Shyvana Build Guide by ARX07 Arbalest
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.
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.
Hello summoners my summoner name is ARX07 Arbalest and this is my jungle Shyvana guide. I play as a support role in my ranked team named Adventure Time! (AT) and my usual champions are Sona, Galio, Janna, Zilean and Shen. I played primarily as a support since I'm the best support oriented person in my team but my true role that I really mastered is a jungler.
Whenever I start stepping in the jungle, I'm completely different from the support player I was when laning. My techniques are sheer aggression, objective control and consistent pressure towards the enemy jungler. I have this instinct of getting into every team fights and I can't just stay in the lane, I'm always itching to roam and secure objectives, ward important locations and gank enemies till they suffer some (poison lol, if you get it you're cool).
Champions I play as a jungler are Shyvana, Sejuani, Rammus, Xin Zhao and Tryndamere. Mostly I like playing as a tanky DPS fighter and for me Shyvana is the perfect champion that matches well with my playstyle. If you want to try Shyvana I would really recommend you to do so even if its a solo top or jungle, I'm sure you can win your lane with her brute strength.
So what could you get from reading this guide?
-Basically this guide will benefit most those aspiring junglers out there who are new to jungling and is trying to use Shyvana in the jungle. This guide will give you intricate details about Shyvana and some neat tips and tricks on how to pull out good plays from the jungle using her.
-For those who are looking for a second opinion. This guide might offer some ideas or details you don't usually see on some guides.
-Most details about summoner set-up here (runes, masteries and summoner spells) are all preferential and is determined by my very own playing style. I advise those who have read this to look for their own but just in case for those who had no idea you can use this setup to start with and adjust it to your own play style.
SO START PLAYING AND SET THE WORLD ON FIRE!
(art by flygon3x on deviantart.com)
Pros / Cons
Runes and Masteries
Runes and Masteries play a significant role in building your champ specially in the jungle and offers quite a variety of different builds which augments your champion's abilities depending on your gameplay.
Greater Glyph of Scaling Magic Resist
Greater Mark of Attack Damage
Greater Quintessence of Attack Damage
Greater Quintessence of Armor Penetration
Greater Mark of Armor Penetration
Greater Seal of Armor
- Its an essential for every jungler to grab enough armor in order to survive the harsh environment of jungling at early levels so Greater Seal of Armor is a must have for every junglers but be wary that stacking your armor at around 50 at the start of the game is the best option since you get the best full effect of your armor first at 50 before getting the first half of diminishing returns (diminishing effects of stats will be discussed later. Though making your armor at 55 could also make it even at 100 with a Chain Vest so make your build clever.
- Greater Glyph of Scaling Magic Resist is an effective glyph making the most out of glyphs instead of using a secondary tier effect which isn't as effective as the primary.
- I choose to build attack damage and armor penetration with a good balance of Greater Mark of Attack Damage and Greater Quintessence of Attack Damage with greater mark of desolation and greater quintessence of desolation. My objective here is to boost her normal attack to make strong use of Twin Bite at early levels, having quite a big amount of armor penetration isn't as needed when your goal is for jungle clear since minions/monsters doesn't have that much armor and you have flame breathe to help you achieve that bonus armor reduction you need.
- Some other variable runes that could be considered on Shyvana are Greater Mark of Attack Speed, Greater Quintessence of Attack Speed, Greater Quintessence of Movement Speed, Greater Quintessence of Life Steal. A good balance of stats with your marks and quintessence would give you the most out of it.
- I recommend to still go with armor seals and magic resist glyphs since Shyvana is a fighter and you'll be needing those extra stats later on the game because you'll be sticking with enemies for most of the time taking in damage.
- Shyvana's damage output is insanely enough so a 21/9/0 mastery tree isn't as viable as a 9/21/0. Maxing out Hardiness and Resistance for maximum efficiency while getting Veteran's Scars , Honor Guard and Juggernaut greatly increase your defensive power.
- Getting Brute Force into Weapon Expertise is enough to bring out Shyvana's damage.
I guess I can't say enough about having Smite as the primary jungling summoner spell. Even though you necessarily didn't need it having Smite gives you that extra jungling speed and helps you secure objectives more easily.
Your secondary summoner spell might depend on your playstyle and on both team's composition (on draft picks). Running an Exhaust gives Shyvana that cc she needs to support her ganking. Its a very useful tool since unlike Ignite, Exhaust works on both defensive and offensive play and having Summoner's Wrath gives you that awesome armor and magic resist reduction. Teleport is also a very useful summoner spell and most of the time I pick this since it has many use which I could discuss on later chapters. It helps you get with the team to gank, secure objectives, depend turrets, push turrets and split-push etc. Ignite could also be a good summoner spell for Shyvana but I didn't recommend it much since you'll narrowing your summoner spells by using Smite, you need to rely mostly on your secondary summoner spell in fighting so you have to have a summoner spell who could be useful on both offense and defense.
But my main secondary spell is Flash. On most arranged match expect to face good enemies and you'll be invaded at early levels so you need an extra defense. Like Exhaust, Flash also works as an effective offensive and defensive tool. Be wary to use it timely to avoid being bursted down on early levels, to get good positioning and to jump through walls to escape pursuers.
