Shyvana Build Guide by Drahga
Not Updated For Current Season
Not Updated For Current Season
Introducing Jungle Shyvana
This is my very first guide on Mobafire and this is the way I see Shyvana played. She has no real sustain and is rather squishy early game so she would get XP-Zoned rather quickly by competent AD Carries on Bot lane. Her lack of sustain either puts her in 1 of 2 places. Solo top 1v1, or in the Jungle. There are tons of champs better than her solo top (Irelia, Cho-gath, Nasus, Nidalee, Morgana, Etc) so I put her in the Jungle. I also see her as Tanky DPS because she needs to be in the center of the fight in order to perform and she has no real escape mechanism other than her ultimate. So she needs to be able to get in do her damage and get out safely.
Shyvana the Half-Dragon.
There are those few dragons in Runeterra who have mastered the intense magical energies that course through their unique anatomies, evolving into an elusive Celestial Dragon. These powerful and enigmatic creatures spend most of their time hidden away from the lands of men. However, there are those who find themselves drawn to civilization and who take on human forms to immerse themselves in the world of humans. Occasionally, one finds itself drawn to the spirit of a human and they have relations. Sometimes, in the slimmest of odds, the union will bear fruit and that offspring will be one of the few half-dragons to have graced Runeterra. Shyvana is one such creature, born to a simple Demacian farm-girl and her Celestial Dragon father. Left to be raised by her mother, her oddities were something that couldn't be hidden from her community, though she was protected by her family. Once her family had perished in disaster, she was left alone for the first time - truly alone. Shyvana quickly became an outsider and it wasn't long before the community's fear began to put her in danger. Facing mortal danger at the business end of an angry mob, she was rescued by the traveling noble, Jarvan Lightshield. The noble was a man who strangely knew exactly what she was and took her under his wing. It wasn't long before she was offered a chance to use her natural skills in the service of Demacia, as Jarvan initiated her as one of the elite guard. Following Jarvan into the League of Legends was only natural.
Shyvana is a fierce warrior, with the blood of one of the most powerful magical predators in all creation flowing through her veins. Unlike some of her fellows, she is a subdued personality - somber, cool, and collected. However, when the moment strikes, her draconian heritage manifests and there are few that can stare her in the eyes and not feel the primal urge to flee.
''By the blood of my father, I will end you!''
Pros / Cons
-Pretty fast jungle
-Pretty sweet AoE knockback
-Synergistic with attack speed and on-hit items.
-Can be extremely tanky end-game while dishing out tons of damage.
-Pretty squishy until level 6.
-No CC so unreliable ganks.
-Has to take exhaust to make up for no CC.
-No self sustainability/Dangerous Jungle.
For runes I go
9 GREATER SEAL OF ALACRITY
-For increased attack speed which scales well with Twin Bite; faster attack speed equals more Twin Bite.
9 GREATER SEAL OF RESILIENCE
-Flat Armor Seals for a safer jungle and increased resistance from melee auto attackers
9 GREATER SEAL OF WARDING
-Flat MR Glyphs for defense against casters.
3 GREATER QUINTESSENCE OF ALACRITY
-Attack Speed Quints.
This setup is geared for a safe and fast jungle using armor and attack speed with a little MR to save you early-mid game
I usually go 14/6/10 to grab everything of importance for survivability and damage.
14 Offense for attack speed, magic pen, and CDR. Everything you need to jungle and gank.
-3/3 Deadliness for critical strike.
-1/1 Plentiful Bounty for extra gold.
-4/4 Sorcery for the CDR.
-4/4 Alacrity for the attack speed: your primary stat.
-1/1 Archaic Knowledge Increased magic penetration. This is key because burnout is one of your main damage sources.
-1/2 Offensive Mastery Increase damage to minions to up your farm.
6 Defense for the much needed armor and MR
-3/3 Hardiness for the extra armor for the jungle.
-3/3 Resistance for extra MR.
10 Utility for the XP boost and increased buff duration.
-3/3 Good Hands For faster revival in case/when you die.
-1/3 Perseverance Increased regeneration.
-4/4 Awareness Probably the best mastery in utility. Increase XP is critical.
-2/2 Utility Mastery Increased buff duration for blue and red pill is very nice for a jungler.
For early jungle and sustain. I usually just get Madred's Razors and Vampiric Scepter and upgrade them into Madred's Bloodrazor and The Bloodthirster, but if you want the free wards be my guest!
