This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Hi Again! :D







So, again, welcome to my extensive guide to

- An introduction to the aggressive play-style.
- The super-aggressive play-style of
Shyvana, and WHY she should be played that way as opposed to playing passively.
- Pros and Cons of playing
Shyvana.
- Masteries and Runes. Boring stuff first.
- An introduction to the builds presented on this guide.
- Skill Order, Sequence, and why I chose to level up the skills in this particular order, as well as using the skills to their maximum effect.
- My item choices and situational items, as well as why some items may be better than others.
- Why
Shyvana should, under no circumstances, TANK.
- A TL;DR and conclusion.
Nautilus Patch
Bug Fixes. Yay.
Ziggs Patch
Stark's Fervor
- Renamed into Zeke's Herald
- Base Attack Speed removed
- Lifesteal Aura reduced to 12% from 20%, no longer reduces Armor
- Now gives 250 Health
- Unique Passive: +15% Cooldown Reduction
This supposedly transformed it into a support-oriented item. May or may not be good on


Emblem of Valor and LIS
More like tank items now,


At early summoner levels, the most aggressive champion of them all was






So what's needed to fit an aggressive play-style?
1. High damage output. This makes them think twice about coming close to you.
2. Sustainability. Whoever has more sustain in a lane wins, even if you happen to be winning at first. If you end up too low after a mini-duel, you'll just get ganked by the jungler and end up as food, switching the pressure onto you. Staying at full health discourages jungle ganks, especially if your health is significantly higher than the jungler's and your opponent's.
3. The ability to chase and the damage to kill. High damage means nothing if they can get away. Therefore, the ability to chase and kill is highly valued on aggressive champions. Being aggressive is all about the money, and being denied kills hurts your income.
And lastly 4. The ability to zone. This is actually more innate and psychological than given out in a set of skills. You must pressure the lane opponent to be too scared to run even CLOSE to you, so you can safely deny and safely farm.
Being aggressive isn't always the best, however. Some champions who can't deal with it early on, or dont have the proper skill set, will be completely crushed in terms of damage and sustainability. Also, being aggressive is difficult, and dangerous. If you do it incorrectly, you will die. If you do it poorly, you will die. If you do it with a sense of mediocrity, you will not have the proper deny you should be using against your opponent. However, when mastered you will have a piece of art, and you can begin bending your opponent to your will.

A passive

















The same situation could be used with any other champion. Because we are leveling




Pros:
- Excellent farmer
- Can win lanes against most Melee champions
- Jungles extremely quickly
- Very strong duelist
- Very naturally tanky
- High base stats
- High mobility
- Hard to counter with the right build

Cons:
- Kited. Really easily. By anyone.
- Any champion with a high damage ranged skill will pretty much rape you in lane
- Some melee champions can still beat you in 1v1
- Kind of weak late game without items
- No CC
Alright, so let's start with the pros.
She's an excellent farmer. Who doesn't want to be good at farming?


Can win lanes against most Melee Champions. Most solo tops and junglers are melee. This means 80% of the time you have an edge in combat.
Naturally tanky, very strong duelist, and high base stats. This means she's not so item dependant, so if you get behind a bit it's no big deal, you can still come back.
Hard to counter with the right build. So the enemy has to build BOTH Armor and Magic Resist to counter you, in some cases. This makes you extremely dangerous.
From this, we can tell

Kited easily by anyone with any CC or ranged skill. This is BAD, many champions have CC. To fix the problems with CC, we add


Some melee champions can still beat you in 1v1. Nothing we can really do about this. Some champions, like


Kind of weak late game without items. Alright, being behind is different than being in late game. The main problem with




No CC. Can be half-fixed with



Defensive Tree for increased health,

I will explain which mastery tree to go into, to help you pick either the Defensive Tree as opposed to the Utility Tree, or vice versa. Let's go into what the Utility Tree offers for

![]() |
space |
Tier 1 - This is pretty easy, get the point in
![]() ![]() ![]() Tier 2 - Move Speed is always nice, and you never know when it can help escape or land that one last auto-attack at low levels. Tier 3 - And the 9th point goes into ![]() |
Now, let's look at the Defense Tree
space |
Tier 1 - You can put points into
![]() ![]() ![]() Tier 2 - HP/lvl or just HP regen is nice. If you do not like either, you can put points into the previous tier too. Tier 3 - Not so good, imo, but 30 HP helps a LOT early game, you can survive 1 maybe 2 more hits. |
![]() |
Which tree you use is actually dependant on play-style. Personally, I like being slightly tankier early game, and don't care about the cooldown of








