Shyvana Build Guide by Veralion
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Runes: AP Bruiser
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Skill order
Threats & Synergies
Poor guy got balance whiplash in the early season, but is still stronger than he used to be. Rare enough so that I'm not sure of his current power curve, but as long as your lanes are even, you should get every crab and maybe even a buff or two. Don't be shy about walking in and taking his camps after you hit 6 and all major and minor objectives have been taken. If he lands his bandage, wait for aftershock to expire before retaliating. Just don't be greedy and let him lock you down while he has friends on the way. If he's building full AP, make sure you engage him while healthy, as his ratios are nothing to sneeze at, and you should win handily.
This guy's a 5 not for the early game, but for what he turns into later on. He's designed to be a MR tank, and that's exactly what he does. Aside from always building Spirit Visage, he gets free MR on his kit and too many free numbers to ever fight. He is the ultimate stat check. You will not be able to do anything to him lategame, no matter what you build. You need to make sure that your botlane does well, as a fed ADC is required to deal with this meatball. Avoid him entirely unless your lanes have priority and are rotating. His Q gives him too much control and if he lands one, you will need to ult/flash a wall or die at all stages of the game. He will easily stat check you 1v1 early since you can't keep your W and E going while slowed. However, you do much more damage than him if you countergank and can get your combo off. Take ignite. Strongly consider going AD if your team has enough magic damage without you.
Does a ton of damage and is extremely sticky. Be very careful in a 1v1 setting early. Would not engage unless you get him in a facecheck. Always assume his ult is up, it has next to no cooldown for how powerful it is. Avoid his shadow like the plague; not only will it full heal him, it will practically one hit you. Leave him alone unless you have a sizeable lead or catch him low; a burst champion like yourself can't cut through two and a half full life bars worth of health. If you go for a kill, stay in motion, darting in and out of range to keep him guessing and not let him land his W or R on you.
Elise tends to be very aggressive. She more than likely will look for you at your topside buff. Consider starting topside and clear down to not give her the chance. If she cannot land cocoon, she has no way to close the distance between you. Respect her flash distance on top of cocoon's range. She also is one of the best champions in the game at tower diving and will look to do so whenever a stacked wave pushes in. If you're in a position to help and see a massive wave about to crash into one of your turrets, make sure you're in the area to counter the dive. Losing 2-3 waves of gold and experience will cripple your laner and tilt them to oblivion. Don't let that happen if you can help it. She is easily squished post-6, but only do so while healthy, and don't let her rappel your E. Even if she gets a billion kills, you should outlevel her and outscale her by miles in the midgame just by farming, completely nullifying that advantage. Just don't die early. Exhaust is great for that.
As most assassins are, this is a very swingy matchup. You are both champions that are designed to be weak early, so you may choose to challenge her for the first few crabs. She's not much of a threat without a few kills under her belt, so you'll outscale her rather easily if she can't find any opportunities. If she gets off to a strong start, you will need to be extremely careful for the rest of the game. A fed Eve will 100-0 you quite easily; that ult is no joke. Make sure to place defensive control wards if she gains a lead on you and respect her damage potential by instantly retreating the second you see love dust over your head. Be ready to ult away if she goes for the engage. If you don't have your ult and don't know where she is, consider yourself in constant danger. She can also use her ult to easily escape from you and restealth, so you'll probably need some lockdown with you to finish her off. Regardless of how well she does, eventually there will come a point where you and your team simply will not be able to be alone anymore while she is on the map for fear of getting picked. At this time, use the buddy system, place control wards liberally, and shadow your most fed carry. She can only kill one target at a time and will be reluctant to engage on two. ALWAYS DODGE EVE YUUMI DO NOT PLAY VS THAT CANCER EVER OR YOU WILL BE SORRY.
The rework made Fiddle significantly weaker 1v1 before 6. He is probably the single weakest pre-6 duelist in the game. Even Shyvana can absolutely destroy him. Apply early pressure and don't be afraid to take camps away. If he tries to drain tank you like the good old days, just kill him. You substantially outdamage his heal so long as he isn't also eating a camp or a wave and you aren't already low on health (it does missing health damage now). Aside from that, his clear speed now surpasses even Graves, so make sure you don't fall behind in levels. While you have absolutely nothing to fear from him early and may play freely, once he hits 6 you will need to keep him in the back of your mind anytime you go for a play. Crowstorm makes Fiddle the strongest counterganking champion in the game, and overchasing a fleeing target or committing to a skirmish with incomplete vision control may get you and several teammates killed. Never towerdive unless you have the surrounding area lit up like Christmas and make sure your bot lane keeps their lane bushes warded in case he tries to set up a trap. After lanes end and big fights start happening, make damn sure you don't clump together and keep your flanks warded. Force plays while his ult is down, as it has a long cooldown and the game is 4v5 without it. Ignite and Exhaust are both good here, one to fight him early and the other to shut down his teamfighting. Your call.
Buffed up several times and is now very frustrating. Turned into a nearly unbeatable toplaner. Respect his flash distance at all times, as body slam-flash is instant and will force you to take his entire burst combo or be knocked back into his team. He can do a silly amount of unavoidable damage with electrocute and a lead if you misposition. You should have no issues winning the objective game and outscaling him. He likes to take Aftershock most of the time, so spending an ult to try and pick him is probably not wise. Do not go anywhere near him for a long time as hit kit makes him unbeatable for a fighter like yourself. Just has too much control. Get strong first.
Graves isn't doing too well right now. His strengths are clear speed and clear safety, not ganking, much like you. Just respect him and condede crabs until 6 if necessary as usual. Don't let him proc phase rush or he will probably run you down, he's absolutely nuts with that rune. Stay well away from him while he has red. Both of you occupy the niche of scaling objective-based junglers. He farms camps way faster than you do, but you beat him in objective damage. That clear speed of his lets him snowball exceptionally hard if he gets lucky with a good early game, and he will become fast enough to clear half of your jungle on top of his with every rotation. Graves players counterjungle to an obnoxious degree. Things become unmanageable at this point without catchup XP. Make sure that when he's thinking about your gromp, you're thinking about his drake.
Champ has been turned into glue. 45% winrate. Riot balance team XD. Emergency dumpster nerfs before MSI. Will rewrite this once dust settles. Helicopter Q lets him stack Conqueror super fast and his lane pressure is very high. Don't even think about fighting him alone, this champion is just so insane. He should usually leave you alone and focus lanes. Play the objective game; he should be too busy trying to gank to worry about drake and herald. Attempting to countergank is probably inadviseable until 6. Look to take his camps while he's showing in lanes if possible. If he gets a lead be extremely cautious about going near river, since by the time you see him it will be too late if you are alone. Filthy chemtank abuser, he can yeet out of fog and reposition you a mile with his E and R before you can react. Not worth playing against. ALWAYS DODGE HECARIM YUUMI OR YOU WILL BE SORRY.
Frustration incarnate. I dodge any lobby that locks him in. It's so boring to jungle against this god forsaken champion. Just pretend like he isn't there in any 1v1 setting. I promise you, you won't kill him and he won't kill you, so it's a complete waste of resources and time. Don't underestimate how valuable he is in a skirmish, especially with his top laner. Trying to 2v2 top is probably not wise. He can instantly kill crabs and buffs with his smite, giving him frightful counterjungle potential. Don't be late to your buffs. You'll probably lose a few while you're busy taking more imporant objectives, but that's alright. Look for opportunities to vertical jungle and take his in return.
On the weak side early. Wait for him to use E->Q before moving in on him if possible, he will want to knock up the crab to take it faster. Take advantage and move in while he's helpless. Jarvan's ult can be useless or game changing depending on his team comp. Make sure you respect abilities like Shockwave and Bullet Time and don't get caught in Cataclysm with your ult down. Don't stack on your team while you're doing the baron dance or something.
Nonthreatening. Karthus will probably stay in his own jungle playing farm simulator. You're fast enough to easily avoid his skittles. He can force your flash if he catches you in his W while yours is down, however, so respect him until it's available if you run into eachother in the early game. Post 6 he is easily gobbled up if you ever find him. If lane priority is favorable, feel free to go hunting. And make sure never to try to kill that one last camp if you're below 200 health. You never know when he may randomly ult.
Kayn has been buffed substantially in the last few patches and is now troublesome to engage in the early game. The slow on his W now gives him plenty of control to kite out your W and E mark. Conq means he's going red, DH or Electrocute means blue. Avoid needlessly trading with conqueror Kayn unless you know you can get the kill since you don't want to give him free orbs and evolve him faster. That could mean all the difference in a big fight. Itemize armor quickly if he goes blue, Orb if he goes red. If he ults you, try to place him away from a wall and away from your carries. The worst thing you can do is let him dash into your team and get a 3+ man knockup, which will probably full heal him. Wait for his follow up dash after he exits his ultimate to fire if he's a viable target. If blue Kayn gets super fed, don't give up. He will inevitably try to 1v5 and throw the game with Baron up. These people are lunatic psychopaths and have no self control at all.
Significantly buffed in 10.14 for little reason, almost certainly should be avoided now. He's not a great ganker and requires his enemies to play greedy to get going. The burn from red smite will help track him while he is cloaked running around in skirmishes. Extremely easy to squish if he doesn't pop off. If he's in defense mode and not looking to fight, hold your E until after he jumps, then fire after him. He has decent objective taking speed through isolated Q, so don't leave drake unwarded. He is used to winning crab battles by default, bone plating and Exhaust should prove him wrong if he tries so long as you're healthy. If he does get fed, keep your jungle warded and play very defensively. Stupid bug does an insane amount of damage.
If Kindred has red buff, stay the hell away from her at all costs. Just getting tagged with that slow will force your flash or kill you. Even without red, the slow on her kit is now insane and extremely threatening if she's fed. You will never be able to even touch her in a straight up fight. She (they?) also love/s being aggressive, so ward defensively during your first two clears and watch for early invades. Don't get slowed and you can run away easily enough while you ping for help. Prioritize her marks in your pathing over anything that's not drake. During the teamfight phase, her ult will create clusters of enemy champions trying to take advantage of it. Learn the timing and have a fireball at that clump right when it expires.
Extremely aggravating champion because they are all sweaty aggressive neckbeards. The dude hurts if he gets going. He's also very popular, so you'll need to get good at playing into him. Fighting him early is inadviseable unless you catch him unawares at a health disadvantage. He's way stronger than you and you can't escape unless he misses his Q. Take exhaust to prevent early death. On even footing or with a lead you can all in him after 6, but the problem is he's so damn good at ganking that he will typically have a few kills by that point. He can also just kick you away and easily escape. If he's popping off, avoid him like the plague. His ward hop into R->Q combo will 100-0 you with zero counterplay possible. It's unwise to straight up challenge him for a 50/50 smite through the execute damage on his Q. Thankfully, most people can't pilot him to anything approaching his full effectiveness and make mistakes trying to be flashy. He also doesn't scale if he can't insec one of your carries. Punish when possible and play to outscale. He's trash lategame if he doesn't have insec mechanics.
Run ignite. Avoid him as usual in the early game. He wins quite handily until 6 because meditate is a balanced ability that can just stall until your E mark expires. And that's if he's not healthy enough to just right click you to death. If he's running ignite, that means he really wants to kill you at your second buff. Ward before starting it. Don't engage him if he has his ult available post-6. If you know it's down, save your ult to interrupt meditate and he's a free kill. If he has a Taric, or a Yuumi, or a Lulu, ESPECIALLY if he has 2 of them, dodge the game. It's not worth playing into a 25 minute instant win condition. It doesn't matter how bad the Yi is, he will pentakill you at some point with those champions behind him. Funnel Yi, much like cancer, refuses to die, and the Yi is typically piloted by a very skilled high elo booster. Tarzaned says the only way to beat funnel Yi is with a very early game jungler with hard CC, which is the complete opposite of Shyvana. Just dodge it.
Below Diamond you probably don't have much to worry about. Platinum and below Nidalees are basically memes. However, a skilled and confident Nidalee will be in your face from level 3, hunting you down and stealing your camps. This is an extremely obnoxious champion to jungle against. Getting hit by a spear is certain death. Avoid at all costs. Take exhaust to save your life in case she does get a pounce off. Concede crabs, buffs, gromp, whatever you need to unless you have lane priority and attempt to path around her. If you can make it to level 6 without being put in a pit, you can easily gib her with your all in. She must retreat if she is taken by surprise and cannot set up on her target from long range.
