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Spells:
Smite
Exhaust
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Overview



Please note that the item sequence shown above is merely a template, and there is much detail shown in the Items chaper.
Below is an extensive guide which accommodates for many different aspects of playing a champion in the jungle specifically.
I hope you enjoy and learn something from your read,
any feedback would be greatly appreciated :)
Pros:
Cons:
- Dragons are cool.
- Fast - extra
Wriggle's Lantern procs from
Twin Bite.
- Not an overly difficult champion to learn.
- Adapts to being counter-jungled well.
- Counter jungles well.
- Strong bot lane gank with
Dragon's Descent.
- Does not require Blue Buff
Cons:
- You're only a dragon when your Ultimate is active :(
- Weak ganks before
Dragon's Descent.
- Relies on Red Buff to gank well.
- Outshined by natural Jungle champions like
Lee Sin and
Nocturne during jungle phase.
- Limited CC

- Versing weak enemy jungler, or one starting at Blue buff (More information further on)
- Team has sufficient CC
- Not versing enemy hard kiter (Notably
Ashe)
- Not a significant amount of magic damage on your team
Ideal team composition for

SPACE |
In early game she will pick up very easy kills from pre-6 ganks with good positioning by ![]() ![]() ![]() ![]() The following team composition has very solid AOE CC and particularly good AOE chasing ability with ![]() ![]() ![]() |
Bad team composition for

SPACE |
![]() ![]() ![]() While this team composition has great damage and a good balance in tanky and squishy, ![]() ![]() ![]() |
Champions that counter

Champions that

Fiddlesticks
Malzahar
- Possibly
Akali (Although not as hard of a counter as
Lee Sin)
As you can see through the lack of champions that

9x
Greater Mark of Attack Speed - Natural synergy with AS
9x
Greater Seal of Armor - Compulsory for almost every jungler.
9x
Greater Glyph of Scaling Magic Resist - Survivability in combat, most suitable choice for blues.
3x
Greater Quintessence of Attack Damage
My reasons for the
Greater Quintessence of Attack Damage are that it is rare for you to be staying in one spot for an extended period of time during a fight. There will be many times in a fight when you will be required to run, and while doing so you will not be utilising that AS to its full potential, unlike AD which will benefit on every shot.
9x Greater Mark of Desolation
9x
Greater Quintessence of Health

9x

9x

3x

My reasons for the

Not recommended, but work:
9x Greater Mark of Desolation
9x


There are no exceptions - you run this EVERY time you jungle as ANY champion. It is more than just increased jungling speed, it's securing buffs, dragon and baron!




Viable

The nerf hit it hard, but if you really feel it's necessary, then go ahead. This will help with position ultis and catching up to enemy flashes with haste.





Maybe?


No.

The damage that




Absolute minimal early game advantage, and can be replaced by quicksilver sashe






Lols.
These are really open to your own decision, the new pages suit player preference significantly so don't feel obliged at all to use the ones I've chosen above.
The ones I have chosen do however give a good balance in defensive and offensive stats, which is exactly what one should seek in
Shyvana.
The ones I have chosen do however give a good balance in defensive and offensive stats, which is exactly what one should seek in

