Shyvana Build Guide by GroundMan003
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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.
Shyvana is a competent counterjungler with a high reliance on autoattacking. With fast clear times, but sub-par pre-6 ganking potential, Shyvana is best put to work denying enemy junglers crucial buffs and farm.
I use a standard jungler set up consisting of:
9x Greater Marks of Desolation
9x Greater Seals of Resilience
9x Greater Glyphs of Warding
3x Greater Quintessences of Swiftness
This will allow you good resistances, faster movement during ganks, and late-game damage potential.
In place of these, you could also go with Greater Marks of Strength, Greater Glyphs of Shielding, or Greater Quintessences of Desolation or Strength.
Jungle Shyvana masteries should help Shyvana focus on her strengths, which include strong autoattacks and high defense. To this end, Weapon Expertise in Offense and Bladed Armor, Initiator, and Juggernaut in Defense are musts. Be sure to take Summoner's Resolve as well for extra gold on every Smite.
Skill order is R>W>Q>E.
Jungle Shyvana's strength comes in her fast clear times. This can be mainly attributed to her Burnout skill, so you want to make sure this is maxed first. Burnout allows you to initiate ganks faster, and dish out more damage for longer.
Twin Bite is an excellent offensive skill that synergizes well with autoattacking. Max this second. Leading with Twin Bite after Burnout will help ensure better chasing during a teamfight or gank.
Flame Breath gives a strong armor shredding debuff that helps in the jungle and during teamfights, but the lion's share of its utility is given regardless of its skill level, so make sure to max this last. Tag the enemy carry with Flame Breath, then bore down on them with Burnout, Twin Bite, and autoattacks for the kill.
Dragon's Descent is Shyvana's signature skill, turning her into a dragon and allowing her a long-range jump ability. When jumping, be sure to activate Burnout for effective area damage or to discourage chasing. Take Dragon's Descent whenever you get an opportunity.
Cloth Armor and five health potions is the accepted start for a Jungle Shyvana. This gives you some sustain and defense against jungle creeps starting out. After your first back, buy Boots of Speed], and maybe Vampiric Scepter if you're doing exceptionally well. Afterwards, finish your advanced boots (preferably Mercury's Treads) and Wriggle's Lantern.
Your core build will be Boots 2 > Wriggle's Lantern > Frozen Mallet > Wit's End. The Wit's End/ Frozen Mallet combo is non-negotiable. It gives Shyvana something resembling crowd control and helps her peel for her team. The extra health certainly doesn't hurt.
After that, your build choices are highly situational. If you're being beset by true damage monsters like Olaf, Cho'Gath, and Darius, Warmog's Armor might be an idea. If someone fed the AP carry, Force of Nature would certainly help out. Maybe the enemy bruiser is out of control, and you need an Atma's Impaler. Perhaps the enemy AD carry is carrying hard; in that case, perhaps you should consider a Thornmail.
Smite is a must. You should never jungle without Smite, no matter who you might be playing at the time.
The other spell is a little more flexible. My recommendations are Flash and Ghost. Flash is simply a good summoner spell no matter how you slice it, while Ghost will help Shyvana secure early ganks.
Amumu: Amumu is a pushover. Start by stealing his blue, then counterjungle him repeatedly. You'll pretty much force a 4v5 in your favor.
Nautilus: Make sure you get Mercury's Treads against this crowd control machine and you're golden. The rest of your team, maybe not, but just stick to Nautilus' face and he'll fold.
Maokai: You've got Maokai beat on the damage front. Stay out of Vengeful Maelstrom and don't let him Twisted Advance on you while in range of his entire team, and you'll be okay here. Try not to use many abilities while you're right on top of him, as this will charge Sap Magic.
Olaf: Olaf can chase better than you can, and all the resistances in the world can't stop true damage. Build health and pray for the best.
Jax: Shyvana does most of her damage through autoattacks, and Jax has, Counterattack, an ability that allows him to ignore autoattacks. It doesn't take a genius. Shyvana may be an excellent duelist, but Jax is the King of Duelists. Especially once he hits 6, don't get forced into a 1v1 against Jax. You will lose.
Pros / Cons
Quick clear speed
Impeccable conterjungling potential
Is a dragon
Ganks rely heavily on lane support
Weak against the Dovahkiin