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Spells:
Smite
Ghost
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
If anyone of you have feedback, I will gladly accept it (although it might take some time before I see it since I'm a tard at seeing responses and stuff, partly because I'm not a frequent internet user xD)
This build focuses on a hybrid/attack speed focused Shyvana. If you feel like other items are better, try them out and tell me in which way they did please, I am very eager to hear you guys out! =)
I will from now on be listing updates I do to this guide in this very chapter. I will first be listing the game changes that might be affecting your use of this guide, which I will shorten at the start by using "GeC". Then I will be listing the changes made to the guide itself by starting before listing it as "JuC"
[1.7] I realized that it's time to clean up this one. But anyway, I did try
Locket of the Iron Solari... It did not work. So basically, we shall skip that.
Also, sorry for having written so much about this, but the thing is I've not played Shyvana for quite some time. Although I will be trying the new
Maw of Malmortius that just was released in the Lulu patch :)
[1.7] I realized that it's time to clean up this one. But anyway, I did try

Also, sorry for having written so much about this, but the thing is I've not played Shyvana for quite some time. Although I will be trying the new

So, I really am new to creating builds, but I'm guessing Pros and Cons means kind of upsides and downsides?
That's at least how I will see it.
Pros;
-Amazing Ganking capability.
-Her
Dragon's Descent has no cooldown, you only need to generate enough Fury.
-The
Dragon's Descent is also amazing for escaping, coming in for ganks and chasing down opponents.
-
Burnout not only gives an amazing speed boost, but it also leaves a trail of fire after when she is a Dragon, which can give the upper hand when having a bit of trouble. I've been chased down lots of times, but somehow gotten a kill through the enemy standing in the fire.
Cons;
-Jungling is good, but she is a wee bit squishy at the start, which makes her a bit harder of a jungler. That does not make her bad however.
-
Burnout is good, but it's cooldown in my opinion is very high. Even though her
Fury of the Dragonborn causes her basic attacks to increase the duration, it's useless when you try to only run, or just can't reach and you have to chase. A cooldown of 12 seconds is a lot, although understandable on such a good spell. If you prepare for a gank, try using it early on instead of in the middle of it.
-Having no way of a cc except for a small (very small) knock back at the end of her descent in her Ultimate, this makes her a bit hard to fight with, and you rely fairly heavy on movement speed, like
Burnout to help you there. With little movement speed you can barely do anything, since she is a melee-based champion.
-She is a champion that rewards an aggressive gamestyle, yes. But being too aggressive is a bad idea (I say this because I have a friend who kind of has a knack for charging headlong into the enemy, having me to save his *** :P).
That's at least how I will see it.
Pros;
-Amazing Ganking capability.
-Her

-The

-

Cons;
-Jungling is good, but she is a wee bit squishy at the start, which makes her a bit harder of a jungler. That does not make her bad however.
-


-Having no way of a cc except for a small (very small) knock back at the end of her descent in her Ultimate, this makes her a bit hard to fight with, and you rely fairly heavy on movement speed, like

-She is a champion that rewards an aggressive gamestyle, yes. But being too aggressive is a bad idea (I say this because I have a friend who kind of has a knack for charging headlong into the enemy, having me to save his *** :P).
For survivability, I chose to use the
Greater Seal of Armor and the
Greater Glyph of Magic Resist. The
Greater Quintessence of Attack Speed and
Greater Mark of Attack Speed are my top choice for Marks and Quints, since early attack speed is a wonderful thing on
Shyvana. It is not what I would call her core stat, but rather just one of the more important ones. It however does not change the fact that items with Hybrid and Attack Speed capabilities are lovable. <3
But early on (like the first 4 levels) these runes make a huge difference, since the early attack speed provides a fast jungle route.
Alternatively, you can pick
Greater Glyph of Scaling Magic Resist over
Greater Glyph of Magic Resist, since it might be nicer to have a good lategame instead of a good early game. It depends more on what you like to do. Another alternative might be going more offensive, picking
Greater Glyph of Attack Speed instead.
Mark alternatives might include Greater Mark of Desolation if you prefer Armor Penetration or
Greater Mark of Attack Damage for Attack Damage. In my opinion, you could do with just 3 of the Attack Damage Marks and then go with 6 of one of the other two types, since you still get a good bonus from 6 Marks of either Desolation or Alacrity, while you really don't need that much Attack Damage from runes since it more or less only focuses on your early gameplay.
Quintessences are a bit trickier. If you aim for a higher form of utility or you feel that you 're too slow, go with
Greater Quintessence of Movement Speed. Another option here might be going for either Greater Quintessence of Desolation or
Greater Quintessence of Attack Damage, with the same argument as with the marks. The difference here would be that you should not make a mix of Quintessences, but rather stick to 1 type.