Do not ever attempt to fight this champion without your ult to either break his fear tether or partially immune it. He does an insane amount of damage and you will probably die before it expires. Don't contest a thing. Post-6, float around the most action-packed lane or the lane with the most kill pressure in conjunction with Nocturne's ult and look to countergank him. Tell your team to communicate with pings where he is headed. He can take away your vision, but not your ping buttons. You can see his Q on the ground through his ult, so look for that to figure out where he is and aim your ult accordingly. Wait for someone else to pop his spell shield before using E if possible. Exhaust absolutely RUINS this champion. In fights, stay parked on your most fed carry and immediately pop Ex on his head and combo him when he tries to dive in. He'll be a free kill and you and your fed Jinx will mop up the teamfight.
Nunu & Willump
Nunu gets points for how quickly he can eat dragons and any buffs that you leave unattended for too long. Your objective rotations have to be on point; don't be late. Aside from that, his early presence dwarfs yours, but he should be going after lanes, not you. Just ignore him and outscale. Don't fight him at all before 6, he can easily control you. Target him last in skirmishes. If he gets a good angle on you with his snowball, it may be wise to turn on your W and deftly juke to his side. He has the turning radius of an 18-wheeler and can only reliably inititate in a straight line. Flash or interrupt his ult with yours; I don't need to tell you how hard a fully channeled Nunu ult hits.
Olaf is one of the undisputed kings of the jungle right now. His Q effortlessly keeps you under control and lets him dictate the fight. Even if you have a sizeable health advantage, he can simply kite you until your E mark and W expire and then slap you silly. However, if he has been keeping himself at 50-60% life for clear speed and tries to fight you straight up, you can one shot him with PtA Ignite and bone plating. This requires him to commit to the fight and essentially misplay, though. A lot of Olafs are used to automatically winning and are meatheads, so this is more likely than you'd think. If he gets fed, avoid and play for late. He can't get much done in the later stages of the game.
He can catch you very easily, but won't be able to finish you off without help. Respect lane priority even more than you normally would. Ult away to immune taunt if necessary. Easy to chase off of crabs alone, but extremely dangerous to challenge if enemies are rotating. Just make sure to wait for aftershock and his W to expire before comboing him and he should fall over. He has no choice but to let you scale, so do so and get those objectives. Ignore him and kill his teammates in skirmishes, you lose way too much value dumping your E into his W. Wait for that ability to expire before shooting him. Use your W to stay in front of him so that he can't Q to safety if he's caught in a bad situation. His new ult can go over walls, so be aware of that.
Stay the hell away from her, especially if she's got Hail of Blades. Expect early aggression and ward defensively. Never be within tunnel-flash-unburrow range, which is quite far. You will die. Instantly. You will need to concede a lot against a good player. Remember how her passive works; she can see where you are while burrowed every time you move. If you find yourself setting a trap on a crab or buff with a teammate, remain perfectly still. If you're sneaking drake or rift herald, remain perfectly still so that she can't incidentally see you while in the area. Take Exhaust to mitigate her HOB combo and play the scaling game. She's a lawn ornament past 20 minutes.
He will almost certainly look to level 3 invade, so be careful. Rengar loves to target the enemy jungler as there are tons of bushes to make setting up kills extremely easy. If you get matched up against a skilled one, you will have to treat every bush in your jungle with a healthy amount of paranoia. If he gets a lead and plays properly you won't be able to play the game. Red smite and exhaust will solve the problem and make him look silly, however. If being chased down, path away from bushes, and if necessary ult/flash a section of wall that won't give him an easy bush jump on the other side if he follows you. Shadow your carries later on in the game and make sure nobody is ever alone. Try to use your ult right when he lands to interrupt his one-shot combo and give your carry the little bit of distance they need to escape.
Nerfed out of favor by pro play overuse, and I haven't seen her in ages. She does a surprising amount of damage for such a tanky champion, but her engage range is too small to make her a threat in any real way. I'm pretty sure you can chase her off of early crabs fairly easily, she takes a while to get going. Should be very easy to outscale and out-objective.
Takes HOB ignite a lot and looks to level 3 invade, quite frustrating to deal with. Exhaust therefore isn't a bad idea. If you don't get shut down early, AP Shyvana does very funny things to Shaco. Why bother taking the split second to identify which one is real when you can just kill both at once with one ability? Wait for him to press R in a fight and have an E there when he and his buddy pop back into existence. Be sure to Smite the triple boxes that the clone drops before they activate; don't want your team getting hit by that fear. He's good at taking objectives very quickly with his ult, so make sure your objective rotations are on point. Don't be baited into ulting at a clone; if you see a Shaco running around facechecking bushes or running at your teammates without using any abilities, that's the clone.
It's rare to find a champion less popular than Shyvana, but this is one of them. Pretty sure he's uncatchable early, so don't bother trying to run him down. You can't immune his ultimate, unfortunately. He will reel you back in like a fish, so make sure you respectfully ult away before he reaches you. If you're fed and the primary target, stay the hell back and force him to pick a different target to ult in fights.
I don't get why people still play this, honestly. The only threatening thing on the entire champion is her W. Avoid that ability at all costs, you'll take a tremendous amount of damage. If you juke or flash it, she's absolutely helpless and very easily run down with a red buff. Your W makes you too fast for her to connect with more than 1 or 2 rocks of her Q. Post 6 just throw yourself at her and collect your money.
Do not engage. Very few champions are as good at whacking a singular target as Trundle. If your team can't collapse, just let him take what he wants for pretty much the entire game. Don't get within Pillar range and respect his W, he can move pretty quickly and chase you down if your W isn't available. Take ignite and look to build a lead before fighting him.
Avoid, avoid avoid. Udyr is bonkers overtuned in a 1v1 setting. Don't even attempt to countergank him for some time, as he's strong enough to auto-win most 2v2 or 3v3 engagements if he can't be locked down or kited. Unlikely you'll win even with ignite and PtA. Stridebreaker and Chemtank fixed his core flaws and he's been popping off in S11. Extremely good ban target. NEVER be within engage range of him, as being hit by bear stance is almost a death sentence. Don't get baited into wasting time chasing him around. Know when he's out and just accept it.
HoB or even Electrocute Vi is very threatening now. She usually wins straight up fights... unless you take exhaust and ruin her HOB burst. If you manage to juke her Q or wait for her to use it before engaging, she's dead meat and easily run down with a red buff. If you meet her around crab, wait for her to Q the crab, then go. It's got a very long cooldown until it's maxed. If you get caught out and she ults at you, ulting right as she reaches you will immune her dunk and stop her from following. Don't be late for drakes, as she is almost as good at killing them as you are.
Voli has been figured out and is now worth respecting. Very dangerous in extended duels, so avoid interacting with him alone. Your W outruns him, so he's fairly easy to avoid. Will almost certainly win any early skirmishes. He's supposed to function like Elise except way more infrequently and with way less burst. Watch for incoming dives post-6 and position to counter. His annoying cant-ever-fight-me passive is gone, so feel free to engage if you catch him on low health. Make sure he'll die to your initial combo though, or his E and sustained damage may turn the fight. His E hits like a truck and gives a massive shield, don't underestimate either.
Extremely strong early game duelist, likely to contest your second buff if your lanes don't have priority. Concede it if necessary and path around him. He likes to spawn kill drake just like you do. Ward the pit at 5 minutes. If he starts it, let your drake friend slap him around, and finish him off when the drake's at half health. His engage range is actually insane post-6, so be very aware of lane rotations and don't get caught out. In a skirmish situation, look to use your ult to knockback him if he lands it on a high value target. I don't think it ends the effect, but it will buy your carry a little bit of distance and prevent his follow-up Q. Ignite is required if you ever want to stand up to him.
Very, very dangerous. His engage range has been substantially buffed and he does an insane amount of damage. If he manages to knock you up there's a good chance you're dead before you land. A semi-fed Hail of Blades Xin can engage you on low life while you're at full and still win if you have no ult. Give him a wide berth and think very carefully before committing to an early game skirmish. Just ulting at him is probably not worth it since he can immediately disengage you. If he has a bad start and looks killable, hold your E and chase after him with your W until his R expires.
Zac is there to enable his team, not to do anything himself. He doesn't do much damage but brings a crapton of control and disruption to the table. Without any hard CC you can't stop him from jumping away, so chasing after him is a waste of time. If you meet over a crab, just focus on securing it and go about your business. He can very easily countergank mid, so be careful when making a play in that lane. Save your smite to bop a bloblet once you and your team bring him down. Bonus points for being cheeky and saving it for the last one to "secure" it. You're a dragon, you deserve it! Failing that, if your E is coming up, hold it until the blobs group up and hit them all at once. With careful timing, a Zac may use his E to jump clear over objective pits and smite steal as he passes by. Don't let that happen to you.
Deer lady go zoom. Don't even try to catch this champion by running up to it. You will get kited and killed effortlessly. She moves at boots of mobility speeds with her Q stacked and you have no tools to keep her still to do damage. Concede early crabs if you don't have priority and can't catch her in a facecheck. Be mindful for her soccer ball whenever you are in a lane, since she can potentially hit you and put you to sleep from her base to turn your gank around. Once you get your ult, remember that you have one chance to kill her with your R-E. Don't chase her if she survives; think of it as a 4-legged Singed. She will always go Deadman's, never auto attack, and permanently keep that extra 60 MS on top of her crazy passive stacks. I can't stress enough how uncatchable this obnoxious champion is for Shyvana. In a fight, you need someone on your team to keep her still for you or you will probably just miss your abilities with how fast she prances around like a jackass. That model also goes all over the place when her Q is maxed too, making it tougher to judge where her hitbox is. Either focus on her team, or wait for CC to land to shoot her dead like Bambi's mother.
This champ farms at actual lightspeed and will always have more CS than you. And since she kills every camp in a nanosecond, she has the time to permanently shadow a lane and look to countergank you. Very easy for her to disengage you and kite you to death 1v1. Extremely obnoxious champion and a good ban candidate now that Hecarim has been mulched and Chemtank hit hard.
She has a fast and healthy clear, but you do more damage and have the edge in a fight, especially with your combat summoner advantage. She will always take flash for big ults, so 1v1 she will probably leave you alone. Make sure you spread out in teamfights. Giving her a 4-5 man ult is pretty much an automatic loss.
Absolute BS solo queue nightmare terror. Walls mean nothing to him, so he can easily roam for free kills while you cover mid. He can also be anywhere he wants in the blink of an eye, and can keep you safe from invades just by being in the game. One of my favorites, and I would say that he's the absolute best mid laner you can have.
Draconic dream team. He roams and does your job, you cover mid and do his job. You get to funnel Shyvana mid lane farm while losing no early pressure at all.
If I have to play Shyvana/Kassadin one more time I'm going to tear my hair out. No early game. Zero. None. Prepare your butt for constant invades and absolutely no help. Very bad comp. Pick something else!
Another heavy roaming midlaner. Take her waves while she terrorizes bot lane! Lacks reliable gank setup, though.
Chunking multiple targets down to Kat oneshot range is everything she wants out of life. She can't really enable you, but you sure as hell enable her. I think Kat mid is still one of Shyvana's highest winrate pairings. Broken champ. Go mid and feed it lots, especially once she gets her gunblade.
Very easy to gank for, also likes to shove and roam. It's nearly impossible to avoid charm when this furry has 3 dashes to position for it. Free kill on cooldown!
Very weak early game, so less than ideal. However, offers almost unparalleled zone control and setup for your E in the mid to late game. Niche champion played mostly by onetricks, so you can be confident in them. Most of the time. Give her blues!
Fairly strong early, flash tibbers is a good setup, but very conditional and infrequent. I don't think she has many good matchups nowadays, so may lack priority.
Lane bully who is tough for many mages to play into. Needs to scale, but can mess up several matchups. Lacks setup for you, but you should have priority for the early game.
One of the most solid champions in the game. Her ult's stun is conditional but potentially a devastating setup for you. You should always have priority and win early game fights, this champ is kind of nuts. Give her blues!
Popular opinion is she's too strong. Extremely tough for many champions to lane against and you can expect priority. If by some miracle the enemy team survives her 3 or 4 man R, your E will finish the job.
Champ is still tuned to be too strong, but struggles into several matchups early I think. Priority not guaranteed. W stun setup is very good, but tough to execute and unreliable. Still a broken champ that will probably carry on his own since he is never allowed to be punished for his mistakes.
Eats immobile mages for lunch. If he has a good matchup, you have eternal priority. If he doesn't, good luck.
Gank her on her ult's cooldown. It's coming up, you're ready to rumble. Press button get kill champions are the best setup you can ask for and NOTHING will survive your combined burst. She's been buffed enough that she's no pussycat early, either.
