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Spells:
Exhaust
Smite
Ability Order
Scalemail (PASSIVE)
Shyvana Passive Ability
Introduction: Rawr, I'm a dragon.
Disclaimer: Obviously, this is just another guide amongst the millions out there. If mine isn't suitable for you, you can check the others. But give me input and criticism if you think I should change something. I like negative and positive comments. So post your comments below and I will reply to you within a day or two.
THANKS!
+ For instance,
+ Then for AD Carry in bottom lane, there's
+ For top lane, anything with a slow is fine. Some examples are
+ Mid lane, anything like
+ Good luck! And have a nice time reading.
+ In this guide,
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+ High mobility with + Very fast jungling ability + AoE damage + Consistent damage + Naturally tanky with + Deals both physical and magical damage |
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- No CC or Slow abilities - Prone to CC - Very high learning curve - - Requires good leash at 1:40/1:55 - Relies on |
Exhaust: As I said in the cons,
Smite: Basically, every jungler needs to have Smite. It is a very important summoner spell that all common junglers use. It is used to get a killing blow on the blue golem, the red lizard and the dragon. But don't forget that
Flash: If you feel unsafe and that you feel like you need some sort of escape or chase, fine, get it. Replace exhaust by this.
Ghost: Same, if you feel like you need another escape or chase, get it. I find this useless since you have
Teleport: This actually can be a good or a bad summoner spell. This is great if you need to be somewhere to perform a surprise gank (aka bot ward in bottom right bushes), or to secure dragon. Although you will need red in order to gank correctly since you give up exhaust.
Ignite: Sure this can ignite your enemy on fire, but you're giving up a gap closer for some damage.
Cleanse: Cleanse is a waste on Shyvana. Like I said above, you're giving up too much in order to get cleanse. Even though you are prone to CC, you can only rely on Runes
Recommended Runes
Greater Mark of Alacrity: For general junglers, Attack Speed marks are great. Not to mention that Greater Mark of Desolation Greater Mark of Desolation: The only reason why I pick up three of these is for early game jungle purposes. Since jungle monsters have some sort of armor, you'd want only a few of these just to negate their armor. Of course it helps throughout the game too, but
Greater Seal of Resilience: Armor, armor, armor. I have mentioned in my
Greater Glyph of Shielding: MR/lvl is the way to go for glyphs. They become as effective as flat MR glyphs at lvl 11, so why not? They're 2x as effective at level 18. TAKE THIS.
Greater Quintessence of Strength: You'd want these badasses to increase your early stage damage against jungle monsters. In addition, your Other Runes to be Considered
Greater Mark of Alacrity: You can go straight up with 9 of these if you don't want to use a mix of 6 AS and 3 ARPEN marks.
Greater Mark of Strength: Flat AD marks are a good choice if you want to replace those 3 ArPen marks by these. Totally fine with me, but remember that flat AD quints are way stronger than AD marks.
Greater Glyph of Warding: Flat MR Glyphs are good for early game only though. I would rather take the MR/level. If this floats your boat, then be my guest.Greater Quintessence of Desolation
Greater Quintessence of Desolation Greater Quintessence of Desolation: If you want to play Shyvana more as an AD bruiser, and you think ArPen is better, you can use these as well. Although, personally, I find flat AD quints far superior.
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+ I take + |
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+ I go deep in the defensive tree. + + + + + + + |
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Another alternative path with 0/21/9 (Defensive Tree + Buff):
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+ Information is copy-pasted from above + I go deep in the defensive tree. + + + + + + + |
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Fury of the Dragonborn: This is the main reason why AS is so important on
Twin Bite: Twin Bite hurts a lot not because it hits your target twice, but
Burnout: Freaking LOVE this ability. Makes you run faster for a short duration, but the duration increases when you hit anything with your auto-attack. This is the reason why
Flame Breath: Very useful in ganks. If you successfully hit this every time, your target will be way easier to kill. 15% armnor reduction plus the bonus damage from your passive is hella strong.
Dragon's Descent: Really cool ult. Changes you into a dragon, and grants you MR and Armor passively, and that amount of armor and MR doubles while you are in Dragonform. Although this requires you to have full amount of fury to activate. This helps to position yourself, or to push your enemies closer to your team to kill them faster, or to simply chase/escape your enemies.
+ You would want to max
+ At level 2, pick up
+ At Level 3, pick up
+ Then, max accordingly to the sequence above.
+ After a few tests, I find that maxing
Boots Of Speed: If you wanna follow my path, and be an aggressive early game ganking
Health Potion: 3 of these, for sure for some cheap investment temporary sustain.
Cloth Armor: If you wish to stay in the jungle longer, you can choose to take this. But remember that you don't have MS runes or masteries, so you will strongly rely on your teammates, your red, and your
Health Potion: 5 of these, for sure for some cheap investment temporary sustain.
Wriggle's Lantern: This should be your first main item you buy. Great item with fairly nice stats for its price. Even after the lifesteal nerf, the utility of this item is still great for
Mercury's Treads: Second item you buy. You will want these since you are prone to CC and slows. Having these will improve your ganks and your capacity to escape by a lot. Not to mention that this has a small amount of MR as well.
