Shyvana Build Guide by TehGrizly
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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.
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.
Quick Tip: Laning
If your looking for a laning guide, id reccomend trying this one, same basic ideas but for the lane: http://www.mobafire.com/league-of-legends/build/solo-top-shyvana-hue-207523
Pros: Great mobility
Great damage out put and good burst damage with her Dragon's Descent/ Twin Bite
Really good counter jungling
Alot of AOE damage, which is great for teamfights
Also you turn into a dragon :D
Decent escapes, Movement speed bonus from Burnout, and you can also Dragon's Descent over walls.
Cons: Only cc is her knock back when transforming into a dragon, so you can basically say she has no cc, and ever that knockback isnt reliable because you can fly over them instead of into them
I like to go with9/21/0 mastery set up. Taking Armor pen in Offense, and going with the standard tanky mastery page, nothing beats survivability! then Take improved Smite and improved Exhaust aswell.
Greater Seal of Armor
Greater Mark of Attack Speed
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
I like to use 9x Greater Mark of Attack Speed 9x Greater Seal of Armor 9x Greater Glyph of Scaling Magic Resist and 3x Greater Quintessence of Vampirism.
Although you could rune a few different combinations on Shyvana, I find these work the best for jungling, because I take very little defense in masteries, I find the armor works well, also if you compare the amount of armor yellows to attack speed yellows, I find youll get more from the armor. The glyphs can be really whatever you want, but Shyvana is such a good jungler it won't really hurt you if you want to go mr or somthing like that. The life steal quints can also be changed if you like movement, or for some more attack speed, or even armor pen, but again I find that getting back around 300 hp from lifesteal comes in handy.
FYI: Hp regen quints only get you back 196 hp after a 4 minute jungle run, compared to 300-400 with the lifesteal.
Skill SequenceShyvana's Burnout is her best source of damage so max that by level 9, it is also her best ganking tool with the movement buff. Then max Twin Bite second. The cd is great for burst damage, and along with dragon's decsent, your opponents will not easily calculate her damage. Take a point in Flame Breath at lvl 4 for the armor reduction, and then max it at lvl 18.
Funny Side Note
Tiamat works well on Shyvana
I kid you not
Since, while in Dragon Form, Shyvana's Twin Bite ability causes ALL enemies in a cone in front of her to be hit by her next standard attack, it will trigger the Tiamat passive on every single enemy within range, causing the splash damage to scale quadratically rather than linearly. This is currently the only ability in the game capable of this.
"Therefore you pwn noobs"
But i wouldn't recommend this item in a regular build, as you wont be twin biting as a dragon a lot during game, so its more of a fun item.
Video example: http://www.youtube.com/watch?v=VCnYN1JH80g
Smite: When you jungle, you use smite, whether you need it or not you take it, Smite it's for securing buffs, blues reds dragons and baron. Also when you play Shyvana your going to want to counter jungle ALOT, buy a ward, place it at the enemy buffs, then when they go for it, stand on the other side of the wall and smite the buff. I have won alot of games from stuff like this.
Ghost: Not a bad choice for any jungler, but with shyvana's movement bonus in her burnout, exaust or flash might be better options.
Exhaust: Best choice, amazing for ganks and helps greatky with her lack of cc.
Flash: Good choice, great escape, great for ganking, best option for tower dives.
Not so good choices:
Ignite: In my opinion, ignite is a silly choice on a jungler, wont help alot with your ganks, and then you lack an escape so I would recommend agaisnt using ignite.
Teleport: Again you lack much of an escape, yes you can pull the run in the bush tp away trick, but most people will stun you and interrupt it, and in a team fight, you'll die long before it will take you anywhere. It will also hurt your ganks, with no cc taking tp is really not a good idea.
Cleanse: Cleanse is a very situational spell, and I would only consider it on lane shyv, not jungle, so for this guide dont even worry about it.
To prevent repitition, the rest of the summoner spells really should never be used on shyvana, they weaken ganks, and you lose your escape, the ones I mentoned should be the only ones you consider, depending on how you would like to play, play around with them untill youve figured it out.
Creeping / Jungling
Ask either your top or your bot lanes to watch blue, (depending on whether your on blue or purple side) then get the other ones to protect you at red.
