Shyvana Build Guide by OverzealousAxe
Not Updated For Current Season
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.
*Disclaimer* Shyvana is a new champion and as such hasn't seen a whole lot of play as of yet. I will update this guide as more information becomes available. But, for now, this has been what I have found to be extraordinarily successful. Enjoy!
So, Shyvana is a melee fighter that excels at mobility. While in her ultimate, all of her abilities become AOE abilities, allowing her to be a dominant and dangerous foe in team fights. As Stonewall has pointed out, she is now the fastest jungler to 6 of any champion, though she is strong in a lane as well.
Pros / Cons
- Highly mobile due to Burnout
- Large amounts of AOE damage while jungling due to Burnout
- Fastest Jungler in the game
- Quick bursts of damage from Twin Bite
- Useful in team fights late due to all abilities being AOE
- Ult has no cooldown, and can be used to keep opponents near your team
- Strong passive defensive stats from ult
- Has no inherent life gain for jungling
- No hard CC; only has a move speed buff for herself (have to rely on allies to slow/stun when ganking)
- Susceptible to CC because all abilities are short range
Masteries are fairly standard for jungling. Improved Smite for the reduced cooldown and extra gold it gives, Utility Mastery for extended buff durations (red buff is invaluable when ganking since you have no built-in slow or stun). Since 3/4 of Shyvana's abilities are magic damage, Archaic Knowledge is a great boon to your damage.
I know Phreak used a 14/0/16 build, and I've seen people using Defensive masteries as well, but I find that running the Offensive masteries makes your jungling faster, and lets you be more of an asset to your team. Any further than Utility Mastery isn't worth it, as Shyvana already moves so quickly, and she gets good defensive stats from her ult so Defensive Masteries aren't necessary either.
Marks - I use attack speed. This increases the duration of Burnout, and reduces the cooldown of Twin Bite. Allows you to jungle faster, and in a 1v1 situation lets you really eat away your opponent's health quickly.
Seals - Armor is very useful when jungling. Shyvana gets a lot of magic resist from Wit's End as well as her innate MR, but her armor is a little lacking. This is made up for with Wriggle's Lantern and armor seals. Lets you be safer while jungling and is still useful in late-game.
Glyphs - More attack speed. As previously stated, Shyvana gets good magic resist naturally, and her cooldowns are already so low that I prefer the extra attack speed.
Quintessences - I grabbed some AD quints to speed up the jungling a little. AS quints are a viable option as well, as would be health. But, early on before you start building Wriggle's Lantern the little bit of extra AD is quite useful.
Shyvana is an interesting champion when it comes to skill sequence. It all depends on what you are doing with her. For simplicity's sake, I will focus on jungling skill sequencing.
Burnout is your strongest jungling ability. It does good damage, and lasts 9 seconds as long as you keep hitting enemies. Allows you to quickly and efficiently clear creep camps/minion waves.
Twin Bite is your next priority. The double attack from it gives you 2 extra seconds on Burnout, and really can put out some burst damage.
Flame Breath is not as useful when jungling due to the single-target nature of it. However, when combined with Twin Bite it is still some pretty strong damage.
Dragon's Descent is an incredible ability. A knockback, good damage, makes all of your abilities into AOE, provides bonus resistances, and can be used to escape in an emergency. Definitely one of the coolest ults in the game.
R > W > Q > E
Smite - As a jungler, smite is essential. No questions here I hope.
Flash - I am a huge fan of flash. It allows for setting up those awesome ults where you push your opponent into your team or turret, or for that sticky situation where you need to escape or dodge a fast-moving projectile. Shyvana already moves extremely well from Burnout, so I take Flash over Ghost.
Ghost - Good for chasing. Shyvana moves quickly already so I don't take it.
Ignite - Extra damage is nice. Useful both in the jungle and for ganks since Flame Breath isn't a very powerful nuke in and of itself.
Cleanse - If the enemy team is very CC-heavy, this is very useful. Shyvana needs to stay close to an enemy team to be useful, and has to attack to keep using abilities, so being stunned is crippling to her.
I start with Cloth Armor and 5 Health Potions. You will only need 3-4 health potions in your initial clear of the jungle through blue buff, but I like having the extra just in case you run into a counter-jungler, or want to push into the enemy jungle a bit.
The core of this build is the Wriggle's Lantern, Mercury Treads, and Wit's End. These 3 give you the defensive stats you need to get right into your opponents' faces, and give you the attack speed and lifesteal needed to sustain your jungling. With these three you should only really have to go back to base to buy items.
Frozen Mallet is my next choice. It gives you a slow, health, damage.. It's overall an incredible item for Shyvana. Once you have it, your opponent should never escape and you should have max uptime on Burnout.
Once you've got the Frozen Mallet, the build becomes situational. If you are the main initiator and are getting wrecked, build some tanky items like Sunfire Cape and Force of Nature. If not, build damage! I usually have enough support and toughness on my team that I can go for the damage, but being tougher means you get to harass them and lay down your incredible AOE for a longer period of time.
Overall, the core is the Wriggle's, Merc Treads, Wit's End, and Frozen Mallet. From there it's up to you to know how to build to best suit your team's needs.
I start at the two small golems. Getting a leash is always nice, though definitely not necessary. From there work your way to the wraiths, wolves, then blue buff. Once you've got that you can usually push into their jungle, or go back for your red buff. You're almost level 4 at this point, whereupon you will get Flame Breath which will help your ganks. If once of your lanes is being pushed really hard and the other team is overextending, or if the opponents are harassed well, feel free to go in for the gank.
When jungling, always make sure to use Flame Breath before Twin Bite to maximize the bonus damage from your passive. It speeds things up significantly, and fully utilizes your skill set.
*Note* Twin bite can proc on-hit effects on BOTH hits. Therefore, every once in a while Wriggle's Lantern will proc twice and pretty much insta-gib whatever neutral monster you're fighting. It's pretty awesome!
Overall Shyvana is unbelievably fun to play, and is an invaluable asset to your team. She jungles very well, and though her ganks aren't amazing until level 6, they are still very viable. I will continue to update this guide as time and experience permits, so leave your feedback and I will get back to you asap! Thanks for reading and go burn 'em up! :D