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Shyvana Build Guide by Citric

Jungle master

✔️ [S11] Citric's Jungle Shyvana Guide (AD/AP)

By Citric | Updated on January 16, 2021
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Runes: Pure AP

1 2 3
Domination
Dark Harvest
Sudden Impact
Zombie Ward
Ravenous Hunter

Sorcery
Transcendence
Nimbus Cloak
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

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Jungle Role
Ranked #14 in
Jungle Role
Win 49%
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Threats & Synergies

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Extreme Threats
Ideal Synergies

IGN: Citric
Region: NA
Rank: S10 Grandmaster

I've been playing since Season 2 and have played a handful of champions and roles throughout the years.

I picked up Shyvana in Season 10 but have sunk a good number of hours of gameplay and thought into the champion.

My skill level is about Grandmaster; I can maintain this rank if I am playing the game consistently but have also peaked Challenger when I am luckier.
My message to readers: I sincerely hope that this guide will make Shyvana a more popular champion. I am rooting for you to become a better Shyvana player. Please play this champion more. She is truly a fun champion to play. Also, be patient in the improvement process! :) Improving is always difficult but it can be very rewarding if you are persistent.

Warning: This is not a jungle guide. This is a Shyvana guide so I won't go too in-depth into jungling concepts but will describe how to accomplish jungling responsibilities as Shyvana. This guide assumes that the reader has some jungle knowledge and has been purposely made to be more concise.

PROS

+ Mechanically easy
There are no flashy combos. If you want an advantage you will have to outsmart the opponent!
+ Fast farmer
Her kit allows her to clear the jungle fast. Smart pathing allows her to consistently gain a sizable farm lead over her opponents.
+ Snowballs with lead
Snowballs easily as a result of being a fast farmer. Enemy jungler will have a hard time keeping up if they are put behind.
CONS

- Difficult when behind
As a result of being a mechanically easy champion, she has less opportunities to make a comeback when behind.
- Easily kited
This is especially true for early levels and the AD builds. Being crowd controlled in addition to fighting ranged champions can be extremely frustrating.
- Easily invaded
In the early game, she is vulnerable to aggressive invades. In particular, watch out for strong early game duelists.

Try to avoid picking Shyvana when you have three losing lanes. For example, if all 3 lanes are scaling champions that have a weak early game ( Kayle top + Kassadin mid + Vayne adc) then you will most likely get smothered by the pressure coming from the lanes. Otherwise, Shyvana's kit affords her a lot of build flexibility.

Another thing to note is that 3 of Shyvana's abilities deal magic damage. No matter what build you go, at least 30~40% will be magic damage. Keep this in mind when picking Shyvana.
Q: AD or AP?
A: Unless your team needs a frontliner, you should always pick whichever damage type your team is lacking. If you do find yourself in the frontline, strongly consider the AD tank build.
Q: Pure AP vs.
AP Bruiser?
A: If you opt for an AP build, consider going bruiser if the enemy has a lot of tanks(3+) or ways to get around your Flame Breath. Champions with dodges or projectile blocking abilities will be able mitigate most of your damage as pure AP.
Q: AD Bruiser
vs. AD Tank?
A: For AD Shyvana, pick the tank build if your team is lacking frontline. Otherwise the AD bruiser build can output a deceptively high amount of damage on par with some melee carries.