Optional Masteries
![]() |
space |
This is the optional Defensive Tree. It gives slightly better survivability than having 21 points into the Offense Tree, with Tenacity as the Tier 6 Mastery. Very nice, but they do not replace ![]() |
The Utility Tree, usually for Supports. ![]() |
space |
![]() |
Runes

greater mark of desolation

For Marks:
greater mark of desolation or

greater seal of vitality

For Seals:
greater seal of vitality or



For Glyphs:


greater quintessence of desolation

for Quintessences:
Greater Quintessence of Desolation,


When making a rune page for



In each of the sections below, I will offer 3 choices in different tier levels. The spell in the middle is the most optimal spell in that tier level, and should be taken in consideration first if you decide to pick someone in that specific tier.
Good Summoner Spells:
These are spells you should ALWAYS consider taking into a game with

![]() Flash: Always an excellent choice, even after its nerf. You can jump over walls with your ultimate, then jump another for a quick escape. Or, you can use it to instantly close a gap for a kill. |
SPACE |
![]() Exhaust: MANDATORY on ![]() ![]() |
SPACE |
![]() Ignite: Good for finishing someone off. Grab this if you can't manage to kill someone before they kite you to death. |
'OK' Summoner Spells
These should be taken into consideration, but should not always be your top picks. This is mainly due to the fact that they are situational or do not offer enough benefits to help enough.
![]() Ghost: ![]() ![]() ![]() ![]() |
SPACE |
![]() Smite: Again, ![]() |
SPACE |
![]() Teleport: Have a lot of minion farm, but don't want to leave your lane? I don't really recommend this actually, because it promotes a passive playstyle, but I guess it could be useful after a duel of some sort so you can quickly recover. |
The Bad Summoner Spells
These CAN be used, but others should be taken into careful consideration before using these. This is the 'rarely used' part.
![]() Surge: While at first glance, ![]() ![]() ![]() |
SPACE |
![]() Heal: I would recommend this summoner spell for those who are new to ![]() |
SPACE |
![]() Cleanse: It's good if you have problems with CC, but I've never been in a situation in which I wish I had it. A ![]() ![]() |
Non-Viable Summoner Spells
These should not be used. At all. They offer little to no benefits to you nor your team, despite the seemingly usefulness it gives. There will be no 'most beneficial' skill, as all these are suboptimal and should almost never be used.
All other Summoner Spells are either removed, or in Dominion.
When picking summoner spells, the most important thing you should remember is to pick one Offensive and one Defensive spell, especially as


The recommended Summoner Spells I use are








Other SS combinations are:
Heal and
Ignite - Strong laning phase, but it works better for people with CC and someone who snowballs as hard as
Tryndamere or
Master Yi.
Flash and
Heal - For first time, beginner
Shyvanas.
Flash and
Ignite - If you don't want
Exhaust.
Flash and
Teleport - Farming all day, every day.
Exhaust and
Ignite - I think this combination is better in a duo lane, as it's not always 100% guaranteed First Blood, but if you think you can do it, go ahead.





Yeah, the skill order is ******ed. I know. There's a good reason for it too. I'll tell you that after I explain the skills.









Shyvana strikes twice on her next attack. The second attack will deal 80 / 85 / 90 / 95 / 100 % of her attack damage as physical damage. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
Dragon Form: Twin Bite cleaves all units in front of Shyvana. Each unit hit will be dealt on-hit effects and grant Fury twice.









During the next 3 seconds, Shyvana will deal 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage) magic damage each second to nearby enemies and her movement speed will be greatly increased by 30 / 35 / 40 / 40 / 50 %. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.
Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.













Shyvana unleashes a fireball forward in a line that will hit the first enemy it hits, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to it and reducing their armor by 15% for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.







Passive: Shyvana reinforces her scales, increasing her armor and magic resistance by 15 / 20 / 25. These defensive bonuses are doubled while in Dragon Form.
Active: Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are pushed toward her target location. Shyvanna must have a full fury bar to use this spell.
While in Dragon Form, Shyvana will lose 6 fury every second. Once her Fury bar is empty, she will return to her normal state.








