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the enemy shyvana went frozen and onhit effects and ended up doing way less damage than I did just with the atma's/trinity, and I had way more survivability. I was our tank and also somehow carried us.
soooo... upvoting. But like some others I'd suggest Trinity Force instead of Frozen
I don't get FoN if enemy team has weak magic damage and get Wit's End instead since the bonus damage is nice and don't need much MR. I wanted to try the item so I did it :p But FoN > Wit's End always imo.
I agree that Warmog's isn't worth the trade off for its price vs other items.
I also used to start with small golems but going from wolves is much faster. Good thing I checked this guide.
Overall very good guide. +1
First is that you can't kill the small things next to blue or red buff just by Burnout and you have to wait a bit before going on Red Lizard. And I think that's important to start with E skill at lvl 4 in jungle to make your it faster and safer. And about Warmogs/Sunfire cape - Sunfire Cape deals more dmg than Warmogs, but I found it kinda usefull if you need some health regen so it can be optional item.
Also, you don't need a FoN imo unless they are running some double AP nuke lineup. I would get a youmuu's instead of it, a bit earlier, perhaps after the trinity force if you don't need to get super tanky.
But yeah, having a sunfire with treads is key.
1: When i play a jungler (and when my teamtes play with another jungle players) I prefer being able to gank pre-6, cause this is when they'll probably need you. So back to the base before having blue or red buff, it's a too slow jungle for me, who don't help your teamates.
I start with clothe armor and 5 potion, at double golems with the q', smite one of them imediately and attack him to the death, then kill the second, hit level 2 so i take the w'.
Then i go to the wraiths, then to the wolves and take the e' at level 3, and continue with blue buff. I have to use 4 or 5 potion, depending of the luck, but when i back i can take a vampiric scepter or the long sword and i'm ready to gank. Or i can also continue jungle and finish the red buff and backing just after.
Every jungle guide i see start with vampiric scepter and back just before making a buff... It's so not a good jungle character if you're not quick, or able to pre-6 gank at my opinion.
2: Shyvana is for now a great damage dealer and she is resistant... For now! I don't think Riot will let this character in this state in the next patches, I aim to make a build that will work after, and getting her tanky will be useless cause she will not make good damage and can't afford a tank role cause of not having good initiate/cc. I aim so for a damage build, and so build trinity/wrigle/youmu's (and i'm making try on "magic damage build, with madred wit's end solar and magic penetration^^ Make a lot of damage but lack of cc, kepp working on that)
Well i think i'll write a guid to let you see my opinion but even if it works well now, i don't think this guid is viable for a long time ;-)
Yes but she is very easy target since her dragon form is so big, some times all you can see in team fights one big dragon. Almost every game enemy focusing me even after team fight are started. So i fond her squishy building her more for dmg.
I agree with this comment. Often the flashiest and largest characters can get in the way of where people click. Also the fact that Riot has hyped her "aggressive" playstyle has translated into many players assuming the champ will be built AS and thus be more squishy than with this build.
This build seems to focus on the fact that Shyvana's W with sunfire cape will deal about 1000 damage over 9 seconds (minus MR). This seems lackluster compared to other melee based builds but consider what the guide writer is doing here. He's trying to convince us Shyvana ISN'T a DPS champ, and I'm agreeing.
This damage isn't lackluster. It's AOE with a built in MS boost to keep you dealing damage to everyone (not a bad radius and you leave a trail while ulting). Melt some armor stacking people with E and your REAL AD carry (whose abilities actually steamroll with time) can eat up half the enemy team. A few more seconds of autoattacks/Q, and W is up again. It's like a constant spin-to-win trading the anti-slow for MS boost.
I do however agree with the first poster. This seems like a very dangerous jungle and I would love to see a video demonstrating how to keep your HP up for the Red buff (and possibly dealing with counter jungling as you build up your guide). I'm optimistic about it though and this route would make Shyvana a viable jungle in my book. Looking forward to further testing.
Did you know that she is a Attack speed character?
Id say build some attack speed.
Did you know that building AS on her is idiotic?