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Shyvana Build Guide by ctdunlop

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League of Legends Build Guide Author ctdunlop

Shyvana Dragon of the North (solo top lane)

ctdunlop Last updated on January 11, 2016
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Ability Sequence

3
14
15
17
18
Ability Key Q
2
9
10
12
13
Ability Key W
1
4
5
7
8
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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Shyvana with this build

Threat
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Threat Champion Notes
2
Annie Easy to poke down and dominate early game and thus late game swell
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Introduction

Shyvana is a mainly AD bruiser that can dominate early game by punishing overconfident and over extended champions. Shyvana might not have the same late-game, teamfight punishing power as it does early game but can still provide great AOE damage and poke. This is not to say that if Shyvana catches a enemy champion or two in the jungle it cannot easily take them on but full team fights is where she lacks power. This guide focuses on building shyvana tanky and punishing early mistakes with increased AOE damage, brawl potential, mainly pokeing down the enemy before swooping in for the kill and in the late game providing excelled AOE damage to run in and disrupt fights tilting them into your favor.


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Runes

Runes are simple mainly defensive armor and health with some damage padding
= nine health seals,
= nine attack damage marks,
= nine health glyphs,
= and three armor quints.


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Masteries

Building resolve up to the undying keystone provides an unbelievably strong tank game and putting the rest of the matter points into ferocity to back up the AD route that shyvana is able to take and trade so exceptionally.


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Items

When solo landing in a fashion that pokes down health then engage when an advantage exposes itself has one flaw with Shyvana and that is her lack of kiteing ability and MS. By rushing frozen mallet you can engage with w then hit q for the slow and continue the engage (the added AD is a plus as well). Next by going blade of the ruined king you receive even more kitting potential and engage with the active and with the added AS synergies with with shyvana's high dependance on her basic attacks for the continue use of her w and the quick regain of her ULT. Next by obtaining Warmog's armor (you should have about 2,500 health by now) you get extra defensive abilities while getting to that 3,000 health mark which gives the trigger for its amazing passive. The Last core item dead man's plate synergies with Shyvana's q, it can be switched with frozen mallet if you feel you do not need the kite and want the extra help getting CS.

Lastly the situational items are fairly self explanatory but in my opinion I'll normally build the two defensive items to round off the build. The reason I build thorn mail and sunfire cape which provides extra damage in the form of passive damage delt which helps with team fights which is where shyvana lacks swell as providing more defensive abilities to sustain in the fight. One thing you should be careful of is that this build does not have very much magic resist so its up to you to add an item to fix that if you want. Wits End is an item that could provide a little more magic resist as well as magic damage if you need to. If you are going this route I suggest getting it earlier as the bonus magic damage will be great with your E harass and poke. Wits end could even be taken instead of Blade of the Ruined king because of its added AS which is one of the main reasons to grab BRK.


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Skill Sequence

Almost all guides that I have seen for Shyvana say to max and take your w which can be a viable strategy however in my experience taking e first and maxing it first is by far the best course of action. By grabbing it first and constantly poking down your opponent until level two then getting your w and running in every once and a while to get an auto attack or two the at level 3 getting your q and when the time is right a full attack running in with w hitting the e then attacking with the q and subsequent AA's. Keep this pattern up and at level 6 when your ult is up you can proceed to help and bank mid if you have the opportunity.


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Pros / Cons

PROS

    = Great laneing phase
    = Good ganking potential and mid support after level six
    = Good engage and gap closer in the w and r
CONS
    = Not really any CC (little bit in ULT)
    = Must be very careful early game of overextending without let as disengage
    = Late game starts to fall off and really becomes a force of AOE damage in team fights


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Creeping / Jungling

TIPS for creeping

    = Dead man's plate can be taken first to provide extra CS ability
    = W can burn through the creep wave but when you use my skill sequences this is not a evident as with other builds but still
    = don't push the minion wave too far until level 6 and your ULT which is needed to avoid river ganks
Shyvana is a very viable Jungle pick but that is explained in jungle guides.
    = because of shyvanna's general tankyness her and one (better with two) champs can easily take dragon and rift harald at level 6
    = also just a reminder to be nice and shoot off an e towards the camp your jungler is taking if you pass them and know you won't accidentally take it


Guide Top

Summary

Shyvana is the best


Don't argue with me


Build a CC AOE team comp and dominate early and late game


Eat, Pray, Wreck with shyvana

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