Shyvana Build Guide by Reacht

Not Updated For Current Season

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League of Legends Build Guide Author Reacht

Shyvana: Dominating Solo Top Guide

Reacht Last updated on November 21, 2011
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Build 1 (Cheat Sheet)

Champion Build: Shyvana

Health 3640.46
Health Regen 27.6
Mana 0
Mana Regen 0
Armor 197.8
Magic Resist 77.5
Dodge 0
Tenacity 35
Movement Speed 350
Gold Bonus 0
Attack Damage 157.7
Attack Speed 51.986
Crit Chance 15%S
Crit Damage 0%
Ability Power 0
Life Steal 0%
Spell Vamp 0
Armor Penetration 7.68
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes



Ability Sequence

2
8
10
12
13
Ability Key Q
1
3
5
7
9
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

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Introduction

Well this is my first ever build, and it might be a bit premature to be building for Shyvana since people haven't really gotten a feel for her but I think i may have an effective build for her. It both utilizes her ability to attack fast and be beefy at the same time.


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Terms to know

Here I've explained some terms that come up during the guide. (These terms are defined as if they were in an ideal situation, not as they actually are.)

AoE (Area of Effect): - An ability or attack that hits an area, dealing damage to all enemies in the vicinity

Tank - A character or champion whose primary role is defense. This type of character or champion has defenses that are higher than usual, with damage that's lower than usual. They are meant to protect allies and absorb damage

DPS (Damage Per Second) - A character or champion whose primary role is offense. This type of character or champion has damage that is higher than usual, with defenses that are lower than usual.

Tanky DPS - A character or champion whose primary role is to deal damage, initiate fights, or persist in fights. This type of character or champion has a higher than usual offense and defense, but cannot perform the role as a tank or a DPS as well as characters or champions invested in those areas.


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Runes

Runes

Greater Mark of Attack Speed
9

Greater Seal of Scaling Health
9

Greater Glyph of Attack Speed
9

Greater Quintessence of Armor Penetration
3

I chose these runes because they also utilize both of the main qualities of Shyvana, a starting .82 Attack speed is pretty darn good with Greater Mark of Attack Speed and Greater Glyph of Attack Speed, the attack speed helps her proc frozen mallet and Madreds more often and keep her enemies within attack distance. The Greater Seal of Vitality simply adds to her tankiness as the game goes on, and the Greater Quintessence of Desolation is to help her damage and farming throughout the game, primarily early and mid game.


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Masteries

Masteries
3/1
1/4
4/1
4/3
1/1
3/1
1/1
3/1
1/3
3/2
3/2
3/3

My choice of Masteries was more offensive, building defensive throught the game item wise, as well as benefiting from her ultimates ability.For me the right choice was 21/6/3 because I noticed that even without the whole tank tree, Shyvana is still extremely durable with just the 6 points in Hardiness and Resistance , also the offensive masteries help her with early game damage on Burnout and Twin Bite. Shyvana has a natural tendency to be kited easily, even with a speed boost, its not quite as powerful as a true instant gap closer, even so I'd advise not getting xx/xx/21 because that tree tends to utilize mana useage more, and theres no reason going down the whole tree just to get improved speed boost, although summoner spell cooldown and base cooldown reduction are nice, it's really all about preference. The Magic penetration in the offensive tree gives shyvana's W some damage later in the game, but at that point the W isn't really used for offensive damage, just added damage as well as chase. Her focal point later becomes spamming Q and auto-attacking.


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Items

Item Sequence











Boots of Speed
325

Mercury's Treads
1200

Madred's Razors
750

Wriggle's Lantern
1650

Phage
1350

Frozen Mallet
3300



Randuin's Omen
3000



Atma's Impaler
2300

Item Sequence



I tried to think of specific items to utilize Shyvana's tankiness as well as the defensive mechanic in her Ultimate. The defensive passive bonuses of her ultimate her are doubled, meaning that she can actually be a great initiator.



Item Explanation



Doran's Shield:

Doran's shield at the start gives shyvanna an exact 37 armor and 37 magic resist as both defensive base stats, making you very durable in lane, as well as a starting 700+health, which isn't too shabby either.


Wriggle's Lantern:

I chose wriggles because Shyvana has a great farming ability, as of today she is the fastest jungler. It gives Shyvana some sustain and also if your doing solo top its nice to have a free perma river ward, against any enemy junglers should your enemy have any.


Frozen Mallet:

Frozen Mallet supplements Shyvana both defensively and offensively. It gives her a health boost allowing her to further absorb damage as well as gives her a passive slow, a mechanic she is in desperate need of. She already naturally has a great chase, but just because she can run faster, doesn't mean her enemies can't also run just as fast, so by having that slow it allows her to really stick on to her enemies.


Force of Nature:

Force of nature is your Pièce de résistance of Magic resistance, it goes well with the build overall considering your high amount of health, as well as providing lots of magic resistance.


Randuin's Omen:

Randuin's Omen is the pinnacle of your Armor capabilities. At this point most physically damaging champions will find hurting you to be difficult, not only that but your ability to deal damage will increase due to the cooldown reduction on this overall great item.

Late Game


Dropping and getting
Later in the game you'll find yourself dropping wriggle's lantern and dorans for stronger items, i suggest replacing wriggles with madreds. It gives Shyvana some much needed DPS in the late game. (I am unclear about one one detail about madreds blood razor, i'm pretty sure it procs two hits in combination with twin bite but im not 100% sure, but it'd be an ideal reason to get it if it does.)

Dropping

and getting

I suggest also dropping doran's and exchanging it for an Atma's because it overall supplements her damage output as well as increasing her defensive capabilities.