First, allow me to briefly outline your priorities as a jungler (During early laning phase). When realistically possible, you should not hesitate to:
The following is merely the foundation of what to do in the jungle, if the situation calls for it, then make suitable adjustments to satisfy the priorities of a jungler, as written above.
If you suspect the enemy jungler will counter jungle, it would be wise to request that your support places a ward near the entrance to your wraith camp. This can possibly secure you first blood or at the very least significantly slow down the enemy jungler's progress, as you sieze the opportunity to maim his route.
*This gank is NOT with the intent of killing, but rather of burning the enemy flash to make them an easy target in the following gank.
**It is advised that you give this to your solo mid or top, assuming they are mana hungry (Or just good harassers) champions like
Ezreal,
Galio,
Urgot,
Morgana, etc.
***When taking an Enemy Red Buff, it is important to not only fight in the brush, but carry all three of the monsters into the brush with you. This is achieved by attacking the Lizard, then walking around the side of the camp (just before you reach the brush BEHIND the camp). Make your way back into the brush next to the camp, and continue fighting the Lizard, leaving behind little monster to ensure the respawn timer does not activate.
In addition, taking the enemy red buff is an option. If the enemy Jungler is still doing well regardless of your countering (or you are unaware and fearful of their location), it is advised that you take your own Red Buff instead.
- Defend a turret - cover lane for ally.
- Gank overextended enemies.
- Secure sigil buffs
- Farm jungle.
The following is merely the foundation of what to do in the jungle, if the situation calls for it, then make suitable adjustments to satisfy the priorities of a jungler, as written above.
If you suspect the enemy jungler will counter jungle, it would be wise to request that your support places a ward near the entrance to your wraith camp. This can possibly secure you first blood or at the very least significantly slow down the enemy jungler's progress, as you sieze the opportunity to maim his route.
Standard Path
|
SPACE | SPACE | SPACE |
![]() |
Counter Jungling 1
Enemy Jungler starting at blue
|
SPACE |
![]() |
Counter Jungling 2
Enemy Jungler starting at Twin golems or Wolves
|
SPACE |
![]() |
*This gank is NOT with the intent of killing, but rather of burning the enemy flash to make them an easy target in the following gank.
**It is advised that you give this to your solo mid or top, assuming they are mana hungry (Or just good harassers) champions like




***When taking an Enemy Red Buff, it is important to not only fight in the brush, but carry all three of the monsters into the brush with you. This is achieved by attacking the Lizard, then walking around the side of the camp (just before you reach the brush BEHIND the camp). Make your way back into the brush next to the camp, and continue fighting the Lizard, leaving behind little monster to ensure the respawn timer does not activate.
In addition, taking the enemy red buff is an option. If the enemy Jungler is still doing well regardless of your countering (or you are unaware and fearful of their location), it is advised that you take your own Red Buff instead.
The following assumes you are doing the standard jungle route. Should you choose an alternative route, you may find yourself purchasing items in different orders.
Starting with
Vampiric Scepter is typically something that every Jungler should do if possible, as it abolishes unnecessarily paying for
Health Potions.
Start at the wolf camp, activating
Burnout at 1:40 and focusing the big wolf.
Move to the wraith camp, simultaneously activating
Burnout and
Smiteing the large wraith, learing
Twin Bite and using it immediately.
Moving onto the twin golems, focus one, ensuring that you use
Twin Bite immediately after an auto attack, as it resets the attack timer.
Upon first return to base, buy
Cloth Armor and a
Health Potion. Make your way to the Red Buff, activating the potion upon getting attacked.
After completing another round of the jungle and/or ganking, recall to purchase
Boots and another
Health Potion. You should now assist in killing Blue Buff, offering it to an appropriate ally (Optional, but recommended) and swiftly gank again.
Starting with


