon is just after your mid lane killed an opponent, when bot laners on both sides are all in lane. The enemy jungler is very unlikely to come to Dragon then - most enemy junglers are not capable of soloing Dragon before level 7, and they will not want to pull their bot laners away from lane when your mid laner is free to roam making any river fight 4 v 3. Depending on where he is at the time, the enemy jungler will either try to counter-attack your mid who is low health, or he will stay farming his own jungle, or he will try to get a revenge gank on top lane. The best that can happen is you find the enemy jungler in the river taking the Scuttle Crab (to protect his bot lane in case your mid roams) in which case you get to have a full health level 6 fight with the enemy jungler, with your mid nearby and free to leave lane to help.
  • Generally it is best not to go to gank bot lane prior to taking first Dragon, even though you are close to them and you can see they would benefit from the help. (I disagree with the commentary in this Master level video - he says in the commentary he should have gone to help bot lane, but actually what he does, taking the Dragon solo, is the better play.) If you go to gank, you are likely to lose most of your health when doing it, so then you will have to back: this means you lose time, you lose the opportunity to take Dragon uncontested, you probably used your ultimate which is your safe escape, and you gave the enemy jungler valuable information (now he knows you have level 6 and items, and he knows you are interested in Dragon). Exceptionally, if you check the lane and you see that you can get an easy kill in bottom lane if you gank, and if your mid lane is also free to roam, then do the gank - probably then the surviving enemy bot laner will have to back, you will be on 50% health, but you and your mid lane together can take the Dragon quickly.
  • For second Dragon it's good to have help, because the enemy team will likely contest it (their jungler will be watching the timer, because he's angry he didn't get the first Dragon).
  • If sneaking an early Dragon use a Control Ward to check Dragon pit is not warded. You can also tell whether you have been seen by watching the mini-map: if you start Dragon and there is no reaction at all from the enemy mid lane and bot lane - like they all stay in their lanes - then it's a safe bet you have not been seen.
  • If on the mini-map you see enemies deliberately start to move towards you, get out of there, fast, you have definitely been seen and the enemies will reach you before your allies come (because the enemy started moving first): if you stay you will likely die in a 3v1 or 4v1 and give the enemy team a free early Dragon.
  • Do not start first Dragon if you do not have sight of all enemy laners - and if you lose sight of enemy bot lane and jungler, ping your allies to collapse on Dragon together with you, do not go to contest it alone if you think the enemy jungler is there.
  • Always go away and come back later if the enemy team has an active Rift Scuttler ward there.
  • On blue side you do not need to take the Rift Scuttler before taking first Dragon, because you do not need this as an escape route: if you are level 6 you can escape out of the pit over the wall. Not taking Rift Scuttler reduces the chance that you will be detected, because an enemy jungler coming through the river will generally take Rift Scuttler first if he sees it's not taken, before checking / warding the Dragon pit. While he's taking the Rift Scuttler he actually can't see into the Dragon pit, if you stand between the Dragon and the wall. This can be hilarious if he's there in the river close to you and still doesn't see you taking drake, until it's too late to stop you... This video included in my general jungle guide has a nice example of this at 04:27 in the video, the Tryndamere walks past without seeing Shyvana.


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Shyvana tips

1. ___Key tip: Most of Shyvana's damage comes from basic attacks enhanced by Q and on-hit effects. Her main damage is not from her W, and definitely not from her E. You must therefore position yourself to use basic attacks on your target. Trinity Force and Phantom Dancer can help with this: these items help you to be in, and stay in, a good melee position in fights and when chasing down opponents.

2. ___With a high damage build, Shyvana does so much damage that it will surprise your opponents, she also heals from lifesteal as long as she can hit her basic attacks. If caught in a bad situation, instead of retreating, attack hard. You can kill a squishy opponent in 3 hits. Pretending to retreat into brush, then turning and attacking hard once your Q is off cooldown, can be a great tactic.

3. ___Use attack move as well as regular right-click move in fights, similar to the way that a kiting enemy will use stutter-step (orb-walking): you want to be always moving around your enemy in fights, to be in the best position and to make it harder for the enemy to land skill shots on you. Practice doing this on large monsters when you are taking jungle camps, it will also slightly reduce the damage you take while jungling (because if you move, the jungle monster has to move before attacking you and sometimes it also gets itself minion blocked).

4. ___Attack move can help you catch up to a fleeing enemy if you are coming in at a side angle (e.g. when ganking from river), so instead of right-clicking on the enemy which moves you directly towards where the enemy is now, you click attack move on the ground behind the enemy, on the place where the enemy is headed to - your champion will take a slightly speedier route (a better diagonal) and attack move will automatically do one basic attack as soon as you come into melee range (you can also press Q to pre-charge it to be a Twin Bite - this is a situation where you might want to Q without auto-attacking first). Note: this tip doesn't work if there are enemy minions around, if there are minions then using attack move will cause you to stop and attack the nearest minions instead which you don't want.