Heavy roamer, but has trouble getting the ball rolling. May require more help than you are able to give. Chain is an alright setup, but delayed and allows reaction. If she has a good matchup, things will go well for you. Catch her waves while she roams.
hur dur me malz me press r me gud. Gank him on cooldown. Literally free kills. He also shoves the wave with his E so priority is a given most of the time.
Slow skillshot is her only setup. Not great. Loses to many matchups. You'll have frightful poke power in the mid to lategame, though.
Must land binding for setup, but permanently shoves the wave, guaranteeing priority. There's worse champions to play with for sure. Potential multi-man stun in fights, but unlikely.
Solid pick with few truly bad matchups. You are a powerful shockwave delivery system, but this requires putting you in harm's way. Works great on a gank, though.
Pyke mid, much like cancer, refuses to die. He will be permanently roaming for kills after 6, so just park mid and collect waves until monster hunter procs. His gank assist is straight up unfair and should be free kills.
Unfair roaming champion. Buys mobis and runs around pressing R and 100-0ing everybody. Very easy to execute multi-man stun on terrain.
Takes too long to scale up for my liking. Immobile and chugs mana early. Vulnerable to many matchups. Unfairly strong lategame, though.
Perma shove, perma priority, incontestable champion early. Can't stun, but can instantly slow from a mile away with his R.
Yeets himself at things and stuns them for just long enough to land E. Depending on who his matchup is, he can easily be one of the best champions to gank for.
A decent Syndra should be able to land her stun on demand. Paired with your E and her R, nothing should survive. She will run away with a lead thanks to her healthy burst pattern. Multi target stuns in teamfights are always amazing to have.
Telegraphed stun, very weak early. Don't expect priority. One of the best roamers in the game. Catch his waves while he ults bot.
Too weak and slow to rotate early. His E is one of the best setup tools in the game, but allows for reaction time. Glacial Veigar is some BS that will set people up like dominos later on, but I'd still rather have something else mid.
Slow E is his only setup. Clears fast, but typically plays very safe and can't pressure, just pokes.
Shove-y champion. Lacks setup, shouldn't lack priority.
Weak like Kassadin early. Unlike Kassadin though, he can actually do things before level 16. A good Vlad will 1v9 your game. Float mid and help him out. Look to dive mid with him if he starts winning.
Pokes and shoves. A lot. Setup is a slow skillshot, but he may poke people down enough for you to just E them for the kill under turret. Ult may finish off champions that you chunk down.
Enjoys many common midlane matchups. Very weak until level 3, so be careful for a level 3 invade. Just adding an E's worth of damage to his ult will kill just about anyone, though.
Her E is fast and travels a long way. Great catch potential. If she can't setup to trigger her E proc, you sure as hell can.
If her circle is green, go top and collect free kill. Your E takes up like half of her ult and you are guaranteed a clean combo.
Full team CC? Sign me up! Groups people nicely for your E as well!
Long-distance guaranteed setup for a free E on multiple targets. Problem is, the Bard has to have good aim. If he's good, he'll give you a free huge chunk.
Mr Lock Your Team. Very strong setup tool, but a weak laning phase that may leave you vulnerable early. Great gank assist when you're 6 though. Look to catch waves while he ults side lanes.
Champion Build Guide
Why hello there (again)
I go by Veralion and I’ve played Shyvana obsessively since she was released back in Season 2. I've put many thousands of games on her over the years and currently have over 4.5 million mastery points between my two main accounts (Veralion and RAWRARAWRAWRRAWR). Vera is #1 mastery NA and I'm #3 world if you add the two together (but I bet the other guys have smurfs too so it's tough to say).
I jungled her with the bread and butter AD Mallet build to Diamond V in seasons 7 and 8, so after Riot buffed the AP ratios on her Flame Breath and Dragon's Descent, I fancied a change, started building her AP, and got hooked. These buffs opened up an entirely new playstyle that gave her a whole new level of agency in the current metagame.
I peaked Diamond I in season 9 playing both jungle and mid (which, yes, worked quite well at the time). Since my mid strats were nerfed and removed I'm back to jungling, and I'm usually ranked in Diamond II-III.
Season 11 brought some huge changes with all the new items. Nashor's Tooth is still here, but it's lost its CDR in exchange for more stats and a stronger proc. The lack of the all in one CDR and clear speed package in addition to the removal of the insanely cheap and cost effective Runic Echoes made the old backline Dark Harvest playstyle MUCH weaker, and it's sitting at 43-44% winrate in high ELO as a result. With aggressive junglers being so popular, the scaling nature of Dark Harvest leaves you wide open to being invaded and shut down. The full build feels just as strong or even stronger, but it takes an eternity to get to that point. As Shyvana enthusiasts, we need to adapt, and after a few hundred games of testing I'm sure enough to say how.
The future is AP Bruiser with Press the Attack and Riftmaker. Nashor's now builds out of Recurve Bow, a VERY strong early item on Shyvana that shores up one of her key weaknesses. Paired with Press the Attack and a combat summoner, this makes you a huge threat very early into the game, so this ends up being quite a good trade. In a world without jungle catchup XP, you CANNOT fall behind and MUST be able to stand up for yourself 1v1.
Riftmaker may strike you as odd at first, but I urge you to give it a shot. Though underwhelming when you pick it up, it's an extremely powerful scaling Mythic and is your best option to boost your effectiveness in a long fight. Since she has very high base damage and ratios, 10% winds up being a ton of damage and the extra omnivamp is worth a few hundred health while scrapping. Over the course of an outing on the map, it may be worth much more than that, allowing you to run around and take more resources than you would otherwise be able to before backing.
Since you can do some serious damage from range while being a terrifying melee combatant, this build is the perfect marriage of AD and AP. The recent AP ratios added to Twin Bite and Burnout further cement AP bruiser as the go-to option. With the durability to step forward and slap champions, you are much less reliant on Flame Breath and get great use out of your entire kit, solving the problems outlined above. What is lost in single hit burst is MORE than made up for in sustained damage, durability, and utility. It is the single BEST all around Shyvana build as far as I am concerned.
Finally, Shyvana remains a very potent AD champion through Blade of the Ruined King and Trinity Force. Having the flexibility to pick the right build for the job is a luxury that few champions have. If your team has a surplus of AP (rare, but it does happen), I'd suggest going AD to not get shut down by MR purchases.
Taken together, this places Shyvana as a solid A tier jungler for her peerless objective control and lategame scaling threat. She is one of the most flexible, easy to execute, and least contested champions in the entire game, making her a fantastic choice to main or one-trick. Pick her up if you love prioritizing objectives over ganks, playing late-game 1v9 terrors, and dragons. Especially dragons. <3
So if you too wish to become Fire and Death, roasting and flaying champions one after another, read on and learn well!
And with that, let's get into it!
+ Fantastic objective control, Flame Breath's mark plus Twin Bite & Smite on Drake is almost impossible to outhit early and makes steals a breeze
+ EXTREMELY flexible, effective AD and AP champion
+ Manaless, can stay on the map indefinitely and gain incredible value per outing
+ Capable of very early 100-0 burst potential
+ Punishes turret plate greed like no other
+ Extremely strong, safe siege with empowered Flame Breath
+ Very high structure damage through AP scaling and Twin Bite
+ Significant splitpush and backdoor threat
+ Mulches super creeps; one inhib down just means more money for you
+ Snowballs LUDICROUSLY hard and is downright unfair if significantly ahead
+ Low pick and ban rate means extremely high availability in draft, great choice to main or one-trick
+ Is a motherf***ing dragon. Rawr XD.
- Pathetic levels 1-2, weak until first recall, difficult to contest level 1 invades
- Can made useless for the entire game if put behind early, removal of catchup XP prohibits comebacks in the jungle role without help
- Pure damage champion, brings absolutely no utility
- Very poor ganks before level 6, gives weak mental teammates an easy scapegoat and excuse to give up
- Reliant on Dragon's Descent availability to meaningfully gank and contribute to fights
- Requires team to know how to play around your fury bar (Not killing camps and creeps when you need fury, not fighting when you cannot Dragon's Descent; get used to spam pinging)
- Countered by Banshee's Veil, Spellshields, and other anti-projectile abilities, prevents application of Flame Breath mark
1. Your composition: strong front line, reliable initiation, AoE CC, reset mechanics
You really love anything on your team that can reliably initiate and lockdown priority targets to give you a strong setup for your Flame Breath. You’re looking for stuff on your team like Malphite, Sion, Diana, Rakan, that sort of thing. The more CC the better; if the initial hit doesn't outright kill their carries, being forced to stay put in the flame patch for a few seconds will. Since you lack CC to lock down targets for ganks, this is also crucial to help you get anything done in the early game. Later on, you'll be doing so much damage to so many enemies at once that you can set up a teammate with a reset like Tristana, Kha'Zix, Pyke, and Darius to go to town and clean house before they know what hit them.
Even as an AP bruiser, Shyvana is not tanky enough to be a primary initiator until lategame and very much wants to go in alongside someone who can take more hits than she can and help her get her damage off.
2. Enemy composition: As squishy as possible
You want to be shooting soft, squishy, immobile champions who can’t stand up to your firepower. You bring more heavy burst to the team over sustained damage to deal with beefy targets. A bruiser or tank will shrug off your one big chunk/combo and proceed to make life very difficult for you if your team can't cover that weakness. Riftmaker builds fare much better against meatballs than straight AP, but Blade of the Ruined King into Divine Sunderer builds may be more suitable against super heavy frontline compositions.
3. A good matchup
Since Shyvana is weak until level 6, you are going to want to pick her into a champion that does not like to invade early and apply pressure. Tank junglers like Sejuani, Zac, and Amumu are great, as are power farming champions like Karthus and Graves. You may play whatever you like into these.
Exercise caution into highly mobile and stupid powerful early game duelists who love to level 3 invade like Nidalee, Lee Sin, and Rengar. Though Press the Attack, Bone Plating, and Ignite make you quite threatening, your cooldowns are still very long and getting jumped while they're cycling is no bueno. Peek at your lanes and play such situations slow if help is coming. Whatever you do, don't get frustrated and die for nothing. Falling behind, even a little bit, is a death sentence for this champion in the current state of the game.
I've got pages of notes on how to handle every common matchup under the threats section above.
4. Mid lane priority
A follow on to the above, but a little bit more important. Since you're low on the pecking order early, you really want a strong early mid with priority to let you win crab battles by default and defend you from any cheeky invades. A suitably attentive winning midlaner can turn one of those bad matchups into a payday if they try to mess with you. Killing the enemy and snowballing isn't necessary, only that they maintain control and zone out the opposition so that you get to play the game. Most ranged into melee matchups accomplish this, so look for those. Though champions like Kassadin and Vladimir are lategame terrors, their pathetic early game would leave you wide open, so gank-focused duelists who can stand up for themselves and help them scale would be much better picks.
Mid priority also allows you to invade the enemy fearlessly with an aggressive setup. Shyvana can steal away an entire side of the jungle with a single opening, and a healthy mid diff is essential to putting the enemy jungler on the Maduro diet.
Bonus points for a heavy roaming midlaner like Talon or Aurelion Sol. These champions are much more effective at ganking than you are, so it makes sense to have them fill the role. All you need to do is swing by mid and catch waves. Getting funneled free mid lane farm on a champion that scales as hard as Shyvana does is fantastic.
5. A strong, winning bottom lane
Lastly, you want a winning bot lane to make taking drake as safe as possible. Early power is the name of the game; look for champions like Draven, Jhin, and Tristana. Swain is also actually insane right now. Beware picks like Vayne and Ezreal who take a while to scale up and have agency. Not only does a lack of priority make drake more dangerous, such champions also need help to get going, help that you cannot provide for some time.
If your bot starts to pop off on its own, empowered Flame Breath will one hit a low health target stuck farming under their turret from well outside of its range. As long as you take the time to aim well, they cannot escape without using Flash. Carries and supports like to huddle together even more than usual while on low health, so there is a very real chance of killing them both with one shot if you arrive at the right moment. This is the absolute fastest and most efficient way to take over the whole game. You only need about 3 or 4 kills to become completely unstoppable.
Again, you only need 3 of the above in order to make the build work. If you've got all of them, then AP Shyvana becomes one of the strongest picks in the entire game. If left alone and allowed free reign of the map, you'll have first turret through first Rift, first inhibitor through second Rift into Baron, and a 22 minute Dragon Soul on top of truly frightful teamfight potential. It's seriously disgusting how hard she can snowball a game under the right circumstances. How do you deal with a dragon that has 400 AP, 3500 life, and 200 Armor and MR? You just don't.