Start at the wolf camp, activating

Move to the wraith camp, simultaneously activating



Moving onto the twin golems, focus one, ensuring that you use

Upon first return to base, buy


After completing another round of the jungle and/or ganking, recall to purchase


Continuing from the Extensive Standard Route...
You now purchase
Wriggle's Lantern and ward in an appropriate spot, refer to this guide for more detail - Warding helper - More than your eyes can see (Credit goes to Panglot for the brilliant guide). The jungle is from this point on a lot less significant, and you will find a lot more time being spent ganking other lanes.
From this point, there are different paths that can be taken.
Boots must be upgraded, but to what?
Dat tenacity. With the exception of ranged carries, I get these boots with almost everyone (and if not, then either
Moonflair Spellblade or
Eleisa's Miracle are purchased after). Against a good team composition, this is almost indisputable.
Situations where Tabi can be ideal include:
[/list]
[*] Weak CC / Magic damage on enemy team
[*] You expect to duel with the enemy jungler (Will give a fairly significant advantage over their
Mercury's Treads)
[*] You need the cheapest means of increased movement speed.
Berserker's Greaves are without doubt good boots for
Shyvana due to her amazing synergy with AS. These boots are the most significant in increasing her damage output, however the lack of tenacity and magic resistance certainly does impact her survivability.
Now that boots are out of the way, it is time to start going for your first major item:
Trinity Force
All three componenets of
Trinity Force,
Zeal,
Sheen and
Phage compliment
Shyvana quite greatly. I recommend that
Phage be purchased first the fact that everything about it is fantastic for early game
Shyvana. Unlike
Zeal and
Sheen, it doesn't contain unnecessary stats such as critical strike chance or mana.
Phage's slow has great synergy with
Twin Bite, allowing you to finally have a chance at successfully ganking without Red Buff
It must be noted that
Trinity Force is a very expensive item, and while it is certainly amazing on
Shyvana, it is not the be all end all of items. If the situation calls for it, picking up
Banshee's Veil,
Randuin's Omen or
Sunfire Aegis may be necessary before you continue.
Sheen is then taken immediately after. While
Zeal is good, the movement speed bonus is not as significant as you think. What is 8% + MS when you have 50% + MS from
Burnout?
The unique on hit effect from
Sheen will also make your
Twin Bite hit like a truck. Carry on and complete
Trinity Force when you can afford it.
If you didn't before, you now must pick up your defensive item. The three that are recommended are
Banshee's Veil,
Randuin's Omen and
Sunfire Aegis.
Which one, you ask?
Banshee's Veil is the most common defensive item you will pick up on
Shyvana. You already have a decent armor bonus from your
Wriggle's Lantern and if you picked it up,
Ninja Tabi, making it ideal to balance that with some magic resist. It is good to note that the shield effect on
Banshee's Veil is also effective against some AD casters such as
Urgot,
Lee Sin and
Ezreal.
Randuin's Omen may be necessary to pick up if an enemy AD carry is going exceptionally well. The AS debuff is ideal for countering fast auto attackers. The active of
Randuin's Omen also provides a good slow which is likely to assist with positioning
Twin Bite and
Flame Breath in Dragon form. It is important to note this item does not work well with
Ninja Tabi, and if the latter is taken, the former should not be taken.
Sunfire Aegis is ideal for countering exceptionally fed enemy AD casters such as
Urgot,
Lee Sin and
Ezreal. The bonus HP that
Sunfire Aegis provides over
Randuin's Omen makes it more beneficial also against enemy AP. In team fights, the AOE damage from
Sunfire Aegis will work in synergy with the rest of the AOE damage that is present during
Dragon's Descent.
And now for your final core item,
Youmuu's Ghostblade,
Wit's End,
Malady,
Guinsoo's Rageblade or
Madred's Bloodrazor.
This is quite important in balancing out
Shyvana's damage output with her survivability. Each item is just as good as the other and is completely situational.
Youmuu's Ghostblade is to be taken in most situations: you have
Banshee's Veil, the enemy team isn't explicitly building armor and you are taking care of yourself pretty well. Unique active has great synergy with
Fury of the Dragonborn
Malady is to be taken in situations similar to that of when you would take
Youmuu's Ghostblade, but only if they are building an uncomfortable amount of armor.
Malady is particularly useful for milking additional magic damage out of
Flame Breath,
Burnout and
Sunfire Aegis
Wit's End is to be taken if you picked up
Randuin's Omen or
Sunfire Aegis. Late game the lack of MR without it is unbearable.
Guinsoo's Rageblade is not one of my favorite items, however I do see it is a viable option on
Shyvana. The only issue with this item is the lack of penetration or resistance that the other alternatives provide. Definitely not a bad option.
This is a good item for
Shyvana, however I would only get it if I noticed an enemy champion HP stacking.
You now have your final item slot to fill.
There is really no wrong choice here, however the following are some items that I would recommend:
Depending on what you picked up as your 5th item, getting another* of these five items is certainly a viable option.
*(Note the use of the term 'another' refers to one of the two remaining items you did not buy as your 5th)
Once again, it may be ideal to purchase another item from the 4th slot range. This is completely dependent on how the enemy team is going. Refer to the previous section on items for 4th slot to judge whether one of these would be appropriate.
Hextech Gunblade is fantastic if you chose to purchase a
Malady, as you will deal an even larger amount of damage from your
Flame Breath +
Twin Bite combo. Not only that, but you'll also score a sweet amount of sustainability with the lifesteal/spellvamp and have a great single target slowing nuke.
Ideal for those who wish to add an element of hybrid AP/ADto
Shyvana.
Similar to
Hextech Gunblade, however
Guinsoo's Rageblade grants a nice AS bonus.
I would recommend
Hextech Gunblade over this, as a somewhat small AS bonus is not as significant as additional Lifesteal + Spellvamp and a single target nuke slow.
60 minutes have ticked by, and you now find yourself needing to replace
Wriggle's Lantern.
Breaking down the stats of the item, we see that it gives us three useful lategame stats:
The most important stat on this item is the 18% Life Steal. It is what allows you to sustain yourself and not have to
Recall after every encounter. It would only make sense then that it is replaced by an item that grants Life Steal
The following are suitable options:
Pretty standard choice, and a good one.
Bloodthirster should be bought in two situations:
Bloodthirster if you are frequently dying and can't keep up maximum stacks. I like to look at it as a slightly less punishing version of stack items like
Sword of the Occult,
Leviathan and
Mejai's Soulstealer
Certainly a viable option. I would take this in the situation that it is too risky to take
Bloodthirster, unless I picked it up earlier on.
While it hardly seems like a late game item,
Executioner's Calling's Unique active is amazing. This is the item that can shut down that fed
Master Yi who laughs in the face of
Thornmail with his 3x
Bloodthirster + 3x
Phantom Dancer build.
I once played a game as
Gangplank versing a
Mordekaiser who built 3x
Hextech Gunblade and was deemed as undefeatable. That was until I sold my
Bloodthirster and replaced it with
Executioner's Calling, which won us the game deciding team fight at baron.
Seriously don't underestimate this item, lol.
Black Cleaver shreds the armor of enemy champions. As a result of this, the % based armor reduction from
Flame Breath will be less significant. If
Youmuu's Ghostblade isn't enough, buy a
Last Whisper.
As this build does not incorporate usage of an
Atma's Impaler,
Warmog's Armor has much better alternatives. Atmog's is certainly a viable build on
Shyvana, however this guide focuses on a more Off-tank approach to the champion.
IMPORTANT:
In the event that you do build Atmog's with anyone, be sure to assess the enemy team comp prior to doing so. Against enemies like
Malzahar,
Kog'Maw and
Veigar, their % based damage will destroy you.
1. Wriggle's Lantern
You now purchase

