| Health | 3095 |
| Health Regen | 61.6 |
| Mana | 250 |
| Mana Regen | 0 |
| Armor | 166.49 |
| Magic Resist | 153.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 204 |
| Attack Speed | 30.926 |
| Crit Chance | 33%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 5.85% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
Introduction
Hello everyone and welcome to my
Shyvana guide! This is my very first attempt at a guide so if there is anything I can do to improve this guide don't hesitate to let me know. Also all constructive and helpful positive criticism is always aprreciated.
My play-style with
Shyvana is very aggressive and consistent.
I play her as a DPS Melee Fighter with just a small amount of sustainability.
Reading this
Shyvana guide will, hopefully, allow you to become more familiar with being an aggressor and an over-all powerful player.
So without further ado (adieu?) lets get started, shall we?
Pros / Cons
PROS
☺ Very high mobility with
☺ Extremely powerful burst damage from her
☺
☺ A very productive and effective farmer/jungler
☺ No Mana! *woot woot*
☺ Incredible escaping abilities when combining
CONS
☻ Lack of Crowd Control effects
☻ Susceptible to being kited by ranged champions
☻ Easily shutdown if consistently ganked
Masteries
For the Solo Top
A point in
In the Utility tree, I take points for
For my Jungle
In the Offensive tree, I take 21 points, the exact same as the Solo Lane
Note: The reason behind this is because you really want a "MONSTROUS" advantage against your Jungle "AND" your enemy Jungler. Health, and Armor will be accommodated for after you learn
In the Utility tree I take
Also,
Runes
| Runes | |||||||||||||||
Greater Mark of Strength 9 |
Greater Seal of Resilience 9 |
Greater Glyph of Focus 9 |
Greater Quintessence of Strength 3 |
||||||||||||
Same goes for
For Yellows, I take
And with Blues, I takeSummoner Spells
Recommended
This is a "MUST" for
Shyvana if you are going to play the aggressor type.
I use this to secure kills, lower enemy Attack Damage when they feel they think can take me on 1v1, and also to escape if they ever try to gank me when i'm farming/jungling.
This helps to secure kills when ever someone feels like backing off of a fight.
Pop this Bad Boy on them and watch them light up like the Fourth of July!
Ghost also helps with chasing, escaping, getting to a team fight or running up and down to steal buffs, etc.
Ghost is a very viable Summoner Spell but I don't feel the need to use it, for I already have my very own personal mini-
Ghost. (
Burnout)
Like I said with the Summoner Spell
Ghost, I don't feel the need for this spell because I have enough mobility as it is.
NOTE: Range of
Flash is 400, Range of
Spinning Slash is 660, Ranged of
Dragon's Descent is 1000.
Shyvana>
Tryndamere>
Flash
Use this "ONLY" if you are playing the Jungler
Shyvana.
Later on, I will show you a Jungle path that most of you will find quite easy and effective.
Skill Sequence/Ability Explanation
I believe in maxing out

This gives your Auto Attacks enhanced effects accordingly.
- Auto Attacking while
- Auto Attacking while
- Auto Attacking an enemy champion who is hit with
- Auto Attacking while

This proc's great with
I take this ability at level 2 and max it second right after
Dragon Form: In Dragon Form,

This will be the ability your mostly going to use. It's versatility is unreal; from jungling, farming, mobility, damage output, chasing, and escaping. During the 3 seconds after you activate
THAT'S 225 MAGIC DAMAGE AT LEVEL ONE!!! And that's not including the 6 Auto Attacks your applying while the ability is active.
I take
Dragon Form: While in Dragon Form,
This ability is similar to

