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Well, now I can smite you in season 5. >:3
Just a comment on the guide itself, you wrote it extremely well. It gets tedious reading some of the guides on here because of poor grammar and confusing wording. This guide was very easy to read, follow, and understand.
I just had one question that I hope you could give some insight on. I have some high ranked friends that rave about feral flare. I see that in this guide you suggest the Spirit of the Ancient Golem. I was hoping you would be willing to comment on these two items, maybe contrast them and how they work with a Shyv build?
Once again, thank you so much for the phenomenal guide!
Currently I'm trying out masteries 9/21/0 (nearly as same as yours) and runes: scaling AD marks (22 AD at 18 level), flat armor seals, flat magic resistance glyphs and life steal quints. What do you think about it? I find it useful cause of little AD boost late game (pretty much free pickaxe) and same AD ammount at level 7 as flat AD marks and it pretty much procs with everything Shyvanna is as a great duelist.
This is a great guide. Really, really well written and I have learned alot about my new favourite champ. Thanks!
Thank you so much! She is pretty fun.
I Made an account to like this thing, as a player taking his first steps in the jungling world [and LoL not long ago] this thing is filled whit tips answering our most common question: "What the H**L should i do now?"
Wow, I appreciate the compliment. :) Thank you. Have fun!
Really good guide for me. Well explained, awesome tips and easy to catch.
I'm just starting to play LOL and guides like this help's me allot to be a better player.
Thank you very much I hope this guide gets more positives it really deserves them.
;) "G...G"
Btw srry for my bad english xD
Thank you so much. You're English was quite good. :)
Hello, I'm a fanatical shyvana player(1000+ games), although I mostly play her top lane, not the jungle. I'm horribad at jungling, and I'm looking for an atleast more than decent guide on jungling.
After reading through the guide and doing 3 rounds with it I've drawn some conclusions:
I absolutely loved the part with the tips on jungling. I hope you can add more to it, as it helps more than anything in the guide.
Runes,Masteries etc..
Runes seem to be rock solid, maybe magic pen could work but that means you'll have less power early game and more late game. Movespeed quints are always strong, and nothing can quite beat the stats they give. Life steal works exceptionally well in the jungle, but shyvana would benefit more from spellvamp, since 75% of her damage output is magic.
21-9 masteries in pre-s4 seem to be less efficient than they were in s3.
While tenacity is an excellent stat to build on shyvana, picking up
Shyvana doesn't really need extra armor and mr, and she's near(considering the range of the mastery) up to 2, maybe 3 people in teamfights, so I find that 4 points kinda wasted, but I guess it's personal preference.
Exhaust seems like a nice spell to have but I can't even count how many times flash is absolutely godlike in games since it can be used for almost everything.
I personally take yellow trinket at lv1, then switch it up to red at around the 1st or 2nd back.
On the ganking part: Even against decent players, you will have a very hard time ganking lanes, unless they are overextending without wards or with only 1 that you can disable with your trinket.(Attacking the ward reveals you so it's better to just disable then go for the kill). I've never succeeded at a gank without red buff, even with having the BotRK active. Maybe I'm just bad but who knows.
I really don't like building Attack Damage on Shyvana, since the scaling on W is pretty lackluster (0.2) and to be effective on
On hit effects are always good synergies with
Defensive stats shyvana benefits most from:
Tenacity>Health>Resistances
Usually, by building
On
The cape's magic damage is very miniscule, since almost all champions have the base MR (counting hybrid pen reds) to reduce this damage by ~10. If they build a single MR item, this becomes around 7-15 magic damage / second. If you're not planning on building Sorcshoes and Void staff, please stay away from this item, as it virtually gives nothing but the stats, which randuins gives more of. Also, getting it as 6th item is basically worthless on any and all champions.
Offensive stats shyvana benefits most from:
Magic pen>Attack speed>Armor pen>AP>AD
The way her kit works, and the scaling on her abilities just makes you stay away from building AD and AP. (Even though full AP shyvana can absolutely obliterate teams when you are able to hit a 4-5 man ulti)
When you have an assasin/diver bruiser in your team, e.g.
Overall great guide, with effort put into it, amazing tips and good understanding of the champion. +1
Wow. Thank you so much for your input from someone whose played her a LOT more than me! Anyhow, I try to make an effort to reply to any comments I see as I'm very passionate about this guide and champion.
Runes: Interesting point on the spell vamp quints, but I am pretty sure the amount you heal from spell vamp is cut down to a third when it is Area of Effect/Multi-target damage. Which all of Shyvana's abilities are except her Twin Bite which would only heal her through lifesteal anyway. And I was aware around half her damage was magic but not 75%. I'll have to look into that.
