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Choose Champion Build:
Spells:
Ignite
Exhaust
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
These runes are common on a lot of champions and there is room for flexibility/personal preference here for sure.
Mark of Desolation I take Armour Pene Marks as it syncs nicely with our +10% Armour Pene mastery. An alternative would be Attack Speed Marks . Due to Shyvana 's Passive. |
SPACE |
Armour Seals Your most likely going to face an AD top laner and for jungle, armour is always good! |
SPACE |
Magic Resist Glyphs let us be more Tanky, giving more choice on what we can do or how long we can stay in-lane. |
Your probably thinking "Where on earth is Flash !?!". Well I personally find Flash unnecessary for Shyvana . Her Ultimate and Burnout provide excellent gap closers or escapes. While her tanky nature makes you unlucky to be in a 'omgg need to Flash the hell out of this sh**!'.
gives Shyvana a much needed CC and shuts down a target briefly.
---*TIP* If you want to use Dragon's Descent on a target, Exhaust them before and they will not be thrown as far, this prevents them using your knockback as an escape---
that extra damage that can make all the difference, a must have when laning against lifestealing / healing champions such as Warwick .
>>>> >>>> >>>> >>>>
Shyvana 's melee attacks enhance her abilities.
Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.
This is why attack speed on Shyvana kicks ***!! Each time you auto attack you are at least 0.5seconds closer to the next Twin Bite (which really hits hard)!
The auto attacks also cause Burnout to last longer
---*NOTE* Auto attacking minions when Burnout is just about to end will NOT make chasing enemy champions easier. This is due to the fact movement speed with Burnout reduces by 15% per second, while the damage aura may remain. Extra movespeed ends after 3.3seconds ---
Shyvana strikes twice on her next attack. The second attack will deal 80 / 85 / 90 / 95 / 100 % of her attack damage as physical damage. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
Dragon Form: Twin Bite cleaves all units in front of Shyvana . Each unit hit will be dealt on-hit effects and grant Fury twice.
This is your late game *** kicker. With extra attack speed and on effect procs, This skill makes and good to AMAZING.
During the next 3 seconds, Shyvana will deal 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage) magic damage each second to nearby enemies and her movement speed will be greatly increased by 30 / 35 / 40 / 40 / 50 %. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.
Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.
Your beard and butter early game skill. Farm with it, Kill with it, travel with it, escape with it.This skill should almost never be off CD while Jungling. However keep in mind its fairly long cooldown . Starting a fight with an enemy champion with this on full cooldown will mostly likely end badly! Also while in dragon form this leaves a trail, making it harder for enemys to follow you.
Shyvana unleashes a fireball forward in a line that will hit the first enemy it hits, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to it and reducing their armor by 15% for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
Shyvana 's weakest skill, the debuff is the only thing this really brngs to the table, and the only reason it is taken at level 4. It gives the chance to pull/steal/farm when pushed hard back.
Passive: Shyvana reinforces her scales, increasing her armor and magic resistance by 10 / 15 / 20. These defensive bonuses are doubled while in Dragon Form.
Active: Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are pushed toward her target location. Shyvanna must have a full fury bar to use this spell.
While in Dragon Form, Shyvana will lose 6 fury every second. Once her Fury bar is empty, she will return to her normal state.
Sh** is going down when this goes off! Think of this skill as a 1-click temp upgrade. Your more tanky. Your skills all deal area damage. You take a chuck out of who you hit's health.
Sounds great but this is in fact a very difficult ultimate to master! Save this one for the teamfights or those sticky situations. Find yourself 1v1 when someone up for a fight? Counter Jungling and get caught red handed by 2 or 3 angry people and need a flight? In a teamfight? You get the idea.
Dragon should always be used at the start of a fight! Do not use dragon as a last hit for the kill, flying ninja stealing dragon style kung fu!
*NOTE* Dragon can cover basicly all the walls on the map for escapes or sneaky gangs
Frozen Mallet : [*] While some players take trinity force, I much prefer Frozen Mallet. This is why: Cheaper, adds even more sustain on top of your sunfire cape ,and offers a much needed reliable slow.
