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Shyvana Build Guide by phate83

Not Updated For Current Season

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.

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League of Legends Build Guide Author phate83

Shyvana Bruiser *Ranked jungle*

phate83 Last updated on November 21, 2011
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Jungle Role
Ranked #14 in
Jungle Role
Win 53%
Get More Stats

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: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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11/17/11: Added Optional items and updated with new masteries for season 2.
11/21/11: Masteries removed from utility and added to defense to help with jungling and MR.

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This build is well designed to be used in ranked or in unranked matches

I have used since the day she came out and haven't looked back. I have been working on a good build for her ever since then trying various builds and item types which is why unlike some other people I didn't make a guide the day she came out or the day after, this guide has had a lot of thought put into it and a lot of testing with various items. Please do not downvote the guide without actually trying it, I have won 9 out of 11 ranked matches with Shyvana

When I say I have tried various builds I truly have tried everything there is to try with her, a lot of people say to use Phantom Dancer for the attack speed along with Berserker's Greaves they justify this based off of Twin Bite her Q. Fury of the Dragonborn drops the cooldown of Twin Bite every time she lands an auto attack. This is what leads to attack speed builds, but building her super tanky with attack damage and a little Life steal and spell vamp is much better for dealing more damage, taking more damage, and recharging your health keeping you alive long after the battle is over.

Finally, he scaling you receive off of attack damage far outweighs doing an attack speed build therefore you do a lot more damage.

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Pros / Cons

  • Very strong throughout the game from early to late.
  • Arguably one of the best escapes in the game.
  • Great consistent and burst damage.
  • Takes down squishy champions in a couple hits.
  • Great movement speed with the use of Burnout.
  • Dragon's Descent Hi, I'm a dragon.
  • The fastest jungler in the game.
  • Shyvana will probably be nerfed within a few weeks.
  • No built-in CC

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The runes are designed for jungling but can be used very well in lane as well. They are all top 2 tier runes for their type and help you to do loads of damage early game to make the jungling so much easier at the start. The runes give attack damage, armor penetration, magic resistance and armor. All of these will help you immensely early game for jungling other than the magic resistance runes, those are more designed for late game fighting.

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Updated 11/17/11 for new masteries.

The offensive tree is pretty self explanatory and similar in style to previously.

The utility tree puts points into the only beneficial masteries in order to get enough points to get the 20% buff duration. The point put into Sumoner's Insight is for those that choose to use Flash instead of Exhaust

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Summoner Spells

This part is simple, you're jungling, so you grab Smite

Now for the hard part, what do you use second?

There is a lot of room for choices here, I prefer to use Exhaust with Shyvana since she has 0 crowd control. The only other feasible option I see here is Flash, but I choose not to use it since Dragon's Descent is like a souped up Flash I want something that will help me, not duplicate one of my existing Champion spells, but of course Flash is still a very viable option.

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Now for the meat and potatoes. (mmmmm steak)

Jungle Phase
First things first, grab a Vampiric Scepter, after you back the first time, you'll grab a Cloth Armor and Health Potion. After the 2nd back you should have enough to finish the Wriggles Lantern.

After that you'll get your Mercury's Treads. Here's where the typical "why buy these boots instead of Insert your favorite boot here" question comes up. This is simple, there are no boots that automatically make Shyvana go crazy, these boots are a great all around boot for any melee fighter that doesn't scale great off of attack speed.

Now for the Frozen Mallet pretty simple here, attack damage, ok, health, great, automatic slow, awesome. The health will help for slight sustainability and more damage when you buy the Atma's Impaler. Obviously if you back and you don't have enough to fully buy it, you'll buy the Phage first.

Next you'll get the Warmog's Armor. I've seen a lot of guides trashing buying Warmog's Armor instead of buying Force of Nature but in all reality, you don't need the Magic resistance or the movement speed that the Force of Nature gives you. Fully built Shyvana has a lot of Magic resistance already, and the movement speed of Shyvana is one Burnout away from being increased, the Warmog's Armor gives you a ton of health (can you say Atma's Impaler) and health regeneration for very nice sustainability.

Up until this point you won't be dealing a lot of damage, but this is where the Atma's Impaler comes in and you'll see your attack damage increase dramatically as soon as you purchase it, this is where the damage starts kicking in nicely.