Masteries: When I was first reviewing the offensive tree for Pre-Season 4 all I could think was, "Shyvana is going to be god." And she did turn out to be in a sense. Though not particularly because of the offensive tree despite them benefiting her offense amazingly. Yet the 9/21/0 masteries is still a safe set up since many people build her pretty tanky. Although you are right, Shyvana doesn't necessarily need the extra armor(although it does help in the jungle) I find the 10% damage reduction in critical strikes from
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Ganking: I may of forgotten to point it out directly in the guide, but Shyvana is definitely a farming jungler as you probably already know. Yes, her ganks are going to be rather weak unless your laners have some sort of cc on their own. If you feel your team is going to need a lot of ganks, try picking a ganking champion instead. And even then ganking is an art into itself since you will never have two ganks go quite the same way. Yes, you may use the same combo or the same strategy every time, but your opponents are never going to react the same way. Most ganks to be successful requires you outsmarting your opponent and most importantly, you and your laner being on the same page. But probably the best way to work on ganks is to practice with champions that excel at ganking and to watch others play the role. A good youtuber to watch would be stonewall008. I've seen some people give him a lot of grief for some reason but he honestly does provide a lot of good information and the majority of his videos center purely on jungling.
Stats: I've never really understood why people don't like building AD on Shyvana. She is a very auto attack reliant champion. Yes her skills may deal enough damage for her, but you need the auto attacks to bring out their full damage potential so why not make her auto attacks hurt as well? And LOADS of people say that her AD scaling for
Items: And yes, I realize
As for
Hope I gave you some answers and some things to think about. Please let me know what you think.
I'm just starting to play LOL and guides like this help's me allot to be a better player.
Thank you very much I hope this guide gets more positives it really deserves them.
;) "G...G"
Btw srry for my bad english xD
After reading through the guide and doing 3 rounds with it I've drawn some conclusions:
I absolutely loved the part with the tips on jungling. I hope you can add more to it, as it helps more than anything in the guide.
Runes,Masteries etc..
Runes seem to be rock solid, maybe magic pen could work but that means you'll have less power early game and more late game. Movespeed quints are always strong, and nothing can quite beat the stats they give. Life steal works exceptionally well in the jungle, but shyvana would benefit more from spellvamp, since 75% of her damage output is magic.
21-9 masteries in pre-s4 seem to be less efficient than they were in s3.
While tenacity is an excellent stat to build on shyvana, picking up
Shyvana doesn't really need extra armor and mr, and she's near(considering the range of the mastery) up to 2, maybe 3 people in teamfights, so I find that 4 points kinda wasted, but I guess it's personal preference.
Exhaust seems like a nice spell to have but I can't even count how many times flash is absolutely godlike in games since it can be used for almost everything.
I personally take yellow trinket at lv1, then switch it up to red at around the 1st or 2nd back.
On the ganking part: Even against decent players, you will have a very hard time ganking lanes, unless they are overextending without wards or with only 1 that you can disable with your trinket.(Attacking the ward reveals you so it's better to just disable then go for the kill). I've never succeeded at a gank without red buff, even with having the BotRK active. Maybe I'm just bad but who knows.
I really don't like building Attack Damage on Shyvana, since the scaling on W is pretty lackluster (0.2) and to be effective on
On hit effects are always good synergies with
Defensive stats shyvana benefits most from:
Tenacity>Health>Resistances
Usually, by building
On
The cape's magic damage is very miniscule, since almost all champions have the base MR (counting hybrid pen reds) to reduce this damage by ~10. If they build a single MR item, this becomes around 7-15 magic damage / second. If you're not planning on building Sorcshoes and Void staff, please stay away from this item, as it virtually gives nothing but the stats, which randuins gives more of. Also, getting it as 6th item is basically worthless on any and all champions.
Offensive stats shyvana benefits most from:
Magic pen>Attack speed>Armor pen>AP>AD
The way her kit works, and the scaling on her abilities just makes you stay away from building AD and AP. (Even though full AP shyvana can absolutely obliterate teams when you are able to hit a 4-5 man ulti)
When you have an assasin/diver bruiser in your team, e.g.
Overall great guide, with effort put into it, amazing tips and good understanding of the champion. +1
A lot better indeed. I removed the downvote.
(I personally run movement speed quints or lifesteal quints but that is personal preference. You should definitely test these though)
Thank you, I will definitely check them out. I appreciate the constructive criticism.