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Recommended Items
Runes: AP Bruiser
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Ignite
Items
Ability Order Skill order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Threats & Synergies
Kha'Zix
My current ban since he's very popular and if he gets a few kills it is very easy for him to make it completely impossible for you to play the game. 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.
Talon
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.
Talon
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.
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


I peaked Diamond I in season 9 playing primarily

Season 11 brought some huge changes with all the new items.




The future is AP Bruiser with







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 AP ratios recently added to




Finally,




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, ![]() ![]() ![]() + 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 ![]() + Very high structure damage through AP scaling and ![]() + 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. |
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- 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, needs a lead to really shine - Sensitive to bad lane matchups, particularly mid - 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 ![]() - 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 ![]() - Countered by ![]() ![]() |
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What is a good Shyvana comp? |
Though this build becomes quite tanky later on,

Nowadays, this is typically your beefy top laner or engage support, things like










Since you have no way to keep targets still, reliable CC is also crucial to help you get ganks off 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



As far as the enemy comp goes, specific matchups are much more important than overall composition. AP Bruiser does not share the same weakness to tanks and bruisers that full glass AP does since





Why are good matchups important? |
Since







Exercise caution into highly mobile and stupid powerful early game duelists who love to level 3 invade like









I've got pages of notes on how to handle every common matchup under the threats section at the top of the guide, so take a peek at that for more details.
Since you're low on the pecking order for a while, 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





Mid priority also allows you to invade the enemy fearlessly with an aggressive setup like this one.

Bonus points for a heavy roaming midlaner like



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








A strong duo lane is also important since aside from creating objective pressure, finishing off their bot lane is an extremely efficient use of your ult. AD carries have pathetic health regeneration and REALLY don't want to lose creeps to the turret. They will usually stick around on low life in the lane much longer than is safe. Empowered


Once picked into the right scenario,

Shyvana Drakeshredder. 20% increased damage combined with your


5 Armor and MR per drake is nice, especially with a scrappy build, 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




11.3 added a 40% AP ratio to this ability, and 11.15 went even further beyond by dialing it up to 60% and shaving 2 seconds off the CD. further cementing AP bruiser as the default style. Added to the buffed ratio on


The cooldown buff makes it possible to proc your



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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

Keep in mind that both hits of






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. Once you have a few points in, it will help you position in fights, chase people down, and make your

11.3 added AP scaling to






It does literally nothing in dragon form. It just gets a little bigger to match your larger size.
God forbid it do something useful and exciting while transformed 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, at least give me back my fire trail, 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.

Glass builds which focus on


Some key things to remember about dragon form





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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,



Second, do NOT press E at all while you are flying in



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Besides that, if you land












In patch 10.18 the flame patch and indicator on

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.
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There is another much more pleasing bug with




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





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 is crucial; you must have your ult when you need it and extend it for as long as possible through frequent auto attacks and


Never use



DO NOT EVER ATTEMPT TO HIT

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



If cast with your cursor at the midway point in a medium thickness wall,




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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


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Oh, and make sure to buy Championship Shyvana and spam recall while ulted every free moment you get. It's, uh, required to do well. Honest.
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Duelling: Red Smite![]() ![]() ![]() ![]() |
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Heal Cut: Ignite![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Anti-Burst: Exhaust![]() ![]() ![]() ![]() |
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Mobility: Flash![]() ![]() ![]() ![]() ![]() ![]() |
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Press the Attack![]() ![]() ![]() ![]() |
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Triumph Good old ![]() |
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Tenacity Since we are on the ![]() ![]() |
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Coup de Grace Mo damage mo money. An extra 8% damage goes a long way towards finishing off that priority target and getting your first ![]() ![]() |
Secondary Runes |
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Bone Plating 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 ![]() ![]() |
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Conditioning 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 ![]() ![]() |
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Overgrowth 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 ![]() ![]() |
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Ravenous Hunter 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 ![]() This rune pairs very well with ![]() I don't have a strong preference for the second rune to pair with it yet. ![]() ![]() ![]() ![]() |
Core build |
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Starting item![]() ![]() ![]() |
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Option 1: 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 ![]() ![]() |
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Option 2: Recurve bow Unfortunately, though the ![]() ![]() ![]() ![]() I can't even begin to tell you how much of an improvement this is over stinger. ![]() ![]() The choice here is between mobility and power, and either is acceptable. Get the other one on your second recall, along with... |
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Second Recall: Dark Seal Welp, it took them most of a year, but they finally nerfed Dark Seal. It's down to 4 AP per stack now, and you lose 5 on death. However, this means that it's just been downgraded from giga-busted to just regular old busted. At max stacks, it gives 55 AP for 350G, a much too tempting possibility to ever pass up on. DARK SEAL IS STILL 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 ![]() |
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Fury generation, objective pressure, dueling power: Nashor's Tooth![]() ![]() ![]() ![]() Though its CDR has been removed, the on-hit proc synergizes with your ![]() |
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Riftmaker Our long awaited AP bruiser support is finally here! This item is basically old ![]() ![]() 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 ![]() ![]() Admittedly, Rift is initially underwhelming when picked up, but it becomes insanely powerful as you progress in the build. Like, seriously stupid. And since ![]() One last note, the extra vamp makes tanking Baron an absolute breeze, and not having to worry about turning on the enemy team while injured takes a huge amount of pressure off during those tense moments. |
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Heal Cut: Oblivion Orb Orb is still practically core, but for different reasons. It, and ![]() ![]() ![]() ![]() ![]() That being said, try to encourage a few teammates to grab heal cut before getting it yourself. I really don't like how squishy I feel if I'm forced to delay my build. If your team refuses to build smart though, you may not be able to wait. |
Defensive Options |
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


