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Shyvana Jungle Rune Help

Creator: Kokobeast October 5, 2012 8:44am
Kokobeast
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Hi guys, newbie player looking for some Shyvana Jungle Help.

Have looked through many rune pages (Theoddone, diamondprox, etc...) and I find it extremely hard to find a consensus. I am pretty set on using a 9/21/0 mastery page, Armor Seals, and MR/lvl glyphs, but am still trying to find the "correct" runes. Obviously, I know this is a pretty naive view. However, based on a generally aggressive playstyle (early ganks, counter jungling), can anyone recommend which runes make sense.

-What is the difference in jungle clear time vs ganks between any combination of AS/AD/ArP Seals and Quints? (Is there any page with math to support this?)

Any advice would be greatly appreciated and I am open to any suggestions! I apologize for the wall of text.

Koko
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Greater Mark of Attack Speed is generally considered the best for Shyvana, as all her skills benefit from attack speed. More Twin Bites, longer Burnouts, and faster Dragon's Descent. AD and ArPen marks just give less clear time and don't drastically improve ganks.

Greater Quintessence of Desolation are generally considered the best, but Greater Quintessence of Attack Damage are also usable. It's really just a matter of preference, but I believe that ArPen quints are better for early clearing, and AD quints are better mid game. (I would think that Greater Quintessence of Movement Speed are also a decent choice).

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tehAsian
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Armor pen sucks :V Moreso if you max R > W > E > Q.

Doesn't apply to W, which scales off AD, which makes flat AD quints better. MS Quints are good because the extra speed is always good.

AS Reds are good, AD Reds are good, but I'm pretty sure AD Reds give a faster clear time.

Something like this:

Greater Mark of Attack Speed/ Greater Mark of Attack Damage
Greater Seal of Armor
greater glyph of whatever
Greater Quintessence of Attack Damage/ Greater Quintessence of Movement Speed

For ganks flat AD reds and flat AD quints are better if you have hard CC to reach them, if not flat AD reds + MS quints are better.

For clear time AS Reds/AD Quints are better, but I think AD Reds/AD Quints should give a better time.

For the last time, armor pen is useless. Doesn't apply to your clear, and E gives all the arpen you need.
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Jpikachu1999
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I max Q second ...

What are greater glyph of whatevers? I want them :3

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I go ASP marks and move quints. Since I rush wits pretty early, attack speed = damage. I stopped maxing q. i just feel it doesn't give me enough bang for my buck.
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Permalink | Quote | PM | +Rep October 6, 2012 3:28pm | Report
AS marks
Armor seals
MR/Lvl glyphs
AD/Movement speed/HP quints
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Thank you very much for the responses. Just one point of clarification. There is a little conflicting points regarding AS/AD marks/quints and clear times. As far as I have read/learned, AS would most likely increase clear time due to Shyv passive compared to AD. Otherwise, it would seem that AS would be incredibly useless in general, especially on a passive like Shyv's. So overall, it seems like AS marks/AD quints would give the best clear time and adding more AD marks in place of AS marks would give better ganks and armor pen is pretty useless especially after getting E.

Thanks again, learned alot.

Koko
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I use AS almost on every jungler because if you compare AS to AD in damage then AS would probably better. and ofcourse more damage = faster clearing.

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