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Spells:
Surge
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
Quick esplanation of my runes.
Quints - I get fort quints because shyv tends to hurt for HP without
Warmog's Armor. I like to avoid
Warmog's Armor because it's 100% defense with really no armor/magic res on it... kinda feels like a waste of an item slot unless you're like...
Vladimir or something.
marks - The red mark for attack speed is because shyv thrives on attack speed. definitely get these.
Glyph - Magic resist is greatly appreciated for this little fiery off-tank, and this is the best type of rune to maximise on magic res
Seal - Armor on these for the same reason as magic resist on your Glyphs.
Quints - I get fort quints because shyv tends to hurt for HP without
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marks - The red mark for attack speed is because shyv thrives on attack speed. definitely get these.
Glyph - Magic resist is greatly appreciated for this little fiery off-tank, and this is the best type of rune to maximise on magic res
Seal - Armor on these for the same reason as magic resist on your Glyphs.
This character I prefer to build in the offense tree, this is because of the CDR and attack speed bonus given rather easily, also you kinda wanna be able to pump out large amounts of damage so the points in the lower parts of the mastery tree will definitely help there.
In the defense tree I like to pick up the armor and magic resist masteries to help out just a little more with
Shyvana's tankyness, the HP masteries from the tanking tree help out tremendously.
In the defense tree I like to pick up the armor and magic resist masteries to help out just a little more with
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pros+
+AWESOME charge/escape mechanism from
Burnout, it also does really nice damage
+high powered physical burst and DPS
+armor reducing ranged fireball
+bonus armor and magic resist for free! (makes her durable)
+totally amazing and cool tanking ult with massive AoE potential
+very powerful mid and late game
cons-
-melee
-kiteable when
Burnout is on CD
-health can be a problem early game
-dependant on good team to really shine
+AWESOME charge/escape mechanism from
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+high powered physical burst and DPS
+armor reducing ranged fireball
+bonus armor and magic resist for free! (makes her durable)
+totally amazing and cool tanking ult with massive AoE potential
+very powerful mid and late game
cons-
-melee
-kiteable when
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-health can be a problem early game
-dependant on good team to really shine
I'll just do a quick explanation of items here. Before anybody comments on AP shyvana... please just no... shooting fire at stuff is cool, but if you wanna be doing that sort of thing CONSTANTLY and having it be your primary source of damage, best stick to brand or annie. but, if you like to kick butt up close and personal with yer claws and a little touch of pyromania in your wake, then read on!
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marcury's treads - After my first trip back I try to get
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emblem of valour - Once you have your boots I go for emblem of valour first, this gives you INCREDIBLE staying power with
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After banshee veil I usually just grab a
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Now not only is Shyvana a killing machine and a protector, she's also an inspiring hero! WOOT!
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Disclaimer: If your teammates suck, DO NOT GET THIS ITEM! Bad teammates will be ignored by the enemy and they will just camp you and kill you again. This item is a counter to enemy teams with too much burst nuke on long CDs, like
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We will be maxing
Burnout first! Why? because it does everything that's why! (see below for details), after that we max out our Q for more bursty DPS and finally the fireball move because it's kinda an annoying skillshot to pull off, like
Nidalee's spear cept with terribly gimped range, and it's really only there for the armor pen and a bit of bonus damage when you attack them.
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Now... for those of you who like to be REALLY mean to your enemies, when
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When
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Now... not only does this ability turn you into a badass firebreathing monster... it throws you at some spot AND turns you into a badass firebreathing monster! The applications for this spell are numerous, so I'll go into detail.
Knockback - This amazing move can be used as a pushback, similar to
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Initiation - This move is VERY flashy, intimidating (looks like it should do a lot of damage, and kinda does), and is extremely annoying (knocks ppl around, and they kinda just got tackled by a dragon... who wouldn't want to punch it in the face for being so rude?). This makes it a great charge to start teamfights, as it ensures that none of the enemy carries are going to be close to your support/mages/ranged (assuming the teamfight started on normal terms in a lane), and it causes chaos, and tends to make ppl focus you. You're the tank, getting focused is good... most of the time.