Madred's Razors ? : [*] At this time in the game, fights over dragon and baron are becoming common. While offering a general plus to your arsenal, this item can make a big difference if you want to really blast down Nashor after a successful teamfight or take a sneaky dragon. For the Jungle build a Recurve Bow adds extra attack speed. Increasing Procs with your Wiggles and overall damage.
Madred's Bloodrazor : [*] Following on from the Madred's Razor, this item gives you damage as your Sunfire Cape begins to lose its crazy punch. The enemy will now see you as a threat and a tank, not nice to play against! The attack speed works perfectly with your Passive as well.
Force of Nature : [*] This item is dependent on the situation, look at who is hurting you, who is fed, do I need armour or magic reist? So far we'v been missing some MR so FoN is often a good bet. The extra movespeed and health regen all add up as well.
Thornmail : [*] AD carrys are getting out of hand this late game, keep them tamed. I take this over Randuin's Omen mostly due to its cost. We want to be fully build ASAP. Give the rest of the team more farm, get your oracles and pots up all the time now.
Shyvana is a GREAT jungler, one of the best. When jungling you want to keep your health high for as long as you can, making you available to gank and keeping invaders off your land!
High health also gives you the chance to counter jungle as well.
Shyvana is excellent counter-jungler due to her fast camp clearing and ability to get in-out ASAP with Burnout / Ultimate.
While Jungling you want to be the same level as your mid or top laner and roughly have equal minion kills.
High health also gives you the chance to counter jungle as well.
Shyvana is excellent counter-jungler due to her fast camp clearing and ability to get in-out ASAP with Burnout / Ultimate.
While Jungling you want to be the same level as your mid or top laner and roughly have equal minion kills.
COLOUR OF TEXT IS KEY TO MAP ABOVE
YELLOW AREA = WIGGLES' WARD //// RED AREA = GANKING SPOTS
My typical route is:
1:40 Wraiths (Burnout on spawn time)
1:55 Red Buff (with Pull / Smite / Pot )
Travel to Blue (Pot)
--> Blue Buff (Pot)
*I do this after red to prevent counter-jungling from the enemy steals, feel free to give this to your mid although I find the Experience and cooldown reduction very useful this early on in the game, with all your pots you should be almost full health at this point*
--> Look for gank/counter jungle/ or jungle cycle until you see chance
Jungle Cycle:
--> Wolfs
--> Wraiths
--> Golems (Smite)
*Burnout travel*
--> Wolfs
--> Wraiths
--> Golems (Smite)
*Burnout Travel*
ETC.
Counter-Jungling
Dr.Mundo
Fiora
Jarvan IV
Master Yi
Nautilus (this is a free first blood seriously)
Pantheon
Shaco
Tryndamere
Volibear
1:40 Wraiths (Burnout on spawn time)
1:55 Red Buff (with Pull / Smite / Pot )
Travel to Blue (Pot)
--> Blue Buff (Pot)
*I do this after red to prevent counter-jungling from the enemy steals, feel free to give this to your mid although I find the Experience and cooldown reduction very useful this early on in the game, with all your pots you should be almost full health at this point*
--> Look for gank/counter jungle/ or jungle cycle until you see chance
Jungle Cycle:
--> Wolfs
--> Wraiths
--> Golems (Smite)
*Burnout travel*
--> Wolfs
--> Wraiths
--> Golems (Smite)
*Burnout Travel*
ETC.
Counter-Jungling
-
Common Enemy Junglers you may want to counter-jungle early game:
Dr.Mundo
Fiora
Jarvan IV
Master Yi
Nautilus (this is a free first blood seriously)
Pantheon
Shaco
Tryndamere
Volibear
This is my first guide ever (Yay) so I am sorry for mistakes etc. I will update this guide frequently and would really love feedback from the community! (WORK IN PROGRESS)
Currently working through Coding/Formating slowly
Enjoy the Build/Guide!
Good luck and have fun in all your games!
CPain
Currently working through Coding/Formating slowly
Enjoy the Build/Guide!
Good luck and have fun in all your games!
CPain
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