Shyvana Drakeshredder. 20% increased damage combined with your Flame Breath mark lets you rush and kill the first two drakes before the enemy team even realizes they've spawned. Unless they have vision on the drake as you pull it (which you will be checking for), it is already yours. Even if they catch you while it is at half life, it is likely already dead and there is nothing they can do about it. Double proccing your mark with Twin Bite can outsmite just about anybody and makes committing your life for the drake stack very reliable. 5 Armor and MR per drake is nice, but negligible. It means a lot more in terms of mitigation for glass cannon builds than it does for a more traditional on-hit bruiser style. I seriously wish Riot would revert her passive to double while in dragon form like it used to; then I might actually care about stacking it.
Auto reset which hits twice and synergizes with the on-hit damage from her Flame Breath mark, Burnout, and Nashor's Tooth. While in dragon form it cleaves every target in a full semicircle in front of you and generates fury for each target hit, which can add up to quite a bit. Proper positioning to cleave groups of creeps (and especially Raptor camps) will extend dragon form far beyond its base duration and allow you to fire several additional Flame Breaths.
11.3 has added a 40% AP ratio to this ability, further cementing AP bruiser as the default style. We now have a real reason to risk getting up close and personal. Added to the buffed ratio on Nashor's Tooth, AP Shyvana is no longer a joke at close range. I am still surprised by how hard my Q hits, and love tearing carries in half with it!
Unlike most auto resets, it gets no bonus range and has an animation that is tied to your attack speed. Landing an auto-Q on a fleeing target is thus very hard unless you are moving significantly faster than they are. Make sure Burnout is still up when you get into melee range!
Keep in mind that both hits of Twin Bite must connect in order to get the full 4 fury. If your target dies on the first hit, you only get 2. That sounds trivial and not worth paying attention to until the first time you die at 99 fury, which I can promise is ABSOLUTELY INFURIATING. Spare no effort to get Dragon's Descent back up as fast as possible.
Twin Bite's cooldown is also reduced on structure hits, making it an obscenely strong pushing tool with a high AP build. If you get a chance to hit a structure in the lategame, it is not long for the world. Dragon form Twin Bite has also FINALLY been fixed in 10.14 after nearly a year to deal appropriate amounts of damage to structures on its second hit. Bite away, but remember that in some situations you may wish to cleave the wave instead for the fury for one last Flame Breath. It also finally does 2 points of damage to wards, but still does not to champion placed objects like Illaoi tentacles despite Riot specifically saying they fixed that too. Small indie company!
AoE damage and speed buff. Phenomenal for clear speed, as it continually applies the burn damage from the jungle item to everything around you and saves you many auto attacks to finish off little krugs and baby chickens.
Though its movement speed decays over time (for reasons that are no longer valid in the current state of the game), this ability hastens your movement around the map and helps you get in range to apply red buff to gank targets in the early game. Activation timing is key; you want to take full advantage of its gapclosing potential while not letting it expire before you get to your target and extend it. In the mid to late game once you have a few points in, it will help you position in fights, chase people down, and make your Flame Breath absolutely inescapable for most champions in the game.
11.3 added AP scaling to Burnout's movement speed, on the order of 8% per 100 AP. This quickly becomes frankly unreasonable. A bruiser build typically ends with 400-500 AP, giving Burnout 82-90% bonus movement speed. This is enough to outrun almost every single champion in the game, letting you casually chase them down for a lethal Flame Breath or effortlessly stay in range to whack them to death with your brand new and shiny Twin Bite ratio. A glass build with Rabadon's Deathcap can end up going to Plaid and achieve honorary Hecarim status. No escape!
It does literally nothing special in dragon form. It just gets a little bigger to match your larger size.
God forbid it do something useful and exciting like the rest of her kit, like grant slow immunity, or at the very least not decay over the duration.
I miss my fire trail. If you aren't going to give her some love, give me back my fire trail at least, Rito.
Basic medium speed skillshot which passes through creeps and stops on the first champion hit. Though initially on a long cooldown, the ginormous amount of damage its mark does to big monsters makes it the most important part of your clear.
Flame Breath while transformed with an AP build is one of the most reliable, safe, and potentially damaging basic abilities in the entire game. It surpasses most ultimates, in fact. Not only is it an AoE nuke (and believe me, that IS the right word for it) with a 1.0 ratio and massive range, which is nuts enough, the fire patch it leaves behind is also extremely threatening. It can tick 4 times before it expires, often hits priority targets for hundreds of damage in the endgame, and will always tick once before your target leaves the zone on a direct hit.
Glass builds which focus on Flame Breath scale up to an insane level. You'll hit carries who neglect to build MR for well over 1200 damage with a full build on the nuke, plus at least one tick of patch damage, plus a Dark Harvest proc. That's a one hit kill. I've seen initial hits as high as 1600-1800 with infernal soul behind a max AP build. Using this ability well will carry games harder than you thought was even possible. Bruiser builds usually end up hitting closer to 700-800, but that difference is a small price to pay in my eyes for the added defenses and close range capabilities. And to be fair, that's still a TON of damage from this far away, especially if multiple targets are struck.
Some key things to remember about dragon form Flame Breath. First, it’s very tricky to hit targets that are on top of you and inside your model (OwO). Since the ability has a short cast time and cannot be aimed directly below you, a moving target is very difficult to hit at point blank range. I say again: you cannot E directly below Shyvana. And since you must place Flame Breath below your snout, a quickly moving target can rotate around you and avoid the hit. Not only that, but if your mouse is too close to Shyvana, your Flame Breath will fire sideways or even backwards, missing even with its huge hitbox and completely screwing you.
If you are getting hit by two melee champions from opposite sides, you will only be able to hit one of them. If you’re being hugged, Burnout away for a half second and gain enough distance to be sure of your shot. Think of it as a dead zone extending about 50 range from the dead center of your model and never try to hit a target that’s inside it unless you are in a do-or-die moment. Once you have Nashor's Tooth and can do an appreciable amount of damage outside of your Flame Breath, I’d suggest simply autoing them down for a second until they expend their mobility and you force them to move in an easy to predict direction out of your dead zone.
Second, do NOT press E at all while you are flying in Dragon's Descent. The ability can buffer based on the first location you cast at and may cast there upon landing even if you attempt to retarget it. Right clicking after pressing E seems to cancel this, but the behavior seems to be inconsistent. A lot can happen between when you press R, when you land, and when your Flame Breath cast finishes. Just don't do it and press E only after you regain control of Shyvana.
Besides that, if you land Dragon's Descent on someone and they see their health get chunked down, they will typically immediately Flash away anticipating your follow-up Flame Breath. If you cast it right away at their feet upon landing, you’ll miss and feel like an idiot. If you don’t know if their Flash is up or down, wait a second for them to respond, then fire after them. Aim your Flame Breath at max range directly behind a fleeing target so that if they do Flash late, you’ve got a good shot of hitting them anyway. That goes double for champions like Ahri and Ezreal who have built-in dashes and blinks. If your target is not fleeing or if you know their Flash and any movement abilities are down, aim at their feet to not risk the shot going wide. Trust me, it feels really bad to have your shot go right over someone's shoulder because you tried to lead them when it wasn't necessary. Patience is key ; with the unfair range and area that Flame Breath covers, landing it is entirely in your hands. Do not fire unless you’re sure of your shot. Allow your target to react, use their Wind Wall, untargetability, Flash, whatever, then nail them once they’re a sitting duck. Aim small, miss small.
In patch 10.18 the flame patch and indicator on Flame Breath was enlarged to match the explosion radius on the ability. It's also a center hitbox check instead of an edge check, so it's less frustrating to play into. The explosion radius at rank 5 was slightly nerfed, but we get a bigger fire patch that ticks faster out of the deal.
There is a bug which will make your shots pass through a target if fired from a very specific range. It happens at something close to half of your max attack range and is thankfully extremely precise and tough to replicate. It seems to have something to do with that minimum cast distance I was talking about. You’ll probably never see it happen in a real game, but just know that it’s a thing. Rito pls.
There is another much more pleasing bug with Flame Breath that will reset the cooldown if you cast it at the very instant Dragon's Descent expires. It's not reliable or very reproducible, though; it used to be, but Riot "fixed" it a while back. They didn't do a very good job (imagine that) and just made it much harder. Details below. Definitely don't intentionally go for it and risk not getting your empowered Flame Breath at all, but if you do incidentally cast it at the very last second, check the cooldown real quick. You might have gotten lucky.
Objectively the coolest ult in the game. Unstoppable dash with a 1.0 ratio limited only by fury generation, having an extremely low effective cooldown with just a little bit of attack speed. Though it hits like a truck, it is fairly slow and allows your target to juke you easily or simply run back if cast from max range. Close distance with Burnout before hitting R if you need it to hit to pressure a kill. You only get a baseline 20 seconds in form before dropping out and you need to make the most of it, which makes CDR vital. You are half a champion without it, so it's a damn good thing it's so accessible. Managing fury to make sure you always have it when you need it is crucial, as is properly extending it through frequent auto attacks and Twin Bite cleaves for as long as possible to get as many Flame Breaths off as you can.
Never use Dragon's Descent if it's not necessary. Don't use it if a simple human form combo is enough for the job. Just because it has a very low "cooldown" doesn't mean you can't wind up needing it before then.
Dragon's Descent also has a minimum range and cannot be cast in place. Take a moment to familiarize yourself with this distance in practice tool. If you are not cognizant of this fact, you can very easily go to land a Flame Breath on stack of targets only to put yourself in range of CC and die before you get the chance. You are much larger while transformed, and your hitbox reflects this, making you very tough to miss. Hooks in particular are a huge threat; Blitzcrank can practically aim sideways and still catch the tip of your tail. Remember, Flame Breath has a cast time and there is plenty of time for you to get nailed by a stun before getting it off.
DO NOT EVER ATTEMPT TO HIT Dragon's Descent ON A STACKED TEAM HEAD ON WITHOUT ANY SETUP. I don't care how high the ratio is. You will get killed instantly and contribute absolutely nothing. Unless the setup is perfect or you have a Stopwatch, use it only to position for your first Flame Breath in a 5v5 setting and then hang back and pretend you're a siege tank. If you want to use Dragon's Descent for damage in a big fight, most of their team MUST be CCed and unable to retaliate, or you MUST ambush their backline from out of vision to kill them instantly before they can react. Riftmaker builds have more leeway here, but I would still only go in head-on with a buddy and after completing my defensive item.
After reverting to human form, gaining fury is your first, last, and only priority. If action is likely in the near future, go straight to the closest available minion wave or jungle camp and begin hitting it. Do not use Burnout or Flame Breath. Only auto attack and Twin Bite until that bar is full. If you will kill the camp before reaching 100 fury, reset it and keep hitting it for as long as you need to. Ping your team away from your fury batteries and ping them to not pick a fight while you're becoming relevant again.
If cast with your cursor at the midway point in a medium thickness wall, Dragon's Descent will catapult you through at twice the usual speed. It works sort of like Flash; you attempt to jump in the middle of it and get pushed through the rest of the way. This can catch people off guard and potentially give you the extra half second you need to catch up to your prey and line up a Flame Breath. However, this risks bonking on the terrain and is thus quite risky to execute on the fly. Also, only very specific lengths of wall work. Basically, anything thick enough to barely be traversible with Dragon's Descent normally. You can't use this to jump farther than you ought to be able to, only to speed it up a bit. Be careful that this interaction does not jump you through a wall that you do not want to go through; if ulting at a target that has their back to a thick-ish wall, mind your cursor placement. I've accidentally shot through plenty of walls thanks to this strange interaction before.
The knockback effect also behaves strangely; along most of its path it will knock targets back a short way as intended, but for whatever reason at the very end of her travel path it pulls back and clumps all enemies in front of her. It's basically a vortex effect like Moonfall tied to the end of her ult. This makes landing a multi target Flame Breath rather convenient. Aim to clip targets with your muzzle on ganks whenever possible. This is tough to take advantage of, so will take practice.
Oh, and make sure to buy Championship Shyvana next Worlds and spam recall every free moment you get. It's, uh, required to do well. Honest.
Duelling: Red Smite
Challenging Smite pairs well with Press the Attack and Riftmaker to augment your dueling ability. I wouldn't ever choose to go Chilling and pass up the 20% damage reduction on a build that's all about smacking people, but you may feel differently.
Heal Cut: Ignite
Ignite is a strong option to help you win the early 1v1 for scuttle crab and duel whoever you please. In conjunction with Press the Attack and Bone Plating, you can do a ton of damage while taking very little and catch people by surprise. Access to early healing reduction is very valuable with items like Eclipse, Goredrinker, and Immortal Shieldbow in the game. Champions with these items simply will not die without heal cut. You'll have to rely on this for quite some time since you should complete your core before grabbing Oblivion Orb unless in a real emergency. This is my default choice.