Pure AP Build
PRIMARY
Dark Harvest is the standard rune for AP Shyvana. It gives Shyvana the extra burst to finish targets. Can proc multiple times in a teamfight if focusing the right targets.
Sudden Impact can be proc'd with your ultimate or flash. The penetration it offers can boost your dueling. Taste of Blood also works here but only heals once per fight.
Zombie Ward and Eyeball Collection are the same when fully stacked. Eyeball collection is usually better at lower ranks due to poor warding practices.
Ravenous Hunter is a MUST for the omnivamp. You will be healthier throughout the game and stay on the map longer.
SECONDARY
Transcendence is needed to make up for the loss of ability haste in Season 11's builds. The bonus cooldown reduction you get at level 11 is great for Shyvana.
Nimbus Cloak for better mobility in duels. Gathering Storm for better scaling. I take Nimbus Cloak more often.
I always take the 10% attack speed because attack speed is crucial for early clear.
The adaptive force you gain from this is always better than both the armor or the magic resist.
Grab armor for enemy AD junglers. Otherwise, grab the magic resist.
When playing AD Shyvana, you can go either Press the Attack or Conqueror. Usually I take Press the Attack but if the enemies has 2 or more tanks then I might go Conqueror. Try both runes and find out which one suits your playstyle better.
AD Tank/Bruiser Build
PRIMARY
Press the Attack is the standard rune for AD Shyvana. It gives Shyvana the extra burst to finish targets. This rune is GREAT for melee dueling or bursting down a squishy target.
Triumph is the only rune in
slot 1 that makes sense. The healing from this rune will help you survive close fights. The other two runes should not be considered.
Legend: Alacrity gives 18% attack speed when fully stacked. Legend: Tenacity gives 30% tenacity. Choose either based on how much crowd control the enemy has.
Coup de Grace and Last Stand are both good. The difference is negligible. Test them both out.
SECONDARY
Zombie Ward and Eyeball Collection are the same when fully stacked. Eyeball collection is usually better at lower ranks due to poor warding practices.
Ravenous Hunter is a MUST for the omnivamp. You will be healthier throughout the game and stay on the map longer.
I always take the 10% attack speed because attack speed is crucial for early clear.
The adaptive force you gain from this is always better than both the armor or the magic resist.
Grab armor for enemy AD junglers. Otherwise, grab the magic resist.
AP Bruiser/AD Tank Build
PRIMARY
Conqueror is the standard rune for AP Bruiser Shyvana. It gives Shyvana the extra sustain needed to remain in fights. GREAT against tankier teams.
Triumph is the only rune in
slot 1 that makes sense. The healing from this rune will help you survive close fights. The other two runes should not be considered.
Legend: Tenacity gives 30% tenacity. Legend: Alacrity gives 18% attack speed when fully stacked. Choose either based on how much crowd control the enemy has.
Last Stand and Coup de Grace are both good. The difference is negligible. Test them both out.
SECONDARY
Zombie Ward and Eyeball Collection are the same when fully stacked. Eyeball collection is usually better at lower ranks due to poor warding practices.
Ravenous Hunter is a MUST for the omnivamp. You will be healthier throughout the game and stay on the map longer.
I always take the 10% attack speed because attack speed is crucial for early clear.
The adaptive force you gain from this is always better than both the armor or the magic resist.
Grab armor for enemy AD junglers. Otherwise, grab the magic resist.

Shyvana can be quite flexible when it comes to summoner spells because she doesn't really need Flash like other champions. When you are in champion select, be on the alert for substitutions for flash. Sometimes it's better to take other summoners to get you a stronger early game so you can really shine in the mid/late game.

BLUE
SMITE
Default to Chilling Smite on all builds unless the jungle matchup calls for Challenging Smite. Shyvana lacks crowd control and is easily kited so this option will help out tremendously. Stealing the movement speed will help you land your Flame Breath and stick on your target better. This spell can also proc Dark Harvest and is great at finishing a target if your spells are on cooldown.

RED
SMITE
Take Challenging Smite into enemy junglers that can deal a burst of damage in a short amount of time. When you smite a champion, you apply a damage reduction (-20%) debuff on them for 4 seconds. If you hit them with attacks or abilities during the 4 seconds, they will burn for some true damage. This is great for small skirmishes.
Good into:

FLASH
When playing AP Shyvana, default to Flash unless the jungle matchup calls for another summoner spell. Flash is extremely valuable as it can be used defensively AND offensively with a lot of room for creativity. It can also be used to extend the range of your Flame Breath. Flash is not as important on AD Shyvana because of the all-in playstyle.

