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your stalkera fan of your work and I've been playing a lot with Shyvana. Acording to you we could take drake already at level 4, though it was risky because we would be really low and could die should the enemy come. However, I tried jg after those changes in the jungle at patch 9.23 and I was astonished at how fast Shyvana was growing. Before I would need to take red-blue-gromp and 2 mini wolves to get lvl 3, now I don't even need the wolves and, to make thing more interesting, just farming I managed to be 2 levels ahead of an enemy Rengar. To make it even better, taking the first drake, an infernal drake that was supposed to be the hardest to take, was astonishingly easy and fast at lvl 5. I wonder if it would be that easy lvl 4, but given at how fast Shyvana evolved just by farming (and taking the enemy chickens), is way easy to take 5 before going drake.Now with those changes in the jungle, don't you think that was somewhat an indirectly great buff for a champion that take Dragons with ease such as Shyvana?
Either level 4 or level 5 for first drake seems good to me, Shyvana can do it at either level if she went back already (for example, Hunter's Talisman + Hunter's Machete + Dagger should do it fast and safe). The exact timing of going there in a game is obviously going to depend on your vision, your knowledge of where the enemy jungler is, and whether your bot lane has lane priority. So I should say in the guide that Shyvana is "looking" to take first drake any time from level 4 onwards.
I have aimed to update the guide for Pre-Season 10 fully when the pre-season started on 20 November but there's probably parts that are still out-of-date, if you spot anything specific please do let me know. I also plan to update some of the videos shown, but need to find good current examples of Shyvana play - if anyone wants to suggest a good Shyvana video in comments, please do!
You can also back early - as soon as you have 350 gold - get a Hunter's Talisman and then you can stay healthy in the jungle for a long time.
I main Shyvana jungle and I can affirm she is/can be quite strong. Tanks or squishies, it doesn't matter; she shreds health any which way, and allow me to explain why:
Flame Breath: The fireball stops upon colliding with an enemy champion. Shyvana's basic attacks against marked enemies deal bonus magic damage equal to 2.5% of their maximum health.
Burnout: Shyvana's auto attacks also deal 25% of Burnout's AoE damage for the duration of the ability.
Twin Bite: Shyvana strikes twice on her next attack. Also an auto-attack reset.
Bloodrazor: Basic attacks deal 4% of the target's maximum Health as bonus physical damage (maximum 75 damage vs minions and monsters).
Titanic Hydra: Cleave's damage to all targets is increased to 40 (+10% of your maximum Health) as bonus physical damage. Also an auto-attack reset.
BotRK: Deals 8% of the target's current Health (minimum 15 damage) in bonus physical damage on hit (max 60 damage vs. minions and monsters).
So to break just these few numbers down and explain the combos... Flame Breath+Twin Bite is already 5% max health BONUS damage, in addition to the base attack damage. Using Twin Bite as an auto attack reset, or activating it just after the on-hit damage is applied from your first auto, brings that number up to 7.5% max health damage. Titanic also applies an auto attack reset, so activating that as well applies effectively 4 auto attacks within the time it would take you to regularly do two, in addition to the 10% max health damage. Add to that the Bloodrazor and it becomes a nasty 26% max health damage...!
In addition to this, you have the burnout added damage, which effectively adds a 5th auto, you also have the BotRK that within that time deals 8% current health 4 times, albeit the outright damage decreases as their health does, but probably brings that % health damage to around 40-45% JUST in bonus damage, and all in the time of two auto attacks. You have other bonuses, of course, such as the approximately 350-400 extra damage applied by the Titanic's active and the base damage of burnout, but the whole idea is that it doesn't matter who they are, they're dead.
The base auto-attack damage would kill a squishy, the % health for every auto shreds the tank. Throw in Sunfire Cape, Berserker's Greaves, Edge of Night or Frozen Mallet and you're a hyper-damage pseudo-tank.
That last bit is actually important though, and the reason why many don't play Shyvana; she is a PSEUDO-tank. She can engage and kill 3v1 with 100% health on everyone, but only if she prioritizes damage roles, doesn't get hard CC'ed and uses her actives/summoner's effectively. She also has no damage reduction and low gank potential without her ultimate up, as she has literally NO CC beyond her ult and Chilling Smite, if you choose to take it.
Another important thing of note is that one of her greatest strengths is her clear speed. She has to be aggressive, take enemy camps at any opportunity, out CS every other damage dealer in the game and, most importantly, put her enemy jungler behind. It's not uncommon for me to take 3 buffs my first clear, then steal one or both enemy buffs any time they come up, and potentially get a kill as there is almost no jungler that can solo kill you. You have to be cautious of multiple enemies in the jungle of course, and be willing to chilling smite, flash, ult and burnout to get away from engages, but if you learn how she can be absolutely devastating.
Low profile before 6, drag at 5 or 6, rift at 13:00, farm to x3 your opposing jungler's cs, then devour your enemies.
Key points:
* Shyvana with core items does high %health damage, so she's an anti-tank tank.
* Late game she can near 1-shot squishies, meaning she can kill with one combo - but you need some method to catch the squishies, so either high movement speed, or slows, or her R.
* Tanky enough to survive most fights, but she's not a tank for the team - she has no CC or damage reduction
* Low impact before level 6, as you say, but she can compensate for that by taking an early drake and maybe solo-killing the enemy jungler.
Kind of the opposite of a Lee Sin, she is low impact early but excellent mid game and late.