Each of Shyvana's basic attacks generates fury and enhances her abilities.
- Shyvana cannot gain fury without leveling up Dragon's Descent.
- Shyvana's fury does not decrease upon death and continues to build up while dead.
- Shyvana will instantly gain 100 fury when you first level up Dragon's Descent.
Twin Bite (Active): Shyvana's next autoattack will strike twice in one swift movement. The second attack will deal physical damage equal to a percentage of her total attack damage. Both attacks will trigger on-hit effects and Fury of the Dragonborn effects.
Dragon form: Twin Bite will damage all units in front of Shyvana when she uses her next autottack instead of just her target. Each unit hit will be dealt on-hit effects and grant fury twice.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Second Strike Physical Damage:80 / 85 / 90 / 95 / 100 % of attack damage
Fury of the Dragonborn: Each auto attack reduces the cooldown by 0.5 seconds. This doesn't work on structures.
- Twin Bite will not damage a champion buffed by Black Shield.
- Twin Bite resets Shyvana's attack timer upon activation. Activating Twin Bite right after an auto-attack gives a considerable burst of damage so timing it perfectly is a good skill to develop when playing Shyvana.
- Twin Bite applies on-hit effects for each hit. Therefore, Shyvana would benefit from life steal from both hits while in human form, or from each unit hit while in dragon form. If Twin Bite deals critical strike damage while in dragon form, every unit hit will be critically struck.
- Twin Bite can be activated every 1.6 seconds with 40% cooldown reduction.
- Twin Bite is a great tower pushing tool, as it allows you to autoattack 3 times in the time space of approximately 1.5 seconds (taking into account attack animation time and casting time), however attacking turrets, inhibitors and nexus does not proc Fury of the Dragonborn's cooldown reduction.
Burnout (Active): During the next 3 seconds, Shyvana will deal magic damage each second to nearby enemies and her movement speed will be greatly increased. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.
Dragon form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.
Cooldown: 12 seconds
Diameter of AoE: 325
Magic Damage per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage)
Maximum Magic Damage: 175 / 280 / 385 / 490 / 595 (+1.4 per bonus attack damage)
Initial Movement Speed Bonus: 30 / 35 / 40 / 45 / 50 %
Fury of the Dragonborn: Each auto attack extends the duration of Burnout by 1 second to a maximum of 4 extra seconds. This works on structures.
- When active, landing autoattacks will increase Burnout's duration by 1 second, up to a maximum of 4 seconds, allowing it to last for a maximum of 7 seconds. This ability deals insane damage when the enemy stays within range dealing a maximum of 175 magic damage +1.4 bonus attack damage at rank 1, and to think it gives you the movement speed you need to stay within enemy range.
- casting Burnout before diving with Dragon's Descent will lead into a flaming trails from your initial point.
- Burnout and the trail it leaves does proc Rylai's Crystal Scepter's slow but with diminished effects.
Flame Breath (Active): Shyvana unleashes a fireball forward in a line that affects the first enemy it hits, dealing magic damage to it and reducing its armor by 15% for 4 seconds.
Dragon form: Flame Breath engulfs all units in a cone in front of Shyvana.
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.6 per ability power)
Additional On-hit Magic Damage: 12 / 18.75 / 25.5 / 32.25 / 39 (+0.09 per ability power)
Fury of the Dragonborn: Each autoattack that hits debuffed targets will deal 15% of the ability's damage as additional magic damage.
- The bonus on-hit damage from Flame Breath will proc Rylai's Crystal Scepter's 15% slow effect.
- Opening a fight by tagging an enemy with Flame Breath into an auto-attack into a Twin Bite and a follow up with Burnout is a good combo with shyvana.
- Although Flame Breath may not seem important to level up with an AD build Shyvana, keep in mind that it's armor reduction and on-hit magic damage effects will give you a very strong burst in damage.
Dragon Form (Passive): Shyvana reinforces her scales, increasing her armor and magic resistance. These defensive bonuses are doubled while in dragon form.
Dragon's Descent (Active): Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take magic damage and are pushed toward her target location.
Passive Armor & Magic Resistance: 10 / 15 / 20
Magic Damage: 200 / 300 / 400 (+0.7 per ability power)
This ability has no cooldown but requires 100 fury to activate. Shyvana generates 1 fury every 1.5 seconds while in human form. While in dragon form, she will lose 6 fury every second. Once the fury bar is empty she will return to her normal state.
Fury of the Dragonborn: Each of her autottacks will generate 2 fury. This will allow for Shyvana to prolong the duration of dragon form by attacking. This ability works on structures.
- Dragon's Descent lasts up to 17 seconds when not attacking. Continuously autoattacking with maximum attack speed (2.5 times per second) while in dragon form prolongs its duration up to 100 seconds (1 minute and 40 seconds). Using Twin Bite in dragon form to strike many enemies can be used to prolong the duration indefinitely.
- Dragon's Descent's effective cooldown is 150 seconds when not attacking. Continuously autoattacking with maximum attack speed while in human form reduces the cooldown to 17 seconds.
- Dragon's Descent can dash variable distances, determined by the Summoner upon cast. it is an excellent escape, initiation and chase tool.