5. ___Map awareness: As well as always keeping one eye on the mini-map, you need to be watching your lanes while you are taking jungle camps and en route between camps. While taking a camp you do not need to watch Shyvana on screen to activate your Q and W abilities: you can still activate those abilities just by button pressing when you see they are off cooldown. Attack Move can also help you take camps automatically without needing to watch. The F1 F2 F3 F4 F5 camera control buttons are a handy way to watch lanes: figure out each game which button is which of your laners, then hit F1 to bring the camera back to yourself. You do not need to toggle camera lock (Y) if you use F1 instead.

6. ___Do not tower dive before level 6. Unless you took Flash, you have no way to escape from under a tower quickly enough to avoid taking 3 turret shots, which will kill you. Even if you secure a kill, it's not worth dying for that due to the loss of gold and XP during the time it takes to respawn and walk out onto the map again. (Exception: if you have minions or an ally taking the turret shots on your way in, then you can run in, Q the enemy, and then activate W to run out by the shortest route, and you might only take 1 turret shot.) After level 6, tower diving becomes viable for Shyvana, especially in dragon form and once you start to build armor items.

7. ___You can solo Baron (or Elder Dragon) with the suggested long game build - any Earth Dragon buff also helps. This isn't amazing, a lot of champions can solo Baron with Bloodthirster, it's much more impressive when you don't have Bloodthirster. When soloing Baron, use R to initiate on it, then you will be in dragon form for the whole Baron fight so you can tank its damage better. (In contrast, if taking Baron with your team, do not use R, save it in case opponents arrive to try to stop you.) If soloing Baron you can use double smite to take it down faster (smite once at the start of the fight, and again at the end: the second smite is available after 15 seconds).

8. __You can solo turrets without minions when you have the suggested long game build, you can literally walk up to an Inhibitor Turret and take it down from 100-0. (With an Inner Turret it's best to retreat after tanking a few turret shots and come in again because each turret shot does increasing damage.) Very few champions can do this. Remember to activate W when attacking turrets even if there are no enemy minions nearby, for the buff to your auto attacks.

9. __At game start with your W you can reach river before any other champion, this can be useful for preparing an invade or just for checking which camp the enemy jungler starts on. Using W again should allow you to retreat out of range towards mid lane even if spotted by the enemy team. If your team does a full level 1 invade (or if you get invaded) W combined with Exhaust and basic attacks can be enough to take a level 1 kill.

10. __If stealing enemy jungle camps, especially early game, you can optionally not clear all the small monsters so that the camp does not respawn. This leaves behind a small amount of gold, and blocks your opponent from having gold and XP when he next comes to that camp. It's a powerful strategy in Season 7 where camps take a long time to respawn. But it's hard sometimes for Shyvana not to kill the small krugs or raptors with her W, so don't worry too much if you accidentally kill them.

11. __Always give up blue buff to any team-mate who needs it, its only benefit on Shyvana is cooldown reduction. I will usually offer all the blue buffs, including the early ones, to a mana-dependent mid like Lux, this starts to build good team co-operation if you are in solo queue.

12. __Late game, if using jungle camps or minions to heal up from lifesteal, do not use your W or your E. You will gain more from lifesteal if you use basic attacks and [/color]Q only, and at the same time your Fury bar will build faster - to put it another way, the camps die too quickly if you use W and E. Advanced tip: If you're desperate for lifesteal and only one jungle camp is up, you can bait it out, 90% kill it, then let it reset and repeat - you can heal to full health off one camp like this.[/color]

13. __You have power spikes at:

  • Level 1 - because W does a lot of damage for an early spell, it's hard for enemies to run from it before they have their dash abilities, and maybe you also have Exhaust
  • Level 3 - because you have your full ability combo and most other champions are becoming low on mana at this point
  • Level 6 - because you are tankier with +10 armor and MR, your additional scaling defences from runes and masteries are now starting to be significant, and you have your ulti available immediately
  • Levels 7-18 - because Shyvana.
14. __To play Shyvana well, you need to know your strength against other champions at various different stages of the game. This is hard, as it is so different throughout the game: if you just won a game where you stomped all over a Zed or a Yasuo at level 12, that doesn't mean that you can take them next game at level 6. Especially you need to play cautiously before you have your completed Titanic Hydra. When that item is complete you have a huge power spike in terms of damage dealt, as well as your defences. Before then you need to be somewhat patient. Early game you can kill opportunistically, and you can 1v1 most enemy junglers if nobody else comes, but you have to run from 2v1 situations and watch the map carefully in case of roams. Mid game and late game you can play more fearlessly. After you have 2 or 3 items, go to look for and kill the strongest enemy in a way that he can't do anything about it - so he's farming in lane at full health, you show up, he is dead with no escape. If the enemy Zed or Katarina is afraid to go roaming the map alone in case they find you, you just took away all their power and won the game already.


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General jungling tips

For some more general jungling tips, all good for Shyvana, please see my general Season 6 Jungling Guide. That has the following chapters:


Much of that content used to be part of this Shyvana guide, but it was making this way too long for any casual Shyvana players to read!


