Shyvana Build Guide by Pitborn
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Not Updated For Current Season
Welcome to my guide for Shyvana (A.K.A "DragonB*tch" By some of the cruder members - but we won't use this term :b) In this guide I aim to show you my methods of using Shyvana as, both, an effective anti-carry and carry. This build aims at maximising her insane damage output whilst still being able to stay in the heart of the team fights and stacking on their carries. So, without any further babbling, let's get on.
(Note: My English may vary from yours slightly due to me being British)
+ Huge AoE damage.
+ Melts squishies.
+ Full-team displacement ult.
+ Great sustained damage.
+ Built-in escape.
+ Extremely mobile and quick.
- Lacks in damage until Wit's End.
- Lacks CC.
- Somewhat difficult to master.
- Will get focussed hard.
- Easily harassed by range in lane ( Parrrley)
- Requires a solo lane/ jungle. (Preferably top)
Speccing into the offense tree allows Shyvana to burst down and keep sustain damage extremely well. The Attack Speed mastery integrates with Shyvana perfectly whilst the Life Steal mastery keeps her in lane for that bit longer, as well as team fights.
Shyvana also acts as an anti-carry and her ultimate takes her into the heart of the fight. This means she's going to need all the extra tankyness she can get whilst still pulling out enough insane damage to burn their carry to the ground. Speccing into the defense tree helps us with this. On top of that, the extra armour, MR & HP really help Shyvana in duels, which is one thing she excels at.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
This is somewhat of a tricky section if you ask me; Shyvana can be played in many different roles. Hell, she could even be tanked on a pinch if you really needed a tank. But I'll be focussing on the role that I am giving a guide for, LOLUDED damage.
Exhaust: This spell is amazing for Shyvana as an anti-carry carry, it allows you to reduce their AD carry's damage to scraps whilst you spend a whole 3seconds devouring them and spitting fire at them. This spell is also amazing for duels with most solo top lanes, due to a majority of solo top lanes being bruisers and tanky DPS.
Ignite: Playing ranked or draft pick? I assume you are, see that you're going to get someone like Swain top? Then this is the spell for you. This pride and joy will also reduce the enemy carry's healing received in teamfights whilst you smash them to the floor.
Flash: Arguably the best escape summoner in the game, playing top without an escape and with duelist summoners( Ignite& Exhaust) can be extremely risky but amazingly effective if you've had enough practice. With Flash you can escape pretty much any gank and sticky situation that you may encounter, on top of that you can turn into a cool-*** dragon and fly the f*ck out.
Ghost: The competitor with Flash for escaping, Ghost+ Burnout will lead to an insane burst of speed, meaning it will compete with Flash as a get away with Shyvana, not to mention it's somewhat better for chasing (Unless they Flash over a wall, but then you just fly over 'cause you can)
It's also important to take note that this ability deals decent AoE damage whilst you're in badass dragon form, so if their carry is somewhat close to the team, you will be melting errybodeh! Burnout on whilst hitting those caster minions you will get nearly all of the wave, all of it if done right. Use this when you want to initiate fights/duels, run at them with Burnout on, chances are it will be on throughout the fight and for them to escape they will have to burn a summoner. Burnout to the enemy, get to the other side of them and fly them to your half of the lane whilst your jungler runs in to the lane, this will almost be a sure kill due to displacement and insane damage output.
You may be looking at my build and thinking "Woah, wait a minute, that's one squishy *** dragon." Well my good friend, you are somewhat wrong, this build will give you ~200/200 resistances for teamfights with your ultimate and a chunk of health, during this you will deal nice AoE damage, sweet on-hit damage and insane Q+AA damage. So let's get started with some explanations?
If the enemy team's AD carry is farming amazingly, is AD heavy, or you are getting destroyed in lane by an AD champ(Highly unlikely - You're a dragon) Then Ninja Tabi will generally be a better choice for you. Wit's End: This item gives us an amazing amount of attack speed, some nice magic resistance and great on-hit damage, on top if this it's a fairly cheap item-What could possibly go wrong? Chances are you will have upto and including this by the time laning phase ends and let me tell you, this is when you start pulling out some meaty damage and start melting everything. Frozen Mallet: This is where we get beefy and when the enemy will NEVER escape us. This item gives us an insane amount of health, some decent AD and a great slow. This slow on-top of our movement speed means that the enemy will never escape, no matter how much of a sneaky snake that opposing Ezreal is!
In team fights it is your job to run in and melt their squishy carry whilst still dealing a decent amount of AoE damage to everyone else on their team, thus making you a great addition to any team. Don't forget that your damage is both AD/Magic based, so your all-around damage should be decent on anything other than a tank.
With any hope you won't be initiating fights, so what you want to do is run in at their AD carry and dragon them away from the fight and any support that they may be able to get. Over here you're able to melt them down to the ground within seconds and no one can say a word about it. After this Burnout will help you get back into the fight in good time to take down their AP carry and switch on to targets accordingly from there on out.
If you're force to initiate then you generally want to do so with the use of Dragon's Descent. this will give you some pretty tanky stats whilst you knock some of their team backwards giving your AD carry some room to breath and get you on top of their AD/AP carry. With any luck you won't have to initiate though, because that generally leads to high amounts of CC and DEATH.
Targets who you usually want to focus first(AD carries):
Kog'Maw(Won't be able to Icathian Surprise your team)
Tristana(Not the best choice due to Rocket Jump)
Secondary targets(AP carries):
Cassiopeia(If she has to blow her ult on you, it won't result in your team being aced)
Xerath(High built in armor can lead to issues)
Ahri(High mobility to get away, but has to waste ult to get away)
Annie(Squish squish dead)
Veigar(Squish squish dead)
Ryze(His snare and tankyness may cause issues)
Swain(If he isn't in the middle of your team, he's pretty useless)
Kassadin(Not that great of a target, will just escape if you ult him, but sit on him and he's dead)
And any other AP carry you may come across, I just listed the most common ones :)
Examples of what not to focus(Tanks/tanky):
Again, anything else that's building tank/highly tanky.
This is pretty much the end of my guide, any criticism and votes are welcome, but I urge you to at least give the build a try before your opinion sways, or give the whole guide a semi-decent read. Thank you in advance for the criticism that I may receive.
I'm somewhat expecting this guide to go over-looked due to how un-popular Shyvana is, which saddens me due to her being an amazing champ.
Thanks a lot to JhoiJhoi's guide on how to create a guide for tips on BBCodes, you have her to thank for helping me with this guide, you may find her guide here.