IGNITE
Take Ignite into jungle matchups that require healing reduction. With this summoner spell, almost no one can 1v1 you in melee range. Always keep in mind that you are losing out on Flash when picking this up. Ignite will usually deter the enemy jungler from solo invading you early in the jungle. Also, it makes your ganks stronger.
Good into:

EXHAUST
Take Exhaust against assassins to reduce their combo damage. This can also be used as crowd control for ganks. I will usually take exhaust when enemy mid and jungle are both assassins. You can also use this summoner later in the game to peel for your carries.
Good into: And:

AA
Auto Attack
Treat your auto attack as an ability because it is the center piece of Shyvana's kit. Always remember to auto attack because it interacts with all of your abilities.
PASSIVE ABILITY
Fury of the Dragonborn
Description:
Your damage to dragons is amplified by 20%. For each dragon your team kills, gain +5 armor AND +5 magic resist.
Notes:
  • Makes Shyvana great at soloing dragons
  • Early dragons can snowball the game due to the tank stats gained
  • Passive does absolutely NOTHING if your team gets no dragons
Q
Twin Bite
Description:
After activation, your next auto attack will hit twice (applying crit, on-attack, on-hit effects). When it is on cooldown, each auto attack will reduce the cooldown by 0.5 seconds.

In dragon form, Twin Bite hits the target and everyone in a small cone behind it. It is the same as human form but the additional attack does not apply crit nor on-attack effects.
Notes:
  • Resets the auto attack timer which enables the AA + Q combo
  • Dragon form Twin Bite on multiple targets reduces cooldown
    by 0.5 seconds for EACH target
  • Cooldown doesn't start until the attack lands or until after 6 seconds
W
Burnout
Description:
Deals magic damage in a circle around Shyvana each second for 4 seconds starting immediately on cast. Also gives decaying bonus movement speed while Burnout is active. Can extend the duration by 1 second by auto attacking up to a total of 3 additional seconds.

Additionally, auto attacking while the ability is active will deal extra damage onto targets in range. In dragon form, the circle's radius is increased.
Notes:
  • Use this spell liberally to move around the map faster
  • Make sure to auto attack to extend the duration
E
Flame Breath
Description:
Shoots a fireball that stops upon colliding with an enemy champion. Marks targets in the path AND the champion hit. Auto attacking marked targets will deal 3.75% of the target's maximum health in magic damage.

In dragon form, upon colliding with an enemy champion or reaching the targeted spot, the fireball explodes and creates a circle of flame burning enemies every 0.5 seconds.
Notes:
  • Try to Flame Breath after your team has CC'd the enemies
  • Can use Flash to extend the range if you flash during the channel time
  • Prioritize auto attacking over Flame Breath when playing AD Bruiser
R
Dragon's Descent
Description:
Transforms into a dragon dealing magic damage to and carrying all enemies in her path toward the landing location. In dragon form, you gain bonus health, bonus attack range, and increased size.

During flight, you become displacement immune. In human form, you passively generate fury per second but also 2 fury per auto attack.
Notes:
  • If going in, try to ultimate from out of vision as it is easy to dodge
  • Use Dragon's Descent to avoid CC during flight
  • Auto attack minions/monsters to build up fury for ultimate

AP Bruiser/Pure AP Build

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

Notes: The Pure AP build's damage resides mostly in Flame Breath and Dragon's Descent. That is why we max E first. I always put a second point in Burnout at level 4 because it helps your dueling and farming power. You will still get to max E at level 9.
AD Tank Build

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

Notes: With the AD Tank build, you can either max Burnout or Flame Breath first. Personally, I put 3 points into W before maxing E. This is because W cooldown doesn't scale with ability level but E does.
AD Bruiser Build

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

Q

Q

Q

Q

Q

W

W

W

W

W

E

E

E

E

E

R

R

R

Notes: With the AD Bruiser build, always max Burnout first for the early farming and dueling potential it provides. As you build items, your damage output will shift more to your auto attacks and Twin Bite so we max Q second.