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Skins

Which skin you choose can make a small difference to your results in a game, for whatever reason - confidence and your enjoyment of the game, or just the impression of you that your allies and opponents get in the loading screen before they've even seen you play.

I don't much like the Classic skin on Shyvana. The blue skin is kinda ugly, and this skin (but not the others) makes an unpleasant loud flame sound when your W is proccing and the flames damage any target. However, I do sometimes choose this skin when Shyvana is on free rotation, if I want opponents to think I am new to the champion and so under-estimate my skills.

The Boneclaw skin is cute, the human and dragon form models both look good. The W flames animation is similar to the classic skin, in dragon form maybe a little duller coloured and not too many flames on the ground, so it can be hard for opponents to see it - they can maybe walk on it without realising its extent.

Many high elo players like the Ice Drake or Championship skins. The blue spell effects look cool but the spells are very visible, making it very obvious what the range and area of effect is. That's useful for you if you don't play the champion too often - a lot of high elo players play 30 or more different champions - but it also helps the enemies, and if you main Shyvana then you should know the range of your spells instinctively.

The Darkflame skin is the sneakiest, because the spell animations (especially W) are darker in colour and so harder to see.

Personally I don't see any advantage of the Ironscale skin, it is my least favourite, the W animation has a circle around the outside making it too obvious to enemies what the range is, and in dragon form the dragon (wyvern) wearing armor just does not look right!



The newest skin is Super Galaxy Shyvana, here are some images - even though it's not a traditional look, I like it a lot, the spells animations look great and the recall animation is very fine.


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Videos

Here are some Shyvana videos which you can learn from.



A short video with a basic introduction to the champion and her abilities. It covers a lot of the main points in a 6 minute video. The commentary is from IWillDominate, one of the best junglers in the world - an excellent Season 5 game with him is below. However, the rune advice here is wrong.

Why the rune advice is wrong



A perfect game from WingsAreDeath in Patch 6.10, with a nice clear commentary from him as he plays. "How it's done, boys!" Look for the Level 3 gank in top lane, and the super forward ganks in bot lane, chasing forward through the turret when it is safe to do so. Also look for the strong "belief" even at low health, and survival over and over thanks to having Nami as a support - as covered elsewhere in this guide, I rate Nami 5/5 as one of the very best team-mates a Shyvana can have.

Another Wings game



This is a Gold V game with a thorough "coaching" style commentary on the Rengar from NightBlue3, a popular streamer and pro jungler (substitute for Team Solo Mid in 2014). It includes pauses and slow-motion replays at key moments. The commentary is full of excellent tips for any jungler wanting to climb ranked. The Rengar loses to a Shyvana who outplays him all game and there is some commentary on her. You can see the Shyvana's exact route from the mini-map and all her early-game kills and counter-jungling are shown.

Comments on the Shyvana build

Quotes:
"That Shyvana will eat you alive."
"Do you have a death wish? Dude if you want a hug, you don't have to get it from a dragon who's two levels higher than you. Go hug a teddy bear or something."
"You don't give Shyvana hugs."




An introductory commentary from a popular Youtube teacher with a British accent, this will be of interest to someone who is learning the champion. A lot of this is still relevant even though this is an old video, from Season 5.

My comments



A Pro level game (without commentary) where the Shyvana play is a work of art. Everyone should watch the first 20 minutes of this game to see how Shyvana is played properly.

Game details



A late S5 game with Bengi in solo queue playing Shyvana and carrying hard. This showcases Shyvana counter-ganking, he counter-ganks at least 4 times in top lane. You can also see him team fighting with a "counter-ganking" / "flanking" style (see Team Fights section of this guide), meaning he is last to dive in to the fight and cleans up.




Switch off the sound and just watch the gameplay. (The video is in French, and even if you understand French you might want to switch off the sound for this one...) This guy counter-jungles the Udyr early, very very effectively. He's also extremely fast, there is zero hesitation and he just takes camp after camp after camp, he is always doing something: it's an excellent showcase for how fast Shyvana can be. Look out for his kill on a retreating Janna at 17:54: it's very pleasing.

Game details




A Master level game from the Brazilian server, with a full game commentary - the detailed commentary contains some good tips on jungle vision, counter-jungling, and general strategy when you are carrying a game.

Game details


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Patch updates

Older Patch notes from Season 6


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Credits

Thank you to the writers of older guides, I have learned a lot from you.

Thank you to the makers of the videos included above, they are fine showcases for Shyvana play: commentary from high elo and Pro players is always appreciated.

Thank you to Steven DeRose (Coronach) at Riot and his team who designed Shyvana as well as other great looking champions which came into the game in Season 2 like Elise and Zyra. Shyvana still has some of the best animation in the game, and it looks even better with the 2015 re-work. I love the way this champion looks and moves, in human form and in dragon form. It makes it a pleasure to be watching your own champion on the screen.

This guide was created in September 2015. Please do ask questions or let me know in the comments if there is something you don't agree with. If something here helps you I would really appreciate your vote, I have put a lot of playing time and analysis into developing these ideas and recommendations for you guys!

You may also be interested in my new Kha'Zix build and my Jax top lane guide.