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I really enjoy your guide, though I have yet to try it. (Sometimes I prefer to listen to people who make such guides, OVER the proplay in probuilds for example, because people like you crunched more of the numbers most of the time~)
Either way, I'm eager to try hextech gunblade (since it seems to be your most to-go build?), but I've got some questions:
How do you actually sustain early on towards level 6. Because I've played Kog'maw mid to death for years as well, and the only sustain I have is his E for waveclear thankfully, until level 6 (Similar to Shyvana, he also gets poked down until 6). But since Shyvana doesn't have such waveclear as Kog'maw's E...I just wonder how you do it without a bit of help from Luden's Echo first...
Also because I'd like to go for the onhit/attack build to sustain Dragon form. (Gunblade, nashors's tooth, etc) but at the same time It feels like it will lack a lot of CDR so you're going to feel that... Because most of the items I build on Shyvana almost always have CDR in it. So here's a bit of my dilemma (and I could be wrong; by all means, I did not crunch the numbers!):
Would it be more viable to go gunblade first most of the time (basically your split-push build) OR your Luden's echo path (heavy E damage).
Then again, I have to play it a few times myself to figure out which fits the most for me personally, but I'm just a little scared early game that I will not have enough waveclear/cdr. And later not enough onhit/attack power if I get Luden's instead.
(A lot to read, sorry! I'm just really excited for this. I want her to replace my spammed Kog'maw mid because I really miss playing Shyvana)
The AP is mainly used to aid early last hitting with E since you'll be zoned off the wave most of the time; the base damage is only 60+20 at rank 1, so the timings would be rough without the extra 18(0.7)= 12.6 damage. Even if your timings are great, the lower damage would still hurt your last hitting since E is on a very long cooldown for a few levels. You need to be able to kill as much as you can per cast. Scaling CDR takes quite a while to get to a value worth caring about, and my build always caps it one way or another by that point. If it were a flat 5%, now that would be worth taking, but as is... meh.
You take defensive shards as needed for the lane; just 1 armor rune is always enough since you'll be building Seeker's. I always take double MR if I need to take Fleet for a bad lane. I take double MR with DH against all-in burst mages like Annie, Syndra, Katarina since there's no AP/MR option in the game.
The AP is mainly used to aid early last hitting with E since you'll be zoned off the wave most of the time; the base damage is only 60+20 at rank 1, so the timings would be rough without the extra 18(0.7)= 12.6 damage. Even if your timings are great, the lower damage would still hurt your last hitting since E is on a very long cooldown for a few levels. You need to be able to kill as much as you can per cast. Scaling CDR takes quite a while to get to a value worth caring about, and my build always caps it one way or another by that point. If it were a flat 5%, now that would be worth taking, but as is... meh.
You take defensive shards as needed for the lane; just 1 armor rune is always enough since you'll be building Seeker's. I always take double MR if I need to take Fleet for a bad lane. I take double MR with DH against all-in burst mages like Annie, Syndra, Katarina since there's no AP/MR option in the game.
Try picking her for top lane some day. She can effectively trade with other melee top laners. :)