Pure AP Build
Core
Nashor's Tooth should be your first item most games. Always buy the attack speed components before the AP ones. This will speed up your jungle clear and help with your melee duels.

Night Harvester is the best mythic for this build because our objective is to burst down our enemies with Flame Breath. Try to buy Hextech Alternator before the other components because of the passive.

Cosmic Drive should be bought earlier than Rabadon's Deathcap, getting off 1~2 more Flame Breaths will deal more damage since the base damage is so high.

Sorcerer's Shoes are the only boots I ever buy and they will increase your damage by a significant amount to low MR targets.

Nashor's Tooth


Cosmic Drive

Night Harvester


Sorcerer's Shoes
Situational
Mejai's Soulstealer is an incredible item if you are good at surviving. Try buying an early Dark Seal to snowball the game.

Rabadon's Deathcap is what I usually buy after Cosmic Drive. This item will increase your damage by A LOT since this is a raw AP item.

Void Staff may be purchased after Cosmic Drive instead if the enemy team are starting to stack MR. Keep your eyes on the enemy inventory as it will determine your build order.

Zhonya's Hourglass is great if a fed enemy is focusing you. The armor pairs well with the extra health you get from other items and Dragon's Descent.

Morellonomicon is a common item I buy due to how often healing champs are picked. You may choose to sit on an early Oblivion Orb to deal with healing on the enemy team.

Horizon Focus may be bought as the final item if you choose to sell Nashor's Tooth. This item is only good when bought last as other options are more attractive.

Mejai's Soulstealer


Void Staff


Morellonomicon

Deathcap


Zhonya's Hourglass


Horizon Focus
AD Tank Build
Core
Blade of the Ruined King is the bread and butter of AD Shyvana builds. You will do a lot of damage from AA + Q with the item's effect. I always rush this item first!

Frostfire Gauntlet is the best tank mythic for Shyvana because of the slow it provides and the additional 100 health per legendary item it gives. Turbo Chemtank may be considered if enemy has 4+ AP champions.

Mercury's Treads are your boots of choice if you need magic resist or tenacity.

Plated Steelcaps are your boots of choice if you need the auto attack damage reduction.

BoRK


Mercury's Treads

Frostfire Gauntlet


Plated Steelcaps
Situational
Titanic Hydra is usually the item I buy after finishing my mythic. It gives 500 health and will increase your damage (scaling with your health too!).

Wit's End is the go-to if you are taking too much magic damage. This item will also increase your attack speed and give you an on-hit bonus. Also a great third item!

Sterak's Gage synergizes incredibly with Gargoyle Stoneplate. If you decide to purchase Sterak's then go ahead and rush Gargoyle Stoneplate right after. The huge shield you get from both items will help with getting bursted down and allow you to fool enemies into taking bad fights.

Dead Man's Plate is a great option if you are looking to get more armor. The passive will allow you to get around the map faster and help you get into good flank angles for better teamfights. If fully stacked, your auto will slow the target which will help you get your damage off.

Randuin's Omen is great if enemy has a fed AD champion. Remember to use the active for a brief slow and a nice debuff.

Spirit Visage should be bought after your third item. This item is great if your team has healing such as Yuumi or Soraka. It also synergizes well with Blade of the Ruined King and Ravenous Hunter.

Morellonomicon and Thornmail should be your options for healing reduction. Shyvana scales with AP extremely well and deals magic damage with most abilities and also the immolate passive on Frostfire Gauntlet. Buy Thornmail if you want the armor.

Titanic Hydra


Sterak's Gage


Dead Man's Plate


Spirit Visage


Morellonomicon

Wit's End


Stoneplate


Randuin's Omen


Force of Nature


Thornmail
AP Bruiser Build
Core
Nashor's Tooth should always be the first item you rush for the AP Bruiser build. This build utilizes Dragon's Descent's damage and allows you to fight in melee range. The passive on this item is perfect for this build!

