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Shyvana Build Guide by Inxinerated

Jungle [8.16] ~ In-Depth Guide about Shyvana, The Half-Dragon.

Jungle [8.16] ~ In-Depth Guide about Shyvana, The Half-Dragon.

Updated on August 18, 2018
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League of Legends Build Guide Author Inxinerated Build Guide By Inxinerated 5 3 35,591 Views 8 Comments
5 3 35,591 Views 8 Comments League of Legends Build Guide Author Inxinerated Shyvana Build Guide By Inxinerated Updated on August 18, 2018
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Resolve
Demolish
Overgrowth

Spells:

LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction To This Guide.

Why hello there!

How nice of you that you are reading my guide.

My name is Inxinerated, I am currently a Silver player that has found a major success on . I was that hard-stuck Bronze 3 player complaining about how can deal 1200 True Damage with his ultimate, even though he had a and a .


got me from Bronze 3 this season to Silver 4 in about 40 games.
Still not the fastest, but it was something that just happened to me, and it stuck with me.
I remember getting flamed by my Gold friends that called me Bronze, but with my friends had actually seen that I'm that special player who had finally found their champion.
So I'm not gonna lie, I used her a LOT when she was very overpowered earlier this season, but even after that my winrate did not seem to drop.
I currently have almost 70 games on by the time that I am writing this guide, and I know that that is actually not a very high number, but my Winrate still remains at a solid ~70%-ish.
Want to know how I found out how to carry with like a Silver God?
Read on and find out!

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The Half-Dragon's Runes.

So, the runes.

If you have already decided to have a look at the runes I suggest, you would probably have noticed some weird choices.
But just hold on tight with me here, I made these decisions with a lot of thoughts put into it.


First of all: Press the Attack

I have chosen Press the Attack because it is one of the best runes I have tried on .
I have had some recommendations about Fleet Footwork and even Hail of Blades, but Press the Attack has always sticked with me. It it an AMAZING rune on because of her Q Auto-Attack reset, you Auto-Attack and immediately Q after for a stunningly quick Press the Attack proc.
Oh by the way, I will mention all the pros and cons for every rune as well.

Pros for Press the Attack:
> High base damage
> Easy to proc
> Helps with burst DMG
> Gives you options in Precision tree

Cons for Press the Attack:
> Will not give you any extra's apart from DMG
> Mobility will counter this rune


Second of all, Triumph

Triumph is just one of those runes that is just so good in so many occasions.
Triumph allows you to regain health after you get a takedown (Kill or Assist), doesn't that just sound amazing? Regaining health after losing health?
Allrights let's not get too carried away here.

Triumph is just an over-all good rune to win in big teamfights.
It is also very handy because you will probably ult into the team, get 1 or 2 kills and walk away with half HP because Triumph will be like the Free Real Estate of your existence!
But seriously though, the other 2 choices in this tree are Overheal and Presence of Mind.
Overheal will not help you since you won't be building big healing items, and Presence of Mind is just useless because it refunds mana you do not have.

Pros for Triumph:
> Healing after takedowns
> Will keep you alive if you're cornered
> Teamfights will be easier to win
> Over-all great rune

Cons for Triumph:
> Just use this rune, mmkay?


Next on the chopping block: Legend: Alacrity

Legend: Alacrity will allow you to gain more Attack Speed as the game progresses. You gain Attack Speed in stacks, stacks are earned by getting takedowns on enemies, monsters, epic monsters and even minions.

Choosing this rune was actually very hard, since the other 2 choices, Legend: Tenacity and Legend: Bloodline also provide you with a lot of good bonuses which work in the same way as Legend: Alacrity.

The way I chose Legend: Alacrity above these other 2 is because Legend: Tenacity gives you Movement Speed, which does not need since she will enter the fight by means of her Ultimate.
Legend: Bloodline was also a fairly nice option, but since needs the Attack Speed more than the extra Life Steal since she has to proc Press the Attack, I went for Legend: Alacrity.

Pros for Legend: Alacrity:
> Increase in Attack Speed
> Keeps increasing as the game goes on
> Will proc Press the Attack earlier

Cons for Legend: Alacrity:
> Miss out on other buffs since Attack Speed is cheap
> May want you to fight more, which could lead to your death


Then we have the final rune in the Precision tree: Coup de Grace

Coup de Grace was again hard to pick above Cut Down and Last Stand.
Coup de Grace initially gives you more damage to enemies that are already damaged. Sounds very sadistic, right?