As you can see, you don't need to use the maximum range, in case you only need it as a knock-back or to deal damage in a 1v1.
Skill Sequence
So why do we want to max out





Well, let's take a look at what leveling each skill provides.
- Leveling
Burnout will increase your movespeed. This let's you chase down people more easily. Despite this, you can still be kited hard.
- Leveling
Twin Bite will reduce it's cooldown and damage.
- Leveling
Flame Breath will increase it's damage and cooldown.
So
















THE MATH
Alright, I'll do this graphing program or not >:l
Proof.
Also, ranking


THE MATH
Then why not get it first?
There are problems getting it first too. Most of your burst comes from using













Twin Bite
The important thing to know about



Another thing is that you can use it for a quick burst of hp through lifesteal. Although it is lessened because

what the hell is this space supposed to be for?


Burnout
Nothing hard about this either, but don't be fooled, it's difficult to use this skill correctly. Many people forget that the longer you stay in

When using


So how can we find the most optimal time to






what the hell is this space supposed to be for?


Flame Breath




Using




So to use this as effectively as possible:
Use it before everything! It increases your damage by a LOT. 15% may not seem like much, but if you're going against a 300 Armor

what the hell is this space supposed to be for?


Dragon's Descent












OH HAI DER ~~~~~~~~~~~~~~~~~~~~~~~
These are the walls where neutral minion camps are. You can use your ult to jump right over them and damage anyone trying to take the camps. VERY useful when you know they are taking a buff, as you can just fly over,





Core Build





Believe it or not, there isn't one. That's right.


The above items represent certain items that give stats you should have in every.









Offtank Shyvana: Core Build
In no particular order:





Pretty simple core build. Get a lot of damage and a lot of survivability. This is Build 2 on the Cheat Sheet.





















AD Carry Shyvana: Core Build
For a while, I was pretty satisfied with Offtank








A ton of damage output early game, as well as late game. Also, a lot of survivability in a team fight, and can barely be kited. Just barely, people like



While playing AD Carry

Set Items:



If you're doing well and are in no risk of getting killed/you can sustain yourself in fights with lifesteal.



If you're getting killed way too often.
Help! I'm getting killed a lot!
If you're in this situation, it's better to go defensive with the items. Luckily, Riot made





Who should I kill next? Heheheh...
You're completely facerolling the other team. The jungler and mid comes to gank you only for you to get more money. Obviously, you should go for


AP Shyvana and Hybrid Shyvana
Removed and moving to Humor Section due to unpopular demand. Look at it here, along with more Troll Builds.


Wait! That's not what this section is about!
Alright, you completed your core build or there's a fed someone on the other team. The items here are good finishes to your build, but some are completely situational, so they don't belong in every game, but when the call arises, they will help you more than the Core Items.
First, let's look at Starting Items and Boots.
Starting Items and Boots





The attack speed is nice if you're having trouble with 1v1 fights in the beginning, be sure to switch them for


Good boots, since you don't have mana and can therefore spam skills. Not recommended unless you build AP to get the most out of casting stuff.

Useless boots. 20 extra movespeed sucks, especially since you have


Ganking boots. Makes you very hard to run from, but is best saved if you get an early



Starting Items
My recommended starting item is the







If I'm facing someone who is skillshot heavy, like


Next, let's look at Offensive Items, shall we? I have organized these items into Tiers to help you decide what to get. Tier 1 items are obvious, the benefits are great and they tie into the build well. Tier 2 items are, despite being in Tier 2, as good as Tier 1, but excluded because of several problems. Tier 3 items are basically all AP items, really meh, and pretty much only used in Semi-Legit Troll builds.
Situational/Finalization Offensive Items
Tier 1






All these items are icing on the cake. Very high benefits, and some even come cheap. Always consider these before any other finishing items, despite the high costs.






















Tier 3
Any other item. These don't give any good bonuses, but useful for creating an unorthodox

Lastly, Defensive Items. ******** there's a lot Q_Q There are no tier lists in this because they help in almost all situations and because I'm lazy lol.
Defensive Items

















Let me know if I missed any items! Just went through a revamp, so there are probably a lot of mistakes.







