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Shyvana Build Guide by

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

Shyvana-The Elder Dragon

Last updated on January 2, 2012
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Ability Sequence

3
8
14
17
18
Ability Key Q
1
4
7
9
12
Ability Key W
2
5
10
13
15
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: 5

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 24

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 1


Guide Top

Shyvana- The Elder Dragon

Hi This one of my first builds. All criticism is encouraged just try not to be too harsh. I have found this build to be highly effective as both a tank and a melee fighter. This build is good for just about everything from solo-ing top, to tanking in team fights.


Guide Top

Runes

I take the Attack speed marks in combination with the Frozen Mallet to help keep enemies in the fight prevent them from escaping.

The Glyphs and seals help give shyvana a head start on her defense build with Force of Nature, Atma's Impaler and Randuin's Omen.

The Quintessences of health regen give an added boost early game while building warmogs.

Feel free to trade your marks for armor pen or damage, but i highly recommend keeping the other runes with this build.


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Items

Im going to skip the masteries because those are self-explanatory.

Items, however, might need a little direction :)

I start with boots and potions to help get away, if solo-ing, and to chase/dive. First thing i do when i have the gold is complete the Boots of Swiftness. These are best to get into team fights and chase down enemies or protect teammates.

I build Warmog's Armor as early as possible in order to max out its stats before major team fights.

I then build Force of nature as it provides good magic resist and great health regen. I take this for the magic resist to help with any AP champs. The added movement speed is an added little bonus as well.

Frozen Hammer for its added health and probably one of the best passives in the game. The slow will keep enemies in range of your burnout increasing your damage output and keeping them from escaping.

Atma's impaler is grabbed for 2 reasons. The first being the armor. The other reason is the 2% bonus attack damage. Now at end game with all items you get a bonus ~200 damage. That's pretty nice!

The last one is more of situational item, and is left to your best judgement.
My main pick here is Randuin's Omen with the health, armor, and regen. The armor just helps with your defense along with the health. The health also adds to the passive bonus of Atma's Impaler. The HP regen is good for, well, health regen. Which you can never have too much of. The Unique Active is very good for team fights. Especially with Force of nature and Atma's Impaler in your build.
I will only choose Thornmail if there are 3 or more champs that are building attack speed/damage. This will make them think twice when trying to focus you.


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Summary

Again this is one of my first builds so do go easy on it when criticism is necessary. And if you do use the build hopefully it works well for you as it has for me!