- When using Dragon's Descent, try to position yourself to be able to hit as many targets as you can with your AoE abilities.
- Charge your fury to maximum before engaging fights by killing minions or clearing objectives.
- Dragon's Descent gives you considerable amount of tankiness, damage and team presence which is the main reason why you should rank it up at 6, 11 and 16 like any other ultimates.
- Your next priority is to rank Burnout then after because of it's insane damage output which will give you fast jungle clears and the mobility you need to engage and disengage enemies. Max it out immediately at level 9.
- While leveling Twin Bite might seem not so beneficial as leveling up Flame Breath, In my experience the 1 sec cooldown difference makes a big impact specially on small skirmishes when you are waiting for that small amount of cooldown to kill an enemy when the enemy flashes out in time before you could have tagged it with Twin Bite. Twin Bite is also more reliable and consistent unlike a skill shot ability like Flame Breath unless you're in dragon form.
- This item set is my usual core items I build for Shyvana at most situations. I usually build 3 items here before transitioning into counter-building. For example I build first Wriggle's Lantern, Mercury's Treads and Frozen Mallet and then after I immediately build Quicksilver Sash in order to counter those pesky AP champions like Lux, Veigar or Vladimir oh man I love this item.
- This set gives me a good balance between tankiness and damage, and frozen mallet gives Shyvana a consistent slow effect which is something she needs to stick and pummel with an enemy target. Wit's End synergizes with her first skill and gives her a good amount of attack speed to lessen her Twin Bite's cooldown.
- The main stats that I prioritize in Shyvana is a good balance between health, armor, magic resistance, damage, attack speed and magic resist. Then you could put in to consideration getting a good source for tenacity, lifesteal, critical strike chance and movement speed. Getting on-hit effects is also a good choice since Twin Bite procs them.
- Most of the time I base my item build depending on the enemy's composition and gameplay style. Here's a list of the other items I build for Shyvana at other situational moments.
- Building Randuin's Omen and Trinity Force is a very cost efficient build considering the effect it gives shyvana for the small cost. Built usually when your team needs a tanky dps carry that can enter fights and survive as you pummel down the enemy's ADR or AP carry. You could start off with a Mercury's Treads and a Wit's End and transition into this items after.
- Build Warmog's Armor and Force of Nature when your team needs a tank. A Atma's Impaler could also be a good item to consider specially if you gathered enough hitpoints from Warmog's Armor and you started off with a Sunfire Cape or Frozen Mallet. A Force of Nature with Mercury's Treads and a Quicksilver Sash could really shutdown enemy casters that rely on landing a cc in order to follow up a powerful nuke or champions with strong initiation tools like Veigar, Malzahar and Urgot.
- Youmuu's Ghostblade is really strong on Shyvana though in my opinion the The Brutalizer seems enough and is very cost efficient considering its effects and buying it early really gives you a boost. It isn't also as user friendly like the other items specially on most newbies since you need to time it's activation and to constantly remind yourself to activate it at crucial moments so practicing to use it when you are not familiar is a must before even buying it.
- Try to experiment different builds on Shyvana and see what works out for you.
- These items are quite expensive to be bought specially when compared to other items you could use. When I said expensive, I mean these items are less cost efficient other than the other items I mentioned.
- I usually sell my Wriggle's Lantern at late game and get a Madred's Bloodrazor and The Bloodthirster to round up my build. Madred's Bloodrazor is really powerful but also really expensive like Infinity Edge. Yes, its hard to argue how powerful Infinity Edge is but I think its not necessary for Shyvana to build something like an Infinity Edge.
- The Black Cleaver is also really strong since it gives you that armor shredding ability and that attack speed to eat enemies who dare fight you. But considering that you'll be in the middle of the battle at most times, building Shyvana like a glass cannon isn't as useful as doing a balanced tank/DPS build.
- For the Quicksilver Sash I think I already had said enough lol. Very, very useful and cheap for an item that could remove Ignite,that pesky Hemorrhage, Wither, Nether Grasp, Infinite Duress, Light Binding, Dark Binding, Curse of the Sad Mummy well name it...
- A Hexdrinker or Maw of Malmortius is an item necessarily needed when running against a team with very strong AP nukes that could almost 1-hit you. Consider it buying against karrthus, le blanc, Rumble, Annie, Cassiopeia and other similar champions.
- Ninja Tabi and Thornmail speaks for theirselves. Used to counter those pesky Master Yi, Tryndamere, Ashe, Graves you name it. Thornmail gives the most armor at only 2000 gold though also put into consideration that without enough hitpoints you still can't tank strong AD fighters or ADR champions.
- Though most of the time you won't be needing this item, it could also be powerful when you have this when facing against strong enemy compositions that could burst you down.
- If your team doesn't have an Ignite(at some cases) executioner's calling is a good item to shut down champions who has really strong life steal/spell vamp abilities like Sion's Cannibalism, Dr. Mundo's Sadism and those pesky Tryndameres with The Bloodthirsters.
At the start of the game, try to achieve 50 armor with a good mix of runes, masteries and items. It's because the first 50 points of armor gives the first maximum effect (reduces damage by approximately 33.33%). the next 50 points gives diminishing effects and so on.[/color]
After every 50 points of armor gives you less protection and becomes less cost effective.