So, why shouldn't

First off: Initiation. Every true tank in the game has some form of initiation, most of the time it's a gap closer, although in some special cases it is not.
Second: Heavy disables. Almost every true tank has at least 2 forms of heavy disables in the form of snares/stuns.
Third: They effect entire teams. In almost every case a true tank has abilities that will hurt the entire enemy team, if they are bunched up close enough, all at once, giving your team a distinct advantage during this period.
Fourth: Shields. Almost every true tank has a shield of some sort, although so do many DPS champions, support champions, and off tanks. The difference is built around the rest of the champions kit.
Typically every true tank in this game has all of these traits, and their kits are built around light sustained damage of some form, and getting in the way of the enemy. Using various forms of CC to control the enemy, as well as shields to absorb damage, and an initiation move to get into the action at the right type, they are not build for burst damage, they are built for taking damage.
So, which of these CRITERIA does

First of all, can a




Next, do you have any HEAVY disables? Slows from items DO NOT count, Silence DOES NOT count, your knock-back DOES count, but it is your initiation, and that CC is wasted the first second of the fight.
Do you affect whole teams? Maybe, with your AoE. But look how small that damage is. You hit

Do you have a shield? Yes, it's a passive shield giving you the highest base Armor and Magic Resist, but you are ignored in a fight, meaning it's USELESS.
So

Lane Shyvana: Solo Top or Duo?
I usually go solo top as


One might argue that she belongs in a jungle, and she does a tremendously terrific job at it. But her ganks are terrible, so that's too team reliant. You need laners with a strong lane presence, so ganks aren't required as ofter and you can farm away in your jungle. But that also pretty much binds you to the


Well, so where does she go? The best guess is the Jungle or Solo Top Lane. In this section, I will cover both.
Solo Top
My favorite lane, very chill, you just afk-farm all day until teamfights start and you show your late-game dominance over the enemy team. Nothing too much to say here, just follow this guideline:
- Farm
- Farm
- Harass
- Farm
- Farm
- Kill
Seems pretty simple right? At least, that's what a normal top-laner does. But


Alright, the guide to playing aggressively was shortly introduced after the intro in this guide, lemme just rephrase it down here. To play aggressively, you have to have high damage output, lane sustainability after duels, and the ability to chase and kill. Zoning however, is psychological, so I won't go into that yet.
Does



Does


Does

Oh, forgot to mention one thing, Aggression is easily countered by ganks from the jungle. So you have to be able to 2v1, or escape at the very least.



Early Ganks
Early ganks at level 2 gives both an HP and Damage advantage over you, and so despite all this talk about being aggressive, stay passive for the first 2 or 3 levels. Only harass when you are sure the other laner won't retaliate, or

So who should I watch out for?



These champions have ganks as early as level 2, and because of the jungle changes, they will most likely be there before you get even 1 last hit. I'm not even kidding, I can play






Common Lane Opponents
Here are common lane opponents in the top lane.
Phew, there's a lot huh? Well, you shouldn't have too much trouble with a lot of them. Let's see,



































































Annndddd...that's about it. Usually a mid carry might go top, but that's under rare circumstances.
Playstyle for Solo Top
So...most of the stuff was explained twice already so...
1. Last hit
2. Be Aggressive
3. Harass
4. Zone
The topic here I have yet to cover is Harassment. As

So how do you harass? Easy, just E > W > Q. Land










To kill them, just do the same, except use your ult.





Jungling
Coming soon.
Passive Jungle Route
Pictures coming soon.
The most common route now is Wolves -> Blue -> Wraiths -> Wolves -> Golems -> Red. It's ok to be passive in this route.
The route is designed to take advantage of faster jungle respawn times so you can clear it and get to level 4 faster. You can just go Blue -> Wolves -> Wraiths -> Red -> Golems, but it won't be as fast.
What does the new jungle do for

Well, first of all she's more sustained. With a

Second, since the creeps got weaker, she clears ridiculously quickly.
Third, Counter-Jungling is a piece of cake.
Jungle Route w/Counter-Jungling
So why would you want to counter-jungle as





After you get enough gold from your jungle(both are yours :3), grab a

So I was thinking up of a route and found Stonewall008's Video.
He went:
- His Wraiths (get help here)
- His Red (get help and
Smite it
- His Wolves
- Enemy Wraiths
- Enemy Golems(
Smite here to clear it faster)
- Enemy Red, didn't get it because
Nocturne was there, but ended up with a second kill instead.
- Went back
- His wolves
- His Blue
- Enemy Jungle

Also, always get your teammates to call mia. One time, I went into the enemy jungle, only to get caught by


Deflecting Counter-jungling
Alright, doing it is one thing, deflecting it is another. First, you don't know where they are without wards. According to above Counter-jungling tips, you should have already done it. Second, if you are underleveled and/or that counterjungler is



