Well, the problem with both Cut Down and Last Stand is that you have to offer something from yourself to gain these bonuses, for example with Cut Down your enemy has to have more HP than you do, which will be only 1 or 2 on the enemy team with this build.

Last Stand is a good rune, but will not work with this build.
will be able to take some hits, but certainly will NOT be considered a tank with the items I have picked. That is also why I decided NOT to pick Last Stand, since you need to be low on HP to deal maximum damage.

Pros for Coup de Grace:
> Increases damage after enemies are already damaged
> Maximises one shot potential
> Will work AMAZING with Press the Attack
> Nothing needed from yourself to maximise damage output

Cons for Coup de Grace:
> Will only work when enemies are low on HP
> Burst will deal less damage, since Coup de Grace only proc's on enemies with low HP


Then we finally move on to maybe the weirdest selection of runes you have seen on in a long time.
We are now moving on to the Resolve tree.


The first, and probably the weirdest rune here is Demolish

inb4 "But Shyvana is better with other runes", let me explain myself.
Demolish is REALLY based off of my personal experience and playstyle.
My playstyle with will be explained later on, and I will refer back to this rune.

Demolish is a rune of a kind. It is very original, and it is something that other runes cannot do.
Demolish makes you deal a very heavy blow on a turret after 6 crystal-like around the turret disappear. The damage of Demolish will increase with your max HP.
Due to that last line, you might think about changing Demolish into something else but hear me out on this one.

Demolish is amazing for lane pressure, especially if you can constantly pressure one lane.
This is VERY important in my playstyle, and that is why I recommend Demolish.

Pros for Demolish:
> Amazing lane pressure
> Increased tower damage
> Can be used across the map

Cons for Demolish:
> No extra bonuses
> Only works when you are pressuring a lane


Then the final rune of my choice: Overgrowth

This might come over as a very weird choice, as I specifically said that will NOT be considered a tank with this build.
But now I am picking tank runes? You are correct.
My experience with these runes are that is able to maximise the power you get from them.
By using Overgrowth you increase your HP by about 0,2% per 8 minions that die near you.

If you have read closely, you have heard me talk about lane pressure.
THIS is what maximises your lane pressure.
Your max HP will increase by just staying in a lane and letting minions die.
I fell in love with the combination of Demolition and Overgrowth, just because they just synergize so well with each other in my playstyle.

As I mentioned earlier, I will come back on this rune in my playstyle.

Pros for Overgrowth:
> Gain more HP as the game goes on
> Lane pressure is maximised
> May seem weak at first, but can be really strong

Cons for Overgrowth:
> Will not add anything else to the purpose of the build

And that is it for the runes, let's move on!

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The Abilities Of Shyvana.

I will just quickly label all the abilities with the official descriptions.


> Passive - Dragonborn:

deals 10% bonus damage to elemental drakes (including Elder Dragon) and passively gains 5 armor and magic resist. For each elemental drake or her allies defeat, she gains an extra 5 armor and magic resist


> Q - Twin Bite:

Range: Self
Cooldown: 9 / 8 / 7 / 6 / 5

strikes twice on her next attack. The second attack will deal 20 / 35 / 50 / 65 / 80% of her attack damage as physical damage. Both attacks will trigger on-hit effects.

's autoattacks against non-structures reduce the cooldown of Twin Bite by 0.5 seconds.

Dragon Form: cleaves all units in front of her on her next attack. Each unit hit will be dealt on-hit effect and grant Fury twice.


> W - Burnout:

Range: 325
Cooldown: 12 at all ranks

During the next 3 seconds, deals 20 / 33 / 45 / 58 / 70 (+0.2 per bonus attack damage) magic damage each second to nearby enemies and gains 30 / 35 / 40 / 45 / 50% increased movement speed. 's auto attacks also deal 25% of Burnout's AoE damage for the duration of the ability.

The movement speed bonus is reduced by 15% of the original amount every second. 's auto attacks increase Burnout's duration, up to a maximum of 4 seconds.

Dragon Form: The range of Burnout increases to 350 / 365 / 380 at rank 1 / 2 / 3 of Dragon's Descent.


> E - Flame Breath:

Range: 925
Cooldown: 12 / 11 / 10 / 9 / 8

unleashes a fireball forward in a line that will mark all enemies it hits, dealing 60 / 100 / 140 / 180 / 220 (+70% of ability power) (+ 0.3 per total attack damage) magic damage to them. The fireball stops upon colliding with an enemy champion. 's basic attacks against marked enemies deal bonus magic damage equal to 2.5% of their maximum health.