Travel (flash) - If it's absolutely necessary, this ability can be used as an extra super flash. It will teleport you through walls, nuff said, just remember that if you want to use it to escape or to travel to a location, be sure you drag the skillshot out as far as possible, as you are able to control how far you wish to fly.
Interruption - This is the most difficult means to use this ability, it's really situational. Just remember that this is a knockback, similar to
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so you wanna know how to really pwn with shyv eh? well buckle up spanky, here's the info you need for each phase of the game, but first, some tips.
-DO NOT MID
Can't stress this enough... you're melee with a really crummy ranged harass that kinda needs to be saved to help you burst in MELEE range. In mid you'll be up against a nuker like
Brand
Malzahar or
Karthus if the other team is smart, or a AD carry like
Caitlyn
Kog'Maw or
Teemo if the other team THINKS they are smart (derp?). the kicker is, they're ALL ranged and will make your life hell in mid. don't screw yourself, do a duo lane and get fed.
-Use the bushes!
Shyvana works amazingly when played like
Garen. sit in the bush then
Burnout and jump out for the attack when the enemy gets too close.
-know thy enemy
Try to know what you're up against and use that to your advantage. if the enemy is ranged, be sure you're in the bushes or near your tower, if they're melee try to force them away from your creeps and farm those last hits with
Burnout, which is really easy btw.
-DO NOT MID
Can't stress this enough... you're melee with a really crummy ranged harass that kinda needs to be saved to help you burst in MELEE range. In mid you'll be up against a nuker like
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-Use the bushes!
Shyvana works amazingly when played like
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-know thy enemy
Try to know what you're up against and use that to your advantage. if the enemy is ranged, be sure you're in the bushes or near your tower, if they're melee try to force them away from your creeps and farm those last hits with
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EARLY GAME - this is the part to pick your path based on who you're laning with (or against).
-bushwacker: this is the good old
Garen style of play that I love with
Shyvana. Sit in the bushes and jump out for the surprise attack. One or two burst encounters from shyv going nuts with
Burnout and
Twin Bite will have the enemy laners afraid to even get with 1000 range of your bushes, if you achieve this, feel free to farm creeps and every once in a while randomly target them just to make them keep their distance XD.
-Lane tank: This is the role usually played by somebody like
Nasus who will sit out in the lane and just farm minions while trying their best to totally ignore the enemy laners.
Shyvana CAN fill this role, but it's best left to someone a bit more durable early game. Early game
Shyvana has bad staying power, so be sure you don't take too many shots, and save your burnout for when you get targeted by enemy champs to run away from them while your laning partner punishes them for chasing you. If your lane partner is an idiot and refuses to follow up when you are targeted, or just wastes his mana/CDs on creeps instead of saving it for burst, tell him to fall back and hug the tower, farm your creeps there and get
Heart of Gold early, also I'd invest in some items to save your own *** because that would be looking like a bad future for any tank.
-Jungle: This isn't a jungle guide, but
Shyvana is an excellent jungle, and this is a MUCH better alternative to being forced to do mid.
-Solo top: this is not advised... but very possible. Just hug your tower all day and farm the minions that hit the tower. use
Burnout to clear the minions off your tower asap, as ranged champs may throw peanuts at you while you try to farm, and you want those minions dead quick so they don't get in too many shots. you might want to sub out
Doran's Shield for the usual
Doran's Blade if you're solo top, just for some more staying power. I wouldn't try to actually kill any enemy champs when soloing top at least until I hit lvl 6, and have my ult while they do not. also be sure you have minions when they don't in order to make your killing easier.
Mid game - This is the time when you're more of a DPS than a tank, always. I hope when these little teamfight skirmishes start you've managed to scrape together enough gold for
Black Cleaver or at least a B.F. Sword. If you don't have either of these items yet + your Emblem of valour, you are going to get your *** kicked, do not teamfight without those items. Get the red buff from jungle if possible, you will need it. If you can't get red buff, and don't have those killer items, your team will need to carry you for just a little bit while the towers get knocked down. if your team is unable to push the tower (this is easy to see if you and your team are running around ******edly in the middle of a lane, while the enemy team hugs their tower and throws tomatoes at you) ask them nicely to just go back to farming and call mia's, put up wards, be careful, and bide your time until your team is actually ready for an assault. An underfarmed team pushing towers against a team that is obviously very defensively capable is going to get your team farmed, their team fed, and that is what we gamers call "GG". So... again if you're underfarm, and so is your team, just chillax a bit, put up some wards for security and keep farming those creeps, get your cleaver, THEN you can start kicking some ***.