Exhaust makes your ganks much more threatening and lets you shut down any cheeky assassin players, or flanking bruisers like Riven. Every team should have at least one Exhaust. If you take it, sit on your fed carry, and slap that Nocturne with it when he goes to dive in, you will completely take him out of the game and make winning a sure thing. It's also great insurance in case someone on the other team gets stupid fed to bring their lead back down to size for 3 seconds.
Flash remains a very strong choice with Press the Attack to let you get in range after landing Flame Breath for that big chunk of burst, but it is in no way necessary on Shyvana and I don't find myself missing it. That being said, picking Flash against hook champions, most threatening of which is Blitzcrank, is never a bad idea if you don't think you need a combat summoner.
Press the Attack
Shyvana is one of the best PtA users in the game because a simple auto- Twin Bite procs it immediately. Paired with a rushed Recurve Bow, you go from a joke to a real threat in the blink of an eye, and can easily defend yourself if invaded. Once you have some AP under your belt, you'll be able to easily one shot any squishy that gets too close to your jaws.
Conqueror's winrate is significantly below PtA after it got its healing cut, and I'm pretty sure Press the Attack is always more valuable regardless of the enemy team comp. 12% damage amplification is a lot, even to a tanky boi.
Good old Triumph. A 12% missing health heal on takedown often makes or breaks early fights and stops trade kills from coming through on the back end of a play. The extra 20 gold is also appreciated and can get you that extra little bit to make your next recall a clean buy. This can be upwards of 500 gold in a scrappy game.
Maybe Overheal isn't trolling? We will be getting enough vamp to keep it stacked to maximum as soon as we have our Leeching Leer, and we're also building a good bit of health to put into that 10%. Need to test this, but Triumph sets a pretty high bar to clear.
Since we are on the Ionian Boots of Lucidity hype train, we need some way to reduce CC. We get plenty of AS from Nashor's Tooth, making Alacrity unnecessary, and lifesteal is, of course, meaningless for us, so this is almost always the best choice. It is very rare that a team will have so little CC as to make Alacrity an attractive option.
Coup de Grace
Mo damage mo money. Last Stand is tempting, but we don't really get tanky enough to use it to its fullest until late in the game. By the time it fully activates we usually either have to back off or we are already dead, and we've usually already used our burst combo by that point so it doesn't end up being very impactful. I'd rather get that extra bit of damage to help get early kills and start the snowball rolling.
The scaling defensive option for games that look like they're gonna go slow. This rune gives about 3-4% damage mitigation, more if penetration is at play, and amplifies your high base resistances + drake stacks. It won't do a thing for you early, so if you take this against a Nidalee or a Kha'Zix, Imma slap ya.
This is just a damn good rune. Mitigating 90+ damage is a LOT early. That's like 10% of your entire life bar. This rune will let you win early fights that you have no business winning, so long as your opponent isn't packing it as well, so check for that. As such you should be taking it in most games.
180 isn't too shabby later on into the game, either, though Conditioning provides a much more consistent benefit and easily outvalues it later on. This is because you must be careful that Bone Plating does not get poked off of you before a big skirmish. You can't take ANY damage until the fight starts, which is not always possible.
As a farming jungler, you stack this rune fairly quickly. In a longer game in which you get 240 or so CS, this rune gives 90 flat health plus 3.5% total (105 at 3000 life) for a total of 195. A bit more than a ruby crystal, so some decent value. The real number would be even higher since you don't have to actually kill the creep to stack the rune, just be near it when it dies.
If against a balanced damage profile and you're looking at Gargoyle Stoneplate, the bonus health from Overgrowth feeds into its active, effectively giving double the usual value. Keep that in mind!
Draintank gotta drain, and 11% more omnivamp helps a lot with that. This brings us up to 36% omnivamp vs monsters, making solo Baron a VERY real possibility at as little as 3 items + boots. However, if you have multiple heavy-healing champions or those who like to build lifesteal/omnivamp on your team and it is certain you will be playing into 3+ grievous wound items, you may wish to take a rune that is not going to be so easily countered. I play with my Warwick buddy a lot, and so don't usually have the opportunity for example.
This rune pairs very well with Spirit Visage, so look to run it if you're against a heavy AP lineup.
I don't have a strong preference for the second rune to pair with it yet. Sudden Impact for all in power, Taste of Blood for a small early heal, Zombie Ward if you sweep diligently, or just Eyeball Collection for the easy chunk of AP are all viable options.
Emberknife is the go-to for an AP bruiser build around Riftmaker, but Hailblade remains an option. Make sure you don't sit on 2 charges and get Smite upgraded as fast as possible. A full clear plus a crab gives a little over 900G. After you put your second ward down to spot for one of your lanes, you'll recall on precisely 950, just enough for...
First Recall: Lucis
Welcome to the Luci rush meta, boys. There's a reason why most junglers are rushing these in competitive nowadays. Not only do you get tier 2 movespeed first thing in the game, you get 20 haste (!) AND 12 summoner spell haste. This translates to a faster clear and a faster smite upgrade in addition to shaving a dozen or so seconds off of your Ignite or Exhaust. These babies are INSANELY cost effective and the absolute best thing you can get on a first back.
If things went particularly well, grab a dagger or two towards...
Second Recall: Recurve bow
Unfortunately, though the Hunter's Talisman burn remains on the new jungle items, Hunter's Machete is gone for good. We got a lot out of machete because Twin Bite procced it twice. A fast Recurve Bow makes up some of that difference and gives enough attack speed to get the clear machine up and running first thing in the game.
I can't even begin to tell you how much of an improvement this is over Stinger. Shyvana uses it extremely well and it makes you much harder to bully in the early game. This goes a long way towards mitigating one of her key weaknesses, and I don't actually mind losing the CDR on Nashor's Tooth as a result. As far as I'm concerned, it's worth!
Second Recall: Dark Seal
For some ungodly reason that I cannot wrap my head around, Dark Seal was MEGA buffed for Season 11. It traded mana for health, which we of course love, and now gives 5 AP PER GLORY STACK, the same as Mejai's Soulstealer. This means that this absolutely insane, broken *** item can potentially give 65 AP for 350G.
DARK SEAL IS NOW CORE. Buy one early in EVERY game, no matter what, PERIOD. I usually grab it right after my bow. It also lets you get a head start on a Mejai's Soulstealer if the game plays out in your favor.
Fury generation, objective pressure, dueling power: Nashor's Tooth
Nashor's Tooth is still a necessity on AP Shyvana. It gives you much quicker access to Dragon's Descent through its hefty attack speed bonus, which you are next to useless without, and it also lets you take objectives and clear your jungle much faster. Shyvana is designed to revolve around attack speed, and skipping out on it slows your clear speed to a crawl. Since AS is so vital and she gets so much out of Nashor's, it makes sense to pick it up before your mythic.
Though its CDR has been removed, the on-hit proc synergizes with your Twin Bite and has been buffed to 20% AP, letting you defend yourself outside of dragon form with stronger sustained damage. The extra 20 AP also lightens the blow of losing Runic Echoes. It's an incredibly efficient and over budgeted item because there aren't many champions in the game who value both attack speed and AP, so it has to hold up this niche all by itself. Maybe it should just be a Mythic item?
Heal Cut: Oblivion Orb
Orb is still practically core, but for different reasons. It, and Morellonomicon, have had their identity crisis finally solved. They are now solely anti-healing items, and grievous wounds is oftentimes an ABSOLUTE NECESSITY in season 11. Immortal Shieldbow, Eclipse, Goredrinker, and the new Ravenous Hydra are just some of the insane healing items that MUST be countered in order to kill their wielders in any reasonable amount of time, if at all.
Oblivion Orb is now also only 800G, on par with Executioner's Calling, so it's easy to pick up. You don't have the excuse of telling your ADC to get exe anymore because it costs 3000G to get heal cut on a mage. Just do it yourself or you WILL lose games over it, I promise you.
If you can afford to delay picking this up until after your Mythic, do so. But if you see Aatrox and Olaf on the other team rush Goredrinker and their ADC went Immortal Shieldbow, you may not be able to wait.
Our long awaited AP bruiser support is finally here! This item is basically old Hextech Gunblade and Liandry's Torment fused together. 8-16% omnivamp on a champion that hits as hard as Shyvana is quite a bit of healing, and the 10% damage amp is EXTREMELY valuable with her high base damage and scaling, particularly when converted to true damage. Remember that most Gangplanks were buying Liandry's third last season, an AP item, because percentage damage amplification is such a huge bonus.
Its mythic passive has been nerfed to 2% vamp and 8 AP in exchange for adding 150 health to the item, making it much stronger early and letting it play nicer with Gargoyle Stoneplate. It always seemed weird to me that the supposed bruiser option gave substantially less health than Night Harvester. Glad that's fixed.
Rift is initially underwhelming when picked up, but becomes insanely powerful with a full build. Like, seriously stupid. And since Shyvana farms so fast and builds level leads over the enemy very easily, she can get the item to really shine.
At this point, we are going to need a strong defensive option as our 4th choice. AP/Health items are great and we will be rounding out our build with them, but you end up being made out of paper without any resistances. It's just not viable without an insane lead. I've zeroed in on three options to consider depending on the enemy damage profile.
If you've maxed out your Dark Seal already, Mejai's Soulstealer is a smart buy at this point too, but be careful with jumping in with those stacks before you get the chance to beef up a little more. After your defensive item is completed, you shouldn't have any trouble keeping them for the rest of the game. This build is extremely tough to take down past that point.
VS Even damage profile: Gargoyle's
Now that it no longer reduces your damage dealt, Gargoyle's is a fantastic one stop shop for resistances against a balanced composition. It gives you 60 of both, up to 85 in a big fight, and has a great active that plays well with our upcoming AP/Health options. Bonus health includes what we get from Dragon's Descent, Overgrowth, and Elixir of Iron, effectively giving us double value out of all of them. Always build the health components of upcoming items first to take advantage of this item.
Since most lobbies with super heavy AD or AP get dodged, you will be building Gargoyle 90% of the time or more. It may as well be core!
VS Heavy AP: Spirit Visage
Though the healing amp has been nerfed to 25%, Spirit Visage gained some stats with S11 and now also buffs up any shields given to you. However, AP heavy compositions are much more rare than AD just based off of the meta in every role, so you probably won't get the chance to build this very often.
If you have a Soraka, Seraphine, or other heavy healing/shielding support, Spirit Visage may be worth building even against a more balanced composition. Keep this in mind. Think about Ravenous Hunter as well if the enemy jungler is weak.
Conveniently enough, all three of the above options have haste on them as well, which we sorely need, further securing them as the frontrunners for defensive itemization.
Death Note: Mejai's
Once you have your defensive item, dying becomes fairly difficult. Therefore, turning that 10 stack dark seal into a book is not a half bad idea. At full stacks, this item gives 145 AP, a disgusting amount on such a tanky build. You shouldn't have too much of an issue keeping that stack count high, and it's a really quick way to get some more vamp out of Riftmaker.
You can grab book before your defensive choice too, just be careful. You lose 10 stacks as opposed to 4 on death. I'd advise only doing this in seriously one sided games.
Again, antihealing is going to be a necessity in this new world of multiple roles having easy access to disgusting amounts of healing. Upgrading Oblivion Orb buffs your heal cut to 60% on an injured target, which could make all the difference. The AP/Health stat line works great with a frontline playstyle, and you will probably need to build this more often than not.
For tanky bois: Demonic Embrace
This item gives you a mini Liandry's burn on any damage you deal, great for chewing through tanks and bruisers. This is essentially our Void Staff. It also gives you a tiny bit of durability as a bonus. One thing to note here, Baron Nashor does NOT like this item, and you can take him down at a pretty good pace with it.
Sticking power/Peeling: Rylai's
Freshly buffed back to a 30% slow, Rylai's is a very strong option to frustrate melee champions and control fights. Your flame patch becomes a slow field with this item. It will also let you stick to and finish off any squishies that you manage to dive onto. Importantly, it builds out of Giant's Belt again instead of just a Ruby Crystal, great for frontlining, especially if Gargoyle Stoneplate is the play.
VS Squishies: Cosmic Drive
If you're up against many squishy champions, especially ranged ones, then gear up to go Drive. 40 Haste is an absurd amount, letting you spam Flame Breath like it's season 10, and the additional movespeed will help you catch up to carries and chow down. It's got 200 health on it to boot, not as much as our other options, but it's still very much on-theme with the build.