Dragon Form: Flame breath explodes when it hits an enemy champion or reaches its destination, dealing 100-160 (at levels 1-18) (+30% of ability power) bonus magic damage and leaving behind a flame zone. The zone is 220 / 240 / 260 units wide (at ranks 1 / 2 / 3 of Dragon's Descent) and deals 60-120 (at levels 1-18) (+20% of ability power) (+ 0.1 per total attack damage) magic damage per second. Enemies that remain in the flame zone are persistently marked for Flame Breath's bonus on-hit damage.


> R - Dragon's Descent:

Range: 850

Passive: 's basic attacks generate 2 fury, even in dragon form or against structures. While in human form, will also passively generate 1 / 1.5 / 2 fury each second.

Active: transforms into a dragon and dashes to a target location. Enemies along her path take 150 / 250 / 350 (+100% of ability power) magic damage and are pushed toward her target location. must have a full fury bar to use this spell.

While in dragon form, gains 150 / 250 / 350 bonus health and her attack range is changed to 175 / 190 / 205. Dragon form also increases in size by 8 / 16% at ranks 2 / 3.

While in Dragon Form, will lose 5 fury every second. Once her Fury bar is empty, she will return to her normal state.

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Understanding The Itemisation.

So, let's talk items.

You probably want an explanation for why I picked , , , , & , and I will gladly give you one.


So let's start with the first item, .
Is a very strong item in the jungle since it will give you 50% Attack Speed, which is actually the highest that an item gives you in the game.
You will need the attack speed of because of your Press the Attack.
It is also very handy to decrease the cooldown of , since the cooldown decreases with every auto attack.
is also just an upgrade of the regular .

The main reason I picked over either or is that it gives you a lot more potential at taking turrets down fast, since you will be building a lot more damage focussed items instead of attack speed.
(I will feature and later in my Tanky Build and DMG Focussed sections).


Next on the list is good ol' .

Now, I had a really hard time picking the boots into my build. There are so many boots that can be used on just as good as , like , , &

The main reason why I decided to pick above any of these other boots is because you do not only gain armor from it, you also block 12% of the damage from auto attacks, and that is huuuge for as she will ult into the fight with everyone in attack range.

I could also give an insight to why I do not use the other boots, but I think I will just leave it with this, since you will be using this.


Next on the list is .

Here I had a really difficult choice.
Do I pick or ?
The conclusion is simple:
With Press the Attack, you are relying on quick auto attacks, and due to the active of you will be able to auto attack reset twice! (once with and once with )
Due to this, I decided to pick over .

There is also another reason why I picked .
is very strong in lane, since it allows you to hit minions behind the one you are currently hitting instead of around the minion. This allows for faster waveclear which leads to faster lane pressure. is also a very nice item for jungle clear, since some camps have more than 1 enemy, so hitting the camps in a certain way can cause much faster clear.

also gives you some nice stats, just like , which I'll come back on later in this section. It gives you some HP and AD, which help deal and take the damage she needs to deal or take.

Moving onto item number 4!


Then the 4th and probably the most fun item in this kit: .

Is the item that you probably expected the most on this guide, so hear me out here:

Not only does give you a 12% lifesteal and 25% attack speed, it will also allow you to slow down an enemy with it’s active ability (hover over the icon to see what it does!)

This item is by far the best I have tried on . I was originally building a instead of this, but the switch to made me feel so much better with the champion. It fits incredibly well, since it will give her some extra tools to stay alive and deal even more damage than she already does.

I will come back on in my Tanky Build section.


Then, item number 5:

Is one of the more common half AD half Tank kind of champions, because it literally gives you both! It is also very strong on , since you will take a lot of damage when you ult in, and you will trigger the passive (hover over the icon to see what it does!)

To be honest, there isn't much more to it than this. is basically just in this build for the extra HP passive and the AD and HP you gain from it.

So let's move on to the final item in my build!


We have arrived at the final item of this build, which is .

Again, you probably did not see this item coming, and I completely understand. However, is actually REALLY good on . The extra damage you gain from it by just using your Q for the passive proc is amazing. It allows you to deal around 300 extra damage per auto attack! This damage can make a HUGE difference in a teamfight, it can be the killing blow onto the enemy ADC who has been snowballing all game, it can be the deciding hit onto the enemy jungler who tries to steal away your Baron.