For much needed MR and tenacity; remember you will be on the front line, and by being their you will need resistances and tenacity to counter enemy CC.
and No attack speed junkie should be without these two items, and as Phreak would say "deals tonnnnnsss of damage" these work very well with Twin Bite
Pair with Atma's Impaler for some sexy late game damage and armor.
is your bread and butter. People say that Frozen mallet is better, whereas I say no because TF will give you the movement speed, the chance on hit to slow to chase people and the sheen effect. TF just has more raw stats which Shyvana utilizes than an over priced health item with a constant slow. Youll be hitting fast enough to keep the slow up from TF most of the time anyway.
as I said before; coupled with Warmog's Armor you will be mondo beefcake.
Team has lots of casters/CC? No problem Banshee's veil can solve that!
Need some sustainability endgame? Look no further than this doo-hickey.
For extra armor, MR, and the +1up!
A generally overlooked item. I like to take this if enemy team has Amumu, Fiddlesticks, or Galio. They have super CC and Banshee's Veil can fall off from any spell. Use this if you are good at using your items and want to break crucial crowd control effects.
Wolf camp, Wraiths, Mini-Golems
Blue Pill, Red Pill, Wolf camp, Then try for some ganks!
Kill wolf camp (with leash, then Blue pill (with leash) Wraiths, Mini Golems,
Red pill, then try for a gank!
I usually drop wards on enemy red and dragon early game. I find Shyvana an excellent counter jungler because of her high mobility and burst early game. If you can find their unsuspecting jungler with low health trying to get their red buff I usually go for it because you just cant outrun Shyvana without popping ghost or flash. And by doing this you have either:
A) Backed their jungler making them lose XP
B) Made them blow their summoner spell which saved one your of lanes from a potential gank
C) Smite stolen their red or blue buff
D) ..or died. D'=
Ganking with Shyvana isnt exactly on Xin Zhao's, Udyr's, or Warwick's status so your team comp is going to require some CC in their department and you using exhaust most likely. Just enough to ult them away. Tower diving is pretty easy with Shyvana because of Dragon gap closer and Armor/MR buff that come with it. I'd put Shyvana's ganks on par with Skarner... maybe a little worse.
-I max out my Burnout first because it's what gives you such a fast jungle and its speed boost is key for ganks.
-Secondly I max Twin Bite because coupled with Wit's End or Madred's Bloodrazor It shreds opponents. Just think in 1 Q you do 2 attacks (second with 100%Bonus AD) 4% of their health twice and 42 damage twice). It also works well with jungling in the same respect because of the possibility of double Wriggle's Lantern Procs. Which makes you a pretty big Baron/Dragon threat.
Thirdly I Max out my Flame Breath after putting a point in it at level 4. This spell is key for your damage output due to its armor debuff.
Dragon's Descent at levels 6, 11, and 16. This ultimate is nuts because it turns the battlefield to chaos. Your spells have increased effects.
A well placed E,W,Q,R can really flatten opponents so try and nail those skill shots.
This, in my opinion, is a needed due to virtually no CC other than a knock-back. If you want to be successful with your ganks, you are going to need either the lane you are ganking to initiate with CC or you to drop exhaust. (Unless they are terribly, terribly over-extended)
Some people prefer an escape mechanic. Id take this if you are going the route of a "carry jungler." (Focusing more on farm to be stronger late game, rather than ganks)
General jungle/counter-jungle spell.
You don't really need this spell seeing as how Burnout grants you movement speed, but I suppose if you are so inclined to catch that ghosting/rolling Rammus.... go for it!
Pretty good for early game damage and if the opposition has Fiddlesticks or Dr. Mundo
Meh.. not my cup of tea for Shyvana. In my opinion it should be used by solo top champions, or if you are actually soloing top and not jungling.
I can see Rally viable on really 1 champ.. and that's Shaco if you're so inclined to backdooring.
Were not level 5 anymore ladies and gents.
You have no mana.
Should be taken by your support
Should be taken by the tank.. if even taken at all.
Farming is key for Shyvana. Her ganks aren't particularly strong so the best way to get fed is by upping your CS. She has more of a "carry jungler" roll. Some people dont really understand this and call you a noob for staying in the jungle the whole time and not ganking. If you clear your jungle fast enough you can began to counter jungle and leech the enemy jungler's XP.
But endgame when pop out of the jungle as a dragon with 200-300 CS and reap havoc on the enemy team no one will be calling you a noob.