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Choose Champion Build:
Recommended Items
Spells:
Smite
Exhaust
Items
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Why Shyvana
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About Me
I am a long time player, been around since Season 1. I've played
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This particular guide will focus on stacking health to increase your gains from
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6.23 Rework
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Pros + High sustained damage, both AoE and single target + Able to burst carries while dueling most tanks and bruisers + A durable champion, thanks to the health from ![]() ![]() + ![]() ![]() + Mixed damage, makes ![]() + Strong objective control |
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Cons - No reliable crowd control - Easily kited, watch out for Blue Build ![]() - Due to stacking health, ![]() ![]() - No innate sustain - No ganking power until level 6 |
What This Means
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Her high mixed damage makes her hard to itemize to against, especially since most of it is in the form of "health damage". This means that her damage is mostly based off the enemy's health, which is what allows her to scale into the late game with only a couple of offense items (armor and magic resist do lessen the impact of her damage).
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Runes
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Attack speed is generally considered ![]() ![]() |
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These are used to scale ![]() ![]() ![]() ![]() |
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Fairly standard on most rune pages, these will greatly help with surviving against mages/tanks and any random magic damage from AD champions. These are definitely meant to benefit you more in the early to mid game, as they give flat numbers. If you think that AP might be a problem, then instead use 9x![]() ![]() ![]() ![]() ![]() ![]() |
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To help with tanking that first jungle clear. And any attack damage champion. And early turret shots. And minions. The highest possible source of flat armmor, these will make you surprisingly tanky. If you truly want to gear up for the late game, then ![]() |
Runes
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Closer to the standard rune page for
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The Set-Up
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Cunning: 0
Resolve: 18 -
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As the name suggests, this rune page is more for being aggressive early, with
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Otherwise, the rest of the points are fairly self-explanatory.
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Why Not Courage Of The Colossus?
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These should be the spells you take as jungle
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Why
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Other Summoners to Consider
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Starting Items
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Typical start for a jungler. Use the
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We pick
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When you hit level 9, try to remember to upgrade to
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Sometimes you may need to grab a
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Your Jungle Item
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This is an extremely strong pick, especially against immobile teams (or your team has tons of cc). The true damage plus damage reduction will turn you into a dueling monster, winning pretty much every fight. Late game, it enables you to force carries out of the fight. Works well with both ![]() ![]() |
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Vision wins games, but denying vision also helps a lot, and this ![]() ![]() ![]() ![]() ![]() ![]() |
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Build Order
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I highly suggest completing your first non-jungle item before anything else. Why? The bonuses you get from your jungle enchantment feel much more impactful once completed with another item - especially since
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Defense
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When that adc is becoming a problem and you just can't simply run at them and kill, I'd say ![]() |
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Another strong choice for armor, ![]() ![]() ![]() |
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A great choice for MR, this will increase any sort of healing you have; this does apply to the heal from ![]() ![]() |
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Another good choice for magic resist, this gives you a spellshield, good for stopping burst or maybe even initiating more freely. It has more magic resist than ![]() |
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A large chunk of health, supreme out of combat healing, and cooldown reduction makes ![]() ![]() ![]() |
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Offense
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A solid choice for more damage and resists. ![]() ![]() ![]() ![]() ![]() ![]() |
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It's been a while, but ![]() ![]() ![]() ![]() |
Boots
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These will probably be your go-to boots in about 90% of your games. They shine the best when you're against lots of magic damage and crowd control. They also work well with the Resolve masteries, due to the fact you get
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If a team is running three AD champs, then these will be much better than ![]() ![]() |
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For every elemental dragon your team take, ![]() ![]() ![]() |
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When a max rank ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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A one-point wonder; ![]() ![]() ![]() ![]() ![]() |
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Upon using ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Combo
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Once you gain
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When activating
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Your First Clear
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Okay, now the routes!
Aggressive Route
Start at the
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A note - grabbing
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Passive Route
Start at the
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A quick side note about Rift Scuttler - remember to grab it as much as you can. It gives a small speed shrine, and what is even more important, vision. While the area isn't as big as a ward, the vision is still of course helpful with spotting roaming enemies.
Rift Herald
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It is possible to solo the Rift Herald as
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Dragon
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The Elemental Dragons can be soloed as early as level 4 with a couple of daggers (with the Mountain Drake being the easiest while Cloud is the most difficult). I would recommend waiting til level 6 however, as the damage from
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Baron
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Early Game
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Pre-6, your ganks are going to be a bit lackluster, especially if
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Alternatively,
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Mid to Late Game
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Continue securing those dragons and towers. While going full rambo certainly has its merits, playing safe is always good. Use your ultimate to peel for your carries, fight on top of them. While catching out the enemy is ideal, you must keep your damage alive, even if that means you. As the game gets longer, it becomes even more important to play more and more safely. Do not fight if
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While
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And last but not least, when you're knocking on their nexus door, end the game. Do not try to farm your KDA. Not only is it rude, but you can lose the game by goofing off.
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I hope you enjoyed going over my guide! This is my only guide (coding so hard), so please leave a comment- praise and critique are both welcome and appreciated!
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I am secretly in love with Boneclaw
Shyvana
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Banners and final image above are all done by me :D Baron, Rift Herald and Elder Dragon images are borrowed from the wiki.
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