Not only does give you an amazing passive, it also gives you a little bit of everything you need. The only downside to this item is that it is very expensive, and it is actually the most expensive item in this build. However it is definitely worth it. The extra attack speed, HP and AD you gain from it is not very huge, but due to giving you a little bit of everything, it basically strengthens you in about 3 to 4 aspects in one item, doesnt that sound amazing to you?

That sums it up for the items! I will talk about the Tanky Build and the Full DMG build later in this guide, since they are not technically categorized into the item section.

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Taking A Walk Through The Jungle.

Welcome to the jungling section of this guide! In this section I will explain to you how I personally guide through the jungle and try to carry my team by doing so.


First I will quickly label the skill sequence so I can explain this a little easier:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Jungling Before Lv. 6

As you can see, I start with . I do this because it allows you to deal a lot of extra damage with your auto attacks on the first buff.
I always start with Red Buff, because it is easier to kill jungle camps while you regenerate a little bit faster and apply a burn onto your auto attacks.

From Red Buff I move on to the Wolves, as I took second. This move lets you clear the Wolves very fast, because the small Wolves will take a lot of damage because of this move. I usually finish off the little ones quickly so I do not get damaged by 3 targets at the same time.

After I clear those, I can do 2 things:
> Clear Blue Buff
> Clear Gromp

This depends on what you like, but I usually take the Blue Buff first, because it is really easy to kite, and you can regenerate a lot quicker this way. Good to mention that at this point I have NOT used my yet, and I have a reason for that.

Due to the clear of the Blue Buff, you will gain Lv. 3, at which you have , & unlocked.
You will be able to clear Gromp very quickly, because you will also make use of a and also use your here.

After the Gromp I rotate back to the Raptors, by this time your second stack of will be up, so you will be able to do the Raptors fairly easily by just using your abilities.

Usually I do not execute any ganks before Lv. 6, because before that, does not really have any engage potential apart from the movement speed she gains from .
Due to this, my KP is usually a little lower compared to some high ELO players, but that is due to my playstyle.
By constantly farming your jungle you will be able to hit Lv. 6 quite soon compared to others in your team, maybe even earlier than your midlaner!
I usually take my first back after I run out of , since that way I will be able to regen to full HP and start clearing out the jungle faster with the items I have purchased from the shopkeeper.


Jungling After Lv. 6

Jungling after Lv.6 with consists of pure Lane Pressure in my opinion.
The tactic is to constantly put pressure onto every lane, and in between you take your jungle camps.
Let me give you an example:

I just hit Lv. 6 and I recall, buy items and I instantly gank toplane.
I stay toplane to create pressure onto the toplane, forcing the enemy jungler to contest toplane. By the time the enemy jungler arrives at toplane, I am already gone. I walk towards my Gromp that just respawned. The enemy jungler will most likely look for a gank, which will fail since the lane pressure has already been executed. I then gank mid and force exactly the same thing, walk to my Raptors and then walk towards bot and complete the cycle.

This strategy is very useful, as the enemy jungler will not have a clue what to do. He will most likely try to countergank, but he will probably fail because he will be farming the jungle, which I am not doing. I will occasionally return to the jungle to clear my buffs, and then continue pressuring lanes.

That about sums up the jungling strat I use.
Let's keep going with the guide!

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Various Types Of Builds.

This is probably the least exciting part of the guide, but I did have to talk about this as some people might prefer a different playstyle than the one I recommend.
I will go by these 2 different builds very quickly, so do NOT expect a super detailed summary of every build.


The Tanky Build

Tank is probably one of the least satisfying things to play in League of Legends.
It is not boring, it just does not give me the satisfaction that I get from dealing a ton of damage while still being held alive by all the items and runes I have. Either way, this is my tank version of .


So, let me start by quickly labelling the items:
In my tank build, I use , , , , & .

As you can see, I did keep some of the items I use in my recommended build, so I will NOT be covering them now, as I have already covered them.


The first item to be covered is .

is the jungle item, but the tanky version.
You will still be able to deal some damage due to requiring , which deals damage around people.
Gives you flat HP, and is just a good choice for a tank.


The next item I will shortly cover is .

was originally going to be one of my original picks, but later I decided that adding instead of was a lot better, since will only serve a purpose if you enter a teamfight, whereas can also be used in the jungle as you clear camps, and is better in the lanes. Even though is handy because you gain tank stats, they will be in this build exclusively.


The last item that I will be covering in this section is .

is a very good item to be honest, and it actually surprised me that this item could also deal a lot of damage!
This item would definitely be my favorite out of the 3 I just mentioned, because of the passive you will be able to deal a lot of damage on your first auto attack, whether it be a regular auto attack, a or a empowered auto attack.