But early on (like the first 4 levels) these runes make a huge difference, since the early attack speed provides a fast jungle route.
Alternatively, you can pick



Mark alternatives might include Greater Mark of Desolation if you prefer Armor Penetration or

Quintessences are a bit trickier. If you aim for a higher form of utility or you feel that you 're too slow, go with


Masteries I placed are 14/1/15, fully aimed for fast and furious jungling.
Smite and
Ghost boosted, more attack speed and extra gold tick together with longer buffs are very important, along with other offensive masteries. No offense ;P
I have been trying this out a couple of times, and it has worked like a charm so far ;)
Since the jungling experienced was changed in the latest patch, now was the time to forget about
Awareness
. Instead I chose to pick a fairly strong offensive mastery tree, while still going down for an extra amount of starting gold and gold tick, with the help of
Greed
and
Wealth
=)
If you would rather want to, it is 100% possible to go with maybe 21/0/9 or similar, being more offensive, or instead picking
Summoner's Insight
,
Awareness
or
Sage
depending on which summoner spells you like.
If you feel like you really don't need
Smite and you want maybe
Exhaust for further slowing and cc, go for it. You can always choose something replacing
Smite if you feel like focusing on ganks is more important. However I do recommend having
Smite for a little extra gold income since you choose to grab
Summoner's Resolve
and it is also giving your team a larger reassurance when trying for Baron or Dragon.


I have been trying this out a couple of times, and it has worked like a charm so far ;)
Since the jungling experienced was changed in the latest patch, now was the time to forget about



If you would rather want to, it is 100% possible to go with maybe 21/0/9 or similar, being more offensive, or instead picking



If you feel like you really don't need













Her skill sequence as I do it is maxing Burnout first, because of it's wonderful ganking potential and AoE damage.
Twin Bite comes after, since it's nuking is just lovable <3
Lastly comes the
Flame Breath, although one point is put in it at level 4.
Dragon's Descent is her Ultimate, of course. So you as usual take it at levels 6, 11 and 16. It's ganking potential is among the best I have seen, honestly. It puts a slight knockback at the start of her descent, so you can easily start the combat with a huge advantage!

Lastly comes the


If you feel extremely confident, tell your midder (preferrably a mate to make communications easier, as usual) to get ready so the blue can be pulled when you're done with taking wolves down first. Max Exp is wanted =)
Then take the Wraiths, then the Golems. If you think you're up for it, clean the jungle by taking the Red and then the golems instead. After that, take a quick
Recall and get those
Boots and an 2 extra
Health Potions. You'll need 'em.
Here is where the first gank opportunity should show up. You're level 3/4 and you've got
Boots to cover up your feelings of being slow.
Your order of ganking is this (at least the basic blueprint of it), starting with
Burnout to catch up. Then hit once, then trigger
Twin Bite to get a fast triple strike (since
Twin Bite hits double)! Throw in
Flame Breath whenever it feels right, sometimes it is a good thing to start off with.
Of course, when you have your
Dragon's Descent you start the gank with that, flying in on your enemies and then omnomnomnoming down on their little intestines.
Then just run around farm the jungle, and having the first jungle order is a good base. If you want to risk it, or if the enemy doesn't have a jungler, you can of course nom up from that too.
Remember that because the jungle is so much easier you can go for doing other ways of the jungle pathing, and the 'hardest' path I've written down really isn't that hard anymore. It is possible to also start with
Boots,
Vampiric Scepter or
Long Sword instead of the classical
Cloth Armor. The boots however offer a quicker and better way of ganking, while
Long Sword and
Vampiric Scepter offer a little faster/sustainable jungle.
Initial order will be like this:
Safe Start;
Blue -> Wolves -> Wraiths -> Golems ->
Recall -> Red -> Gank #1
Moderate Start (be a bit more experienced, but otherwise same thing ;P);
Wolves -> Blue -> Wraiths -> Golems ->
Recall -> Red -> Gank #1
Extreme Start (for more experienced people);
Wolves -> Blue -> Wraiths -> Red -> Golems ->
Recall -> Gank #1
Then take the Wraiths, then the Golems. If you think you're up for it, clean the jungle by taking the Red and then the golems instead. After that, take a quick



