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Shyvana Build Guide by Krusvik

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League of Legends Build Guide Author Krusvik

Age of Dragons, Solo Top

Krusvik Last updated on November 5, 2011
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Jungle Role
Ranked #14 in
Jungle Role
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Ain't much to be said.

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Shyvana, the Half Dragon

-Fan art by *chrecand, figured it'd make a good addition to our guide 'ere.

Now as you may already know, Shyvana 'ere is a big 'ol dragon, now she ain't no carry and she ain't no tank. She's the prime example of both, an Off-Tank, dealin good single target damage, good AoE damage, good farm, bein quite tanky, packin a lil team CC, though she got expensive tastes before she start doin any damage, like a sweet 'ol gal.

So be prepared to cough up a lil gold, and take 'er on a nice date.

Here's a link to the art,┬žion=&global=1&q=shyvana#/d4eohn7

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Pros / Cons

-Tanky DPS
-Split designed for duelin and team fights, with that single target and AoE damage
-Free resource system
-Scales real quick with on-hit items
-Hits 'em fast, hits 'em hard

-Mighty fine jungler, though this ain't the guide for that sort've thing

Cons, you listen closely:
-She got a squishy early game
-No soft CC.
-Gettin harassed? Tough luck
-Gettin kited? Tough luck
-Gettin focused? Tough luck

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Twin Bite: Shyvana strikes twice on her next attack, dealing (+(0.8 per attack damage point)) physical damage on the second attack. The bonus damage is equal to (80-85-90-05-100)% of Shyvana's Attack Damage. Both attacks from Twin Bite activate on-hit items. Remember that, it's important.

Dragon Form: Twin Bite cleaves all units in front of Shyvana.

Burnout: Shyvana deals (25 / 40 / 55 / 70 / 85) (+(0.2 per attack damage point)) magic damage per second to nearby enemies and moves (30 / 35 / 40 / 45 / 50)% faster for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.

Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.

Big 'ol fireball: Shyvana unleashes a fireball that deals (80 / 125 / 170 / 215 / 260) (+(0.6 per ability power point)) magic damage and burns (15)% of their armor for 4 seconds.

Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.

Dragon's Descent (Ultimate):Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take (200 / 300 / 400) (+(0.7 per ability power point)) magic damage and are knocked toward her target location. Ain't that somethin?
Passive: Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by (15 / 20 / 25).

Defensive bonuses are doubled in Dragon Form.

Fury of the Dragonborn (Innate): Shyvana's melee attacks enhance her abilities.

Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 20% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.

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Skill Sequence

Here's how it is.

Take Burnout at levels 1, 3, 5, 7, and 9.

Take a single point in Twin Bite at 2, then max it at 13, 15, 17, then 18.

Max Flame Breath out second, taking it at levels 4, 8, 10, 12, and finally 14.

You know when to rank your Ultimate.

Now lemme tell you why. Burnout is useful for fryin them creep waves, or chasin down the enemy or maybe makin a quick retreat. Livin to fight another day and all that. Now I know you're wonderin why we don't take Twin Bite next, well lemme tell you. Twin Bite don't scale as fast as Flame Breath does, over 5 ranks is just 20% more damage. It'll scale just fine with that Wit's End and them Attack Damage items. We take Flame Breath to give us a little range, but mostly cause of our passive.

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Fortitude: These Health quints make you feel a lil less squishy.

Desolation: Prick 'em with these Armor Penetration runes and they leave you be.

Resilience: Stop 'em dead in their tracks with a little extra armor with these Runes.

Evasion: Dodge runes, if you're feelin lucky.

Shielding: Tell 'em spell slingers how it goes with these Magic Resist per level runes.

Clarity: Cooldown Reduction runes, if you're feelin spiteful.

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Your runes and masteries gotta work together, I take 9/21/0, a nice blend of early game grit while packin a lil heat.

You need a lil extra damage on your Burnout for that early farm, that's why we got Archaic Knowledge. Some CDR don't hurt either.

Skipped Alacrity and Sunder cause we got Ardor and some Armor Pen marks.

Resistance and Hardness make a fine pair with your Armor and Magic Resist runes, then you tell 'em how it is with your ultimate.

Health Quints and Veteran Scars go real good with each other.

A lil Tenacity and you'll be just fine.

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Doran's Shield: Y'all may not approve of a Doran's Shield, but it'll keep ya alive in times of hardship.

Mercury Treads: Those boots are gonna keep ya from getting CC'd to a slow crawl.

Wit's End: A dragon without 'er fangs is like a man at Wit's End.

Frozen Mallet: Chill 'em to the bone, then break 'em.

Black Cleaver: After you break 'em, cut 'em up.

Sunfire Cape: After you cut 'em up, burn 'em.

Now it's time to part ways with your Doran's Shield, consider these how bout?

Atma's Impaler: For turnin all that grit into crit.

Guardian Angel: If you believe in second chances.

Banshee's Veil: For lettin that spell slinger know you got a bone to pick.

Hextech Gunblade: You can't go wrong with a Gunblade.

Trinity Force: For makin that Twin Bite sting like a broken heart.

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Summoner Spells

What I recommend:

Flash: For gettin in position to rage on 'em with your ultimate.

Ignite: Dragon and fire go hand in hand.

Consider these too:

Exhaust: For makin sure they don't slip away, or they don't do you in.

