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Shyvana Build Guide by Bleki

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League of Legends Build Guide Author Bleki

Lane/Solo and Jungle Shyvana

Bleki Last updated on December 5, 2011
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Team 1

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Jungle Role
Ranked #6 in
Jungle Role
Win 53%
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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: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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This build is also for a solo/lane Shyvana and for a jungler. They are not so different.
My build is mostly tankly but also does lots of damage in team fight.
Your ulti does AOE damage and in your dragon form all your spells do as well!

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Summoner Spells

I think Ghost is a must for Shyvana. He's slow and don't have any CC except his ulti initializer that doesn't last too long.
I also love Exhaust on lane and of course in team fights late game! It slows down enemy and can make a DPS harmless and unable to run away.
Take smite in jungle it's good :)
I don't like Flash. It's useless, you're slow and a tank, you don't have to flash away and if you do you already lost. In some circumstances you can use your ulti as flash if it can save your life from ganking. It's much better and usable.

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Your Q and W skills benefits from damage and your E and R from ability. You will use your Q and W quite often (they have the shortest CD) your E sometimes, mostly in dragon form and your R once in a team fight. So I prefer AD to AP. Also your Q spell's cooldown will reduce and your W spell's duration will extend when melee attacking.
W, E and R spells do magic damage so you make mixed damage with your melee. That's why I don't think Armor penetration is good for Shyvana. You will do a bit more magic damage in a team fight but you don't relly need any penetration.
So as you can see W is your best skill. It benefits from AD and it makes magic damage in an area. It's also your best farming spell. After it Q is very usable also for farming, last hitting and gainst enemy. 1 point for E, reducing armor is good in jungle and also in team fight in an area :)
Use your ulti to initiate a team fight. But use it wisely, don't push away enemies from your team if they are escaping. Also wait for your team and try to seperate the enemy team.

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Shyvana makes mixed damage so hard to choose bringing armor penetration or magig penetration is better. That's why I take attack speed :) It's good for lowering the CD of your Q spell done by your passive and I don't have much attack speed items in my build (only some in late game).
Armor is good for laning/soloing and staying longer on lane and also great for jungling. It's for early game use.
MR/lvl adds a great magic resist late game. It's the best for all tanks I think.
Health is great for early game use, staying longer on lane or in jungle. It also adds some extra damage with Atma's Impaler. :)

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Jungle Masteries

I take 0/21/9 in jungle.
Defense is built for jungling, taking less damage from mosters, give you some extra armor and health. MR is not needed in the jungle and it gives you nothing late game. I've chosen CD/lvl because I want to use my spells more often and they don't cost anything except time (Initiation can be a viable choice as well). Honor guard and Juggnernait is a must for a tank.
Jungler needs the longer buff duration so you must spend 8 other point for it in Utility tree. Time spent dead is better then mana/lvl because you don't have mana :) Faster recall can spare you some time in jungle callback and it's better then the other spell that you can't use with your summoner spells. Switfness is great for ganking and taking down enemies because you don't have any CC so you must be fast.

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Solo/lane Masteries

I take 9/21/0 in jungle.
Your ghost and you exhaust also benefits from Summoner's wrath. Take attack damage insted of ability that you don't really need. Your Q and your W benefits from AD and your E and R from AP. But you will more often use your first 2 skills because they have less cooldown and does more damage.
Now it's the hardest part. I've chosen Sorcery and Arcane Knowledge. CD is good for your skills that don't cost anything else. 3 of your 4 spells do magic damage so I think it's a bit better to have Magic penetration than to have Armor penetration and some attack speed that can only reduce your Q spells cooldown through your passive.
MR is needed on lane so does armor and the extra health. Some reduced uncoming damage, 1 point for reduced area and the other part is the same as in the jungle. I've chosen CD/lvl because I want to use my spells more often and they don't cost anything except time (Initiation can be a viable choice as well). Honor guard and Juggnernait is a must for a tank.