Shyvana Build Guide by EspyPsyche

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author EspyPsyche

Shyvana, in the Jungle

EspyPsyche Last updated on March 31, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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I've had quite a bit of success jungling as Shyvana and so I decided to write a guide on it. Basically, it details my path through the jungle, runes, masteries, summoner spells, skill sequence, everything you need to do well with it.

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For runes, I use Attack Damage marks, Armor seals, Magic Resist glyphs and Movement Speed quints.

Flat Attack Damage marks help Shyvana's jungling speed, which is already high to begin with. They also improve early ganks, giving Twin Bite more firepower to secure kills.

Armor seals are pretty much necessary for Shyvana to survive her extremely high jungling speed. Junglers like Shen get to regen health, Shyvana doesn't have that luxury because she goes much quicker.

Magic resist glyphs make sure Shyvana can return to the jungle after ganking mid or another lane with magic damage.

Movement speed quintessences give Shyvana additional movement speed, improving her ganks by a lot and helping her get out from under turrets after ganks faster and take less damage.

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For masteries, I go pretty much standard AD tank masteries (9/21/0). This optimizes Shyvana's late game, helping her survive melee and act as a tank for her team. Initiator improves her jungling speed even more and helps her gank. Armor penetration is always nice for anyone that deals physical damage to have.

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Skill Sequence

Burnout should be the skill you take first and max first. At level 1, Burnout lets Shyvana kill the lizards at blue buff before she's used Smite on the buff golem. Maxing it early gives Shyvana more pursuit speed for ganks and faster jungle clears. Take Twin Bite at 2 and Flame Breath at 3, maxing Twin Bite before Flame Breath. Take points in Dragon's Descent whenever possible.

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Summoner Spells

Smite is an obvious choice for a jungler, but I choose Exhaust as the other summoner spell. Exhaust allows Shyvana to slow down an enemy she catches in a gank so the team can catch up. Exhaust also helps Shyvana kill an enemy before they reach their turret. In a teamfight, Exhausting the enemy carry can prove very effective. The only other summoner spell I could see using is possibly Ignite so Shyvana doesn't have to tower dive as much, but Exhaust is much stronger late game when the enemy carry is farmed.

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Creeping / Jungling

Even though most Shyvana players start red buff, I prefer to start blue buff. Why? Cooldown reduction. Cooldown reduction means that Shyvana can use Burnout to run through the jungle faster and to get to lanes faster and still have it for the camp or gank. Also, blue buff is easier to leash than red buff. This is especially important in solo queue where players...aren't as intelligent as they should be. From blue buff I go to wolves, then wraiths, then golems, and then to red buff. I go red buff last because with Shyvana's speed, Smite won't be up again if you engage red after wraiths. You have five potions, use one every camp. Your health should be low now, but don't recall just yet. Kill wraiths and wolves again before recalling, your health is high enough to do this if you did the rest of it right. If an easy gank presents itself during your run, go for it, but try to stick to your jungling path and not gank until level 4. A failed gank sets you back in XP and gold, and don't gank unless you have Exhaust up if you don't have boots.

Buy your level 1 boots and an Elixir of Fortitude, and then go try to gank a lane. Your Elixir of Fortitude and level 1 boots should make the gank possible. After your gank, if you didn't take much damage, immediately go gank mid if possible. Shyvana's speed is high enough that many mids won't expect a gank so soon after you've ganked top or mid.

Dragon is not of as much concern to Shyvana as it is to other junglers. Ward Dragon once you have Wriggles or have your support ward it, but don't go to dragon unless the enemy jungler tries to take it. Then Exhaust him and attack him (ignore the dragon). If he gets the dragon into Smite range, steal it, but focus on the enemy jungler. If you kill him and Dragon isn't close to Smite range, run. Chances are you'll die if you try to fight it. Shyvana is stronger as a ganker than a dragon killer.

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Team Work

If your top lane is tanky at all instead of an assassin, let them initiate instead of you. Once the enemy is trying to deal with them, use your ultimate to leap over a wall across their team and immediately hit W. Hit your E and Q, exhaust their carry and dive their mage. With an assassin top, initiate teamfights by jumping over a wall with your ultimate while your team and theirs are squaring off. Focus squishies and use your speed to chase runners. Burnout will damage enemies that chase you in dragon form, so you're still contributing when you chase runners. Don't worry about dying, fight to your last breath if your team is still fighting too. If the enemy team is focusing you, you're doing your job right, and late game once you build Maw of Malmortius, it makes you stronger.

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Pros / Cons


- Fast jungler
- Decent ganks with red buff, and exceptional ganks with ultimate
- Tanky late game
- Strong enough offense to take out carries easily

- Dangerous jungler. Shyvana's health is low through much of her jungling and so she can't gank until her first recall.
- Ganks without red buff are bad, and ganks without her ultimate are subpar