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Let's talk a bit more about your wrong masteries...
You have two useless points in Butcher and three useless points in Wanderer. And don't you dare argue that they are useful because they are not. You lose the last two tiers of the defense tree for these frivolities. Hence we can see that your 11/16/3 is a failed version of 9/21/0. Your only argument is that you are tired of running the same old 9/21/0, and hence you seek out a clearly inferior alternative.
You are not entitled to disagree with me since you are the OP and it's your masteries which are under scrutiny. And I will give you an explanation. It's called 9/21/0.
I don't need to be entitled. You are nothing but a poster in my guide. If you bring up a subject I can't agree on,I don't mind giving you a piece of my mind. And yes,I can under stand the concept behind 9-21-0 It basically gives you better late game and pretty good early game. I have done it several times and now,I don't feel like doing it anymore. This appeals to me far more therefore I take this one. I am not saying you are wrong. I am just saying neither am I. Variation is a style of play.
Um... no? Here's a new idea -
Look, it's quite simple:
Champion with 0 effective escapes pre-6.
Therefore, makes sense to take an escape mechanism.
It's not:
Champion with 0 effective escapes pre-6.
Therefore, I will try my hardest to defend against the idea of escaping.
It's just counter-intuitive. I can understand someone defending the idea of suggesting no
Dude for someone who sounded really understanding,that was a stupid statement. Even as sarcasm,it makes no sense. Why would you try and make a Shen to clarity statement?
Shyvana has a good movement speed boost. After six,she has a great escape tool. After that,she becomes bulkier. So flash WILL come in handy but let's see what else she doesn't have shall we?
She doesn't have a ranged powerful spell. She doesn't have a burst damage pre six. She isn't naturally fast in her normal but average. You may or may not catch up to your opponents after three seconds. She also doesn't have any sustain but there are tops who do have sustain.
Taking flash,you can either use it to escape or catch up to your opponent,who might just do the same. If you run away, that's actually something useful.
If you have ignite,you can atleast finish them off,right? It has shorter cooldown then flash so you get it more often right? Equaling to more dominance. With exhaust and ignite,you can easily burn their flash too since it's over powering leaving them on cd for 300 seconds and you on 210. You don't have anymore problem sticking to them for a few seconds after the burst of speed and you have a ranged true damage tick. And this is what I am saying.
And this is what I doing in my games. I have been camped but than I simply wait in my tower take the melee creeps and then use burnout to take the ranged creeps. Even if I did have flash,camping me would still bring me in the same situation. There are times I wished I had flash. But there were greater times where I was hoping I had ignite instead. A safe long ranged spell. Also usually when you get tower dived,you just exhaust the guys with the higher health and ignite the guy with lower health and beat **** out of him. And then he dies if he is fighting Shyvana since she is so damm powerful in sustained damage.
Does this mean it's useless? No.
'If you have proper warding, if you have good map awareness, blah blah blah' I can demolish that line of thinking easily by just saying
And yes, your masteries are inefficiently specced.
-1
It's a cheap escape tool to me on Shyvana. I already wrote in guide whoever feels it's out of their comfort zone,it's okay to take flash. I even gave my reasoning to why I don't take flash. Beyond that,flash IS a cheap escape tool for a champion like Shyvana who is really good at escaping herself. For some some,I find flash invaluable but in case of Shyvana,not as much as I find exhaust and ignite. It's my opinion. I meant to bring it out a competently lower spell. Flash is awesome,true but in case of Shyvana,I would rather have that dueling dominance.
Wards can be counter warded but that doesn't mean,you can't counter ward either. And the basic reasoning behind taking the exhaust ignite combo is that you take dominance over the lane itself. If you are strictly losing the lane,you shouldn't be pushing at all. However if you are dominating,you should first make sure,they have no means of vision. Pushing them back,mentally stressing them is all part of being dominant. With exhaust and ignite,you should be able to do that.
And masteries are what? Spaced? If you mean that.I don't emphasize in getting a full mastery for jungleing for Shyvana because you won't really need it. Focusing on what are useful such as extra life,extra damage,a bit of tenacy and some movement speed gives a good boost rather than a usual 21-9-0 or 9-21-0. I find this a good starting position and it give me more durability. However,these are my suggestions. I feel comfortable with them. If you find a reason why it should change,give me a valid one so I can change my mind. Don't give me a black answer which I can't decipher without hints.
Oh please. I will disagree with you any day. The jungler masteries focus on getting a little tenacy,health and good early tankiness against jungle monsters. While still having some form of penetration for late game,a bit of additional AD and a few movement speed. What makes them wrong? Care to give me an explanation?
You are not entitled to disagree with me since you are the OP and it's your masteries which are under scrutiny. And I will give you an explanation. It's called 9/21/0.