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Shyvana Build Guide by Sh4kezula

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 Sh4kezula

Shyvana the Burninator

Sh4kezula Last updated on December 21, 2011
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Team 1

Ability Sequence

2
4
7
9
12
Ability Key Q
3
5
8
10
13
Ability Key W
1
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction



This is my first build ever for the newest champion, Shyvana. I'm not an extremely good player, but I have been playing for quite a while and I really like this new champ.

This build is focused on giving Shyvana critical strikes. Getting critical strike items is perfect for Shyvana because of the double crit opportunity with Twin Bite. She can also jungle and tank making her a very versatile champion.

Just something I decided to add. :)


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Pros / Cons

Pros:

    Good farmer
    Good chaser
    No cooldown on ult (just have to charge up fury)
    Shreds squishies
    She can jungle
    She's a f*ckin' dragon

Cons:
    Doesn't have natural CC (except ult really)
    Slow early game
    Get's owned by long range champs
    Reliant on lane partner


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Runes

Runes are pretty much are pretty standard. For marks I go with armor penetration. I suppose going with Attack Speed marks would be pretty decent as well, but I stick with armor penetration. I like having a little bit of bulk when playing Shyvana so for seals I get armor, for glyphs I get MR, and for quints I get Health. I don't think I would get any different seals or glyphs but it would be okay if I got armor penetration or attack speed quints.


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Masteries

Masteries are pretty straight forward. I like playing Shyvana offensively so I get 21/9/0. If you like getting Defense more then go ahead. Same goes for utility. I think getting offensive masteries may be the best thing for Shyvana. Just get the masteries that help Shyvana's damage output.


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Spells

Pretty straight forward. I'll list all the spells I feel are viable on Shyvana.

- This the one I always tend to get. It makes chasing SO much easier.

- Another one I usually get. It's great against healers and can be nice to pick up an early kill.

- This spell is always good. Makes escaping/chasing easier.

- It's pretty good to get to a lane very quickly, but isn't the best spell because Shyvana has pretty good movement speed.

- I hear she can jungle, but I haven't really experimented with her jungling abilities.


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Skill Sequence

This is not a set in stone skill sequence. This is just the most common sequence I use in the game. I like to start with a point in Burnout mainly to make farming easier and keep enemy champions at a distance. I take an early point in Flame Breath if I want to keep the enemy champ at a farther distance if he has long range or something. I don't max Flame Breath until the end though. I always like to max Burnout first because it it makes yourself harder to gank and it's a good chasing tool if you get your opponent low on health. I tend to take my first point in Twin Bite at level 4 and switch off with Burnout every level. It will be your primary source of damage late in the game. Also Twin Bite is EXTREMELY useful in charging up your ultimate.


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Skill Usage


Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.

Always just remember to keep these passives in mind. It really is a great passive.


Shyvana strikes twice on her next attack, dealing (+) physical damage on the second attack. The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.

Dragon Form: Twin Bite cleaves all units in front Shyvana.

This will be your primary damage source throughout the game. Use it to last hit creep. A useful tip to know is use this right after an auto attack because it's a lot like Wukong's Crushing Blow where it cools down auto attack time.


Shyvana deals 25/40/55/70/85 (+0.2 per bonus AD) magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.

Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.

This item is good for weakening creep when you are farming. Always use this when you are chasing, or escaping, an enemy. At level 5 it gives an outstanding movement speed boost and in a way acts like Sunfire Cape.


Shyvana unleashes a fireball that deals 80/125/170/215/260 (+0.6 AP) magic damage and burns 15/15/15/15/15% of their Armor for 4 seconds.

Dragon Form: Flame Breath engulfs all units in a cone in front of her.

Only point to this skill that I see is the Amor Penetration. It reduces 15% of their armor. I use this early game to deny farming and late in the game i just use it on whoever my team is focusing in a team fight.


Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take 200/300/400 (+0.7 AP) magic damage and are knocked toward her target location.

Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by 15/20/25. Defensive bonuses are doubled in Dragon Form.

OH BABY! This is probably my favorite ult in the game. The passive is what makes Shyvana a very durable champion. The active is AWESOME! It can save you or can insure a kill on someone. It's your only source of natural CC. I want to give you some tips on how to use it.

-Use it when ganking. It takes the enemy with you back into your team and will most likely kill them early game.
-DO NOT use this to knock enemies into fleeing champs. It basically gives them a flash and your team will ultimately hate you forever.
-Use it to save yourself. Don't worry about wasting it. The time it takes to come back up is really fast. When using this to escape, remember the above tip.
-This ability can allow you to turret dive to a certain extent. It's not a great turret diving ability, but the armor boost allows you to resist a little bit of turret damage. Know when you can and can't chase someone into their own turret.


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Items

There are many different paths you can choose to go in items. Usually, I like to build sort of an off-tank or tanky dps Shyvana. However, no matter what type of build I do, I always get attack speed items. I think it is the best way at the moment to play Shyvana and that's what you will see a lot of people doing as her. Let's start with the boots you should get. I will discuss all possibly boots and whether or not they are viable on Shyvana. I'll start with my favorites and go from best to worst.

Boots:

- This is my favorite. It gives you a good amount of attack speed for a very cheap price.

- Also a very good choice for boots. It's expensive but is necessary for teams with high amount of CC.

- This is a decent choice. Not really viable because you're gonna buy more armor items later. It is extremely cheap so it's good if the other team has like only AD (which will most likely never happen).

- Yeah this isn't bad. Combined with your W it lets you chase just about anybody. I would only get this if I'm being needing to dodge from skills like Living Artillery.

