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Shyvana Build Guide by Guide

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.


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League of Legends Build Guide Author Guide

Shyvana Tanker Damage Dealer -jungle-

Guide Last updated on March 7, 2012
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
3
5
7
9
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduction

Okay, this build for Shyvana focuses tank and damage. You will see the results in end build , amazing stats for just a champion.In the one hand, if you got focused on TeamFight you wont die that easy and it will be just a waste because your team will be able to kill them while they are TRYING to kill you.In the other hand, if the enemy team wont focus you, you will be able to kill the carrys easly.


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Runes

Here I will explain my runes choice.
I took seperated runes because Shyvana need attack speed for her Q which lowering his cd by every hit and armor penetrate for more dmg ofc.
I took armor seals because it will be easier to jungle with armor and alittle bit of health, its easier to gank top and bot because they have ad in the lanes (not always ad in the top)
I took MR Glyph runes for an easier gank in lanes.


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Masteries

I choose those masteries for Shyvana because minions in jungle wont do alot of dmg and will get alittle dmg return. She will have armor penetrate also.


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Skill Sequence

I'm maxing W as first skill because it gives movement speed 30%=50% at lv 5 which makes ganks alot easier because of the lack of CC, that skill also deals alot of damage per second. Q is double hit and its very importent to be maxed out secondly. E just adds magic damage for ea lv and not needed to be maxed untill lv 18.R maxing every lv you can because its needed gives higher bonuses.


Guide Top

Summoner Spells

My summor spells are Flash- for running away when it needed, chasing other guys if they flash away,easier turrent dives.
Smite- just for an easier jungle

I don't see other spells needed for Shyvana jungle.


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Items

Lantern- gives you the perfect passive for faster jungle and counter jungle.
Mercury Treads- Can be changed for your own needs with ninja tabi.
Frozen mallet- gives you health, the amazing slow which combined with ur W speed becoming dangerous because enemy wont be able to run away from you without teleport spells like flash,Kassadin's R,Graves E and even that you got flash to catch'em up.
Atmas Implar- ofc how can u kill them without ad, also gives you armor for more survivability.
Guardian Angle-Nothing is wrong with some tanky and a second chance in team fights.
Wits End-More attack speed means lower cd on Q and higher dps , also gives you MR against ****ty casters such as veig, ahri, annie, and others.
You can change Lantern in BT in end game.
I also suggest you to buy elixirs every time you can.


Guide Top

Summary

That build shows its effective in ranked and other games.
Altough the strong build its not enough if you got feeders in your team.


Guide Top

Creeping / Jungling

Jungle normaly starting blue-wolves-wraiths-red-golems
the jungle is really fast your getting to the red with 30 sec on smite when using him on blue.
Also get 5 Health potions! dont forget it because u need it.