Shyvana Build Guide by AyeJa3
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Full AP
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Personal Ability Path
Threats & Synergies
Very bad matchup for Shyvana as he tends to be an MR tank, so you will do very minimal damage to him by yourself. His early game isn't a huge issue, but when he gets his items, you will be having loads of trouble against him.
Overtuned, most common jungler, and a huge threat to you and your team. All I can say is permaban him.
Do not ever attempt to fight him unless you have overwhelming odds on your side. His Q effortlessly keeps you under control and lets him dictate the fight. Even if you have a health advantage, he can still kite you until your E mark and W expire and then will simply kill you right then and there.
His tools are better than yours, so don't look to fight early. He also will not take very much damage from your abilities, so it would be best to have an ADC with you in combat with him.
Strong early game and a very strong duelist. Try to avoid combat until you have a significant advantage, concede if you must, and try to find a path around him to get your objectives.
If he gets a lead be extremely cautious about going near river, since by the time you see him it will be too late if you are alone. Watch for his Trinity Force powerspike, it will be too much to handle alone or even in a 2v1.
. Extremely easy to squish if he doesn't pop off. If he's in defense mode and not looking to fight, hold your E until after he jumps, then fire afer him. He has decent objective taking speed through isolated Q, so don't leave drake unwarded.
Don't engage him if he has his ult available post-6. If you know it's down, save your ult to interrupt meditate and he's a free kill. If he has a Taric, or a Yuumi, or a Lulu, ESPECIALLY if he has 2 of them, dodge the game. It's not worth playing into a 25 minute instant win condition. It doesn't matter how bad the Yi is, he will pentakill you at some point with those champions behind him
on't underestimate how valuable he is in a skirmish, especially with his top laner. Trying to 2v2 top is probably not wise. He can instantly kill crabs and buffs with his smite, giving him frightful counterjungle potential. Don't be late to your buffs.
He might be able to force you off of a buff at some point, but he lacks the follow up to finish you off unless you're already pretty low. Ward defensively if finishing a clear below half life.
Do not ever attempt to fight this champion without your ult to either break his fear tether or partially immune it. He does an insane amount of damage and you will probably die before it expires. Don't contest a thing.
Nunu & Willump
Nunu gets points for how quickly he can eat dragons and any buffs that you leave unattended for too long. Your objective rotations have to be on point; don't be late. Aside from that, his early presence dwarfs yours, but he should be going after lanes, not you. Just ignore him and outscale.
Amumu is famously easy to counterjungle and should not be able to fight you at any stage of the game. As long as your lanes are even, you should get every crab and maybe even a buff or two. Don't be shy about walking in and taking his camps after you hit 6 and all major and minor objectives have been taken.
He is probably the single weakest pre-6 duelist in the game. Even Shyvana can absolutely destroy him. Apply early pressure and don't be afraid to take camps away.
Extremely tough for many champions to lane against and you can expect priority. If by some miracle the enemy team survives her 3 or 4 man R, your E will finish the job.
He will be permanently roaming for kills after 6, so just park mid and collect waves until monster hunter procs
Big drain tank, gives the enemies a lot to worry about leaving you free to rain in your E's.
Must land binding for setup, but permanently shoves the wave, guaranteeing priority. There's worse champions to play with for sure. Potential multi-man stun in fights, but unlikely.
Priority not guaranteed. W stun setup is very good, but tough to execute and unreliable. Still a broken champ that will probably carry on his own since he is never allowed to be punished for his mistakes
Champion Build Guide
Late Game Damage as Human Form
INSANE Late Game Damage as Dragon Form
Team Fight Viability
W Ability Speed Boost
Decently Ranged E Ability
Relatively Squishy (Without Tank Build)
Poor Gank Ability Pre Level 6
Needs Lots of Farm to be Viable
Fury Mechanic Not Easily Understood by Teammates
Reliant On Ultimate to be Useful in Team Fights
Dragonborn gives Shyvana 5 bonus armor and 5 bonus magic resistance. Additionally, this passive lets her deal damage to dragons. Every drake her team gets gives her . While getting drakes is important for any champ you play, it is important for Shyvana. If the game goes on and by 20 minutes your team still doesn't have a drake, .
Q: Twin Bite
Using Twin Bite makes Shyvana attack twice on her next auto attack, the second attack dealing 20/35/50/65/80% AD. It also is an auto attack reset, so always make sure to auto attack before using Twin Bite to get the most out of this ability. Auto attacks on champs and monsters reduce the cooldown by 0.5 seconds.
In Dragon Form, Twin Bite turns into an AOE attack where she cleaves all units in front of her while granting double Fury. In both human and dragon form, Twin Bite applies on-hit effects.
Activating Burnout deals magic damage (+0.2 per bonus attack damage) to nearby enemies and gains increased movement speed that decays over time. During the spell duration, each autoattack deals increased damage and increases the duration of Burnout as well (up to a maximum of 4 seconds).
Dragon Form increases the range of Burnout.
E: Flame Breath
Flame Breath is your main damage dealer when playing AP Shyvana. This spell scales greatly with Ability Power and marks all enemies hit. Basic attacks against marked enemies deals additional magic damage equivalent to 3.75% of their maximum health.
In dragon form, Flame Breath explodes upon colliding with an enemy champion or reaching the end of it's path. What's left behind is a flame zone that deals magic damage per second and marks enemies with the same passive.
R: Dragon's Descent
Passive: At level 6, Shyvana's basic attacks grant 2 fury in both human and dragon form. While in human form, fury will generate passively per second.
Active: When activated, Dragon's Descent lunges Shyvana towards a target location. Enemies she collides into take magic damage and are pushed into the direction she's lunging. Upon transformation, Shyvana gains bonus health and attack range. Her dragon size also increases per rank. Fury is lost at a rate of 5 per second, so auto attacking in dragon form will help the duration of Dragon's Descent last longer. Once all fury is lost, she returns back to her normal state.