Leeching Leer is the component to Riftmaker and you will be sitting on the component for a bit without finishing the mythic item. This item is quite cost efficient but finishing Riftmaker is NOT a power spike for Shyvana this early.

Demonic Embrace is the item you should be buying after Leeching Leer. This item gives some health and resistances which will make jumping in with ultimate more reliable for you. Remember to buy the health component first instead of the AP components.

Nashor's Tooth


Riftmaker

Leeching Leer


Demonic Embrace
Situational
Mejai's Soulstealer is an incredible item if you are good at surviving. Try buying an early Dark Seal to snowball the game.

Gargoyle Stoneplate is an excellent item to build after your core. You can even sneak in Aegis of the Legion before finishing Riftmaker if you need the extra resistances. Use the active to soak burst.

Zhonya's Hourglass is the way to go if you are mainly taking physical damage. Build this over Gargoyle Stoneplate if that is the case. If you are taking mainly magic damage then build a Spirit Visage instead.

Morellonomicon is the healing reduction item for this build. It gives health and AP which are both stats we need!

Void Staff if your team is AP heavy and the enemy team have decided to stack magic resist. Don't buy this without looking at enemy inventory because other options are better if they are not stacking MR.

Rylai's Crystal Scepter can help you stick on targets but it is an item you will rarely get to build.

Rabadon's Deathcap will always be an option since we have great AP scaling. If you don't need to get tankier and enemies are not stacking MR then this item will be the best to increase your damage.

Mejai's Soulstealer


Zhonya's Hourglass


Morellonomicon


Rylai's Scepter

Stoneplate


Spirit Visage


Void Staff


Deathcap
AD Bruiser Build
Core
Blade of the Ruined King is the bread and butter of AD Shyvana builds. You will do a lot of damage from AA + Q with the item's effect. I always rush this item first!

Mercury's Treads vs. Plated Steelcaps is based on whether you need the tenacity/MR or not.

Trinity Force offers a lot of attack speed in exchange for the health and armor/magic penetration. Go with Tri Force if you want to burst down squishier targets.

Divine Sunderer offers a way to shred tanks incredibly well. If you are playing into many tanks then this item is the better option for sure!

BoRK


Trinity Force

Boots of Speed


Divine Sunderer
Situational
Sterak's Gage is almost always the 3rd item because it is one of the most efficient items for the AD Bruiser build. We get survivability AND damage in one single item.

Gargoyle Stoneplate has great synergy with Sterak's Gage but most of the time you won't build this item on AD Bruiser build. Either save it for last or don't build it.

Dead Man's Plate is a great option if you are looking to get more armor. The passive will allow you to get around the map faster and help you get into good flank angles for better teamfights. If fully stacked, your auto will slow the target which will help you get your damage off.

Wit's End is the go-to if you are taking too much magic damage. This item will also increase your attack speed and give you an on-hit bonus.

Titanic Hydra gives good health and damage. Buy this if you need more health.

Death's Dance is an option into physical damage burst. It will turn burst damage into smaller chunks of damage over time allowing you to heal back up. Buy this against fed AD assassins to survive the burst.

Randuin's Omen is great if the enemy has a fed AD champion. Remember to use the passive for a brief slow and a nice debuff.

Guardian Angel is the item if you absolutely need to engage for your team. For example, your team has no engage but has good follow up such as Shen and Galio then Guardian Angel will ensure you survive diving in head-first.

Chempunk Chainsword and Thornmail are your two options for healing reduction in this build. If you need more armor buy Thornmail otherwise buy the Chainsword.

Sterak's Gage


Dead Man's Plate


Titanic Hydra


Randuin's Omen


Thornmail

Stoneplate


Wit's End


Death's Dance


Guardian Angel


Chainsword

Ideal Path: Red(lv.2) → Krugs → Raptors(lv.3) → Wolves → Blue → Gromp(lv.4)

This is the ideal start to a game where no invades happen and you are free to clear all 6 camps into a scuttle. Depending on the jungle matchup and the rank of the enemy jungler, you might not get this start as often as you would like. For example, you might not want to fight a Nidalee for a scuttle because of her kiting prowess.

