Shyvana Build Guide by The mechanic
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
my runes for Shyvana are aimed at early game damage and survive-ability.
since Burnout deals magic damage and Flame Breath reduces targets armor by 15% i avoid greater mark of desolation. i suggest Greater Mark of Attack Damage as Burnout and Twin Bite both scale off ad and this will make last hitting minions much easier.
i strongly suggest Greater Seal of Armor for seals even when facing off against AP top laners. the armor is great vs ad top laners but because you need to engage in melee range to do any real damage this means you will draw minion agro and this can do much more damage than you would expect.
in most cases i use Greater Glyph of Magic Resist. many champions (even ad champions) have magic damage abilities. the extra magic resit will help survive encounters, especially against AP jungler or roaming mid ganks. the other option i suggest for glyphs is Greater Glyph of Attack Speed this is great on Shyvana as attack speed has great synergy with all her abilities.
for quintessences i recommend Greater Quintessence of Attack Damage for the same reasons as marks above. this will have you starting the game with a bonus 18 AD including masteries which is a huge steroid boast leading to an incredibly stronger early game.
for heavy AD team Ninja Tabi is a great replacement for Mercury's Treads
not every game will go your way and you will be faced with opponents that will force you to the tower and suffocate your farm. Heart of Gold is a great item for early health that will also increase your passive gold income. it can be upgraded to Randuin's Omen later to increase make you more tanky.
when laning against AP champions Maw of Malmortius is a great item that will increase your damage and survive-ability as well as providing a magic blocking shield which can be used to bait tower dives
when played right ( which to be honest is pretty easy) Shyvana can deal ridiculous damage even from level 1.
start with Burnout at level 1 and rank it at every available level. this is what makes Shyvana a nightmare to lane against. the movement speed lets you close distance and engage enemys and deal good sustained damage. the movement speed also lets you chase down fleeing enemys.
at level 2 you want to grab a point in Twin Bite and max it by level 13. this deals impressive burst damage and since it resets your attack timer using it right after landing a basic attack grants you a free attack and will scare the daylights of your opponent.
Flame Breath is mostly used for it armor reduction. since this armor reduction is a flat per cent that doesn't increase with rank i max this skill last. although the initial damage from this skill is fairly low it applies a debuff to hit enemys that reduces their armor, which makes for a devastating Twin Bite and enemys with the debuff take bonus damage based on the initial damage of Flame Breath.
Shyvana's ultimate Dragon's Descent makes her exceptional in team fights, as it deals nice burst damage and gives all of her other abilities AoE (Area of Effect) damage. level this ability when ever it is available. on top of its damage it also increases your armor and magic resist which makes you deceptively tanky for the items you have.
Pros / Cons
For summoner spells i suggest using Flash and Ignite
i use Flash because it is an incredibly versatile spell that can be used both offensively and defensively. an obvious pro to flash is being able to escape ganks by flashing out of range. another great way to use Flash defensively is by flashing over walls making it almost imposible for enemys to follow you unless they use Flash or some other blink ability such as ezreals Arcane Shift to chase.
Ignite is the other spell i recommend. This spell is great for finishing off fleeing enemys and is awesome for fighting champion that rely on healing such as Dr. Mundo. over all this is one of my favorite spells and it is absolutely heart breaking for an opponent that flashes away under the tower only to see his last bars of life tick away from Ignite
alternate spells that work well for Shyvana are Ghost and Exhaust.
Ghost increases your chasing power even further and also lets you effectively kite or escape enemys. Exhaust has limited uses but is very effective in these cases. the first is to slow down enemys to either escape or to chase and the second is to limit an enemys damage output to gain the upper hand in a fight or to shut down an AD carry long enough in a team fight to give your team the advantage
Shyvana is a very strong early game laner due to her consistent damage output from Burnout. a very important thing to remember when playing Shyvana is not to push to hard. Shyvana has pretty useless poke so if your opponent is under his tower you will not be able to harass him or farm minions.
When laning stay close to the minion wave and consistently last minions. when your opponent comes in to last hit you want him to know he will need to fight for every minion. land a basic attack followed by Twin Bite to lay down huge damage, if you have Flame Breath try land this first. then use Burnout to chase him back to his tower.
return to last hit and repeat this whenever they try last hit. try not to use Burnout in the minion wave unless your opponent desides to fight instead of running. this will result in pushing to the tower where you cant really do anything and are vulnerable to ganks.
when the teams start to group up for bigger fights this can to the make or brake point in a game. as Shyvana you have a choice between initiating a fight or coming in later to clean up any stragglers.
when initiating you can open with your ultimate Dragon's Descent this will give you nice AoE burst and apply AoE effects to all you abilities which. but keep in mind you opponents, if there are enemys with channeling abilities like Katarinas Death Lotus or Nunus Absolute Zero hold your ultimate so you can disrupt enemy channels.
Creeping / Jungling
There are to jungle paths shown in on the map above. The White route is a standard safe route. start at wraiths and get some help from mid if possible then move onto red. Get a team member to pull the lizard this will allow you to take it down and still have enough Hpto gank if possible. remember when jungling to only use Smite to last hit, this will prevent the enemy jungler from stealing your buffs.
The Black route is a more aggressive and should only been done if you have the whole team covering you. You can start by stealing wraiths if you want but stealing the lizard is the primary objective. you want to quickly make your way back through your jungle to insure the enemy jungle does not steal your lizard buff otherwise it is a bit of a waste.
Because Shyvana has no cc you want to make the most of the slow from the lizard buff. try ganking as much as possible while you have the buff. Any lane lane that is over-extended or pushed to the tower is just asking to be ganked even if they have wards. this will take off some of the pressure for a little while.
To Start with warding is not the sole responsibility of the support! As a jungler you will roam the whole map so ward accordingly. Suggested ward locations are shown above. Ward your jungle if the enemy are invading and stealing your buffs and ward their jungle to keep track of the enemy jungler and bbuff camps, this is useful for counter jungling. vision wards at dragon and baron will firstly provide vision and secondly allow you to remove enemy wards from the area.