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Shyvana Build Guide by Doubleo

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League of Legends Build Guide Author Doubleo

Jungle Shyvana...and Lane

Doubleo Last updated on November 25, 2011
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Ability Sequence

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

Not Updated For Current Season

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



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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I. Introduction

Hello this is DoubleO this is my first real guide on Mobafire. I made this guide after seeing so many players fail when jungling or just plain out building Shyvana. Which most people would just build her pure offence then get taken down in less then three seconds then complain about Shyvana needing buffs. The way I build her makes people complain that she needs Nerfs. This guide is mainly a jungle guide the other build in this guide is a lane build i use. Enjoy!

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II. Pros/Cons


1.Shyvana is a great jungler.
2.Shyvana is a great off tank due to her ultimate passive.
3.Shyvana's Burnout is a great escape/catch/jungle move.
4.Exceptionally strong all game if played right.
5.Shyvana has no mana worries.
6.Shyvana is strong in team fights due to her aoe moves.
7.Can take turrets a bit faster due to her Twin Bite.
8.She is a freaking crazy dragon thing.


1 No natural CC.(Crowd Control)
2.Can be kited.
3.No real escape abilities.
4.She doesn't actually look like a dragon.
5.No easy ganks do to her not having a CC.

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III. Shyvana The Half-Dragon


There are those few dragons in Runeterra who have mastered the intense magical energies that course through their unique anatomies, evolving into an elusive Celestial Dragon. These powerful and enigmatic creatures spend most of their time hidden away from the lands of men. However, there are those who find themselves drawn to civilization and who take on human forms to immerse themselves in the world of humans. Occasionally, one finds itself drawn to the spirit of a human and they have relations. Sometimes, in the slimmest of odds, the union will bear fruit and that offspring will be one of the few half-dragons to have graced Runeterra. Shyvana is one such creature, born to a simple Demacian farm-girl and her Celestial Dragon father. Left to be raised by her mother, her oddities were something that couldn't be hidden from her community, though she was protected by her family. Once her family had perished in disaster, she was left alone for the first time - truly alone. Shyvana quickly became an outsider and it wasn't long before the community's fear began to put her in danger. Facing mortal danger at the business end of an angry mob, she was rescued by the traveling noble, Jarvan Lightshield. The noble was a man who strangely knew exactly what she was and took her under his wing. It wasn't long before she was offered a chance to use her natural skills in the service of Demacia, as Jarvan initiated her as one of the elite guard. Following Jarvan into the League of Legends was only natural.

Shyvana is a fierce warrior, with the blood of one of the most powerful magical predators in all creation flowing through her veins. Unlike some of her fellows, she is a subdued personality - somber, cool, and collected. However, when the moment strikes, her draconian heritage manifests and there are few that can stare her in the eyes and not feel the primal urge to flee.

''By the blood of my father, I will end you!''
- Shyvana


Twin Bite - Shyvana strikes twice on her next attack.

Dragon Form: Twin Bite cleaves all units in front Shyvana.
Shyvana strikes twice on her next attack, dealing (+ ) physical damage on the second attack. The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.

Dragon Form: Twin Bite cleaves all units in front Shyvana.
No Cost

Burnout - Shyvana surrounds herself in fire, dealing magic damage per second to nearby enemies and moving faster for 3 seconds. The movement speed reduces over the duration of the spell.

Dragon Form: Burnout scorches the ground beneath it, enemies on the scorched earth continue to take damage.
Shyvana deals 25/40/55/70/85 (+ ) magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.

Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
No Cost

Flame Breath - Shyvana unleashes a fireball that deals damage to the first enemy it encounters and leaves cinders on the target that reduces their Armor for 4 seconds.

Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Shyvana unleashes a fireball that deals 80/125/170/215/260 (+0.6) magic damage and burns 15% of their Armor for 4 seconds.

Dragon Form: Flame Breath engulfs all units in a cone in front of her.
No Cost

Dragon's Descent - Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take damage and are knocked toward her target location.

Shyvana passively gains Armor and Magic Resistance. Defensive bonuses are doubled in Dragon Form.
Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take 200/300/400 (+0.7) magic damage and are knocked toward her target location.

Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by 15/20/25. Defensive bonuses are doubled in Dragon Form.
6 Fury a Second

Fury of the Dragonborn - Shyvana's melee attacks enhance her abilities.

Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.

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IV. Masteries/Summoner Spells/Runes


Summoners Wrath - I chose this since you are using exhaust and the de buff you now get from it will help a lot with early ganks.
Brute Force - This is taken since the three extra Ad you get from it helps your jungle.
Butcher - I take this well..for easier jungle DUH.
Alacrity - This is for attack speed which helps you early game.
Weapon Expertise - The ten percent ArP is freaking just to good to pass up!
Havoc - 1.5 extra damage is pretty nice increase may it not seem much it is in the end.
Vampirism - Heck ya more life steal and with ur Vamp Scepter fifteen life steal is nice!
Sunder - six more ArP well now ur just being to generous there take there generosity and love it!
Executioner - This spell is decent the six percent bonus damage is nice when the enemy is under forty percent health, take it.


Summoners Resolve - You take this point so when you use smite you get the ten extra gold which helps tour wards ur early items.
Hardiness - Helps you take less damage in jungle.
Tough Skin - Woah more damage reduction for jungle, hellz yah take it.
Vigor - The health regeneration will heal you when ur running to ur next camp.
Bladed Armor - Yeah this is going to make jungling a lot easier with ur Burnout active.