The first 50 points (from 0 to 50) block 1/3 (33%) of incoming damage.
The next 50 points (from 50 to 100) block 1/6 (17%) of incoming damage.
The next 50 points (from 100 to 150) block 1/10 (10%) of incoming damage.
The next 50 points (from 150 to 200) block 1/15 (6%) of incoming damage.
The same goes for magic resist. Movement speed also has this set of diminishing effects though with a different calculation.
Movement Speed 1 increases the movement speed of a champion by 50.
Movement Speed 2 increases the movement speed of a champion by 70.
Movement Speed 3 increases the movement speed of a champion by 90.
Movement Speed 5 increases the movement speed of a champion by 130.
Diminishing returns apply:
Movement speed that is going to apply after 415 is reduced by 20%
Movement speed that is going to apply after 490 is reduced by 50%
You could also build 55 armor at the start when you decided to take Sunfire Cape later, giving you 100 armor which gives you the optimal effect. Magic resist is not much built till later because most magic damage comes from skills and skills only becomes powerful thorugh gaining levels so most junglers get magic resist per level runes but it could also be situational and you could go with flat magic resist runes when the enemy team is heavily armed with early game AP nuke, though it is not really advised since you could play safely and avoid unnecessary ganks till you get your items.
Also keep in mind that armor reduction is different from armor penetration. Armor penetration allows your champion to ignore some of the target's armor while armor reduction directly reduces the armor of the target and can reach negative stat meaning you'll be dealing more damage than you can normally do. Shyvana could benefit greatly from items like The Black Cleaver since attack speed benefits her Twin Bite and the armor reduction greatly increases her damage output. Though for me, I think focusing on a more defensive approach is much more useful because you'll be tanking for the team for most situations.
Also. Madred's Bloodrazor and Thornmail would seem like a very strong threat specially when you have such high health or when you are gearing towards an AD build but put into consideration that these items deals magic damage. Which means you can counter these items by building magic resist. Also when Madred's Bloodrazor would definitely chunk your life it would also take such time when you have for example 5k hitpoints so try to build Randuin's Omen and have a friend with Frozen Heart in order to make that enemy with Madred's Bloodrazor hit you for forever. Know and read carefully in order to adapt to each situation you are into.
Jungling and Counter Jungling
Basics of Jungling
Roles and Responsibility of the Jungler
- One of your responsibility is to secure objectives. The main reason why you have that Smite with you. The objectives in the map are valuable targets that you have to get or prevent the enemy from getting since it would benefit the team an advantage when secured. In jungling the major objectives are the 2 ancient golem s, 2 elder lizard , dragon and baron .
- Clearing your camps fast and having good mobility makes your champion good in securing objectives. However it is also useful having a team mate with a good damaging or utility ability is also a good strategy for securing objectives like Nunu's Consume and Blood Boil, Karthus's Lay Waste and Shen's vorpal blades etc.
- Most junglers are picked for their strong ganks like Alistar, Amumu, Maokai and Skarner. Shyvana is mostly picked because of her strong early game power, extremely fast jungle clears and innate awesomeness.. I mean tankiness.
- A jungler that is only farming and isn't contributing to ganks can't do much unlike a jungler that does so. Jungling isn't just about farming, its something more complicated than you think.
- supporting lanes include ganks. Covering when they need to back off and get items or assist a push when needed.
- when a teammate is losing a lane, help them get back to the game by offering them some of your minion camps or by assisting them on ganks.
- Warding is very very important specially in ranked games. a good placed ward could counter a gank and could give you enough space in order to play very aggressively while being able to monitor the enemy's jungler's movement or an assisting champion from another lane. Warding an objective also could create good turnovers specially on baron and dragon. Most of the time, consider buying an Oracle's Elixir at around level 7 or 8 depending on the situation.
- Also be aware. Warding isn't necessarily the responsibility of the jungler and the support role, it is everyone's job. It's just worth almost 2 creep kills for a ward to save a life.
- Counter jungling is getting enemy jungle camps, enemy buffs and creating advantage to your team by either killing the enemy jungler or creating advantage by controlling the map by strategically placed wards, good ambushes and great response to ganks and small skirmishes. In order words you need to outplay the enemy jungler.
- Just think of it like you and the enemy jungler is in a lane, the only difference is your lane is the whole map.
Steal Buffs, Steal Minion/Monster Camps
- Know monsters spawn and respawn time to control objectives. Also, have a good knowledge of monster buffs like crest of the ancient golem and blessing of the elder lizard and make the most out of it. One of the most basic things to know as a jungler.
- Shyvana excels greatly at this part as she terrorizes anyone stepping in her jungle and kick their *** out. She is also good at asserting herself at the enemy camp, but part of being able to successfully pull this strategy off relies on your ability to determine which action suits best at the current situation and part of this also relies on your team's love for you. Remember teamwork is the key to everything.
Counter the enemy Jungler's ganks and predict His/Her Movement
- Counter the enemy jungler's ganks by trying to predict where he/she might go next. This could be easily achieve through factors like camp clears (when your golem camp is cleared means the enemy jungler is near or could have been there), good ward positioning, the game time (when objectives are well timed you know what is the enemy jungler going to do next) and from your team mate's calls whenever they spot a suspicious champion lurking near their lane etc.