Ghost: Now that's just plain 'ol overkill. With ghost and burnout, you're like bat out of hell.

Teleport: For takin that tower, or defendin yours. Or maybe you're takin it to get the drop on 'em from that ward inside that inconspicuous bush. Bet they don't expect a dragon leapin outta there.

Cleanse: It ain't always tough luck.

Anything I didn't mention? Forget it.

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How to play

Here's where I ramble how Shyvana works. In a duel, prickin 'em with Twin Bite alone ain't gonna get your message across, an buildin pure attack speed will just make you as irritatin as them flies on a horse. Now, hittin 'em with a big 'ol fireball, and givin them 1 2 with those knuckles will bust 'em up real good.

Lemme explain, your Twin Bite counts as two basic auto attacks, and will active both yer passive and on-hit items. Leadin 'em into your Flame Breath before attacking 'em not only does a lil magic damage, but it burns a good 15% of their armor away for 4 seconds. Now yer passive states when you hit someone under this debuff with a basic attack, they take 15% of the ability's damage ontop of your auto attack. Now that with the lowered armor values, yer Wit's End, and an basic auto into a Twin Bite will hurt 'em good.

When you're not bustin people up, you're farmin with Burnout, fryin' them creep waves. I don't advise usin your ultimate to duel someone unless you're about to bite the bullet. You can either get an extra hit on them as they're dazed from the knock up, or use it fly over the forest and cheat death.

One tactic that don't work is being aggressive with Shyvana, up until around mid-game, yer damage is goin to be purely for farmin. You get in a brawl with a Singed, or a Jarvan, or a Renekton, or any other matter of solo top and you'll likely bite the dust, if not forced back to lick yer wounds.

If you wait a lil while and hoard that gold like a good Dragon, yer chance will come. Come late game, quit cookin up them small fry, it's time to fight em all.

(You'll wanna head back whenever you got around 1000 gold, and advance your build some, then get back out there and make 'em bleed.)

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Team Work

Now team fights are like what I just told you, only a lil more complicated.

Firstly, you must not initiate a team fight unless either:

A) You've finished your build, or

B) You got the position over 'em,

When you use your ultimate, you're going to get focused, it's important to be as disruptive as possible, and push as many as you can either towards your team, or away from them carries and spell slingers. Your Burnout now scotches the ground somethin fierce, and can be used to control the lane. Ain't no one gonna wanna run through a ring of fire. Now it's a matter of hittin as many of them as possible with your Flame Breath first, then cleavin 'em with your Twin Bite.

(Now don't try and hog all the glory, as Shyvana, you're likely gonna have more assists than kills. This is a good thing, as you play the role of a true off-tank.)

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In summary, Shyvana is a new champion, everyone is gonna be playin 'er different, and this is just what I've found works best. Her kit lacks hard CC and a gap closer, but instead is combined into her ult as one skill, makin her ultimate have severe consequence usin it too early and often makes her a sittin ducklin instead of a ferocious dragon. Most of your skill as a Shyvana player will be extracted from your ability to ultimate at the righ' time, aswell as land your damaging combo, with parts here and there knowing where to position and what to build.

With that all said and done, your votes, comments, and suggestions will be greatly appreciated, as they will help make this guide better for others. So please give me your opinions and own personal experiences, and together we'll make this work.

Thank ye.

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Item debate #1


Right here's the first two items I'm torn between, lemme tell you.

Black Cleaver:

-Good bonus AD
-Attack Spped
-On hit armor shred
-Dragon Form lets you shred multiple targets

-More expensive than Ghostblade
-Flat armor reduction don't work too well with 15 ArP and 15% armor penetration.
-Not as much attack speed as Ghostblade, and no movement buff.

Youmuu's Ghostblade

-Wild attack/movement speed buff
-Twin Bite gets the full duration quick like
-Armor Penetration stacks better with yer runes

-Not as much damage as Black Cleaver
-No cleave armor debuff
-Only useful if you remember to press the damn thing

Tell me what y'all think.

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Item debate #2


Heres's the 2nd, lemme get you the pros and cons.

Sunfire Cape

-Amor and Health
-AoE Magic Damage stacks with Burnout
-Still works with Atma's

-Not as much HP as Warmogs
-It's not Atmogs

Warmog's Armor

-Plain 'ol overkill on HP, we're talkin 1370 HP at max
-Good HRP
-It's Atmogs
-Will impact startin items

-More expensive than Sunfire, but change to startin items will result in same expenses

-No armor
-No AoE magic damage
-Will impact starting items
-Will impact 6th item

Tell me what y'all think.

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Item debate #3


This is a tough one fer me, lemme tell you why.

Wit's End

-One of the most cost efficient items
-Packs a punch with yer Twin Bite
-You benefit from everything, Magic Resist, Attack Speed, and On-Hit


-Ain't none

Wriggle's Lantern

-Even more cost efficient than Wit's End
-Desperately needed sustain
-Benefit from everything, Armor, AD, and Lifesteal
-Free ward
-Creep smite


-Ain't none

Now listen, these are both great items. An I've designed this guide to make it so the most you ever have to spend is 'round 1.6k, meanin you advance steadily.

See, both these items look like they got a spot in the same build, a mixture of armor, magic resist, attack damage, attack speed, sustain, on hit, an a free ward. I'm gonna try it out, and I need others who try it out the same to get back to me, havin less than 60% votes means I'm doin somethin wrong. An I intend to fix that.