Get someone to damage the wraiths, then get a leash on red, and gank right away, you want to gank as much as possible with red buff active. Since she has no cc she is very dependent on having red, so make sure that the enemy does not steal it. Also you can ward the enemys buffs, then smite them from the other side of the wall, doing this will put you at a great advantage, especially if you can steal red.
After you first gank, if you have to recall, then go straight to blue when you come back, you want to kill it as soon as possible , so it will respawn as soon as possible. After the first one always give your blues to mid, or if mid doesn't need it, (ex. vlad, kennen, akali) and bot could use it more, then give it to them. Shyvana does nothing with blue, so be sure to give it to your team mates. Also when you know the enemy has wards on the map, pick up an Oracle's Elixer, this will greatly help your team, and your ganks especially. Because you tend to be roaming alot, oracles are a very good option.
Here is an example of Shyvana's standard jungle route:
When you are not going to be ganking early, there is no reason to have the early red, sooooooo start blue! Get a teammate to damage the wolves AFTER you have already attacked them. Then get a standard leash on blue buff, then go wraiths, golems, and red. Gank when you are able to.
Blade of the Ruined King
Spirit of the Ancient Golem
I then go in to Wriggle's Lantern for the faster jungle and durability. Then you want to look to finsh your boots. You can finish your boots after madreds to if you like, but with the speed boost from Burnout I dont find it necessary untill after finishing Wriggle's Lantern. If the enemy has a good amount of magic damage and/or decent crowd control, pick up some mercury treads, if the enemy is more physical damage and maybe lacking the good crowd control, then try Ninja Tabi, but I find myself getting mercury treads most of the time.
Now here is where you make your decision. Think about the current situation, if you guys are already way ahead, and you don't expect the game to last much longer then 20 mins, then there is really no reason to get heart of gold. If you are not that far ahead(which will be most cases), then pick up a Heart of Gold. But here's the thing , if the enemy is very physical damage heavy, and you are going to build Randuin's Omen anyway, then get the Heart of Gold. Otherwise get a Phage and then build a Wit's End.
Again your build is situational, and you should NEVER build the same items every time.
So look to see whats happening, if you find your self dieing alot, then you need to be more durable. So this would be the point where you would think about what is doing the most damage to you. For Physical Damage , you might want to finish Randuin's Omen, or for Magical Damage, maybe pick up a Force of Nature. And if its really even damage from both sources, then just build Warmog's Armor or Sunfire Cape. I cannot stress enough that it all depends on the situation, so you are going to have to learn to judge on your own.
But on the other hand, if you aren't having trouble staying alive then build your phage in to a Trinity Force, this is obviously a good item, there is a reason it is the most expensive in the game. It gives you Damage, health, attack speed, even a bit of critical chance, but the main source of damage would be from the Sheen proc. A sheen along with Shyvana's Twin Bite is absolutly insane damage.
The Trinity Force is enough damage really, so now if you have not already built all that durability that we touched on earlier, then now would be the time to build that Warmog's Armor, Randuin's Omen, Force of Nature what ever you need in your situation. I am sure you are tired of hearing this, but what you buy depends on what you need so decide for yourself. Finally chug those elixers and you are good to go.
Q: Why Trinity Force?
A: Trinity Force gives you the same slow effect as Frozen Mallet, and it also gives you attack speed, and a small crit chance, but the Sheen proc is where you get the most damage. ( Twin Bite procs Sheen, so say at 200 ad, Twin Bite will hit for 400, and then Sheen proc will proc I belive only one of the hits, so your then hitting for 600, on a 6 sec cd, that adds up to alot of extra damage) and honestly your tanky enough without the Frozen Mallet.
Q: What about Youmuu's Ghostblade?
A: I have never really found a use for Youmuu's Ghostblade, but you can make it work , it just has 0 tanky aspects, so there are items better suited for the same role.
Q: What should I sell Wriggle's Lantern for?
A: Don't sell Wriggle's Lantern, it gives you lifesteal, armor, and that creep proc is really good even late game, because you can do baron and dragon alot faster, also wriggles can proc twice on twin bite, so thats 1600 damage to baron in one hit.