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Shyvana Build Guide by 2JWIL7

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League of Legends Build Guide Author 2JWIL7

On Hit Shyvana

2JWIL7 Last updated on July 16, 2012
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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: 29

Honor Guard

Defense: 0

Strength of Spirit

Utility: 1

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This guide focuses on an on hit Shyvana build. Shyvana's passive Fury of the Dragonborn is based on her auto attacks enhancing her abilities. In simple words, the more she hits, the more her abilities are enhanced, making attack speed important and the items I included in her build add some more on hit effects. If the game is over after you build The Black Cleaver and before the rest of the build is complete, you will notice you did mostly physical damage. However, if the game goes past this point, your magic damage skyrockets once you build Madred's Bloodrazor and the rest of the build. This build is based on being a Solo Top or Jungler.

REMEMBER: AD is damage added, AS is damage multiplied(up to a cap).

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Pros / Cons

Eats through any enemy.
Great Mobility
Great item build synergy
This build got me my first Pentakill in the first Ranked game I ever played.

Low sustainability if you are going strait from fight to fight.

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I gave her a 29/0/1 mastery. This sometimes seems to be a bit much in offense, so feel free to move some of the points into defense. If you are the jungler, take the point from Demolitionist and put it on Summoner's Resolve . Notice there isn't any cooldown reduction in the build. That's why I grab the points in Sorcery.

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Shyvana is very versatile when it comes to runes. I like the defensive runes and lifesteal because it leads to more sustainability in battle. Also since you are doing a lot of both magic and physical damage, Marks of destruction work great.

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I tend to start with a Ruby Crystal, but if you take this you won't be able to buy pots or wards. Boots and pots or cloth armor and pots are both viable options that may give you more lane control. Chose based on who you will be laning against. If you jungle, start with a Vampiric Scepter and build it into Zeke's Herald. After basic boots, I rush an Ionic Spark. This item greatly raises Shyvana's farming capabilities. If you are one of the people who believe that Ionic Spark in not a vaible option, you can get either a Zeke's Herald in its place or a Frozen Mallet, however Ionic Spark is definitly viable and underestimated. The last patch(The Jayce Patch) buffed it up a bit and lowered the cost. After Ionic Spark and Beserker's Greaves you have an option. If the enemy team's tanks are what I call "Heath tanks" Such as Shen and Volibear(As opposed to ( Rammus-Armor tank or Galio- Magic Resist tank) build Madred's Bloodrazor next. Unless you are being pressured by high health opponents, build a The Black Cleaver first. Then follow with a Wit's End and Malady. All of these items have on hit effects except the boots.

If you are having troubles with suvivability or your enemies keep getting away, Malady can be swapped for a Frozen Mallet.

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Skill Sequence

Priority should go as follows: R->W->E->Q..... What?? Almost all of the rest of the builds you see say level the Q before E on Shyvana. I level E first because it has more damage per level increase. The biggest benefit from leveling the Q is that the cooldown is much lower, but with attack speed in combination with the passive Q comes off of cooldown often.

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Summoner Spells

Summoner spells are more of a personal preference. I get Ignite help finish off people before they get under their turrets. Also, I take Ghost because it works well with the speed boost from the W. Grab Smite if you are jungling.

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Creeping / Jungling

If you are Jungling you have some options where to start. Most Shyvanas start at red buff if they have a leash. That is where I normally go, but the buff doesn't really help your clear time. The CDR from blue buff works great on Shyvana because her abilities have no cost. This also means you can grab red buff closer to time for ganks and it's slow is your only source of cc, because your abilities offer none. If you start at Red buff, try to get your first gank in before it wears off. Depending on the enemy team's Jungler, grab some wards and counter Jungle. Ward their buffs and keep an eye on them. If you are close by when they are taking a buff at low levels get there and wait for the buff to get to low health. Don't smite steal! Engage the enemy Jungler! The enemy Jungler has three options, keep after the buff, attack you, or run. If he keeps after the buff, do as much damage as you can, if he gets the buff you are going to take it from him anyways. If he turns to fight you, he has to take damage from you and the Jungle creeps(You win). If he runs, go ahead and smite the creep before it gets its health back and try to take out the other Jungler. Don't chase him too far, as soon as you came into view, his team was on the way. Works even better if you bring a teammate, especially if they are CC heavy.

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This is one of the most fun ways to play Shyvana. She is one of the most versatile Champs I know and can be played almost any way you want to. The only thing she is missing is some form of CC. If you have questions or see something that I should change or was left out use the comment part for good use. I plan on updating this build and eventually adding the additional ways of playing Shyvana. The more votes I can get the more in depth I will make this Guide go.