A final Aggressive option: Lich Bane
This is your ultimate greedy 6th buy. For season 11 its AP ratio was cut in exchange for DOUBLING the base AD component on the proc. Since Shyvana's base AD is pretty high, this ends up being a great trade for lower AP, non-Deathcap builds like this one. Do not consider building this until you are coming up on level 18, as we need Twin Bite maxed in order to proc it consistently in fights. Me, I'd always rather go for an AP/health option instead, but this is certainly a very strong choice and is well worth mentioning.
For critical moments: Tank pot
Most of the time I prefer to buy brown pot with Riftmaker, especially if I built Gargoyle Stoneplate. The extra 300 health on top of your resistances and vamp will make you much tougher to take down, as well as giving more tenacity to keep the drain train rolling. Your team will appreciate the extra movement speed; 15% is nothing to sneeze at. It also makes you bigger, and big dragons are awesome. UwU.
Elixir of Sorcery remains an option for those im-too-fed-and-IDGAF games. Got a stacked Mejai's? Go ahead, one hit someone as a 3000 health unkillable beast of a champion. Balance! Game design! 200 years!
Your Final Form: THE HAT
Every once in a while you get so fed and games go so long that you can't wait to kick off your boots and put your feet up. Well, the second you can swap them out for a hat, do so. You'll wind up with about 800 AP, giving your Burnout about 116% movespeed. The loss of mobility is therefore minimal, and you gain a TON of damage. You have also picked up enough haste at this point to no longer need your Lucis. Worth and a half!
Early game (0:00 to 14:00)
Potential level 1 shenanigans
A few rules of thumb for level 1 strategies. Champions with long duration roots and hook abilities like Blitzcrank, Morgana, and Thresh love to invade early looking for free kills. If you have one of these and your team has the stronger level 1, ping to invade bot side jungle. This has the greatest chance of finding a pick. If the other team has one and you do not, call to stack in the botside river bush by mid.
Wait to skill your first ability. If you find an isolated target, skill Flame Breath. If you find their entire team, skill Burnout instead, which will deal more damage to multiple targets than Flame Breath will, and you are unlikely to be able to land it on a good target or stick to them if you can. You also need the movement speed to stay in auto range through what will almost certainly be at least one slowing effect.
If you were forced to start Burnout and can’t get a leash, clear chickens, red, krugs and then back to clear blue side. It’s not ideal, but it’s the best you can do. Trying to kill any other camp without Flame Breath really sucks and wastes a lot of time.
You may also choose to invade topside with your top and midlaner to attempt to 3-buff your opponent. I would only attempt to do this if your solo lanes are significantly more powerful at level 1 than their counterparts, as Shyvana is quite weak by herself at this point.
If nothing ends up happening, spotting whichever buff you aren't starting at is a great use of your first ward. Place it in pixel bush at 1:10. This should catch any steal attempts. Some champions like Graves like to start their red and then hop over the pit wall to go right to your blue. Shift your ward to watch for this. A full clear leaves plenty of time for it to be taken away if left open if the enemy started on the opposite side of the map. Hopefully your team can collapse for a free kill if they try. If not, use vertical jungling to even things out.
Your jungle path is always going to be a full clear. Currently, I think that always starting red buff is best when possible. This lets you clear the super-valuable krug camp twice before drake spawns and lets you easily move from gromp to crab to contest at level 4 with a full life bar.
If your counterpart likes to level 3 invade ( Lee Sin, Elise, Rengar, Olaf, Rek'Sai, Nidalee, etc.), you may wish to start topside instead and clear down. These champions will be much more hesitant to invade the botside of the map because being collapsed on by botlane is a big threat, especially now that tanky engage supports are so popular. I’ve noted these in the matchup section above. Over time you will be able to predict which lanes will have priority at that time and use that to decide which buff to start.
Low elo junglers lose entire minutes over the course of a game to little inefficiencies that build up over time. Move between your auto attacks in the direction of your next camp. This saves you travel time and can reset the camp’s auto timer, giving you some extra health.
Whether you Smite your first buff or your first camp depends on the strength of your leash and your Flame Breath cooldown. Don’t use Smite on a very strong leash, obviously. Weaker leashes will leave the buff with 390 life when your Flame Breath still has a few seconds left on its cooldown; Smite it and use Flame Breath on your next camp. No leash at all will have the buff at 600 life or so when your Flame Breath comes back up, so do so again and Smite your first camp.
Don’t mark your targets at max range. You have just enough time for 4 autos at this point before it expires, so applying your mark too early will cost you a big chunk of damage.
When doing Krugs second, kite the medium krug around the big one so that it doesn’t hit you. You need to be looking to save every point of life during your first clear, as Shyvana will get quite low otherwise. This seems to be significantly easier now; the krug's new shiny model seems to have affected their hitboxes.
Auto a little chicken to aggro the camp and walk back a bit so that they line up for your Flame Breath. Run through the camp between your auto attacks while you are killing it, as with so many of them at least one will get creep blocked and be unable to hit you. Without Hunter's Talisman's leech, chickens hurt a LOT. Kite them for a few seconds while Burnout is down. Don't leave the bush until all chickens are dead. Having one reset on you is disastrous and is not worth trying to save a second or two.
Wolves are much more generous with their resetting and can easily be brought to the blue bush before they leash. Drag the blue over to gromp between auto attacks, Smite the gromp, and hit both with your second Flame Breath right when blue is about to die.
You can clear your entire jungle by 3:20 or so and be level 4 for the first scuttle crab. Use the vision plant before stepping into the river to make sure you don't round the corner right into an Olaf axe. A bruiser setup can be much more assertive here, and it's one of the major reasons why I love the build so much. Press the Attack, Bone Plating, and Ignite will absolutely destroy many junglers 1v1. You will also have a level lead on your side since it is impossible to get to the crab in time from krugs. Just make sure they don't also have Bone Plating and be aware that they will probably have their Smite up to heal on the nearby crab. One final note, if you are not sure if the other jungler is coming to crab or not, hold your cooldowns and just whack the crab until you're sure you can secure it. OP setup or no, you can't do a thing without any CDs.
Lane priority has much more of an impact on who gets the crab than your matchup. If you have it, it's free. If you do not, just concede the crab and leave if you may be collapsed on. DO NOT risk dying for it. Dying without catchup XP is ridiculously punishing, and the first jungler to die usually ends up losing control over the entire game. Do not attempt to steal the crab without priority unless the enemy jungler has absolutely no CC.
First gank window
Once the crab is dead, it should be around 3:40. This is your first gank window. Quickly glance at adjacent lanes for open targets, but don't waste too much time, as your Krugs will have already respawned. More often than not, side lanes will be a better target than mid. Without a dash or hard CC, Shyvana struggles to gank the short and safe mid lane unless her target is extended past the river and your mid has CC of their own.
By contrast, many people will simply not ward top yet, not expecting Shyvana to gank at all before 6. If they’re extended past the middle of the lane, applying it once should guarantee a kill, since Burnout easily lets you run after their Flash and continue applying it.
A few words about post-gank wave management. This is always crucial to keep in mind, but it goes double for top lane. If the enemy has Teleport up, don’t help shove the wave. This will just split the XP with your top laner and put him behind. Just leave and float around for what I call the “Hashinshin TP”. This is when the enemy top Teleports back into the middle of the lane despite you literally just taking his life. Sometimes you can just loop back around and kill him again. This will usually tilt-spiral him and win the game instantly.
If he does not have Teleport and the wave is pushing, help shove it in. If the wave is slow pushing towards your team though, LEAVE IT AS IS. Top lane in particular can snowball out of control off of just one successful gank if you do this. Now that you have put their top laner behind, they more than likely will not be able to approach the wave 1v1. A skilled player in a decent matchup can keep the wave frozen indefinitely, turning a single gank into a 50 cs and 2 level lead by the midgame. Many top laners will tilt and feed for CS in this situation, or flame their jungler enough to self-destruct the entire team. Here is a particularly humorous example of this happening. Unfortunately, it happened on my team.
Regardless of if a gank is available or not, I like to leave my second ward behind in the enemy tribush while I'm in the area, especially topside. Top laners have this annoying habit of overextending, being ganked, and spam pinging you as if it's your fault. This makes it marginally less likely.
If your top is kicking *** and shoving in, lying in wait for the enemy jungler who doubtless will have noticed this and is heading over is a great strategy. Shyvana with a red buff can be very dangerous if facechecked.
If the enemy jungle early ganked the far side lane, use this time to steal away his opposing jungle if no gank opportunities present themselves. Many early gank focused junglers use red-blue-gromp or blue-gromp-red pathing in order to rush level 3 for early pressure, so you can safely assume that everything else is up in this case. Look to steal chickens in particular. They are easily accessible, worth a lot, and Shyvana mulches them. Krugs are a great prize, but are much riskier to take. As a general rule, take enemy farm whenever possible and leave a small dog or chicken behind to delay the respawn and add to your lead. Enemy camps are essentially worth double what yours are.
Occasionally you will have the opportunity to countergank. As you lack any sort of gap closer or CC before level 6, this is usually the only way for you to impact the early game.
Knowing if it’s a good idea to go in and assist comes down to game knowledge and experience. Some champions like Olaf and Udyr are usually too strong early to contest and should usually be ignored, others like Kayn may be beaten quite easily. Try to ping your laner to bait them into a bush to facecheck you; this is particularly effective in mid lane. If a matchup is listed as a major or extreme threat, be very careful in how you approach the skirmish. If you miss your Flame Breath, just back off. You NEED that mark to be helpful unless the fight is already won. It's a huge chunk of your damage.
In any case, try to start your recall right after you drop your second ward and you have 950 gold. Don't waste too much time waiting for "maybe" plays. You have somewhere very important to be. Buy your Lucis and swap out for Oracle Lens; you will have just enough money if no extra opportunities presented themselves. If you picked up an early kill or two and are loaded, grab a Dagger and a Control Ward too.
Taking first drake
Shyvana is the absolute best champion in the game at securing drakes for her team. This is more important than ever before, as Soul buffs are incredibly powerful win conditions. As such, getting the first couple for free will go a long way towards eventual victory and will buy you 5-10 minutes of extra time to scale in a losing game. Even in high ELO, people are oftentimes unprepared for Shyvana's drake rush and you can snag it completely uncontested about 80%-90% of the time.
You can usually afford to be a little late, so do your krugs and chickens again before looking at drake. This will put you at level 5. If bot scuttle is already dead, that's actually great for you. The blast cone behind drake pit conveniently spawns anytime between 5:00 and 5:30. Clear your botside first, cone over, either sweep or slap your pink ward down at the entrance to the pit, and kill the dragon. You should be left completely alone as the crab will give the other team a false sense of security. This works just fine on both teams, though blue side obviously makes it easier.
It is possible to pull and kill the drake from the front while remaining outside of the crab's vision range, but this is very precise and tricky to pull off, and potentially disastrous if you mess it up. It also puts you in vision range of either the pixel bush or the bot river bush. Still, it's cool to know, and if you are confident in your pulling skills, go for it.
Unless the enemy team responds immediately, the drake is already yours. At level 5, you kill the thing in about 18 seconds. You can get your first auto- Twin Bite off before it knocks you back if you Flame Breath in auto range. Use your second Twin Bite right away without your mark up. The timing should work out so that your third Twin Bite brings it into Smite range.
Drakes have 21 armor and 30 MR (except for mountain, which has 41/50). If you see a steal attempt coming, make sure you time Smite with Twin Bite while your Flame Breath mark is up. Unless you get hit by CC, this should guarantee you get the drake. At level 5 at this point in the game with this setup, you can burst drake for 863 damage (810 for mountain), so pull the trigger the second you see it fall below 850/800 life to be safe. Only a select few champions are able to beat this, so if necessary, commit and die for the drake. You will always get it with good timing and a kill for drake is well worth it.
If a fight breaks out during this time, (say, enemy jungler ganks bot right as you blast cone over), prioritize the drake. You offer very little in a skirmish before level 6 and are not likely to be useful. The higher percentile play is to make sure you secure drake. Most of the time you will kill it before the enemy team can finish fighting and go for it.
Finally, drake type slightly impacts how you approach them. Mountain and Infernal are boring and don’t do much DPS, just point them away from any teammates in the area. Mountain takes a little longer to kill than the others. Cloud does a high amount of single target DPS, and you may be forced to Smite early if engaging it below half life. Finally, Ocean applies a fairly significant slow which can easily kill you if you get caught. Take an extra second to watch the enemy for any signs of rotating before starting him in particular.
If you are challenged 1v1 for the drake while it's still healthy, remember that the drake always targets the closest champion. This means you can use it to help kill the other guy if he goes in. Positioning to use the drake to your advantage can be a gamechanger, especially if it's Ocean. Keep this in mind.