- A good jungler has developed a good prediction skill of where or what the enemy jungler is doing. A good example is that around 7:15-7:25 your enemy mid lane or jungler would converge near their ancient golem camp to get the blue buff.
- Your starting items is important, specially since you are jungling and you'll be needing that extra defensive power to survive and have enough hp after clearing the camps.
- Most of the time I start off with a Cloth Armor and 5 Health Potions and this start gives me an edge when I planned dueling on early levels. Doran's Blade is also a nice choice but the Cloth Armor helps you transition into Madred's Razors. Vampiric Scepter, I think it will leave you vulnerable to ganks and you won't be able to gank early since you've been taking much damage than usual. Keep in mind farming is just a part of jungling, you need to do other stuff to like ganking.
- The Boots of Speed start is a good start on arranged plays. I usually go with Smite Exhaust when starting off with Boots of Speed since I'll be ganking more often and the extra speed boost gives me all the necessary speed I need to get close to a target when ganking and tag that sucker with red buff.
Routes in Jungling
(1:40-1:50) Wolves Camp; pop a Health Potion
(1:55-2:05) Blue Golem; friendly leash, Smite, pop a Health Potion
(2:15-2:20) Wraith Camp
(2:25-2:35) Golem Camp; pop a Health Potion
(2:40-2:50) Elder Lizard; Smite, pop a Health Potion
(1:40-1:50) Wraith Camp; pop a Health Potion
(1:55-2:05) Elder Lizard; friendly leash, Smite, pop a Health Potion
(2:15-2:25) Wolves Camp, pop a Health Potion
(2:30-2:40) Ancient Golem; pop a Health Potion
(2:50-2:55) Wraith Camp
(3:00-3:05) Golem Camp; recall
- Shyvana's jungling speed could be drastically enhanced by an early red buff but Shyvana doesn't have any innate and consistent crowd control effects so the red buff is vauable and should only be get when you are going to gank with her so make sure you make the most out of your red buff when you take it.
- I recommend to use the first route on most situations because it opens up more ganking options. The secondary route is somewhat more defensive and since you have the red buff early you could start a gank at level 2 if an opportunity opens up and you have enough health and Boots of Speed otherwise just clear your jungle with lightning fast speed.
- At the second route, after killing the elder lizard , you could transition to golem camp then back to the wraith camp. The only problem in here is that while doing so you are giving the enemy an opportunity to get your own blue buff which could be very disadvantageous in your situation. Be wary that you must clear your jungles not only fast but also efficient. By efficient I mean there is still a room left for doing other important things like ganking, buying stuff, warding, scouting and stealing jungle camps.
- Make sure to combo your attacks with twin-bite to make a huge burst of damage. This technique is useful specially once you have your Madred's Razors or Wriggle's Lantern
- I really advise that you practice your jungle clears and see what works for you. Check and time your clears so you could see where you could get most out of your time.
Timers are just mere approximation of actual jungle timer rates and varies upon your timing, masteries and runes setup.
Minion and Monster facts
(just in case you don't know)
As a jungler you should have a good knowledge of what lies inside your backyard so check these numbers out.
- baron nashor is league of legends version/tribute to defense of the ancients's roshan (nashor is roshan duh?). He spawns at 15:00 and respawns after every 7 minutes.
- baron nashor has an initial health of 9876 and gets an additional +125 every minute that had passed by after his spawn. He deals 460 damage within an attack range of 955. He has 120 armor and 70 magic resist.
- baron nashor has different abilties so it's recommended to have your teammates to secure the kill.
- Killing baron nashor gives each of your teammates 300 gold and 900 exp points +the powerful exalted with baron nashor buff to all allied units giving damage, ability power and regeneration.
- dragon spawn at 2:30 and respawns after every 6 minutes.
- Has an initial health of 3200 and gains bonus 220 x (the highest champion level). He deals 145 damage with a range of 500. He has 21 armor and 30 magic resist.
- The dragon gives a burning debuff that slows attack speed by 20% and deals damage over 5 seconds.
- Killing the dragon grants 190 gold to all teammates with a bonus of 25 gold to the killer and 400 exp points to each of your teammates. The dragon is a valuable target and is the main reason why there are 2 champions on bottom lane in order to monitor it and secure it from the enemy team.
- lizard elder spawns at 1:55 along with 2 small lizard minions and spawns along every 5 minutes.
- The lizard elder has initial 1372 health increasing by 90 every minute. It deals 65 damage increasing by 1.83 every minute having a melee range. Has an armor of 20.
- Upon death it gives 72 gold +0.3 gold every minute and 210 +2.5 exp points every minute to champions within vicinity and the blessing of the lizard elder buff to its killer giving it a fiery attack that deals 10-44 bonus true damage and slows the target by 8/16/24% for melee or 5/10/15% for ranged attacks for 3 seconds. A highly valuable buff to make ganks more potent to secure kills.
- ancient golem spawns at 1:55 the same time as the lizard elder along with 2 small lizards and respawns also after every 5 minutes.
- the ancient golem has an initial 1372 hitpoints increasing by 90 every passing minute. It deals 65 damage and increases by 1.83 every passing minute. It has 20 armor and no magic resist.