What is Tower-Diving?
Tower Diving is the purposeful act of attempting to kill an enemy champion under his or her tower. At early levels, this should be avoided as much as possible because the turrets hit absurd portions of your Health at that time, but it get's incredibly easy later on, especially since you're tankier.
Sure,



So how do I tower dive?
Well, it's not as easy as it looks. Do NOT dive if:
- You have equal or less health than the person you're diving. Always have at least 2x
- You're diving 2 or more people alone(ignore if you're like 3+ levels above them and at full, while they're really low)
- Only dive when you're sure a FULL SPELL COMBO can kill them.
- Dive with the tower targetting minions if possible, if you're lane is too pushed it may be better to farm. ~20 minion farm is about 1 kill, so think if it's worth it or not.
- If the person you're diving has a 2 sec stun, or more, or if her name is
Karma, don't dive.
Alright, that aside, let's look at what makes

1. She has a gap closer, which can go over the tower. This is important, most of the time when you attempt a dive, the other champions run around their tower to stall long enough to hit you once and get a kill. This doesn't happen as

2. Armor! Armor reduces the damage the tower does to you. Therefore, the risk is greatly reduced.
3. AoE lifesteal! If for some reason you don't think you may get out alive, target nearby minions and hit them with your Q. Since you should always be in Dragon Form while diving, you should have AoE lifesteal and can restore a large chunk of your HP in a single hit.
So these are the basics about tower diving. If you want, you can get your jungler to help if he's close by, but don't always ask because if one of you gets killed, it's not worth it.

There's nothing too complicated about this, ult in and target the squishies. Or is there more to it than that?
There's actually something called timing your skills and positioning yourself to do the maximum damage output. Of course, on

Going into a Team Fight
Your job as an AD Carry is to destroy the other team. This means don't die, but that's easier said than done right? So, it's better to let your tank initiate, then offtanks, then you Ult in and burst everyone with the



Also, a typical AD Carry shouldn't be targetting a tank, but




Last, fly into the BACK of the other team, or right at their RANGED Carry.



TL;DR, Ranged Carry > Carries > Tank > Offtank.
So why offtank last? Well, that's just my personal preference, because when 'Tank' shows up I immediately think of

- If you know you can't catch someone before
Burnout expires, look for ANYTHING nearby you can hit. This may extend the duration just long enough to chase someone down.
Flame Breath could also be used as a finisher. Another reason to max it first.
Dragon's Descent can fly over thick walls, like
Tristana's
Rocket Jump.
- Sometimes if you think you're going to be killed 2v1, try to bait them into your
Burnout trail so they take enough damage. Then, attempt to burst them down! The AoE lifesteal may be enough to survive an extra hit or two. I've gotten many double/triple kills this way.
- Don't chase too far. If you're following someone for more than 4-5 seconds, you're playing
Shyvana wrong.
- When ganking, save
Dragon's Descent for after they
Flash, so you can ensure a kill if your teammate is dedicated enough.
Flash
Exhaust or
Smite
Burnout >
Flame Breath >
Twin Bite to harass
- Last hit with
Twin Bite if you can't without it
- Don't push
- Harass a lot
Burnout close to them, not to close a distance
- Ult can jump thick walls or close gaps
- AP works
- Solo top or jungle
- When in doubt, Atmogs + FoN
- Don't initiate
- Don't tank
Well, that's about it. Thanks for reading, guys!
Q_Qjhoijhoi for her Making a Guide Guide, with ShadowNet's Mastery Template.
Q_QSearz for the Graphing Program. Still don't know how to use it >:l
Q_QEhhhh idk...I guess Legendarseign for his AD Carry Shyvana guide, although never read it seriously until now.
Q_QHahano for the Jungle Section, once I get it.
Q_QStonewall008 for the Video.
1/13/2012 - Changed





1/14/2012 - Added a section about Tower Diving. Also finally got the graph to work! Expect more information.
1/18/2012 - Added Optional Masteries and organized situational items into Tier Lists. Added "pro" tips. Added Pros and Cons.
1/23/2012 - Changed


2/14/2012 - Big update, added a ton of pictures, info, etc. Unarchived and stuff.
2/19/2012 - Changed slight mistakes.
2/19/2012 - Noticed the build was ****ING EXPENSIVE AS HELL(16k+) so redid the whole thing...again...
****ing zeke's herald change...
Made

You must be logged in to comment. Please login or register.