Below is a video of me doing an ideal 6-camp clear. You might prefer to save Smite instead of using it on Gromp so you can contest the scuttle better.
Alternative Path #1: Blue(lv.2) → Gromp → Wolves(lv.3) → Raptors → Red → Krugs(lv.4)

This path is slower by a few seconds, but you might want to do this in some games. Reasons include: preference for getting a leash from the bottom lane, whether or not you want to fight the enemy jungler at scuttle, or that you want to path towards a particular lane to gank.

If you want a better idea of this pathing, the video below is me demonstrating it.
Alternative Path #2: Red(lv.2) → Blue → Gromp(lv.3) → Wolves → Raptors → Scuttle(lv.4)
Alternative Path #3: Blue(lv.2) → Gromp → Red(lv.3) → Krugs → Raptors → Scuttle(lv.4)

These are also jungle paths that you might use even though they are less efficient. I use these jungle paths mostly for evading strong invaders. For example, Graves, a great level 2 invader, could potentially try to steal a buff or fight you very early on. This pathing will allow you to minimize the chance of this happening. Remember to start E into Q if you do these paths.

If you are new to jungling, please be patient with learning the role. It is very different from laning as your "lane" is technically the entire map and instead of minions coming to you, you have to move to your "minions." Fundamentally, there are only a few things a jungler need to do but keeping track of what is going on in the game and picking the best thing to do at all times can be overwhelming.
Farming Camps & Counter Jungling
Taking jungle camps should be natural and automatic, just like breathing. If you don't really know what to do, then just default to farming camps. This will be the main source of your income as a jungler.

Look around the map to see if there is anything you can help with while you are farming. The other responsibilities of a jungler are listed below. Don't just autopilot and perma-farm!

It is a good practice to try to clear towards the middle of the map. For example, instead of Raptors → Krugs, do Krugs → Raptors. This way you will be more accessible to the team as you are literally in the middle of the map more often.

Counter jungling is just an extension of farming camps. If you see the enemy on the other side of the map, then you may choose to look for uncleared camps in the enemy jungle. Perhaps drop a deep ward while you are at it!
Ganking & Helping Lanes
Ganking successfully can give your lane a great advantage. Always think about whether or not you need to push the wave after a gank and note the summoner spells used by the enemy.

Counter ganks can be extremely devastating for the unexpecting team. If you tracked the enemy jungler correctly or if your team has good vision play, you might see the enemy jungler before they gank. This can prompt a counter gank play.

Diving is an option! Ganking does not only mean punishing an overextended opponent. If the enemy has taken bad trades and has resorted to hugging the turret to survive, you may look for a dive opportunity. Be on the watch out for these as Flame Breaths in dragon form are great for dives.

Assist your laners by helping them push out a wave. This form of assisting lanes is a little more advanced but very common in higher ranks. It could potentially break a freeze or allow your laner to safely grab minions and recall instead of getting ganked by overstaying.

To the right, Zoe committed to a bad trade and is cannot push out her lane without overstaying. So I decide to come help her push and allow her to get a better recall.

Trinket Ward a Jungle Entrance
Shyvana is very susceptible to early invades. Always use your Stealth Ward to ward a jungle entrance and recall at ~0:56 and buy Oracle Lens.


Most of the time, you will be able to sneak a dragon without just the jungle item. Bring a Control Ward to make sure they don't have vision of you. Here, I literally wait a few seconds for the first dragon spawn.
Formulate a Game Plan
Have a general game plan of your pathing based on which lane you want to gank and which scuttle you want to contest. Be flexible and make changes to your plan depending on what happens in game.
Track the Enemy Jungler
Keep an eye on which buffs the enemy jungler has and also on their CS. This will give you a general idea of their pathing and which of their camps are up for counter jungling.
Evaluate Fights Before Taking Them
If you are making a play not knowing where the enemy jungler is, ask yourself if you can win the fight if the enemies counter the play. Examine nearby laners' priority and see if they can help you if a fight breaks out.
The Ideal Early Game:
6 Camps → Scuttle → Gank/Counter Jungle → Recall → 2 Camps → Sneak Dragon → Continue Farming

This is an example of a good early game for Shyvana. I always try to prioritize an early solo dragon since it can really snowball the game. As you continue to farm, look for gank opportunities where flashes are down, plays when the enemy jungler reveals on the other side of the map, and NEVER force a bad gank.