Here is where the first gank opportunity should show up. You're level 3/4 and you've got

Your order of ganking is this (at least the basic blueprint of it), starting with




Of course, when you have your

Then just run around farm the jungle, and having the first jungle order is a good base. If you want to risk it, or if the enemy doesn't have a jungler, you can of course nom up from that too.
Remember that because the jungle is so much easier you can go for doing other ways of the jungle pathing, and the 'hardest' path I've written down really isn't that hard anymore. It is possible to also start with






Initial order will be like this:
Safe Start;
Blue -> Wolves -> Wraiths -> Golems ->

Moderate Start (be a bit more experienced, but otherwise same thing ;P);
Wolves -> Blue -> Wraiths -> Golems ->

Extreme Start (for more experienced people);
Wolves -> Blue -> Wraiths -> Red -> Golems ->

So here is the actual items chapter.
The stuff you start with would be your average 5
Health Potions and 1
Cloth Armor.
After the first
Recall you should have a pair of the
Boots and 1-3 additional
Health Potions. Two is recommended.
After that you focus on pumping out a
Wriggle's Lantern, you know how good it is. I don't have to explain that one. Free wards every 3 mins, 20% chance for 500 anti-creep nuking. some Lifesteal, armor and damage.
Take
Mercury's Treads, since it gives you a moderate amount of Magic Resist and Tenacity. You can go with the
Berserker's Greaves if you want to, but I personally stick with
Mercury's Treads.
The item I grab after that is, believe it or not,
Malady. I have not seen many players going
Malady when they play
Shyvana, which in my opinion is a bit sad. It grants you attack speed, Ability power and the ability to shred your opponent's Magic Resist! It is not only good for you, it is good for your team. You can hit harder with all your spells exept
Twin Bite (
Burnout does Magic Damage too) plus your Magic Damaging friends will get some more damage out of it too.
I buy the
Hextech Revolver after that, and then a
Sheen. Those two will become a
Trinity Force and a
Hextech Gunblade later on, earlier if you feel like it. Somewhere in between, before, or after the
Sheen and
Hextech Revolver, I grab a
Wit's End to get all the wonderful bonuses it actually gives. Magic damage per basic attack, additional Magic Resist and attack speed are just wonderful!
Late-game items I possess are these:
Madred's Bloodrazor,
Trinity Force,
Hextech Gunblade and
Wit's End or
Frozen Mallet. If you prefer
Ionic Spark, you can replace either
Malady or
Wit's End /
Frozen Mallet with it.
The build will normally be among those four +
Malady and
Mercury's Treads, selling the
Wriggle's Lantern during more lategame times.
Additional Survivability items I recommend are
Guardian Angel,
Banshee's Veil,
Quicksilver Sash and
Force of Nature. These items are all Magic Resist-focused. The first two aren't a question, and
Force of Nature you normally like because of the wonderful health regen.
But most of you are probably "Hey why the hell would you use
Quicksilver Sash!?" The answer is simple: Free
Cleanse to everyone! Meaning you. The last thing you'll want to see is fried dragon steak. We don't want that, so if you feel like you're heavily pinned down by stuns, silences or other, choose the
Quicksilver Sash.
Items to remove if you need more survivability would first of all be
Malady, then I would go with ignoring the
Frozen Mallet (If I picked it) and then
Madred's Bloodrazor if it was really necessary (which it shouldn't be). More survivability items should be unnecessary, since that will have a heavy impact on your damage.
The stuff you start with would be your average 5


After the first



After that you focus on pumping out a

Take



The item I grab after that is, believe it or not,





I buy the







Late-game items I possess are these:









The build will normally be among those four +



Additional Survivability items I recommend are





But most of you are probably "Hey why the hell would you use



Items to remove if you need more survivability would first of all be



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