Summoner Spells

Smite - I dont care if you can jungle with out Smite take it anyways here are the reasons.
1.Smite=Ten bonus gold each use.
2.Helps prevent getting buffs stolen.
3.Faster jungle.
4.Leads to you leveling faster and being able to gank.
5.Every junglers tool for success.
Exhaust - Shyvana does not have any CC when she ganks which mean a fifty percent chance that gank will fail so with this it lowers the odds the gank will be unsuccessful.
Ignite - This spell could work with Shyvana since it will give five Ad/Ap when its on Cd and it does do true damage but I wouldn't use it.
Heal - When you dive this could be nice to have to escape with that last few bars. Can also speed ur jungle up fast less returns more farm. Can also save you and allies from death due to its recent buff.
Ghost - You have Burnout for that but this combined could get you away fast or catch someone fast.
Flash - I dont prefer this on Shyvana since she needs a CC. I get Ghost - instead of this on other junglers that do have CC just because it lasts longer.


Greater Mark of Desolation This is the mark I go with for many reasons. This mark will let you deal almost true damage auto attacks in the jungle. This will also help you late game when the enemy champions have armor.
This is chosen so you will take less damage when in the jungle and when you decide to go into lanes to cover for other players.
This is chosen so you will take less damage when you decide to cover lanes and will help towards your tanky part of your build since you wont be getting Magic Resist early.
Greater Quintessence of Desolation This is picked because it gives you a decent amount of ArP for the Quint. When you have this will Masteries you should have around forty ArP.

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V. Items/Jungle Route Part 1.

Starting items go like this: You have a choice between Vampiric Scepter and Cloth Armor Health Potion. The Vampiric Scepter is (ImO) a kind of gamble it only works if you know how to sustain your health. What I mean after this is if your able to complete the whole jungle a lane by now should probably need a gank or you to take over while they go back for some health and items. The Vampiric Scepter is not required to start.

(Early-Mid game)
For your mid game your boots I pick Mercury's Treads since they give you Tenacity which reduces CC on you by a significant amount. Your first item will be Wriggle's Lantern which will help you jungle faster and will give you stats that will help you out.

(Mid-Late game)
Atma's Impaler is going to be a key item in this build so you can become that off tank that will help your team.Then next item you should have is Warmog's Armor this will
benefit your Atma's Impaler since it gives you a passive(two percent of your hp is turned into attack damage) when you have this try to farm quit a bit to max your Warmog's Armor. Now get your Zeke's Harbinger so you will get your attack speed and life steal.

(Late game)
Trinity Force is your late game item now that you will focus on all of the stats are good for Shyvana(well most of them lol).Now that you have Trinity Force if somehow the game is still going go get yourself a nice Force of Nature to replace that Wriggle's. Now that you have this are can almost become a main tank due to Dragon's Decent passive.

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VI. Jungle Route Part 2.

Jungle Information/Ward Information

1.Dragon - Initial Spawn Time - 2:30 (2.5 min.)
Respawn Time - 6:00 after being killed
Rewards (190]
This ward is very important since it will allow you to have sight of dragon and prevent
ganks on bottom lane.
2.Baron - Initial Spawn Time - 15:00 (15 min.)
Respawn Time - 7:00 after being killed
Rewards (300)
Warding baron is very important since Baron awards a very nice buff to the team that
slays him. You will want to ward inside him.(If you know what I mean) Basically this will
make the ward harder to destroy.
3.Ancient Golem Initial - Spawn Time - 1:55
Respawn Time - 5:00 after being killed
This ward will be to protect your blue golem so your jungler can clear the jungle quickly
and not have to worrie about running out of mana.{You dont have to take this. You can
give this to your Mage champion that uses a lot of mana. But it still gives you Cd
reduction) This should be warded to prevent ganks.
4.Elder Lizard - Initial Spawn Time - 1:55
Respawn Time - 5:00 after being killed
This will give you a buff that slows whoever your attacking. This should be warded to
prevent ganks.
5.Isolated bush near dragon - This ward will help you keep track of the whole pathway and
will hint when they may try and do dragon.
6.Ward Behind Golem - This ward is also very helpful and will help prevent unseen ganks on
to golem or prevent it from being stolen.
7.Top/Bot Lane Wards - These wards should be used in the bushes to protect you from unseen
8.Wards Out Side Ally Walls - This is so you have sight when they may try an last hit you
with a long range move so you know when to dodge.
9.Ward Next to Wraths - Helps protect wraths getting stolen early game or helps you from walking into a blind gank.

Jungle Information Part 2.

1.Wolve: Gold:(57) Golems: Gold:(60)
2.Lizard Elder Gold:(80)
3.Ancient Golem Gold:(80)
4.Wraiths Gold:(71)
5.Dragon Gold:(190)
6.Baron Gold:(300)

Jungle Part 3.

Why Jungle?

What is the point of jungle? The point of jungle is to allow you to have sight in your jungle,give you easier farm, and to allow you to surprise gank.
What does jungle give to my team? Jungle gives your team soooo much, it helps them get kills if you are good, you are basically a mobile ward.

Iv tried jungle and failed hard, what did I do wrong? If you tried to jungle before when you were a lower level like 1-19 you probably didn't have runes to allow you to successfully jungle. I spent my time buying champions just having fun playing them. Well if you did that I don't blame you a variety of champions if really good, its really great if you can play them I can probly currently play over 3/4 of the champions in this game and not fail. But anyways when i first jungled i died trying to kill wolves. I know WTF how do you die fighting the easiest jungle camp well i did not know what i was doing and had bad glyphs(I was playing warwick.)well this guide will help you jungle successfully.


Well that is my guide thanks for reading it if it helped you with your Shyvana jungle leave me a comment and if you think something is missing just say and ill look into it thanks again.

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VII. Pictures