- Yeah CDR is always good, but on Shyvana, it's not really as good because your Ult doesn't have a cooldown, your Q cools down quick from attacking, and your W has a relatively short cooldown. I would advise to spare the gold and not get this.

- Okay, this is where it gets really bad. You're not gonna be doing much roaming. Stick to your lane.

- You aren't a caster. So don't get it.


Starting Item:



or

or


Usually, for a starting item I just grab a Doran's Shield. I like it especially for solo top because of the extra health and heath regen. Only other viable options I can think of would be Ruby Crystal or a Regrowth Pendant and a Health Potion.

Core Items:




Frozen Mallet is always a must for Shycana because it gives decent damage and giving her good health and it's passive makes chasing even easier. Phantom Dancer is also a great item because it's one of the best attack speed items in the game. The movement speed is really nice too because you can chase almost anyone when you activate Burnout. Phantom Dancer will be the start of getting critical hits. In my build, I buy a few critical hit items for the double crit chance with Twin Bite.

Viable Choices:


- What's so great about this item is that it gives some pretty good MR while giving you the main thing that Shyvana is about, attack speed. It's extremely cheap, and the passive is pretty nice for extra damage.

- This is a fantastic item. The attack speed it gives is tremendous and the passive can help rip through champions that go heavy on the armor. It compliments almost any offensive build.

- I don't see this in a lot of builds but it definitely is a viable offensive choice. I always love having lifesteal and this a great lifesteal item and it also provides attack speed which my first build focuses on.

- This is the main item to get if your going to tank with Shyvana. It goes great with getting Atma's Impaler afterwards.

- Gives a good amount of armor, critical strike chance, and some decent AD. All around a well balance item for late game.

- It's not really the best item ever, but I always like to get it when I'm tanking. It gives good armor and MR for a fairly cheap price while it boosts allies stats.

- I just love this item. Gives decent health and armor, but it's main purpose is the passive. It can really help in a big team fight.

- I prefer not to get this item but I do admit it is a great item. The active is awesome. My only complaint is the price; I think there are better items for Shyvana that are cheaper. If you do get this item, replace Zeke's Harbinger with it.

- Yeah this item is awesome. It gives amazing AD when you get fed and it's lifesteal is great. If I get this item I typically will do it earlier and I won't get Zeke's Harbinger.

- Why I like to get this item sometimes is mainly because of the passive. In a tight situation, where you get ganked by maybe 2 guys and you know you can't escape, you can hit the active and this and probably at least kill one of them.

- I think this is when of the best items to get for Shyvana. Getting critical strike items might be the best way to play her at the moment. If building a critical strike build, definitely get this.

- I'm not a HUGE fan of getting this since I love getting Frozen Mallet, but if you want to skip out on that, this would be a great replacement. The passive on this is simply amazing and the items definitely worth the 4k gold. But 4k gold is expensive so if your underfed and want to get this I would get it later.

- This item is a must if the enemy team is heavy with AP or you notice the majority of damage dealt to you is coming from an AP carry. It's health regen and movement speed is awesome too.

- This item has the potential to change games. When one of the enemy team's AD carry's is fed, get this item. That's pretty much the only time I get it. I might also get it even if no one on the other team is fed but they have a lot of AD champions. Replace this for Sunfire Cape if you do decide to get this.

- I haven't really tried this, but I'm assuming it would be a good item to have on Shyvana. It's passive and active are both great and it gives good armor. I would only get this if I were tanking.

- Another item I haven't really tried, but I think it could work on Shyvana. It's a lot like Wit's End but gives armor instead of MR and also costs much more.

- This would be pretty good to get early along with Philosopher's Stone. I love getting these gold items and recommend them on Shyvana.


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Early Game

I highly recommend going duo lane with Shyvana. I've tried solo-top and she doesn't have enough range to be a good solo top. In some cases she can solo top but in most cases, just go duo lane. You want to go with someone who has good range with some CC because Shyvana obviously doesn't have a lot of range. To start I would most likely grab a Regrowth Pendant. What your going to want to do in your lane is keep away the enemy champions from farming. If they get close, hit them with Flame Breath and burst them with your lane partner using Twin Bite. Focus on denying and farming, don't worry about getting first blood or anything because Shyvana isn't strong until she gets a lot of her items. With the Regrowth Pendant you may want to build into a Philosopher's Stone and you should buy a Wriggle's Lantern to help you lane.


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Mid game

Mid game is where you want to start playing a little more aggressive. You should be getting a Frozen Mallet pretty soon and already have a Zeal. You and your laning partner should be pushing your lane hard and you probably should be getting a few kills now. Help in any team fight. Your main objective is the push towers because you can destroy them pretty fast by spamming Twin Bite. As you gain more and more gold, Start saving for a Phantom Dancer and Infinity Edge


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Late Game

If your fed keep building offensively. If someone on the other team is fed, buy some defensive items like Thornmail for AD carries or Force of Nature for fed AP carries. You should stay with your team making yourself useful in team fights. In a team fight, make sure your exhausting the champion with the highest damage output and focus them. Ignite anyone who heals (champions such as Vladimir, Volibear, or Dr. Mundo. Use Dragon's Decent to chase, escape, and dive towers.

Ideas for items to get for AD heavy teams:

AP teams:

Balanced Items:


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Conclusion

I think I have a great guide here, but I'm curious to see the criticism it gets. I'm extremely open to criticism, but I'll probably just ignore all out attacks on how stupid I am. Please leave suggestions in the comment box. I don't think this guide is finished quite yet, for I wait to see what changes I can make from suggestions I get from other users. Thanks for reading!

Good recent game with new critical strike build.


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Changes

11/10/11 - Changed Masteries

12/14/11 - New build