Late game - It's tanking time. This is where you should have plenty of defensive capabilities and be working on things like
Randuin's Omen
Trinity Force and
Zeke's Harbinger, but even without this stuff you'll have PLENTY of durability now. This is where it's time to teamfight and AoE the hell out of the enemy.
-skirmishing:
stick with your teammates and remember to lead the charge, either with
Burnout or
Dragon's Descent. Aim for a squishy AD carry or mage and tear them up, do your damage, but if you see yourself getting focused (which should happen quite a bit) be ready to rush back to your teammates while they take some final shots and hopefully kill off some of the enemy team. This is ideal for fighting near enemy towers.
-deathmatches:
This is a do-or-die fight, these usually happen in mid/jungle/baron/dragon's den/etc... anywhere that doesn't involve towers. when I say do-or-die, I mean the team that runs is usually going to get aced or mostly aced. In this fight... sorry to say this folks but you have a VERY high mortality rate unless you are actually OFF tanking and there's a main tank to back you up. If you've got a MT with you like
Rammus
Cho'Gath or
Amumu you should be totally fine. If not, be ready to go absolutely
Tryndamere crazy and die in a blaze of glory if necessary, take as many enemies with you as you can, and do not flinch. If you have your ult for these kinds of fights, you may want to save it as an escape mechanism to go flying away after the enemy team bursts you down to 1/4 or less of your HP. After they do all that burst to you, hopefully your team can clean them up. Another VERY useful way to apply your ultimate is to use it to cover your own team's escape, signal your team to fall back, use your ult to knock the enemy team back just a little bit, and burnout back towards your team hopefully with something like flash to help you put a bit of distance between you and the guys you just charged, the fire trail from burnout may discourage the enemy team from chasing your team, if it doesn't, hopefully your team will pick up the ball with a kite battle, especially if your team has a
Lux for support, her ability to kite and kill is amazing. If feel confident your team will destroy the other team, go ahead and open with your ult and just go as nutty as possible with your damage, try to hit as much of the enemy team with your AoE moves as possible, do not run around with burnout, you'll just run the timer out, be sure you are autoattacking and spamming Q.
-Nexus push
During these engagements, your job is to tower dive. coordinate with your teammates or just pick up on what they're doing. If you see your
Graves chasing the enemy
Ryze into the nexus turrets, burnout after ryze and hit him asap, get the tower to shoot you instead of
Graves, burst as much damage as you can, and start to move out of range of that tower, don't get stunlocked under them, hopefully your burst+
Graves will be enough to finish
Ryze off, if not, let him go, don't get killed when pushing a nexus, as that can quickly turn the tides and get your team aced. repeat this stuff to keep the enemy team away from yours while you finish off those towers and shatter the nexus, GG!!!
-bushwacker: this is the good old
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-Lane tank: This is the role usually played by somebody like
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-Jungle: This isn't a jungle guide, but
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-Solo top: this is not advised... but very possible. Just hug your tower all day and farm the minions that hit the tower. use
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Mid game - This is the time when you're more of a DPS than a tank, always. I hope when these little teamfight skirmishes start you've managed to scrape together enough gold for
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Late game - It's tanking time. This is where you should have plenty of defensive capabilities and be working on things like
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-skirmishing:
stick with your teammates and remember to lead the charge, either with
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-deathmatches:
This is a do-or-die fight, these usually happen in mid/jungle/baron/dragon's den/etc... anywhere that doesn't involve towers. when I say do-or-die, I mean the team that runs is usually going to get aced or mostly aced. In this fight... sorry to say this folks but you have a VERY high mortality rate unless you are actually OFF tanking and there's a main tank to back you up. If you've got a MT with you like
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-Nexus push
During these engagements, your job is to tower dive. coordinate with your teammates or just pick up on what they're doing. If you see your
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Hope you all enjoyed the guide and hope you enjoy playing
Shyvana!! remember to never give up if you really want her to be your main, practice practice practice is key.
sing in the storms!
-Tal
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sing in the storms!
-Tal
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