From this point, there are different paths that can be taken.

2. Boots
Ideal
Dat tenacity. With the exception of ranged carries, I get these boots with almost everyone (and if not, then either


Situations where Tabi can be ideal include:
[/list]
[*] Weak CC / Magic damage on enemy team
[*] You expect to duel with the enemy jungler (Will give a fairly significant advantage over their

[*] You need the cheapest means of increased movement speed.
Alternatives


3. Trinity Force
Now that boots are out of the way, it is time to start going for your first major item:

All three componenets of











It must be noted that








The unique on hit effect from



4. Defensive Item
If you didn't before, you now must pick up your defensive item. The three that are recommended are



Which one, you ask?





















5. Attack Speed
And now for your final core item,





This is quite important in balancing out















This is a good item for

6. Final Item
You now have your final item slot to fill.
There is really no wrong choice here, however the following are some items that I would recommend:
Depending on what you picked up as your 5th item, getting another* of these five items is certainly a viable option.
*(Note the use of the term 'another' refers to one of the two remaining items you did not buy as your 5th)
Once again, it may be ideal to purchase another item from the 4th slot range. This is completely dependent on how the enemy team is going. Refer to the previous section on items for 4th slot to judge whether one of these would be appropriate.




Ideal for those who wish to add an element of hybrid AP/ADto

Similar to


I would recommend

7. Replacing Wriggle's Lantern
60 minutes have ticked by, and you now find yourself needing to replace

Breaking down the stats of the item, we see that it gives us three useful lategame stats:
- 30 Armor
- 23 Attack Damage
- 18% Life Steal
The most important stat on this item is the 18% Life Steal. It is what allows you to sustain yourself and not have to

The following are suitable options:
Pretty standard choice, and a good one.

- You're kicking ***.
- You're kicking ***.