This is a recent change to my original way of thinking and why I waited to perfect the build, here I have decided to insert Hextech Gunblade. The attack damage and AP are of course helpful, but not the main reason this is here. The spell vamp that this gives allows you to stay in the middle of a team fight for a very long time before they can even think of killing you as long as you have Burnout running the entire time, (late game as soon as this spell wears off the cooldown is less than a second, so it can almost run non-stop as long as you are attacking) you will deal a ton of damage and every time you attack or use Twin Bite you will get the life steal that this gives, and the never ending spell vamp off of the Burnout. Adding this into the build ensures you will stay alive almost every team fight.

Since you're always in people's faces fighting the Sunfire Cape is a great addition, it gives you more armor more health and continuous damage to anybody close. You will sell your Wriggle's Lantern here to purchase this. Yes it makes more sense to sell the Wriggle's Lantern for the Hextech Gunblade but the Hextech Gunblade is much more crucial to sustainability in team fights, so it is pushed ahead of the Sunfire Cape

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Skill Sequence

This is very easy to explain, after you get the base (first 6 levels), you'll max Burnout first, Twin Bite second, and Flame Breath last.

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First things first, I will post a video for this section as soon as I have an opportunity to get one recorded and uploaded, so for now I'll just explain it.

First run
Start at wolves, ask your mid to hit the big wolf once and run away. As soon as the wolf is in range start attacking it, but DO NOT activate Burnout until they are about to start attacking you, otherwise it will wear off because of you chasing him instead of attacking him.

After the wolves you will be almost level 2, go to the wraiths, and Smite the blue wraith, then run behind the bushes so the small wraiths don't attack you. Put your point into Twin Bite and then go attack the small wraiths, with Twin Bite the swing doesn't restart, so the best way to use it is to attack, then use it, then activate Burnout you will have killed the first of the 3 wraiths by doing this, the other two will die shortly after.

Make your way to the golems and remember when you initiate to attack, then as soon as the attack lands activate Twin Bite and then activate Burnout. After killing them recall and purchase the Cloth Armor and one Health Potion

Second run
Activate Burnout at your base and head to the blue buff, same as before for initiating, and use Smite at the appropriate time, your Burnout will die off with the small minions at almost no health, leave them alone and continue to focus on the Golem, when Burnout is available again, use it and everything will be dead.

Now you will go to wolves, wraiths, and golems. Some people say to go straight to red, but I find that to be pointless because you will be unable to gank due to low HP, and it is dangerous to stay out that weak. Due to this, I recall after killing golems and purchase the Long Sword then activate Burnout and get the red buff.

After getting red buff, you need to take a look around to see if there is an easy gank, if there isn't, you'll want to go to their jungle where the blue buff and wolves are to see if you can find their jungler and kill him or take some of their jungle, if you don't get anything, and there are no available ganks clear your jungle and recall to finish the Wriggle's Lantern

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Ganking & Teamwork

After you get to level 6 you need to be watching your map religiously so you can see easy ganks or easy kills, with this ultimate you can already dive turrets to one or two hit someone for a kill and make it out alive. You'll also want to go into their jungle to take their creeps and buffs and kill the enemy jungler since you should be at least one level higher than him at this point.

When ganking, always remember to activate Burnout before Dragon's Descent so that it leaves the trail of fire to damage the enemy champion even more, then hit them with Flame Breath before attacking them with Twin Bite to deal even more damage. Always remember Flame Breath only has two true uses. 1. Last hitting minions in lane. 2. Dropping enemy's armor to deal even more damage.

If you push a turret alone, ensure you always have Dragon's Descent and Burnout available to use to escape if they send 3 champions at you, also don't forget that Twin Bite does work on turrets, so use it whenever available when hitting a turret. Dragon's Descent is a great spell to use to kill a turret hugging champion with low HP and can be used to jump over a wall to get them at that turret.

If your team doesn't have another tank, you are the tank, and there's no better way to initiate a team fight than to activate Burnout and use Dragon's Descent to dive right in the middle, and start hitting the most dangerous or squishiest champion they have, if you have already purchased Hextech Gunblade you will now see why it is in this build.

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is a GREAT champion, and very fun to use, you definitely must try this build if you like her, and if you haven't used her, try her, and you will see how amazing she truly is when built properly.

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Situational/Optional Items

Section added 11/17/11

First things first, Hextech Gunblade can very easily be substituted for The Bloodthirster, but more than anything it's dependent on your playstyle, my playstyle benefits more from the Gunblade, you try both and see which fits you best.

Warmog's Armor is a very situational item, if you're playing in normal instead of ranked it's very possible there may be 3 or 4 mages on the other team, in a case like this, don't buy Warmog's Armor buy a Force of Nature instead. Another substitution I will use instead of Warmog's Armor depending on how the match is going would be The Bloodthirster.