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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Threats & Synergies
Shyvana
This is based on the team compositions and player skill. Generally, if one team is tankier and has more CC, that Shyvana will be the victor.
Alistar
Alistar
Champion Build Guide

*AP/Hybrid build coming soon!*

+ Fairly simple, easy to learn.
+ Exceptionally fast jungle clears and movement with

+ Very good duelist due to her on-hit damage from

+ Nearly unmatched Drake kill potential.
+ Deceptive amounts of burst from


+

+ Amazing engage and escape tool with

+ Superb sustained damage and tower killing potential.
+

+ You're a F****** dragon.
Cons
- No CC before completing

- Slightly weak against duelist champions very early.
- Inability to tower dive before level 6.
- Requires a proper tank and CC on her team to work to her fullest potential.
- Requires practice to understand your limits.


Tanks:
+

+


+



+



+

+


+


Non-Tank/CC:
+


+




+


+



+




+

Honorable Mentions:
+











For the secondary tree, both





Take attack speed, adaptive force, and armor to further improve your clear speed.

![]() |
If you're jungling, you will absolutely always take ![]() |

Since Shyvana is a manaless champion, machete is the only choice between the two starting jungle items. |
Refillable potion does exactly what the name implies; it's a potion with 2 charges that refill every time you base. These greatly increase your clearing efficiency thanks to the added sustain. |
Always start with this trinket, as you will always need wards as a jungler, especially in the early game. If vision becomes a non-issue alter on, you can always swap to ![]() |
An absolutely incredible item for Shyvana, regardless of build. It gives you a respectable amount of health and AD, as well as a LOT of CDR. The passive makes it so that your ultimate grants you a massive boost to attack speed, while reducing your cooldowns. With this item, your ultimate effectively makes you the strongest duelist in the game for 6 seconds, especially if combined with ![]() |
The most common jungle item for Shyvana, the slow provided gives you a lot of extra sticking power when chasing an enemy, or a peel to escape danger or save a teammate. Can be swapped for ![]() ![]() ![]() |
If you're going for an AD build, this will be a massive part of it, as it will provide 90% of your chasing/peeling power. You attack speed means that the slows will be permanent so long as you're not CC'd, and the health makes you a lot harder to kill. |
This is the ![]() |
While not strictly mandatory, I always build this if I'm playing AP Shyvana, as I think the on-hit damage from your AP is too much to pass up. Probably the single largest increase to your sustained damage that you can buy. |
If you need even more sustained damage and attack speed, this is your go-to. Gives you a ton of ramping sustained damage, which is great in combination with the ![]() |
You'll only take this item if you're against a high-damage comp and don't have much of a frontline besides yourself. The HP, tenacity and shield make you dramatically harder to lock down and kill, and it provides a sizable increase to your damage. |
Your AD build go-to item against comps that are stacking armor, or have a very problematic armor tank like a ![]() |
If you have to be the front-line tank for your team, I'd strongly consider this item. The armor and health are obviously nice for survivability, and the passive makes your first hit after engaging with ult (which also procs your Spear) connect for a LOT more damage. |
Easily the best MR item for you. It gives you the HP and MR you need to survive fights, as well as massively increased health regen and healing received, which greatly boosts your sustain, allowing you to stay active on the map for far longer. |
A very strong AP item at all stages of the game, giving you both AP and HP. It also provides magic penetration and a healing reduction to help you shut down champions like ![]() ![]() ![]() |
The strongest single AP powerspike item in the game. Take this when you're already nearly finished with a build and need raw damage. Not as effective unless you already have some AP items for the passive to boost. Stupidly powerful later into the game. |
A surprisingly overlooked item by most players, but very, very effective if used correctly. The passive movement speed bonus in conjunction with the active ability means that it will be nearly impossible for an enemy to escape you, leading to a lot of free kills you otherwise wouldn't get. Gives a good chunk of damage as well. Also very useful as a scouting tool when you're setting up for Drake or Baron. |
A relatively good item, but very situational for Shyvana. Use this to survive certain death if you've already engaged and killed a target or significantly weakened the enemy team. The passive armor is always a nice bonus, however. |
Good AP, good CDR, and good MR, mixed with a shield that can turn a fight in your favor very easily. Take this if you're against a super cc-heavy comp, or against champs like ![]() |
A solid choice in any build, as the armor prevents a lot of damage from jungle camps, and really stops ADCs from punishing you in drawn-out fights. Generally the boots I take every game. |
Very powerful against CC-heavy teams, and/or against teams that have lots of AP threats. Less survivability in jungle, but much more useful in teamfights. |
Only taken for AP builds in matches where you really need the damage, and don't feel threatened enough to take the other options. The magic penetration can be very helpful, especially if the enemy stacks MR. |
Only purchase elixirs once you're either full build with spare gold, or you absolutely need the power spike in that moment and can't afford a full item. I take ![]() |
Vision is king in this game, and control wards give you a lot of pressure for both securing objectives and tracking enemy movement to stop ganks. Use these both to clear enemy wards and to establish lasting vision over Drake or Baron pits. |