That was it for the Tanky Build!


DMG Focused
This build is literally focused on one thing: dealing the most damage on your team.
It is usually used in normal games or when you are just incredibly fed.


The first item I will talk about is .

is also an upgraded version of . It gives you AD instead of attack speed. Because of the lack of attack speed, I will build some other items that will make up for this.


The next item is .

For the lack of attack speed, I decided to pick .
These are basically just the attack speed boots, so they will not give you armor or block any damage.
is good on , since they increase your attack speed even more.


Then the 3rd item:

is the big brother of , and it increases your life steal and AD. The active claps a circle around you, dealing damage to everything in it. I only prefer over in this build, because it increased your damage overall.


Then we have .

is a very good item to shred armor with.
With your , you will already apply 2 stacks of the passive, which is fairly handy if I say so myself. I usually build this whenever we are up against a tank, or when somebody like builds a .


Then the last item I am going to cover: .

is a very nice item overall, since it increases your HP and CDR. The passive also lets you regain more health, since it is not directly lifesteal. I like to build this last, since it is an item that could turn the course of the endgame because of the bleed passive. The bleed passive makes you take the damage in a longer time period, which could help you stay alive just a little bit longer to deal that final blow.

That was it for the 2 different builds I had to show you guys!

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How To Deal With Non Half-Dragons.

is a very good champion to have in your team, and that is what this section is about!
Here I will tell you how to play with your lesser non half-dragon teammates.


Important Pros of :

Teamfighting

is a really good champion to start a teamfight with. She can handle a couple of hits, and can easily bring the whole team together by means of her . Due to this, is easily one of the best champions in the game to be the initiator of every team fight that will happen in a game. The best part is that she does not need a lot of items to do this. By the time, you will probably have your and your ready, and maybe even a . These items are more than enough to get you going. If you only have these 2 items, it means that you probably just hit the mid game. In this phase of the game, the most damage will probably come from the enemy ADC or Midlaner. with , you can shut these 2 down the easiest, since they will probably be the squishiest of the 5. Combine this with some follow up damage from your team, and you will have an exellent teamfight in your favor.


Qualities About The Kit

has a very basic kit. If you have read what all of her abilities do, you will probably understand what I mean. has a lot of qualities in her kit, and I will make a list of all these qualities:


> 's is a double auto attack, which helps a lot to proc Press the Attack.


> gets a movement speed buff with her , which is very handy if she is in Dragon Form.


> can use her to walk to her next jungle camp in a faster pace, thus going for a faster clear.


> her and her are very nice abilities combined with , because they can both proc the passive if used correctly.


> 's is a very good gap closing ability, as well as an amazing team fight initiator (as stated before).


> 's abilities can be casted in quite a short time after eachother, this maximises her damage potential.


This sums up all the pros that has.
Now I will finish off my guide with a quick overview on my personal experience and opinion.

Back to Top

Personal Experience And Opinion.

We have finally come to an end of this guide. The only thing I will label after this are the patch notes from 8.14 and on about Shyvana and the items I recommend for her.


Personal Experience

My personal experience with is that she is a quite easy champion who is easy to play and not too hard to master. She is really fun to play and she is a good pick if you want to start jungling, since her clear is very fast and not very difficult.
I love Shyvana and I will continue on doing so. Lately I have also found some other champions that I really like, so I haven't been playing a lot of lately, but I will pick her up again soon. is definitely another unique champion, so if you like champions with a lot of different things in a kit she is definitely a champion for you.


Personal Opinion

My personal opinion on Shyvana is that she is a really fun carry jungler which has a lot of variety in her playstyle and kit. I consider her to be one of my favorite champions, as she was one of the champions I sticked with the longest. is very unique and will give you a lot of satisfaction whenever you land a good ultimate or get that killing blow with a snipe .

I would rate 8,5/10!

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Patch Notes.

[8.16] ~ Nothing affected in this patch.


[8.15] ~ &

Removed:

Share The Load:
"If you have the most individual total gold on your team, lane minion kills will grant 10 less gold."

New:

Share The Load:
"If you have the highest minion score on your team, lane minion kills will grant you 10 less gold."

New:

Twisted Treeline:
"The Monster Hunter changes also apply on Twisted Treeline."


[8.14] ~ &

New:

Monster Hunter:
"If you have the most individual total gold on your team, lane minion kills will grant 10 less gold. This penalty is removed upon completion of an Enchantment on a or ."

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