Dragon Form: In Dragon Form,

It provides 15/20/25 Armor and Magic Resistance while in human form.
Activating
Dragon Form: In Dragon Form, the defensive passives are double. Instead of 15/20/25 it is now, for a short time, 30/40/50 Armor and Magic Resistance.
FURY:
- Upon Reaching level 6 you have to opportunity to learn
- Having 100 fury will allow you to activate
- Activating
- While in Human Form,
Items
Main Items
☺
☺
☺
☺
Why?
The reasoning behind
Trinity Force and
Frozen Mallet together is that they just work so well together.
Trinity Force gives movement speed combined with
Burnout for chasing while at the same time
Frozen Mallet is slowing the enemy champion, and don't forget that
Flame Breath deals extra damage on debuffed units! Also,
Twin Bite proc's unreal damage with
Sheen effect that has scaled AD with both these two items.
NOT TO MENTION!!
They give GRATUITOUS amounts of HEALTH!!!
Plausible Items
○
You'll want to grab this if the enemy team has an AD Ranged Carry who is real squishy. You'll end up trolololling all the way to the bank.
○
Pick this up if your enemy team consists of hard AP Carries like;
○
This item is for when the enemy team includes low-health enemy champions.
Team Composition Example:
○
NOTE: At the point you've purchased both
Not Recommended Items
☻
☻
- Well, the reason I chose to blot out these two items is because you are NOT the tank and you will lose the feel of aggression and offensive power if you choose to go this way. If you trust this guide and believe that I have even a small ounce of logic in why I choose to do this then please, build accordingly and wisely. I mean, would you rather be praised by your team on how you pwned them so hard or be raged at for not being able to do any damage? ... Think about it.
☻
☻
☻
- To say the least, you definitely are NOT the carry, therefore there is no need to buy items to counter enemy tanks and DPS fighters. There are no particular customs in which one must follow or types of rules one has to apply if they've chosen a certain role in a Champion.
BUT! The role that I personally play as with
Team Work
The role you will want to take in a team fight with
Shyvana will be the DPS Damage Soaker (or whatever you wanna call it). You will be dealing AoE (Area of Effect) Damage and focusing to eliminate the enemy carries so that you and your team can push turrets and destroy the nexus.
How to Descend as a Dragon: First of all, do not waste your Ultimate
Dragon's Descent recklessly if you do not need it. Use it under major situations such as; Securing a runaway kill, Damaging over half of the enemy champions in one single flight, or Escaping a team fight if your carries are taken out and you've run out of options.
REMEMBER: If you choose to use
Dragon's Descent over walls as a flash to reach an enemy team fight and NOT over the "ACTUAL" enemy champions, then you are lowering the potential damage output you will be dealing.
Initiating: You are not the tank and will not be able to take many hits before you are staring at the grey screen of death. So, to prevent that, you will need to allow your tank to initiate and become the focus. Immediately afterwards, you fly in for the kill and your carries and assassins will follow your lead, picking up whoever is most liable to die first.
Jungling

☼ Start with 475 gold, buy
Vampiric Scepter.
☼ Begin at Golem Camp, learn
Burnout.
☼ Smite Big Golem immediately and activate
Burnout right after, attacking the same Golem. Finish camp and move onto Wraith Camp.
☼ Activate
Burnout focusing the Purple Wraith. You've now learned a new move!! Choose
Twin Bite, auto attack until they diminish and move onto Wolf Camp.
☼ Activate
Burnout and
Twin Bite focusing on the giant wolf. Auto attack until they die and continue onto Ancient Golem Camp.
☼ At this point
Smite will be coming close to getting off cooldown. You will have two options; Take if for your self or give it to a friendly champion nearby. Either way you will need to activate
Twin Bite and
Burnout and activating
Smite when necessary. You are now level 3, choose
Burnout, auto attack Young Lizards and move onto Wraith Camp.
NOTE: If you take
Crest of the Ancient Golem be sure to
Smite when the Ancient Golem has health just below 500.
☼ Destroy the Wraith Camp like you did before using
Burnout and
Twin Bite, focusing the Big Wraith. Auto attack to finish and move onto Golem Camp.
☼ Focus the Big Golem with
Burnout and
Twin Bite, auto attack to finish. From this point you have two choices depending on the state of your health.
Choice 1: If you have high enough health to take
Blessing of the Lizard Elder, then by all means take it and gank your enemy lanes who have overextended.
Choice 2: If you have too low of health, then Recall back to home base. Go straight to the
Blessing of the Lizard Elder and afterwards gank lanes who are in need of support.
From this moment on, it will be up to your moves that win you and your team the game.
My advice for junglers when taking
Crest of the Ancient Golem or
Blessing of the Lizard Elder, please Pull them into the brush so that you aren't ganked or stolen from by enemy junglers.
In Conclusion

Shyvana is such an unpredictable champion. People do not realize how strong she really is and that's the thing that makes her so powerful when they meet up with
Shyvana on the Fields of Justice.
Please give this guide an upvote if you like it and if it has helped you in any way.
Feel free to leave a comment if you have any thoughts you'd like to throw my way.
Please tell me if there's anything I can do to improve before you give this guide a downvote, it'd be much appreciated.
And just to keep tellin' 'em,
"They have faced nothing like me." -
Shyvana
Special Dedication
To jhoijhoi and her beautiful line dividers. I couldn't have made this guide without her. Everything on her guide was well said and easy to understand.
GO CHECK OUT HER GUIDE NOW!!!
It helped me immensely , thanks jhoijhoi for breaking down the complexity so that people can learn how to make guides look so nice. ;)
Change Log
• 2-24-2012 Changed "Summary" chapter to "In Conclusion" Chapter.
• 2-24-2012 Added Match History Pictue to "In Conclusion" Chapter.
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