Shyvana does bonus magic damage to dragons and gains Armor and Magic Resist. As Shyvana and her allies slay more dragons, she gains more bonus Armor and Magic Resist.
This ability gives you a surprising amount of survivability once you've downed a few Drakes, meaning you have to build fewer tank items in order to survive fights. You also take Drakes faster than just about anyone else in the game, so you can sneak early Drakes as early as level 4 or 5 if done correctly.

Shyvana strikes twice on her next attack. Basic attacks reduce the cooldown of Twin Bite by 0.5 seconds.
Dragon Form: Twin Bite cleaves all units in front of Shyvana.
This is one of your primary damage sources, and I like to max it second, following


Shyvana surrounds herself in fire, dealing magic damage per second to nearby enemies and moving faster for 3 seconds. Part of this damage is applied again when Shyvana basic attacks an enemy with Burnout active. The Movement Speed reduces over the duration of the spell. Basic attacks extend the duration of Burnout.
Dragon Form: Burnout grows in size.
This is Shyvana's mobility tool and a massive source of AoE damage, and I max this ability first, in addition to it being the first skill I get. Attacks during this effect will deal bonus damage, so you should always have this active when fighting. Do not waste this if you will need it again extremely shortly, as it is, in combination with


Shyvana unleashes a fireball that deals damage to all enemies it encounters and leaves cinders on the target, marking them for 5 seconds. Shyvana's basic attacks on marked targets deal a percentage of their maximum Health as damage on-hit.
Dragon Form: Flame Breath explodes on impact or at target location, dealing bonus damage and scorching the earth for a short duration.
I take this ability second, but max it last, after I can no longer level up



Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take damage and are knocked toward her target location. Shyvana passively gains Fury per second and gains 2 Fury on basic attack.
This is Shyvana's most iconic ability, and for good reason. Just from the cast, enemies take 150/250/350 (+70% AP) damage and are knocked toward your target location. This gives you a massive lead in a fight, and can take a large chunk out of squishier targets. Additionally, You gain 150/250/350 bonus health and your auto attack range is changed to 175/190/205. (You also get progressively bigger with more points in


Ability Management & Usage
- When you go to fight someone, you may be tempted to use your


- Do not waste your


- Keep in mind that your




- Always keep an eye on your Fury meter. You should have your

- Your



-


- While chasing a target, use your


- Route 1: Start at your side's Blue buff (with or without a leash) and then move on immediately to your Gromp and then to Red buff. (It helps to have your laner ward your Red so you can tell if it has been stolen). After Red buff is down, and if it is still alive, (It likely will be with your clear speed.) kill the Rift Scuttler in the closest river. This route gives you both buffs, the experience from Gromp, and vision of the river for your laners and yourself so that you can detect roams or ganks more easily. This is the route I take most often, and I find it works quite well.
- Route 2: In this route, you will start at your Red buff. After taking Red, clear your Raptors and then directly over to your Blue buff to kill it and your Gromp or the closest Rift Scuttler. This is similar to the first route, but the red buff will improve your clearing speed and keep you at higher health in the process.
- Route 3: The invade route. This route starts at the enemy's buff (preferably Red), after which you will retreat back to your own jungle to take your Blue buff (or Red if you stole their Blue). You then proceed to clear out the rest of your jungle as usual. This route, if done correctly, will put the enemy jungler behind in gold, exp, and a crucial buff. Be sure to have the appropriate laner ward your Buff that you are going to be farthest away from.
As for early game ganks, you're nowhere near as powerful as you are post-level 6, so be careful when you choose to gank a lane. Ping to make sure that your laner is ready, and try and gank a lane when it is pushing toward your team's tower to force the enemy to have to retreat farther back to try and avoid death. If you can get a kill advantage early on as Shyvana, you can snowball pretty hard.
As with every champion, staying ahead in levels and gold is mandatory. Being behind is manageable, but if you get to the point where you're 2 levels and half an item up on the enemy jungler in the early game, there's little to no chance that they can actually do anything to stop you, and you'll cruise into the mid game.


In teamfights, you're going to have a lot of responsibility. Hopefully your team will have a proper tank, and at least a few CC abilities. Allow your tank to engage the fight, and then dive in with



You can also, when needed, be an amazing split-pusher. Shyvana melts towers like butter, and her




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