As I get in range, I use Burnout and Chilling Smite to close the gap. I auto attack to apply red buff (and Twin Bite to proc Press the Attack), and hold my ultimate in case Ezreal has escape tools. Once he uses his Arcane Shift, I use my Flame Breath and then finish him up with auto attacks.
How Do I Gank?

Your ganking tools include Chilling Smite, red buff, Burnout, and Dragon's Descent.

Usually you want to start off a gank with Burnout so you can get in range. Path to cut off the enemies' escape, if your team has reliable CC then use your ultimate to deal damage. If not, use it to avoid CC or gap close on the enemy.

You may also choose to lead with a Dragon's Descent if you are from out of vision. This is because your ultimate is very easy to dodge if they have vision of you when you are casting it.

Play for Vision
Shyvana is great at clearing enemy vision because her kit allows her to kill multiple wards with one activation of Oracle Lens. Vision can win a teamfight, so don't use this trinket randomly.


Use your Burnout to go from ward to ward. Use your auto attack + Twin Bite to one shot wards. With your Oracle Lens, walk over common ward spots to find as many wards as possible. The enemy team will really feel the pressure from the lack of vision.
Fight with a Purpose
Make sure you are not randomly taking fights. Remember that objectives win games and it is not wise to blow your cooldowns right before an important objective is up.
Side Lane Skirmishes
Shyvana excels at smaller fights especially with the AD builds. Look for these smaller fights in the side lanes when there are no objectives coming up immediately.
Attack the Weak Side
This is not exclusive to Shyvana but when enemies are making plays on one side of the map, it means the other side of the map will be weaker. Most of the time, it is better to make a cross map play instead of trying to defend the enemies' play. This way, your team will come out at least even.
The Ideal Mid Game:
Continue Farming Camps → Get Vision Near the Upcoming Objective → Catch Out-of-Position Enemy → Do Objective/Teamfight for Objective → Win Fight → Push Turret/Get Another Objective

This is an example of what can happen in the mid game. Vision is crucial if you want to progress the game with an advantage. Baron should always be on your mind when enemies don't have vision or over-chase for a bottom lane play. Prioritize charging your ultimate if you anticipate a fight.

Pure AP Build


I use my ultimate to kill Skarner and position myself to a safe location. I cast Flame Breath from out of vision and then use Burnout and Chilling Smite to get in auto attack range. Because I was safe to do so, I use the auto attack + Twin Bite combo to finish the kill. Then I keep a safe distance waiting for my Flame Breath to come off cooldown.
Main Objective:
Position yourself so you can safely land multiple Flame Breaths onto priority targets.

Use your ultimate to avoid CC and disengage. At the same time, position yourself into a safe-enough location.

Cast your E with the intent of hitting multiple priority targets (lower health targets have higher priority because of Dark Harvest).

If you see multiple priority targets bunch up and you are not in range, use the E + Flash combo to extend your E range.

Play from out of vision as your E can be easy to evade and block. This means buy Control Wards and use Oracle Lens.

If the enemy team used all their cooldowns or your team has landed crowd control onto multiple priority targets then consider jumping in with ultimate.
AD Tank Build
Main Objective:
Follow up on an engage with Dragon's Descent, tank damage for your team, and run carries down with Burnout and auto attack + Twin Bite.

Use your ultimate to soak CC and follow up on an engage from your team. Try to land on top of priority targets.

