Shyvana Build Guide by Amazing Monkey
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.
Hey guys, Amazing Monkey here! I would like to introduce you to my very SECOND guide, Shyvana- Justice Under Dragon's Wings. I made a poll to see which champion needs a guide the most, and votes were placed for Shyvana and Karma (spoiler alert). So I decided to start with our favorite dragon-lady of Demacia, Shyvana.
Do keep in mind that I'm not the most experienced player in League of Legends, but I do my research and have enough experience to be confident in this guide. If you feel that you can add to this guide or do not agree with something, please let me know and I will be happy to discuss!
Pros / Cons
Some players may choose to have a defensive set for their masteries, but I find that I prefer an offensive set. When Shyvana jungles, her life stays up quite well and she rushes through the jungle. So if I choose to counter-jungle, I can usually find them just making it to Red Buff and kill them before they can escape. I will go into detail with this in the Jungling Section.
More explanation and alternatives to come...
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
I like to have a balance in my rune page for the bruiser-type champions, like Shyvana. Here is what I typically use:
Greater Mark of Desolation
More alternatives to come...
An excellent ganking tool, as some enemies have great escape. Pairs well with Burnout to really keep up with enemies.
A jungling essential. If you plan to jungle with Shyvana, you better put this in your Summoner's pallet. Even if you don't need it to slay your jungle monsters (which is unlikely, without a strong leash), you can use it to steal buffs from the enemy or to prevent the enemies from stealing yours.
If you don't plan to jungle with Shyvana, I recommend getting Flash. You never know when you're going to get jumped and need an extra escape.
Exhaust just not quite tickling your fancy? Not to worry, Ignite is an excellent alternative. It pairs well with Burnout for some extreme DPS. I think we all know how it works. My favorite thing to do is save it for an ulting Tryndamere! ;D
This is a great solo-top spell! You never know when you have to go help mid or even bot, while still keeping an eye on your lane. If no one on your team has this spell, it's not a bad idea to get it for yourself.
Great for farming and destroying turrets, this is Shyvana's burst move. It's good to have this leveled up early.
Shyvana shoots a fireball, dropping enemy's armor by 15%. This pairs well with her passive, as she will deal great damage with her basic attacks. I usually lead with this skill as soon as I get it.
FURY OF THE DRAGONBORN
This passive is mini-booster for all of your other skills (this is where attack speed helps):
Burnout- Increases the duration for up to 6 seconds for every basic attack.
Flame Breath- Shyvana's basic attacks deal 15% of this ability's damage to debuffed enemies.
Dragon's Descendant- Gives fury to Shyvana over time, each basic attack will give her 2 fury as well.
Shyvana's ultimate jungle tool. Not only does this move deal AoE damage, but it also increases her movement speed to help with ganks and escapes.
Shyvana lunges at the enemy while turning into a dragon. This skill can go through thin walls and over cliffs. This makes this ability a useful ganking tool. Shyvana gains a decent amount of armor and magic resistance as well, allowing her to be an initiator in team fights.
I typically start with and focus on Burnout in the jungle, as AoE damage is essential for speed and survival. Leveling closely behind, I choose Twin Bite next as it gives Shyvana extra burst and also each strike from this move counts as a basic attack. I level up Dragon's Descent every chance I get, as it increases her survivability significantly. Finally, I focus on Flame Breath last because, as useful as the armor reduction can be, it doesn't amount to the usefulness of Twin Bite or Burnout.
Starting Out (Jungling)
I'm going to give you a summary of what to build as well as where to start in the jungle and so on...There will be guides for the other builds later. But this primarily focuses on the jungle aspect of Shyvana. Similar to my Wukong guide, Great Sage Equal to Heaven, I will give you some recommended items for different phases throughout the game.
Cloth Armor and Potions
Boots and Potions
First Recall (Jungling)
The thing with Jungling is that each game can be very different. You might recall with one or two kills, or you might find yourself needing a recall before you manage to land a kill. A big part of this depends on how well you and your team work together with ganks and how well you can counter-jungle. This is most likely what you can afford at this point.
Boots of Speed
Health Potions and Wards
Second Recall (Jungling)
At this point, you should be around level 6, if not past it. One or two turrets should be gone on both sides and you're starting to be needed a lot more outside of the jungle. Lanes should still have their established champs, but you will start to see some roamers soon. With this being said, you're going to need to increase your ability to move around, improve your gankability, and make yourself more tanky.
Heart of Gold
- Ninja Tabi- Build these if faced against a strong AD carry or AD heavy team.
- Berserker's Greaves-If you're feeling comfortable with your defense as is, then go ahead and increase your attack speed.