Ninja Tabi: Could be a great item if your opposing team has way too many champions that deal Attack Damage.
Heart Of Gold: I buy this as early as possible right after
Phage: This is a great item for a chance to slow your enemy down whenever you don't have red. It is also a great item to keep you alive. HP, some damage, and CC. Good early/mid purchase.
Aegis of the Legion: Core item on this dragonlady. Has everything you need, and gives your team a boost too.
Wit's End: This is such a sexy item on Shyvana. Synergizes with
Frozen Mallet: A great item on Shyv. It will allow you to not rely too much on red buff, and it will also grant you some tankyness as it gives you 700 HP. Great item, and it will synergize with the following item;
Randuin's Omen: Will be your last item. Will help you tremendously against bruisers and AD carries, and the active ability on the item is so underrated. Not many players use it, and it's very useful to chase down people, or to help your team position better (ie AD carry to back up while they're slowed by the active effect). There's armor and HP that adds up to your tankiness as well.
Atma's Impaler: It is true that Shyv doesn't have that much of an HP pool in this build, but Atmog still remains one of the best build on Shyv. The small amount of Armor is also good here. Since this item has been nerfed from 2% to 1.5%, it is no longer a core item on 
DISCLAIMER: Before you attempt to jungle at all, make sure that your teammates are around you and guarding you. You can't let your opposing team counter-jungle you. And also, this route is ADVANCED. You have boots and 3 hp, and you don't have
+ You use
+ You have
+ Now, you will go to #3 on the picture on the top of this chapter, and you attempt a gank. Make sure you tell your teammates to not push early on and make sure they're pushed ahead so you have more space to gank and secure kills.
#1 Your enemies use
#2 Your enemies do not use any escaping summoner spells and die. Good. If you are low on HP, just go back and shop for another item (assuming you got the kill or an assist mention) or some more HP.
#3 Your enemies survive without using any summoner spells. Well shoot. Attempt failed. Don't feel bad now and give up totally. Just go back to your jungling route and farm. Listen to your teammates when they need ganks and your
#4 You die. Like I said, don't give up. Buy some HPs and continue steadily your jungle route. You're
+ So this is just a summary for how to start your jungle path as
+ MAKE SURE THAT YOU GIVE YOUR AP CARRY BLUE BUFF IF YOU DON'T NEED IT. EVEN IF IT'S THE BEGINNING OF THE GAME. IT HELPS A LOT SINCE YOU DO NOT HAVE MANA STARVATION OR COOLDOWN STARVATION. YOUR

+ WARDS, WARDS AND WARDS!
+ The Purple-ish-Pink P indicates that you or your team should put a
+ The green X indicates places you should ward in the enemy's jungle in order to counter-jungle safely.
+ If you wish to steal red, make sure that you have a ward at the enemy red bush. For more safety, make sure you can a ward at the tri-section (bottom or top depending which side you're playing), and make sure you have a ward at the tri-section near mid.
+ If you wish to steal blue, you will need to ward the enemy's blue's bush, and the bush behind blue. This ensures your safety and will give you vision to see if their middle player is coming towards you.
+ Make sure that you take good use of
+ If ever you're trying to do a level 1 counter-jungle by stealing their red. Make sure that your team has at least one
+ If ever you are stealing monsters from the opposing team, make sure you kill the big monster (the one that gives most xp/gold), and leave one behind. This ensures that the camp will not reset/respawn at all, causing your match-up to be behind in gold. Then again, you have to make sure you're safe and have wards at their jungle before performing this task, or you will get ganked (mostly because they have wards too). Do this promptly and do not stay in their jungle for too long.
+ Dragon: 6 minutes
+ Red and Blue: 5 minutes
+ Baron: 7 minutes
+ Make sure that your team communicates with themselves so you know when the next Baron or Dragon is up, and make sure you calculate the time that your Blue or Red comes up (or the enemy's blue/red).
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+ Exceptionally good at ganking + Counter-jungles very well + Stealth makes it hard to find him |
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- Exceptionally squishy - Tankier matchups gives him a headache - |
Conclusion: Shaco shouldn't be a problem for you. Just make sure your team covers both blue and red for you so you have an idea if their team is boxing up either places (depending on where you start jungling). Since you are naturally tankier than Shaco, you will have no idea dueling him out if ever he tries to invade you. Cautious though, make sure you have additional health potions when you're against him. You never know if he is behind you while your health is sitting low. Buy an early
+ After a few tests, I find that maxing
[*] Official guide has been released, although it is still raw and under construction
[*] Added more alternative masteries
[*] Added Counter-Jungling section
April 9th:
[*] Changed skill sequence and skill sequence chapter
[*] Added a question in FAQ
[*] Changed masteries and masteries chapter
[*] Now 9/21/0 instead of the previous masteries
May 13th:
[*] Has been 76% (3rd) for a week consecutive
[*] Thanks for all the support!
May 25th:
[*] Went up to 82%, then down to 78% - still okay, even if I was 0%, what matters to me is that this guide stays up
[*] Thanks everyone!
July 23rd:
[*] Tweaked item build a bit and re-done some coding around!





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