Other Possible Items



Hextech Gunblade:

Hextech Gunblade is another very viable item on Shyvana, if you feel like your being too tanky then I would suggest this as a solution. It allows Shyvana's abilities to heal her, giving her some great sustain. When used in combination with her W in a wave of minions her healing becomes immense. The only problem is that a majority of shyvana's abilities are AoE so in a fight against a single champion, the effects are reduced.


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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

Burnout:

Burnout is Shyvana's bread-and-butter, it allows her to deal really nice damage early game, and then simply keep up with her enemies later on. By maxing it out first your able to hurt your enemies severely as well as keep up with them.This ability should be maxed first.


Twin Bite:

Twin Bite is Shyvana's greatest utility tool, it's not as strong as other nukes (depending on how you build) but it certainly has its uses. It's low cooldown at rank 5 as well as cooldown reduction from items and every hit, (.5 seconds reduction on cooldown every auto attack) Shyvana has a nice spammable small nuke, the beauty of this ability isn't it's damage but it's mechanic, it applies two on hit effects rather than one like a normal auto-attack. In combination with Madred's Bloodrazor it deals devastating damage to your opponent. This should be maxed second.

Flame Breath:

Flame Breath is Shyvana's lackluster ability, the only real change from rank to rank of the skill are the base damage and cooldown. It's more of a supportive skill meant to supplement her other abilities, and it does a good job of this late game. Since the armor reduction doesn't change per rank of the skill investing one point in it early on then maxing it last is the best option.

Dragon's Descent

This is what makes Shyvana who she is (it literally does). This ability passively gives Shyvana armor and magic resistance (totally up to 25 at rank 3) and is what she uses to pick a fight or run away. As it is a short range blink, that cannot go through terrain, it can't be used as effectively to run as to fight, so use it sparingly. It's defensive capabilities make Shyvana an excellent tanky-dps and enhance all of her abilities, making them overall more useful to the team, as well as turning her into an AoE monster. A point should be invested in this ability whenever you can. (At levels 6,11, and 16).


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Summoner Spells

Exhaust:

I chose Exhaust because it supplements Shyvana's chase, as well as her tankiness, should your enemy stay they'll find that they would hardly be scratching you, should they run, they wouldn't get very far. As we all know it can also be used defensively to slow your enemy and get away safely.


Flash:

Flash is your ultimate escape/chase tool, most people carry flash nowadays and the only true counter to one flash...is another flash. It can be used in combination with your Ultimate for a great gap closer, or a great escape.


OPTIONAL



Ignite:

Ignite is another ability you could use, should you feel your tanky enough to not need exhaust and would rather deal some more damage.


Ghost:

Ghost is another ability you could use, but in all sense flash is the better of the two, simply because flash can get you over walls a lot faster than ghost can.

Cleanse

A summoner spell that's also fairly rare, but effective for champions who are easily kept at bay. Cleanse can help Shyvana escape major burst while under heavy CC or help her chase down a champion while being severely slowed. In my own personal preference I would rather have flash over cleanse, but cleanse should be greatly considered.

SUMMONER SPELLS TO AVOID



Rally:

Rally is one of the least used abilities in league of legends, and in my opinion, is worthless on Shyvana. It has a very long cooldown along with providing small buffs that are provided in a small area and last for a short duration. The strength of the buff from Rally is also less than a Baron Nashor buff, so overall it's really a waste of a summoner spell.

Clarity

There are some obvious reasons not to use Clarity, Shyvana does not utilize the mana mechanic in any way so this spell is completely useless to her.

Clairvoyance

With the lack of investment in the Utility mastery tree, Clairvoyance becomes somewhat obsolete compared to other spells, it still can be used effectively just not by Shyvana, it's better left for a support who has invested in the Utility mastery tree.

Teleport

For the same reasons as Clairvoyance, with the lack of investment into the utility tree this ability becomes a bit lack-luster. Having to wait such a long time just to use a summoner spell that could possibly be negated by a stun or fear just doesn't seem as effective as an instant flash or a quick ghost. Although compared to the other spells, it's not a complete loss.

Heal

Heal is a spell that should only ever be chosen when there are really no other options (meaning that it's the only spell you have choice of). It's not a completely bad spell, being a non-champion based heal, but it is easily countered by ignite and has a fairly long cooldown.

Smite

Smite is viable on Shyvana, but not for this build. Shyvana does not need it to farm, only to jungle faster and more efficiently.

Revive

Like Heal, Revive should only be chosen under the circumstance that there are no other choices. With it's whopping 9 minute cooldown and no investment into the utility tree, the spell becomes severely obsolete. It's not a complete waste but there are definately worse choices.


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Farming

Just like Farmer Brown, or that farmer who had a dog, Bingo being his name-o, Shyvana can farm like no other, her burnout wipes out entire waves of minions easily, and her q makes for easy last hitting with items such as Wriggle's Lantern, which naturally make last hitting a breeze. But like most farmers, those pesky ranged dps like to just smack at you while your trying to reach a minion, well by maxing out burnout initially, you can scare all those darn ranged champs away from your precious crop. Nothing scarier than a half dragon woman charging at you with an aura of fire blazing around her. In all seriousness, Shyvana has the full potential to farm efficiently, seeing as she has no costs, and is simply cooldown based.


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Summary

From what i've seen, Shyvana excels at being a sponge in combat, then later in the game still being spongey but all the while slowing down an enemy and destroying it with auto attacks and twin bite. Please post comments on anything i could do to make the build better or just fix any major flaws that it creates with shyvana. Your support is appreciated.