Once drake dies, it should be between 5:30 and 5:45 if you went unmolested. You’ll be beat up a bit and still level 5, so unless someone is int-pushing you’re going to want to finish your clear. This will put you at level 6 at around 6:30 if everything went well. Catching a wave or two will get you the rest of the way there.
By this point, your lanes should be making their first recalls. Be aware of this and try to swing by to snap up any crashed waves on your side of the map. They are well worth going out of your way for. Your camps will still be there when you’re done, and it’s a big chunk of XP and gold for you, especially if it’s a canon wave.
Second gank window: going RAWR!
At long last, you are ready to impact the map. Target selection is critical; since you can only really make a meaningful gank with Dragon's Descent available, you must make every one count. For this reason, bot lane always makes a juicy target. Splitting experience makes them lower level, and most AD carries are easily chunked to death. The extra target also gives your ult more value, and many popular engage supports like Nautilus and Leona offer insane gank assist. However, don’t be afraid to give mid and top some love if you have strong setup abilities to work with. Excellent midlaners to gank for include Ahri, Malzahar, and Lissandra, and you should always be ready to gank them as soon as their ults are up. Similar top laners include Camille and Kled. Of course, if the enemy top laner is someone nearly impossible to kill like Garen or Poppy, just ignore the lane entirely unless he’s taking plates on 300 life.
Ambushing enemies who are taking turret plates is a phenomenal use of your ult. You’ll end up right on top of them so that they can’t juke your Flame Breath, and in many cases will be able to land Dragon's Descent as well, guaranteeing a kill on potentially multiple targets. You’ll have more than enough time for a second follow-up Flame Breath as they flee in terror back down the lane. These opportunities are gold mines; watch for them.
All river bushes are commonly warded. Avoid these and ult over walls which are unlikely to have coverage for best results. For example getting into bot lane to gank blue team through the drake pit and mid lane through the enemy chicken coop works well. Hanging back in fog and letting your laner start a fight to bait the enemy forward is a great tactic. If you must cross a warded bush, ult over it from fog to give your prey less time to react.
DO NOT GANK list
I don't really know where exactly to put this since when a champion is too threatening for Shyvana to gank varies widely. This is important knowledge, and as such should be gone over somewhere. I'm putting it here since this is when you will think about fighting top laners with their ultimates, which comprises most of the list. As discussed previously, most bruisers and top lane duelists are a nightmare to play into, and most tanks are simply a waste of time to interact with. Make sure if you go for a play on these champions that they are out of gas, or that you have a similarly strong champion on your side. List is likely incomplete, will update regularly.
Darius: I've seen this champion double kill me on ganks after 6 far too many times. You can win, but both of you must play it smart if he's ready to fight. Whichever one of you he decides to focus MUST back off at 4 Hemorrhage stacks to avoid giving him his passive. He gets that absurdly massive bonus, he probably double kills you. You should be the softer target, so most of the time this will be you. Get your damage off, Flash away if you have to, and let your top finish the kill.
Garen: Complete waste of time to gank at all stages of the game. The champion is extremely fast, cleanses slowing effects, gets a ton of free tank stats and mitigation, and can easily turn and all in one of you with his kit for a kill. Any damage you do will quickly be undone by Perseverance. Just ignore him.
Illaoi: Don't go anywhere near her while she has her ultimate. Dragons don't like tentacles. Well, some do, but they're weird. It's almost always best to just leave her be and let top be a farm lane. Leap of Faith can very easily double kill you on a gank. If you go for her, make damn sure that you GTFO the INSTANT she casts it, or you will be bursted from full to dead instantly.
Singed: Singed is not a person. He does not exist. Interacting with him will just get you Flinged away, waste your time, and cost you a ton of health. I don't care how far up he's proxying waves. You can't catch him without significant amounts of help from multiple people, enough to make the entire exchange not worth it.
Fiora: DO NOT 1V1 THIS CHAMPION if she has her ult. You will die, even if you have a huge health advantage. Wait for her to Riposte before using your Flame Breath. If she ults you on a gank, RUN AWAY. Fully proccing Grand Challenge will full heal her and probably give her a double kill. Sticking one of the pie slices into a wall is a great way to prevent this.
Mordekaiser: AP Shyvana cannot duel Mordekaiser. Even with a full item and a half up on him, she struggles heavily. Other builds shred him (most hilariously crit), but he just laughs at AP. So, since his ult forces you to duel him, and he will always choose to ult you, you should leave him the hell alone. Ganking him will almost always end up being a 1 for 1 trade at best.
Poppy: This rat is simply too tough to kill. She's fast, spams shields on herself, gets tankier the lower she is, and can effortlessly disengage you with Keeper's Verdict. She also does tons of damage if you misposition and let her ram you into a wall.
Olaf: Some people run Olaf top. He's a hilariously strong counterpick into certain matchups. You want to avoid him for all the same reasons that make him a nightmare to jungle against. Good chance he can 1v2 you if you don't have Ignite to cut his healing.
Pyke: Never attempt a standard gank on Pyke mid or attempt to chase him down in the jungle. I promise you, you won't catch him. You need serious lockdown and must kill him before CC expires, or he will escape and heal back over half the damage. You must wait for him to engage from fog on your midlaner or you have no hope of killing him.
Take Rift Herald
Ideally you kill one of their solo lanes with your ultimate right away and use the pressure to secure Rift for free regardless of vision. This also lets you get Dragon's Descent back at the same time for added efficiency. If you don’t have a likely looking gank window, just take the Rift by yourself. Almost nobody bothers to ward the thing and very few junglers even think about it when it spawns. Checking for vision is unnecessary. It’s like people don’t even know how good it is. You will almost never be messed with, kill it super fast with your Flame Breath mark, and get your team a free objective. If interrupted, you can usually go right back once they think they've chased you off. One final note here, omnivamp works on the eye damage, so you’ll probably heal to full while doing it.
Using Rift Herald
Now you have 4 minutes to decide how best to use Rift. You can’t go wrong with immediately running mid and dropping it. Mid lane turret is the most important turret on the map, as it offers your team the most freedom of movement once it goes down and your midlaner will appreciate the extra gold. You can drop it over walls if you hug them before pressing the button, so there should always be a chance to make this happen. This will get you at least 320G, potentially even 480G if a plate only has 300 life left. Not a bad return for a 20 second investment! Retreat immediately afterward; you will get the gold regardless of distance.
Alternatively, you may choose to hold onto it for a better opportunity. This is what I do most of the time. If one lane in particular is getting smashed and the turret is already at half life, path over there right away and gank. If successful, you will probably be able to get 2 charges off and get most of the inner turret as well, yielding higher value. If unsuccessful, just drop Rift and secure the first turret bonus of 150G for your team. This will unlock your best laners to make plays across the map, hopefully starting a snowball rolling from the spillover.
If you’re feeling selfish, waiting for an opportunity to drop it by yourself for solo plate gold is also a great choice, especially if it gets you solo first turret bonus gold on top of it. If your top laner gets solo killed for instance but managed to rough up his opponent in the process, cleaning up afterward can easily get you 3 plates plus first turret gold all to yourself, equaling 880G.
Since we are rushing Nashor's Tooth now, there is a good chance we can take all 5 plates with rift after a gank if they're available. If this is the case, drop rift after proccing two plates so that it can do its true damage into the turrets increased resistances, killing it much faster. This is a STUPID amount of money. A great way to catapult yourself into the lead and make a big dragon.
Whatever you decide, make sure to use it before 14 minutes for turret plating if you were delayed in taking it, and don’t hold onto it for so long that you become unlikely to find a good chance to use it. Trust me, watching Rift slowly tick down and expire while dead feels very, very bad.
Taking Rift nice and early also gives your team plenty of time to take the second one once it spawns 8 minutes later. A second Rift with a lead usually results in an inhibitor taken, making Baron setup a breeze to casually close out the game. You also want to take Rift off of the map before second drake spawns at 10-11 minutes so that you leave no opportunity for an objective trade.
Once you can buy Nashor's Tooth, take advantage of the empowered recall from Rift and do so no later than 20 seconds before drake spawns. You should have enough money. Then mosey on over and set up shop.
Take second drake
From this point you will have to adapt to the state of the game and things become less certain. The most important thing to worry about is second drake. Be on time with full fury and a Control Ward like before. There is a good chance you can zerg this one down, too. If they challenge it without a big lead, a well-placed Flame Breath on a carry or two should be more than enough to deter them. Not many compositions can contest Shyvana when her first Flame Breath does 40% of a carry's life.
If your team throws beforehand, stealing it with Dragon's Descent or Flame Breath + Smite is very likely. Jump in at ~1500 life. It is impossible for most champions to outsmite Shyvana this early in the game. If you think you can get it, go for it. A drake is always worth dying for. Take into account how well the enemy jungler has been playing. If he’s been having an off game and seems slow, committing for the steal attempt is a great idea. Look at how much CC they have in the pit too. If possible, Twin Bite the Flame Breath mark for best results. If you'll get CCed, just go for the Flame Breath Smite.
A word on elemental maps
Once the second drake dies, the map will transition to elemental state and you will know which Soul buff you’re working towards. Two are great for you personally, one is great for your team, and one is less desirable than the others. Order as such:
Infernal > Ocean > Cloud > Mountain
Infernal soul is broken. That amount of flat damage added onto a build this tanky is just absolutely unfair. You will have no issues killing multiple champions at once with this soul. It also knocks down walls around buffs, letting you move around the map faster and easily steal them away from the enemy.
Ocean’s great too. The Soul offers a frankly absurd amount of in-combat healing, and is strong enough to guarantee victory if the enemy foolishly did not itemize healing reduction. You thought you were tanky before? You haven't seen anything yet.
Cloud soul gives an insane amount of movespeed each time you ult, very helpful for sticking to targets with this tanky and hard-hitting setup. When this dragon hits 88 miles per hour, you're gonna see some serious ****. And that usually involves tearing their backline in half while their tanks watch helplessly, unable to catch up and peel. The drakes themselves are also by far the most useful on their own; they're fixed and now properly give 10% extra fury generation each. The map also speeds you up between camps, helping you farm faster.
Mountain is probably dead last. You appreciate extra resistances, but would rather have any other drake instead. The Soul Shield is sizable and nice to have into some, but it just falls short of the others. Seriously good into poke champions like Ezreal, Zoe, and especially Karthus though (what is Requiem if not a global poke?).
Target remaining plates
After second drake you should have a few minutes to target any remaining turret plates before they despawn. Now that you have Nashor's Tooth, your auto attacks and Twin Bite seriously hurt turrets. Path in that direction and keep an eye out for likely gank or countergank opportunities. Find a couple, get a good use out of Rift, and enter the midgame with as many plates taken as possible.
Mid game (14:00 to 20:00)
Treat fog of war with respect
By this point lanes will start resolving and the group and roam phase will begin, with any mistakes leading to full-scale engagements and picks leading to objectives being taken. This changes how you think about the game and play in fights. What you don't know becomes quite dangerous, as getting caught by so much as a high magnitude slow around more than one person in this damage-creeped modern meta is almost certainly lethal. Always keep in mind who you see and who you don't see, where they can be and where they can't. Remember that you are unstoppable while in Dragon's Descent and use it to negate any CC that may land on you to avoid being instantly killed.
Secure third drake: how to approach teamfights
Third drake should be up at around 16 minutes. Reset and arrive 30 seconds early this time and set up vision with your team. It is unlikely that you will be able to sneak this one away, as lanes will have resolved and the enemy will begin moving as a unit. You’ll probably have to fight for it, so now is a good time to go over how to tackle a big teamfight as AP Shyvana.
Though you are a dragon, you are still squishy at this point and ulting into a fight without a godly setup is a one way ticket. You need your defensive item before you can survive being focused by several people. Unless you know you can kill or cripple 3 or more priority targets or you know the fight will be won before they can retaliate, don’t do it.
Remember that Dragon's Descent knockbacks a small distance, and can buy your fed Vayne the second she needs to get away from that 15/0 Kha'Zix. If you have a hyper fed carry that is in danger of being jumped on, watch over them and let them shine.
Bruiser builds can play similarly to full AP by poking and denying the enemy team's approach, but you don't hit nearly as hard and really need multi target hits to force a team to back off. Don't be afraid to charge in alongside your primary initiator if he finds a good window and pressure their carries. If they are kept still for you for a mere moment, you can easily one shot them. You're also much more effective at chewing through frontline, so if no dive opportunity presents itself just focus on playing front to back. I usually wait for their frontline to engage together, ult back towards my team, then turn and cleave them down with my combo.