- Upon death it rewards the killer with the crest of the ancient golem buff which significantly increases mana and energy regeneration as well as cooldown reduction making it a valuable tool to spam abilities specially for AP nukers in mid lanes. Usually warded at most early levels since it's a very valuable target at the early stages of the game.
- It is much more useful to be given to an AP mid laner in order to dominate the lane so at around 7:00-7:20 after it's respawn immediately call the mid laner to get it and receive extra praise from your teammate, just what like phreak said.
- The wraith spawns at around 1:40 along with 3 other lesser wraiths and respawns after every 50 seconds.
- It has only around 400 health but has a lifesteal ability. Deals 25 attack damage within 500 range and has 15 armor and no magic resist.
- Upon killing the wraith it grants 35 gold and 120 experience points. It also regenerates a small portion of missing health and mana to its killer.
- With the wraith 's location in summoner's rift it is often one of the most stealed camps in the game; since it gives significant amount of exp, it's proximity in mid lane and river and its short respawn rate.
- When stealing an enemy's wraith camp it is a good strategy to kill only the big wraith and leave the lesser ones to tell the tale, in this way you'll the deny the enemy jungler with both exp and gold and this can also work to stall some time as you steal his/her other camps.
- The big golem and giant wolf also respawn at around 1:40 along with small camp monsters and respawns at around 1 minute after every clear.
- The giant wolf has 550 hitpoints and deals 24 attack damage within melee range and it has 25% critical strike that really deals strong damage. It has 9 armor and no magic resist.
- The big golem has 950 health and deals 54 attack damage within melee range. It has 12 armor and no magic resist. It kicks people so be cautious.
- Like the wraith , upon killing these 2 monsters they gave off a buff that regenerates a small portion of missing health and mana to the killer. The giant wolf grants 128 exp and 44 gold while the big golem grants 117 exp and 40 gold.
- Some junglers starts with the big golem when an invade usually happens in order to stay safe, but you're Shyvana and that will rarely happen unless you have a team that doesn't care about you.
- The jungler most of the time gives the big golem or giant wolf to the bottom lane duo for gold and experience advantage when they doesn't need it. big golem for blue team while giant wolf for purple team.
-Here are some sample counter-jungling scenarios that I had encountered in the past. You might get some good ideas here just in case you get in the same situation as I did but really I like to point out here that in most cases, you need your team to cooperate with you.
Sample Counter Jungling Scenario no.1
For example my enemy is Amumu and I know in fact that Amumu relies heavily on blue buff so typically I know I need to get the enemy blue buff and start a riot in there in order to slow Amumu down, but I did something else. The idea here is to be creative in plotting your enemy's demise so here's what I did:
I started off at the enemy's red alone and directed my team towards the enemy blue,
Our goal is not necessarily to get the enemy's blue buff but to delay Amumu in his jungling as I steal his red buff. If possible ganking Amumu at level 1 also forces him to take Bandage Toss early slowering his jungling speed drastically while taking in more damage opens up an opportunity for me to kill him early.
Shyvana's speed could be enhanced by the red buff so taking it immediately is a good choice but I also don't want to sacrifice my red early because I'll be needing it for ganks early on so I'm going to take the enemy red, if possible bring someone with you to secure the objective early on specially on arranged team fights. A good friend to take would be a strong crowd control machine like Alistar or a sturdy solo top champion like Darius or Shen.
So what happened to Amumu? Our teams engaged but we are not really going to start a fight so we just kited them and tried delaying Amumu while I steal half of his/her camp while Amumu takes his/her sweet time crying for his/her blue buff. Take note about your enemy's movement while counter-jungling and predict their action. We immediately warded dragon/enemy blue camp so I know if Amumu would try to take my camps but knowing he can't I bet he's moving towards his/her own wraith camp so I know I cleared it with his/her red buff in me, the best option here is to engage with Amumu and get his/her blue buff so he/she'll just cry his/her pants out in despair.
If a gank happens, try to do damage but also disengage immediately or if a teammate appears try to kill someone. If Amumu dies you get the blue buff, if he/she lived and recalled you had wasted enough time in his/her blue buff and it will expire without him/her having to maximize its use. Congratulations you are a certified troll at this rate, you need to continue harassing Amumu and the other lanes to create pressure.
Sample Counter Jungling Scenario no.2
As I said earlier be very creative in plotting your enemy's demise. For example I have an enemy Nautilus jungling and I know that he is superb in executing ganks. The approximate game time is around 7:00 and I remember we didn't engage them early so I guess his blue buff would be spawning any time around now so I would like to get that from him and realizing this I sort out a plan.
I ask my top lane partner to ward the bush around baron/blue buff in order to secure our own blue buff and head off towards bottom lane. Now I need a diversion, I asked my top lane buddy Jarvan IV to over extend and bait Nautilus to gank top. I know my good ol buddy Jarvan IV can escape on his own and take care of his self so he could be a really good diversion. My only problem here is if I tripped on wards and the enemy mid and bottom lane but I have both my buddies there so I ask them to carry on the aggression so I can bust the enemy blue buff. Stealing buffs requires team cooperation because you should put into account that the enemy will depend it especially on ranked games. My mid buddy Morgana continues her aggression against Anivia's eggs, my both lane buddies Miss Fortune and Galio tried pushing the lane also against the enemy Graves and Soraka making sure each enemy is busy and at sight.