Certainly a viable option. I would take this in the situation that it is too risky to take

While it hardly seems like a late game item,





I once played a game as





Seriously don't underestimate this item, lol.
Items to avoid




As this build does not incorporate usage of an



IMPORTANT:
In the event that you do build Atmog's with anyone, be sure to assess the enemy team comp prior to doing so. Against enemies like



Let me begin with the basics, which apply to every Jungler.
There is no specific moment when the gank should be commenced, the following are all relevant:
You would have noticed that in each of the jungle routes passing through middle to gank is done frequently. For the most part, these ganks are not done with the intent to kill the enemy, but sometimes even achieve as little as burning the enemy champion's
Flash or
Exhaust. It is important to execute these 'dummy ganks', so that when you gank again in the near future (Before the CD on summoners are back up), they will be much more vulnerable and the chance of success will increase significantly
It must also be mentioned that prior to ganking a lane, notify your ally of your plans, especially in the situation that you are performing a 'dummy gank'. The last thing you want is for your ally to burn their summoners too, when a little bit of awareness of the situation would have otherwise granted you the kill.
Moving on,
Shyvana's ganking potential is often highly overestimated by newbies, however that is not to say that it is weak. It is vital to ensure that upon activating
Burnout that you will attack them in the next 3 seconds. The importance of not prematurely activating
Burnout can not be stressed enough, it is not to be used to enter the fight, but rather when you are certain that it will not be wasted by not utilising its potential with
Fury of the Dragonborn.
- If you aren't going to reach them in time, attack a minion; this will increase the duration by a second, which might be all you need to catch up to them!.
Shyvana's ganks once she learns
Dragon's Descent get significantly stronger. Her Ultimate serves as a gap closer, AOE nuke, knockback and also buffs her other spells to increase their multi-target effectiveness. This being said, upon learning
Dragon's Descent she is a much larger team fight presence. Much of the success in a gank relies on two things:
It is up to your judgement to decide when to cast your ultimate, casting it prematurely could waste your chance at catching up to their flash, however casting it too late could abolish the chance of a successful gank. Remember: your single target damage output does not increase in Dragon form, so save
Dragon's Descent for the time where you can achieve maximum utlity with it against solo lanes.
There is no specific moment when the gank should be commenced, the following are all relevant:
- Enemy champion(s) you are ganking.
- Allied champion(s) you are ganking with.
- Location of ally and enemy champion(s).
- Cooldowns, health, mana of both enemy and ally champion(s)
You would have noticed that in each of the jungle routes passing through middle to gank is done frequently. For the most part, these ganks are not done with the intent to kill the enemy, but sometimes even achieve as little as burning the enemy champion's


It must also be mentioned that prior to ganking a lane, notify your ally of your plans, especially in the situation that you are performing a 'dummy gank'. The last thing you want is for your ally to burn their summoners too, when a little bit of awareness of the situation would have otherwise granted you the kill.
Moving on,




- If you aren't going to reach them in time, attack a minion; this will increase the duration by a second, which might be all you need to catch up to them!.



- Utilising
Burnout to it's full effectiveness with
Fury of the Dragonborn.
- Waiting til the right moment to cast
Dragon's Descent.
It is up to your judgement to decide when to cast your ultimate, casting it prematurely could waste your chance at catching up to their flash, however casting it too late could abolish the chance of a successful gank. Remember: your single target damage output does not increase in Dragon form, so save

Fury of the Dragonborn





IMPORTANT
Despite this synergy, it is extremely important to not over do it.



Twin Bite






Dragon form
In Dragon form, using

Burnout





Dragon form
Burnout is far easier to use in Dragon form, particularly because of the gap closer from



Flame Breath







FLAME BREATH APPLIES RED BUFF
Dragon form
Very much the same as


Dragon's Descent





Despite the minimal increase to single target damage output, it still holds great utility due to its gap closing and knockback effect. Against targets with channeling Ultimates such as



Like the rest of

That concludes my guide for Jungle
Shyvana. Any feedback at all would be greatly appreciated and I will answer any questions to the best of my ability.
Special thanks goes to:
Thank you for reading :)

Special thanks goes to:
- Hahano for his extremely useful guide that has improved my Jungling significantly: Jungling 202: Beyond the Basics
- JhoiJhoi for her extensive guide which taught me how to BBCode effectively: Making A Guide
- Panglot for his guide that I referenced on efficient ward placement: Warding helper - More than your eyes can see
- Auxidity and Sanrek, for their positive feedback and suggestions.
Thank you for reading :)
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