Follow your ultimate, with Burnout and auto attack + Twin Bite and continuously auto attack your target.

Only use Flame Breath if you have the time to do so. It has a channel time so you may be losing out on auto attacks if you choose to cast it.

If your team does not have engage and you are forced to engage, try to do so from out of vision or from behind by flanking.

Shyvana is NOT an engager. She does best when she is following up on engages from the team.


I use Burnout for the movement speed in order to gap close. Once I am in auto attack range, I use auto attack + Twin Bite to proc Press the Attack. Then I use ultimate to kill Jhin and gap close to Brand at the same time. Continue to auto attack and use Twin Bite to finish out the fight.
AP Bruiser Build


Knowing I am tanky enough to fight both of them at once, I use Dragon's Descent aggressively to finish off the AD carry. I continue to cycle my abilities to finish off the Katarina. Then I just use my Burnout to get to the rest of my team and use Flame Breath to help finish off the Renekton.
Main Objective:
Use Dragon's Descent and Flame Breath to burst down priority targets. Chase down targets with Burnout and Twin Bite.

Plays similar to the AD Tank build but with an added focus on using your ultimate to deal damage to targets.

Prioritize hitting Flame Breaths over auto attacking after using your ultimate to jump onto targets.

Be patient in looking for opportunities to fly in with ultimate and do so when your team has landed their engage abilities.

Play more aggresive than the Pure AP build but more passive than the AD Tank build. You are going to be somewhat tanky but not enough to randomly jump in.

Remember that most of your damage is in your Dragon's Descent and Flame Breath with this build.
AD Bruiser Build
Main Objective:
Try not to fight big teamfights and instead use Dragon's Descent to catch enemies in smaller skirmishes.

This build is a little bit different than the other builds as it does worse in 5v5 teamfights. But you will be able to 1v1 almost anybody with this build.

Play to your strength of smaller skirmishes by hovering over side lanes and getting ready to make cross map plays whenever possible.

Do not use Flame Breath in dragon form unless you are no longer in range of auto attacks. Your auto attacks do way more damage and in the channel time of E, you can land a lot of auto attacks.

If you are forced to fight a big teamfight, do NOT engage for your team unless you have Guardian Angel or your team has great follow up.


The Aatrox is alone on the map and CANNOT 1v1 me so I decide to lead with my Dragon's Descent. I then proc Press the Attack with an auto attack + Twin Bite. Drop a Flame Breath and auto attacks to finish him off.

Dragon Soul
Obtaining the dragon soul is usually the win condition for most games. This is why we focus hard on grabbing dragons early and often. The stats you gain will eventually overpower your enemies. Dragon soul is also more important than a baron buff.
Baron Buff
This is another common win condition as it will allow your team to push into the enemy base with ease. After winning a teamfight in the mid game, look to do this objective. Don't just recall or walk around aimlessly!

Sieging with the Pure AP build requires you to play a little different. Clear out any vision around the turret with Control Ward and Oracle Lens. Ultimate out of enemies' vision and then use Flame Breath to poke. This will weaken the enemy and open up an opportunity for your team to dive and close out the game.
Elder Dragon
This objective is incredibly important but most games you will not even reach this part of the game. The buff that the dragon gives is extremely strong and is more important than baron. Try to force a teamfight upon killing the elder dragon.
The Ideal End:
Win Dragon Teamfight → Baron → Recall/Spend Gold → Clear Vision in Enemy Jungle → Siege → Win Teamfight → End

This is an example of what ending the game can look like. When you are sieging, vision must be played correctly so you can continuously out-rotate the enemy team and eventually crack open the base. You may opt to play safer as a team and continue to focus on grabbing objectives over sieging.
Back to Top
Thanks for reading this guide. Remember to have fun playing the game. Be nice to the community and good things will come around. Check out my stream to see how I play Shyvana in all kinds of matchups. If you have questions, just ask me!

Twitch: https://www.twitch.tv/citriclol
Twitter: https://twitter.com/citriclol
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