If a clash would break out I'm sure we can handle ourselves, make sure to keep your fury to 100 when trying to sneak on the enemy so you have a escape maneuver however I'm still 5 at the moment but my teammates Morgana and Jarvan IV is already at 6 and leveling so I know we somewhat have an ace when we need to fight.
what happened? Jarvan IV continues pushing his lane and eventually a wild Nautilus came out of nowhere and the top lane Malphite instantly jump out to Jarvan IV with Unstoppable Force, luckily my teammate Jarvan IV flashes away from the angry rock head in time but the enemy Nautilus flashes and tag Jarvan IV with Dredge Line into Staggering Blow into Riptide but my teammate Jarvan IV is tanky enough to take quite a damage and just uses Golden Aegis and emerges with barely enough life to survive while pole dancing away to safety.
But the fight isn't over yet. Anivia's spider sense tingles and the enemy converge over to their blue buff so I immediately signal my team. After stealing the blue buff the enemy Anivia stunned me with Flash Frost. My priority here is to get out alive with the buff otherwise this could be turned to the enemy's advantage. Luckily my friend Morgana showed up Dark Binding Anivia in place, I tried moving towards Anivia but got slowed with Glacial Storm. Suddenly the bot lane couple Graves and Soraka appeared and started hitting me so I went the other way and get out of the enemy blue buff area when Anivia Flashes and uses Crystallize to trap me within their blue area along with Graves and Soraka. Luckily Galio and Miss Fortune is already level 6 and is around the river. I tried keeping the enemies hitting at me and just at the right moment Morgana Flashes from the other wall as well as Galio tagging everyone with Soul Shackles and Idol of Durand outside Miss Fortune cleans the enemy up with Bullet Time giving her a double kill. Anivia's eggs triggered but we killed her immediately, sadly I died out of ignite but a 3 for 1 exchange is good enough. GG.
Things to Remember:
-before ganking a lane, make sure you have a red buff or a fellow teammate has hard crowd control effects because once you fail a gank, you just wasted your time and effort and had opened up an opportunity for the enemy jungler to mess with your camps. Ganks are made in order to create an advantage so make sure each gank counts.
-make sure to get Boots of Speed immediately.
Gameplay and Advance Tactics
Advantages of Shyvana's fast clears
-objectives could be secured faster with less probability of being engaged by the enemy team.
-has more time to gank, assist lanes, place wards and get items.
-better farm rate than the usual junglers.
-clearing your camps at extremely fast rates gives less chance for the enemy jungler to even try to counter you and gives you enough time to engage with him/her or mess up with his/her camps.
-other than a good gap closer, shyvana has no other means to keep a target in place so proper positioning is the key to ganking.
-red buff is extremely valuable for shyvana's ganking so I don't usually get it immediately unless I could use it in order to gank a lane or engage the enemy jungler (unless it's the enemy red buff).
What Could be Considered as a Good Gank?
-when the enemy is utterly destroyed giving you or your teammates gold and enough time to farm minions or push a lane.
-when an enemy burns a summoner spell in order to disengaged the gank. Burning a mid lane's flash makes that player play more defensive than usual and creates fear that he has less means of escape when ganked again.
-when an enemy is forced to recall at early stages of the game, buying enough time for your teammates in lane in order to create an advantage and farm well and get enough levels. low level enemies are easier to gank.
-Shyvana shines in dueling with enemy junglers even at early stages of the game because of her innate tankiness and absurd damage output.
-The deal is to outplay the enemy jungler by forcing him/her out of his/her own jungle. Each time he/she recalls gives you enough time to clear his/her camps but also keep in mind of the map and watch for enemy champions approaching.
Some Jungling Tips and Tricks
-When taking out enemy camps, a good strategy is to kill only the strongest minion/monster in that camp. If you are taking down the enemy wraith camp, kill only the big one and leave the small ones for the enemy jungler. This is to deny the enemy of experience since if you leave the small minions there it will stay as it is rather than you kill everything and it will just eventually spawn as usual and it also buys enough time for you to mess with the enemy's other camps.
-engaging enemy through surprise attacks in brushes at jungle sites or at the river might caught them offguard. Some people who are crossing the river are focused at looking either at the bottom lane or top lane and if you attack them during this time most of the time they can't react immediately and even if the enemy has advantages in level and creep kills damaging them first before they can even react gives you enough lead to kill them straightaway.
-Once you got a lead on an enemy jungler, its not a matter of time till you dominate early game. Shyvana has strong impact on early stages of the game and if the enemy gave you an advantage, never stop giving them pressures like constant ganking and hunt the enemy jungler out of the map. Most of the time once I get a free kill early on, I quickly build Madred's Razors and boots and from there I constantly hunt from the enemy farm while I give some of my golems to my top lane friend and my wraiths to our mid lane.
-Oh, giving away free minion camps to your teammates help them build items fast and get enough levels in time. Giving the wraith camps to your mid lane helps them in farming as well as giving wolves or golem camps to your support and ADR at bottom lane.
