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Shyvana Build Guide by bobit99

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League of Legends Build Guide Author bobit99


bobit99 Last updated on July 29, 2012
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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.



Offense: 22

Honor Guard

Defense: 8

Strength of Spirit

Utility: 0

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So, hopefully my lack of experience hasn't been too blatantly obvious in this build. I know that this might not be the build for everybody out there, but it's really what I've found myself building time and time again, and it works for me. That being said, just because I have success could either be because of maybe an unorthodox play style, or I just find myself on good teams. That being said, test away, comment away, and if you must, flame away.

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Building on my earlier statement of lack of experience, through the games that I've played as of yet, I've been able to take away the obvious that every champion has a weakness in terms of being susceptible to some form of AD, or AP. That being said, Shyvana isn't very weak in terms of AD, so I decided to use Greater Seal of Scaling Magic Resist to give a little aid in the early game against potential AP threats. To be honest, I feel that runes provide:

A. A major stat that will benefit through out the game


B. A secondary stat that can help out in the early game, so that gold doesn't have to be spent right away making up for a stat deficiency

That being said, I would have made the glyphs Mag. resist also, but since I'm not putting points into the Utility tree for utilities, I feel that spending a few runes to make up for it would help a little more.

For my main stat, I decided to go with attack speed, so that my initial purchases can be utilized a little bit better with Wriggle's Lantern and The Bloodthirster.

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So, masteries I don't think need much explaining, or defending in my opinion. I wanted to put my points more in the offensive, and then use the remaining points in defensive, to be able to help fill some minor deficiencies, and to give the freedom to buy items to help increase damage reduction, more then worry about increasing damage output early on.

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Of course I know fully well that the fact I don't have a Doran's Blade is either going to make some people automatically vote this build down without giving it a chance, and that's fine. Personally, there's enough lifesteal already, and health recovery to warrant either saving the gold, or just buying some health pots to keep you in the game longer. Again, just my 2 cents.

I know that I had made mastery choices to avoid buying armor items right off the bat, but in terms of longevity, your boots are the cheapest, and only item you buy that you're going to buy in the first 5-10 minutes, and keep with you till end game. There aren't really many times, unless I'm playing someone like Ashe, or Master Yi, that I'm at the end of a game and wish, if only my AS was capped, I could KS like a champ. Basically I feel that Shyvana isn't a champ that you need to get as much AS as possible, instead, just enough, is more effective. Not getting Berserker's Greaves, I believe accomplishes that.

I decided to move the The Bloodthirster as the first big purchase after Wriggle's Lantern both for the life steal, and the damage. Hexdrinker is only on a necessity basis, if you find yourself against a heavy AP team, build it, and then into the Maw of Malmortius later on. Of course, if you're against a heavy AD team, then I would buy a Recurve Bow in place of the Hexdrinker, and build Madred's Bloodrazor in place of the Maw. The Trinity Force being my main item, and the Sunfire Cape being a little something extra to squeeze out some free damage.

Of course, there is always a third option, in the instance that the opposing team isn't heavily stacked towards one side or the other, you can purchase the Giant's Belt in it's place, to buy a Frozen Mallet

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Skill Sequence

Twin Bite is the first skill to take, hands down. Every player, including beginner bots, are going to be smart enough not to stand in a swirling ground of fire. A swift double hit is less noticeable, and in such a case, will do more damage. Throughout the game, this is the go to move, that will inevitably do the most damage. Until you get your lantern and cape, then your AOE damage output maybe pretty high with Burnout.

Burnout is going to be what clears out your jangles, and minions. Along with your lantern and cape, you'll be able to clear out almost as fast as Kennan himself.

Flame Breath is problematic for me. It's useful before close confrontation, and it's good to get a last hit in on someone running away. But that's about it. It doesn't have the damage output that I want, and is really, in my opinion, more utilitarian then anything.

Dragon's Descent is basically your BAMF move. Granted you could stack AS and nearly double your time in dragon form, Ghost is going to get someone away from you in a hurry and interrupt your steady flow of damage prolonging it.

Basically there isn't one specific sequence I follow every time, because there's hardly ever a situation that's exactly the same time and time again. If I'm ganking top of bottom, I'm going to forget Flame Breath to lower armor, and fly in with dragon form using Burnout and Twin Bite to focus one down. Early game, I try to focus more on pushing the lane, and less about a Garen trying to poke and harass. But, when I know it's coming, I'll have Twin Bite ready before he gets there, and hit burn out after my hits land.

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Team Work

Personally, I think shyvana shines best going into a team fight. She's going to do a lot of AOE damage with little or no effort, and focus damage on one unit is going to bring up a kill very quickly. If you're unlucky enough to get many kills yourself, you're going to have a lot of assists, even if the rest of your team sucks. That being said, don't go into a group of 3 on your own, obviously.