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Shyvana Build Guide by tzero316

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League of Legends Build Guide Author tzero316

RAWR I'M A DRAGON Shyvana guide by tzero316

tzero316 Last updated on March 11, 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: 0

Honor Guard

Defense: 13

Strength of Spirit

Utility: 17

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Hey guys, Tzero316 here, its been a LONG time since I have made one of these guides, but I thought I would make one for my new favorite champion, Shyvana. So with at least 150+ games with her, here it is, my Shyvana, the Half Dragon guide!

So what is Shyvana's role?
She is a tanky dps that is insane at jungling and farming, and can easily carry late game(mid game if you got good farm). While some don't like her as a jungler because she has no natural CC, her clear time makes up for it, easily getting red within the first 4 minutes. With some help from your teammates that's all the CC you need.

So what does Shyvana need?
Shyvana needs to have attack speed and survivability, survivability the most because if you wern't tanky then you wouldn't be able to get close to the enemy and do you role, you would just be another squishy ad carry, which really isn't your role.

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Very mobile
Insane farming ability
Great damage output
Large amount of natural resist
One of the fastest clear times (made my mcr00sterDOTA, I take no credit)

No natural CC
Dosn't do very good damage early game
Ult puts her out of position
Lack luster ganks without red buff

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Q- Twin Bite- This is the whole reason she can carry, and the reason your pinky will be really sore after playing Shyvana. Its basically 3 auto attacks in one(technically four if you resent attack timer), with your attack speed you will be able to use it every 2-3 seconds. That is just INSANE late game.

W- Burnout- The aoe damage is nice while your jungle, and while chasing, the real bonus here is the movement speed it gives, which really lets you stick to people, or run away.

E- Makes the fact that you have no room for armor penetration items hurt a bit less, but other than that its not insanely important, not to call it bad, just no that amazing either.

R- Dragon's Decent- RAWR I'M A DRAGON- Here is your tankiness, counter initiating, and your ability to do great aoe damage in one skill. It does take some practicing, and some experience to know when to use this and when not to. It can work greatly as a counter initiating, say the other team has an Amumu, he stuns everyone except you, and his team is rushing forward, push em all back with your ult, and your give your team some time to recover from that stun of his.
Make sure you don't ult into the other team without your team close behind, or already fighting. Your tanky, but you arn't Rambo.

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Wriggles Lantern- Standard jungling item
Mercury's Treads- Shyvana is easily locked down by one stun, and a little bit by a slow. This will make it hurt less, and give you a bit of magic resist that you lack.

The Black Cleaver- Gives a great armor debuff, some good damage, and attack speed. This is your best offensive item.

Frozen Mallet- Increases your chasing capabilities so much more, the health and damage are also nice.

Youmuu's Ghost Blade- Crit, Armor penetration, attack speed, movement speed, that and its pretty cheap!

Stark's Fervor- Not only does this give you some attack speed and lifesteal to fill in the gap that Wriggle's makes, it gives this to your teamates around you, it gives you health, and cooldown reduction.

Banshee's Veil- Heres your magic resist item that will also give you some health (and mana, which you REALLY need) and a little bubble that blocks a spell every 30 seconds or so.

Trinity Force- Gives you everything you need, but I find getting the improved versions of the items in it more effective than getting Trinity. I haven't tried it yet but if you want to get a sheen early on to give your Q the damage of 5 auto attacks then sell it later on might be a worthy investment, but I haven't tried it yet.

Force Of Nature- If the other team has too much magic damage for Banshee's alone to deal with then this is your best bet.

Infinity Edge- If your team has absolutely NO carries then this might be a good choice, but otherwise, the other items work just as well.

Phantom Dancer- I would love to take this item, but you really need just about everything else, as I said with IE if your team has no carries at all then this would be a good pick up.

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Greater Mark of Alacrity: You need three of these as well as your quintessences to get 15% attack speed, which I find better than 3 armor pen.

Greater Mark of Desolation: These are to give you SOME armor pen, being that you have no room in the item build for a last whisper, as well as to fill in the rest of the Marks.

Greater Seal of Resilience: You could get per level, but I like flat armor for when I'm jungling early on.

Greater Glyph of Focus: Reduced cooldowns are always nice, and again I like flat better than per level, but get whichever one is your favorite (or which one you spent your hard earned IP on).

Greater Quintessence of Alacrity: As I said earlier, you need these plus your 3 marks to hit 15% attack speed.

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Defensive Tree: A bit of early game survivability as well as better jungling with that mini thorn mail.

Utility Tree: Trust me, those 17 points are worth the increased experience gain, as well as some other really nice perks like increased movement speed, longer lasting buffs, and some other neat stuff. You could put one point into the 5% bonus vision on wards and leave 3 points in the gold generation, its really just a filler, up to you.

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You should be the first to hit 18, and have at least 200+ cs at the 25ish minute mark. If you see a very large wave of minions, just use your ult on them, you can get it back relatively quickly. Always remember to face the group of minions when you use your Q as it hits multiple targets in front of you.

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Quick: Wolves-Blue-Wraith-Red-Golems

Counter Jungling-
This shouldn't be too hard being that you can clear a camp very quickly, and get out with your W, just remember to always keep wards up on dragon, and at least one of the two big neutral camps.

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Scores (Comeing Soon!)

My Own:

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Change Log

3/10/2012 Large overhaul with some testing I have done
2/4/2012 Added Chapters
2/12/2012 Fixed some random things, added chapters
1/29/2012 Guide Created