Know Your Enemies and Your Weapons
-Heres a short list of some of Shyvana's weaknesses and some neat ways on how to counter them. Remember that once you have countered your champion's weakness, you have lowered the chance of being killed by the enemy. Knowing what to do helps you adapt at any situation even at dire ones. Shyvana is a strong tanky DPS champion with absurd damage output and she has the potential of being a strong carry.
Strong Kiting Abilities and Annoying CC
- AP champions with a snare, stun or any strong CC effects. Shyvana might have strong mobility with Burnout but considering that your enemies are also skilled players, they also know what you are weak against, kiting.
- Shyvana has no gap closers other than her ultimate and impulsively using it isn't as efficient as it should be.
- Shyvana is strong at 1v1 fights but if you can't close the gap with your enemy, you will just take damage so it's a much difficult target having these champs with annoying CCs.
- The best counter? Quicksilver Sash. You may say its not late game efficient, I just say "I wonder how your game went that far?". Being tagged by Light Binding and instantly removing it right after is really a strong advantage against an enemy Lux. Just imagine the power of this cheap item.
- Quicksilver Sash also saves your life. Cleanse could also be a good alternative at draft games but having a flash is much more important.
- If the enemy relies on skillshots like Dark Binding, learn to avoid being hit by anticipating your enemy's next move. This skill requires a lot of effort and experience. Burnout and a timely Dragon's Descent could help you in dodging skillshots.
- But be very wary that even though you have countered one shot of the enemy, your Quicksilver Sash's cooldown is 90 seconds so you need to take the opportunity that your enemy's CC skill is on cooldown to take them down. So you also need your team's cooperation to take that target down.
Sneaky Assassins and Champions with Annoying Mobility
- You know how annoying these champions are. They deal lots of damage and has a good utility ability for juking. These champions are really squishy and is an easy target for Shyvana if the enemy is not a skilled player but in the hands of the pro, these champions deals tons of damage while being able to escape fights unharmed and Shyvana is weak against those whom she can't get a fight with.
- Most of these champions are hard to gank and that is one of the problems. You need to create a good advantage through ganking these guys early before they are able to build enough power to snowball and annihilate your team.
- How to counter? Kill them early on. Use Shyvana's sheer aggression to pressure that enemy along with your teammates.
- Counter picking might help on draft games but thee most important thing to do here is to play it safe and strong. Keep the pressure up but give no opportunity for the enemy to counter attack. Most assassins would like to get an early kill by playing very aggressive at early levels like Fizz and Talon and if your team mates facing them plays defensively later on at most situations these assassins tend to overextend or roam because of their innate instincts to kill. Use this to your advantage to catch them off guard.
- Know when to pursue and chase these enemies and always alert your teammates when you are going to gank or start a clash. Most of the time these guys are the highest priority targets so you better coordinate with your team to kill these pesky guys.
- Items like Hexdrinker, Maw of Malmortius and even mercury threads help you survive most assaults from champions like LeBlanc. If they can't kill you outright, dont even give them a second chance to do so. If you go back the base immediately you can return immediately also rather than tagging with the team on low health.
Tips and Tricks for Securing Objectives
(requires team cooperation)
- requires your team to have 2 champions with wriggles lantern in order to secure both dragon and baron. This tech is also effective because it supplies the team with 2 wards that can be used every minute to strategically survey important juke points and potential gank sites.
- usually the solo top champion builds the secondary wriggles lantern. The ADR/AD champ could also build it since they have a quick access to the dragon.
- this tech could also be utilized with the use of teleport. You and the solo top champ or a mid AP nuker could use teleport and imagine the fascinating ganks you could pull with this play. Since 2 characters has wriggles, you could use the ward to your advantage for a teammate to immediately assist killing the dragon/objectives or for reinforcing an upcoming push on one of your turrets.
- I have talked about this earlier. Some champions are a strong pick because of their impact in securing objectives in the jungle.
- Nunu is one of the best examples. Nunu's Consume deals strong damage and could be considered as a secondary smite. Helps your team chunk up the dragon fast and effective also he gives your ADR teammate Blood Boil. Nunu could also be used as a very strong support champion meaning he has good access to the dragon .
- Karthus is also a good champion for securing kills because of his Lay Waste. Zyra has been a very strong pick at most international tournaments considering with Zyra and her plants alone she can significantly kill baron alone. Heimerdinger could also kill ancient golem and elder lizard with his turrets. These 3 champions are played at mid lane and also has a good access to most camps specially the enemy wraith camp which they can poke to kill the big wraith .
(STILL UNDER CONSTRUCTION, STAY IN TUNED FOR MORE TIPS AND INFO)
Fury of the Dragonborn: Updated tooltip to more accurately reflect actual values in game.
Fury of the Dragonborn: Each autoattack now extends the duration of Burnout to a maximum of 4 seconds reduced from 6 seconds.
Burnout: Fixed a bug that caused it to last longer than intended.
Dragon's Descent: Passive armor and magic resist bonus reduced to 10/15/20 from 15/20/25.
Fixed a bug where Flame Breath could shred the armor of shred-immune units ( Dragon, Baron Nashor).
Dragon's Descent allied ultimate HUD indicator will now go grey immediately after using.