We will still be hurting on Haste at this point, putting our Flame Breath on a pretty long cooldown, so accuracy is absolutely crucial. That mark makes a world of difference. Do. Not. Miss. Be as patient as you need to and always look to land guaranteed shots while a good target is CCed. If you manage to hit multiple carries with a single shot, you should carry the fight single-handedly, but this is not always possible.
Most of the time you want to prioritize the marksman in a dive; they almost never build defensively and have huge amounts of reliable, sustained damage. You will also absolutely obliterate squishy enchanter supports, who like to huddle right next to the marksman to juice them up and peel for them.
Pay special attention to champions with channeled ultimates. Saving Dragon's Descent to cancel a big ult is a fantastic use so long as you don't have to overextend to do so. Examples include Miss Fortune, Jhin, and especially Katarina. Removing one of these ults from the equation is a huge deal.
Knowing when to use Dragon's Descent is absolutely crucial. Being overzealous and wasting it on a bad pick attempt, getting caught out and being forced to use it defensively, or simply misreading the 5v5 dance and ulting for a fight that doesn’t end up happening can very easily concede objectives and throw the game while you are frantically trying to build fury in order to become relevant again. That’s a nightmare scenario. Be patient while the teams dance around and feel each-other out, waiting for one side to make a mistake. Eventually someone will get caught by CC and start the fight, and you must have a full bar of fury when that happens. Ult availability is your number one priority in the mid to lategame. Spam ping your team away from creeps when you need to hit them and tell them to leave at least one jungle camp up for you. Spam danger ping when you have no ult and it looks like someone wants to engage. They may not listen, but you need to try. If it looks like they aren't getting it, find a few seconds to spell it out for them in chat.
If all goes well, your Flame Breath will find its mark and carry the fight. Then nom up that drake. If battle lines are drawn and neither team seems willing or able to engage on the other, you may elect to just kill the drake during the mexican standoff so long as you are sure they can't see you or realistically charge in and steal it. It will absolutely melt and punish their indecision.
One random note here, after every won fight from now until the end of the game, make damn sure to rotate through the enemy jungle and take away as much as you can. Shyvana farms at lightspeed with a few items and can effortlessly take a quadrant or more away in a flash. Doing this just a few times will cripple the enemy jungler.
Secure second Rift
The second rift should spawn at around 15 minutes if you took it nice and early, giving plenty of time for you to swing by. Grabbing this is very important as I’ll explain below. If your drakes were delayed and it spawns well before third drake, try to make sure that it doesn’t survive long enough for drake to spawn and give an opportunity for the other team to trade one for the other. Rift is for some reason a much lower priority in people’s minds than drake, and even the second one usually dies uncontested.
If second Rift and Drake spawn at around the same time and you are in a position in which you must choose one or the other, that depends on the game state. If you’re significantly behind and have 1-2 drakes already, take Rift. Conceding one is worth it in this case so you can’t find yourself in the tough position of contesting Baron with a dead inhibitor. If ahead, take Drake since it’s unlikely the other team will get a good use out of Rift and you will be one closer to Soul, making it exceedingly likely that you will get that sweet buff. If behind AND down two drakes, surrender. Seriously though, take drake in that scenario. Buying another 5 minutes before they get Soul is more important. Better pray to God nobody gets caught for 4 minutes and you lose the inhib for it, though.
Second rift: FIGHT!
Once you have control of the second rift, it’s time to win a big teamfight. By this point you'll have Riftmaker and start tanking up to multiply your value. This is the part where you scale into an absolute monster and become exceedingly hard to deal with. Keep in mind everything I said about fighting above and you should come on on top. Remember, you must survive in order to be able to drop Rift and secure the inhibitor. You can mow down an entire lane with that thing off the back of a won fight.
Again, remember during these larger engagements that ult availability is paramount. If a fight breaks out and you don’t have your ult, get it back up first if at all possible, even if that means you arrive late. You’re so much stronger with it than without it.
Once you’ve killed a few enemies, pop down the Rift and take an inhibitor with your team. This will give you 5 minutes to set up an uncontestable Baron. Ideally this happens as close to its 20 minute spawn as possible, but the real world is rarely so neat and tidy.
Late game (20:00 to end)
Secure Dragon Soul
If you’ve been doing your job, the all-important Dragon soul drake should be spawning soon, sometime between 22 and 24 minutes. Make sure that once again you ping it like crazy and set up vision control in the bot river ahead of time. You'd better believe you'll have to fight for this drake.
If you've snowballed the game properly, you will have your all important 4th item completed. This is where the fun begins. You should have so much offensive and defensive value that contesting Soul is outright suicide.
If you just used second Rift to get that inhib, wait patiently in the mexican standoff until someone is forced to back to save nexus turrets. Then you can take it for free.
It is unlikely that the enemy team will attempt to trade it for Baron so early in the game. Not many compositions can manage it quickly enough to avoid being stopped in time. If they do, send your team to harass and contest it while you take Soul on your own. Remember, Baron is temporary, but Soul is eternal. If it comes down to it, prioritize Soul.
The all-important Baron Nashor
Alright, so buckle down, as I have a LOT to say here. Whoever gets the first Baron is usually able to build an insurmountable lead with the amount of map pressure it offers. As the jungler, you have the most say on your team as to how to approach this objective.
Don't randomly start Baron assuming you won't be caught. This is a great way to throw your lead. If you're wrong, your whole team will be down cooldowns and down 20-30% health, which may force you to concede it and will definitely lose you vision, making it very difficult to approach the area. Or it could be outright stolen away. This is a needless risk.
Instead, always starve out vision, lie in wait, and look for picks. A little bit of patience will let you set up no-win scenarios for the enemy, making sure that nothing can possibly go wrong and you're able to close out the game nice and clean. If you got an inhibitor with second Rift, again, wait for someone to back and then start it to force a 4v5 fight. ALWAYS turn on them when they walk in range in this scenario and NEVER attempt to finish the Baron right in front of them.
The pit should always have a Control Ward in it at this stage in the game. Drop wards over the back of the pit and all over topside jungle to watch for people attempting to check Nashor. Any singular target who tries should be doomed. Most teams will just concede Baron 4v5, especially if they are behind. If they smartly group up and check as a team with the tanks in front, you're able to initiate on your terms and should easily win the fight.
If most of the enemy team is across the map in bot lane (say, chasing down your splitpusher), ping and start Baron immediately. Use your ult. Your fire patch will do upwards of 2000 damage to the Baron on its own, potentially buying your team the extra second they need to finish it and back off safely.
So long as your vision control is good, you may choose to duo sneak it with a suitable percent damage ADC while your team holds their attention in a lane. This is where Riftmaker comes in handy, as the extra omnivamp will keep you topped off to tank it indefinitely. You must ensure neither of you are seen pathing to it and should only go for it if many people are bot side, especially their support. At higher ranks opportunities for this become few and far between, but keep it in mind if their vision lapses at a crucial moment.
You may even look to solo it with this build, but this takes most of a minute to accomplish and needs to be done very carefully. Look to start it while your team has mid priority and tell them to rotate towards Baron when it is below half life to finish it. This will catch the enemy team completely off guard and won't give them any time to respond before Baron dies. Trying to solo it from full to dead on your own is very risky and can go wrong quick unless your vision control of the area is immaculate and you have a massive lead as a team.
NEVER 50/50 BARON unless you are massively behind and in a do or die moment. This is also called "Flipping" the Baron. Don't flip it. This ain't Wendys. Whereas you will have your attention split between the enemy’s positioning and Baron’s health, the enemy jungler will be laser focused on the latter. Additionally, you will more often than not be tanking the thing, reducing your damage and making it much easier to outsmite you. I don’t care if their jungler is the only one alive (or someone like Lux who is capable of Smite-level burst) and your team is perfectly healthy. Spam danger pings, park the Baron at 3000 life, starve out their vision, force them to guess, kill them for free, and THEN finish the Baron. There is absolutely no sense in risking such a stupid way to throw the game. Ping like absolute crazy and keep your team on a short leash. Run out of the damn pit to show them how serious you are if you need to. Making absolutely sure that your team does nothing stupid with Baron is enough to gain substantial amounts of ELO all on its own.
If you lose control over the area and the enemy team starts it, remember that you are one of the best champions in the game at contesting Baron. You have free access to the backline while their meatballs are tanking the worm. On top of that, the geography of the pit forces said backline to clump together to do damage. This is absolutely ideal for you. Even with a lower AP bruiser setup, you may be able to prevent their Baron all on your own if you hit more than one carry. These clips are old, but should still give you an idea of what I mean here:
If your team just got picked or lost a fight and you have to go it alone, approach from a direction that they are unlikely to have warded for best results. At higher ranks, they will have someone threatening running interference most of the time, usually a bruiser or tanky CC support, so it may be hard or impossible to find a good angle onto the soft targets. In those cases, or if you arrive too late to discourage through kill pressure, it may be worth orbiting around the area and finding an opportunity for a steal attempt. Begin your Dragon's Descent at 2000-2500 health depending on their DPS. If you're stuck trying to Flame Breath for the steal from range, fire at 1500-2000.
If the game gets to this point, it is likely already over. Your siege potential is absolutely absurd. A single hit on a soft target will make their inhibitor absolutely indefensible. Once they've been forced to back off, the AP scaling behind Twin Bite will practically one hit their structures.
If possible, wait patiently for long range CC to land then fire away on whoever was dumb enough to get caught. You can't miss a stunned target. If your team has no such ability, then you can just ult into range and look to chunk a carry or two. Look for and take advantage of clumps of enemies. It is common for people to huddle together while defending a siege if they aren't focused on something like Unstoppable Force. Punish this behavior. Take great care when doing this against hooks, long duration snares, and F--- You buttons like Nether Grasp. Your hitbox is massive while a dragon and you are very hard to miss.
Once you have 5-6 items, you may choose to dive if you see a good opportunity to chunk multiple priority targets. You're tanky enough to take one hell of a beating. Don't just YOLO in alone though, make sure you have follow-up ready to go. Very few champions can effectively waveclear from outside of your Flame Breath range, so the safer option with 300-400 AP is often just to poke carries until they are forced to heal.
The most recent buff to Twin Bite gave us even more absurd structure damage and makes opening the gates a real possibility. If you find an unattended turret, you can easily push the thing over by yourself in less than 10 seconds. Just make sure you ward up and don't get collapsed on. In most cases, you should wait to split until Baron is off the table and Dragon's Descent is recharging. Getting your ult back by splitting in a side lane while the entire enemy team is marshaled to stop your Baron push is a very high value play since you contribute next to nothing to fights without it. This will also shove up another wave so that your team can take more than one inhib with your Baron push.
End methodically. DO NOT THROW!
Once you start cracking inhibitors with Baron, the game is yours to lose. The most dangerous thing at this point is greed. It turns out that greed is not, in fact, always good. Greed can be wrong. Greed does not always work. G2 can attest to this! Make sure to retreat 5 seconds before dead champions start spawning to not get run down and killed by their homeguard movement speed. Don't lose the war of attrition to the fountain either and find yourselves poked to half life without cooldowns and no way out. Even a huge lead can be thrown away like this.
Play it smart. Get your ult back and then regroup to knock down another inhib. Then get the last one. 1-3-1 with Baron is a fantastic strategy with a lead that can take their entire base in one fell swoop as long as the enemy has no hard engage.
Once 2 or 3 inhibitors have been taken, Elder should be spawning soon, with the second Baron soon afterward. It is impossible to contest Elder and Baron with 2-3 inhibitors down. Even with an intact base, having one nearly guarantees getting the other. By contrast, if your team miraculously loses a fight while they're both up, suddenly it's YOU who are at death's door. Do not risk this and simply wait patiently, take them both off the map, then make your last death push. It takes talent to lose the game with both Baron and Elder. Ryoma still managed it. Don't be Ryoma. Be better.
Super Late Game (30:00 to end)
Seriously, this build is DISGUSTING at 6 items. Like, looney tunes level absurd.
And that about covers it!
After entirely too long, I think I've run out of things to say. This ended up being way more involved than my mid lane guide, no surprise as jungle is the more tactical role. As much as I said, though, there really is no substitute for experience; it's by far the toughest to master and there are way too many potential scenarios for me to ever go over. However, these strategies and timings should be a great starting point. They've gotten me to the top of Diamond II so far, so I must be doing something right! A bit less tiltyness and fewer mistakes and I'll claw up to Master this season for sure.
Anyway, I hope this guide was helpful, and hope you take my teachings and charge up the ladder with them. Shyvana is incredibly strong right now, and she should serve you well in your climb!
Remember, kills don't matter, objectives DO.
Now get out there and absorb that Dragon Soul!