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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 ![]() ![]() ![]() 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! |
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VS Heavy AD: Death's Dance 35% mitigation is a LOT, multiplying your short term effective health more than any other single item, and it will buy you a ton of time to get your damage out and vamp through the DoT. With how much damage you deal, it's highly likely you get a takedown and cleanse the bleed, healing for 10% of your health on top of it. DD is far superior to ![]() Recently, I've just been getting exploded through it in losing games, and I'm not as hot on it as I used to be. Mayhap ![]() ![]() |
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VS Heavy AP: Spirit Visage Though the healing amp has been nerfed to 25%, ![]() If you have a ![]() ![]() ![]() ![]() ![]() |
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.
AP/Health Options |
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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 ![]() 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. |
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Antihealing: Morellonomicon Again, antihealing is going to be a necessity in this new world of multiple roles having easy access to disgusting amounts of healing. Upgrading ![]() |
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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 ![]() |
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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 ![]() ![]() ![]() |
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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 ![]() |
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VS Hypercarry: Anathema's Though it's a second purely defensive item, Anathema's is incredibly valuable if you only have to worry about a single enemy threat. This passive cuts them by almost a third ON ITS OWN. Is that ![]() ![]() ![]() ![]() ![]() ![]() |
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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 ![]() |
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For critical moments: Tank pot Most of the time I prefer to buy brown pot with ![]() ![]() ![]() |
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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 ![]() |
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



Wait to skill your first ability. If you find an isolated target, skill



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

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

First clear |
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 (






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








Don’t mark your camps at max range. You have just enough time for 4 autos at this point before it expires, so applying your mark too early and missing one of them 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. Though the jungle was just nerfed and camps don't hit as hard, you still don't want to take any needless damage. 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



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,


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






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. 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. Don't be Blaber. Be better than Blaber.
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,

By contrast, many people will simply not ward top yet, not expecting

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


If he does not have

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Regardless of if a gank is available or not, I like to leave my second ward 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.

If the enemy jungle early ganked the far side lane, use this time to steal away his 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

Early counterganking |
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




In any case, try to start your recall right after you drop your second ward and you have 950G. Don't waste too much time waiting for "maybe" plays. You have somewhere very important to be. Buy your Lucis, a



Taking first drake |


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 camps, 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-



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



To set up an ideal






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

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.
Post-drake |
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. But don't show on the map for anything less than a full wave. Giving away your position isn't worth it.
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











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



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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
























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


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.
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 players to make plays across the map, creating a spillover effect.
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. Getting a fast

If taking down a healthy turret, drop rift after getting two plates so that it can do its true damage into the turrets increased resistances, killing it much faster. A full turret, even split two ways, is a STUPID amount of money. A great way to catapult yourself into the lead and make a big dragon.
Additionally, remember that side inner turrets now also give a ridiculous amount of gold, 550 local and 50 global. If you get a gank off on a side lane and see their jungler cross-map, try to take both turrets with herald if at all possible. This is easily done in one death timer with Nashor's components. If successful, this will have you looking Jeff Bezos in the eye first thing in the game.
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.
Recall immediately once you can complete

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

If your team throws beforehand, stealing it with








You'll have your

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.
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 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, but it just falls short of the others. Seriously good into poke champions like




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




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. You don't have your defensive item yet, so you can easily be 100-0'ed by 12 or more buttons. 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

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

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



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. Instead, you are looking to charge in alongside your primary initiator when 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. If you get engaged on, ult back towards your team, then turn and cleave them down.
We will still be hurting on Haste at this point, putting our

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




Knowing when to use

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

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.

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, 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 at 18-20 minutes you'll have

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 halfway done or completed, allowing you to take a beating. This is where the fun begins. You should have so much offensive and defensive value with your level lead 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 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

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 carry while your team holds their attention in a lane. This is where

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


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. A fire patch on the entrance will force carries to corner themselves or take tons of 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 and with a glass build, but should still give you an idea of what I mean here:
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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

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Baron Siege |
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

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


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Once you have a defensive item and a

Splitpushing |
The most recent buff to


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 5-6 items. Like, looney tunes level absurd. Jump in and GO RAWR!
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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.

Remember, kills don't matter, objectives DO.
Now get out there and absorb that Dragon Soul! |
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