- Ionian Boots of Lucidity- If you'd like to increase the frequency of your Dragon's Descent, this will certainly help that process.
Mid Game (Jungling)
You've been defending lanes and ganking a lot, but now it's time to group up for team fights. At this point, it is likely that the enemy or your team has found a target lane that they wish to push. The teams will gather to push or defend and you're no longer going to be able to just sit in the jungle. Now you're going to need more health for team fights and to increase the frequency of your Dragon form.
Late Game (Jungling)
Most turrets will be destroyed at this point. Both teams will be trying to exploit the weakness of each other. You will want to do whatever you can to make sure that you're not a weakness in your team. It's time to add on the damage and health to make sure you can hold your team together.
Force of Nature
To make yourself an effective teammate, it is important to make your build based on the enemy's builds and team composition. I won't cover all of these situations as there are a lot. But here are a few suggestions that I've seen quite often (not prioritized in any particular order).
If you are the only tanky member on your team, I suggest getting this in the place of Frozen Mallet.
You're going to have to put Atma's Impaler on hold for this item. I suggest building tanky if their carry persists.
Maw of Malmortius
If you can sense their AP carry getting fed, don't build Wit's End and shoot straight for this item. The sooner you can get AP defense, the better. If Wit's End is already built, I suggest building this item as soon as you get the Giant's Belt. What good is magic resistance with no health to defend from it?
Instead of finishing Wriggle's Lantern, leave Madred's Razors as they are. Continue building up to the Recurve Bow as normal. Then replace Wit's End with this item.
Aegis of the Legion
I recommend not completing Wriggle's Lantern, if you seek to purchase this item. To the get the most out of it, it should be purchased somewhat early in the game.
I would either replace Wriggle's Lantern or Atma's Impaler with this item. Depending on how far you are in the game.
You should probably replace Frozen Mallet with this item, as you shouldn't need a perma-slow if you need to go more defensive.
More alternatives to come...
Shyvana is considered a Bruiser or an Off-tank. You basically want to deal the most damage you can while maintaining a balance of health, armor, and magic resistance. Shyvana has a very simple combo for one on one combat.
|SPACE|| Shyvana is great at fighting one on one. The best approach to her abilities, whether in lane or in the jungle (from my experience), is this sequence:
In case you are unfamiliar with the term, Ganking is when two or more players choose to ambush an unsuspecting opponent. This is one of the basic fundamentals of a Jungler and commonly used throughout any game.
The trick to ganking is communicating with your teammate and closing off the escape for the enemy. (Ex: It is very easy to gank an enemy that is pushed up to your turret, as they have to run all the way back to their turret or into the jungle to escape.)
A fast way to inform your partner that you are going to engage in a gank, is to press G on your keyboard and click on the enemy you intend to gank. With Shyvana, it is usually best to let your teammate engage. If you engage, the enemy will run too soon and your ally won't even get a chance to hit them. Once your teammate as engaged, activate Burnout and rush in. Use The Basic Combo from there on out.
Once you are level 6 and have Dragon's Descent, ganking becomes a lot easier for Shyvana. Now you can turn into a dragon and immediately close the distance between you and your opponent. I advise you gank as you normally would, saving your ultimate for if they Flash or escape by other means.
Pictures and more detail to come...
Jungling is a great place for Shyvana to be. She has a fast clear time, decent gankability, and can counter-jungle quite well. If is for this reason that I decided to dedicate an entire chapter for what to do in the jungle. There are a lot of twists and turns for how you approach this terrain.
When starting out, you and your team should decide whether you wish to invade your enemy's Jungler or to stay defensive and remain in your own jungle.
If you decide to invade, consider where the enemy's Jungler will start. If they use mana, they most likely will start at Blue Buff. If not, they will start at Red Buff. Before entering their jungle, find a bush near your target and wait for your whole team to gather. If your enemy is smart, they will have the two closest lanes guard the Junger (Mid and Top or Bot). At around 1:52 min into the game, the buffs will appear soon. This is the time to move in and attack the jungler or the leasher. You want to pick them off one by one, if you can. If you don't manage to kill them all, at least scare them away from the buff and take it as a team. Immediately rush to the twin of this buff, as the enemy jungler will attempt to steal it to keep up with you. After that is over, start your jungle route as normal with a great advantage.
Shyvana does not use mana, therefore, it is best to start her out at Red. If you chose to start from within your own jungle, have mid lane and either top or bottom lane (whichever is closer to red) help leash and guard your jungle. As the Wraiths nearby Red Buff, spawn 15 seconds sooner, I typically start with them. The leashers should attack them but NOT ENOUGH TO KILL THEM. You need all of the experience you can get. Next, go to Red. Allow your leasher to hit the beast first, immediately follow through with Burnout and widdle it down until you can kill it with Smite. (You may choose to gank mid or top at this time for a level 2 gank. Communicate with your team to plan when you will do this. Then carry on as normal, if you can.)
Continue across mid lane between your own turrets and start on wolves. You will have Twin Bite by now and they will perish fairly quick.
Next, it's time to tackle Blue Buff. Smite may not be cooled down at this point, but it should be close. With the Health Potions you have, you should be able to take on Blue without too much trouble.
As you are healing up from the Health Potions, your jungle is virtually cleaned out. Now you have the choice of running into the enemy jungle and killing their Jungler or ganking a nearby lane.
If you plan to count-jungle at this point, consider where they might be. If they started at Blue, they will be just making it to their Red or they will be getting the Golems nearby their Red. Sneak into the bush the wraps around the Red Buff camp and see if you can find their Jungler. If you do see them and you are confident that you can fight them, Exhaust them and rush in like a normal gank. They will most likely run so you want to be quick with this assassination. Keep in mind your surroundings. If a lane is missing, they might be aware of your presence and be planning for a counter-gank!
After the jungles are clear and you've made a few ganks. You should recall and pick up some items. Look at the map and see how your lanes are doing. Is top over extended in your favor? Is bot warded in anyway at all? Which buffs have respawned, if any of them have. If all of your lanes are over extended so that it will be difficult to gank, let them know. See which lane could use a gank the most and farm the jungle as they let the enemy push. At this point, you're not going to be following a specific route. You want to keep all of you lanes safe, keep all of the buffs from being taken from the enemy, and take Dragon and Baron whenever you can. Ping Dragon and Baron for help. Save Blue Buff for mid lane, after you've taken it the first time for experience.
I will reformat this section with pictures later. I'm just getting this guide set up for everyone to use as soon as possible.
More to Come
I have obviously not completed this guide. But I've hopefully provided enough to get views and ratings and to help the community. As I said at the beginning, if there is anything you want me to add, please let me know. Otherwise, here is what I plan to add in the near future:
- Shyvana Solo-Top Guide
- Match-Ups for each enemy
- Team Fight Strategy
- More Pictures and Cleaner Design
- Suggestions from all of you!
I'd like to give credit to everyone that helped out, even in a small way (not TOO small huehuehue):
- JhoiJhoi! Her epic guide can be found here! I always give her props, cause I would never make any guides without this easy-step tutorial.
That guide really helped me figure out what to do on this site and where to put things! I highly recommend it if you want to make your own guide! (The bad guide example made me lol XD)
- IcarianWings for voting and insisting on a Shyvana Guide.
- A Chubby Baby for voting for a Shyvana Guide and increasing my standards on how good my guide should be. There's a lot of work ahead for me. I recommend this review shop!
- OTGBionicArm for expressing disgust to the idea of a Soraka guide and voting for me to make a Shyvana guide.
- IceCreamy for his simple and convenient review services and pointing out some major flaws in my guide. His Review Shop can be found here!
- Khazem for a solid kick in the face. He pointed out some significant changes that should be made and left a (Down-Vote =/) for motivation to improve. There's a lot of work to be done.
- Albableat for pointing out the levity of magic resistance early game. I changed my glyphs from his suggestion. He also pointed out a major change in The Basic Combo that I completely overlooked! His review shop is found here!
- SkullzX for pointing out some small issues with my masteries as well as information in my Jungle section. His review services can be found here!
- tehAsian for voluntarily leaving a tremendous amount of useful CnC! There will be a lot of changes coming to this guide soon, and now they will be THAT much better!
Updates Bulletin Board
- June 22, 2012- Guide Published
- June 22, 2012- Boots of Mobility switched to Mercury's Treads
-Primary Masteries changed from 21/9/0 to 9/21/0
- Greater Mark of Desolation switched to Greater Mark of Attack Speed
- Randuin's Omen switched places with Atma's Impaler
-Removed Sunfire Cape and added Force of Nature in its place
-Corrected the time difference between Wraiths and Red Buff spawn
-Added Greater Quintessence of Life Steal to the alternative "Runes" chapter.
-The Basic Combo has been fixed to allow more output of damage efficiently
- Aegis of the Legion, Guardian Angel, and Sunfire Cape have been added to the "Situational Items" chapter.
-Added Wards and Elixirs into the "Items" chapters.
- June 25, 2012- Added Solo Top Off-Tank build.
- July 6, 2012- Removed Long Sword and Health Potions from the Starting Out (Jungling) chapter, placing Doran's Blade in their stead.