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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
The experience changed the both of them. Shyvana lost her place in the world, left alone to be hunted by those dragons who discovered her existence. Because of what he'd seen, Jarvan lost his taste for the hunt and wished to return home as protector of his people. Jarvan IV, as Crown Prince of Demacia, offered Shyvana a place as a noble warrior in the ranks of the elite guard. Out of gratitude and necessity, she accepted. Since their return to Demacia, Shyvana has proven herself to be a fierce and powerful soldier. She blends her fiery draconian blood with her adopted principles of justice. She revels in the power she now feels in the human world and there are few who do not quake before her in combat. However, by and large there remains only one place for glorious battle. When Jarvan joined the League of Legends, it wasn't long before Shyvana answered the call as well.
''I have the blood of dragons in my veins. I am fear to all who oppose me.''
- Shyvana
Twin Bite - Shyvana strikes twice on her next attack.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Shyvana strikes twice on her next attack, dealing (+ ) physical damage on the second attack. The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Cost
No Cost
Range
650
Burnout - Shyvana surrounds herself in fire, dealing magic damage per second to nearby enemies and moving faster for 3 seconds. The movement speed reduces over the duration of the spell.
Dragon Form: Burnout scorches the ground beneath it, enemies on the scorched earth continue to take damage.
Shyvana deals 25/40/55/70/85 (+ ) magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.
Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
Cost
No Cost
Range
325
Flame Breath - Shyvana unleashes a fireball that deals damage to the first enemy it encounters and leaves cinders on the target that reduces their Armor for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Shyvana unleashes a fireball that deals 80/125/170/215/260 (+0.6) magic damage and burns 15% of their Armor for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Cost
No Cost
Range
925
Dragon's Descent - Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take damage and are knocked toward her target location.
Shyvana passively gains Armor and Magic Resistance. Defensive bonuses are doubled in Dragon Form.
Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take 200/300/400 (+0.7) magic damage and are knocked toward her target location.
Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by 15/20/25. Defensive bonuses are doubled in Dragon Form.
Cost
6 Fury a Second
Range
1000
Fury of the Dragonborn - Shyvana's melee attacks enhance her abilities.
Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Shyvana strikes twice on her next attack, dealing (+ ) physical damage on the second attack. The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Cost
No Cost
Range
650
Burnout - Shyvana surrounds herself in fire, dealing magic damage per second to nearby enemies and moving faster for 3 seconds. The movement speed reduces over the duration of the spell.
Dragon Form: Burnout scorches the ground beneath it, enemies on the scorched earth continue to take damage.
Shyvana deals 25/40/55/70/85 (+ ) magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds. Shyvana's Movement Speed bonus is reduced over time.
Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
Cost
No Cost
Range
325
Flame Breath - Shyvana unleashes a fireball that deals damage to the first enemy it encounters and leaves cinders on the target that reduces their Armor for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Shyvana unleashes a fireball that deals 80/125/170/215/260 (+0.6) magic damage and burns 15% of their Armor for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Cost
No Cost
Range
925
Dragon's Descent - Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take damage and are knocked toward her target location.
Shyvana passively gains Armor and Magic Resistance. Defensive bonuses are doubled in Dragon Form.
Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take 200/300/400 (+0.7) magic damage and are knocked toward her target location.
Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by 15/20/25. Defensive bonuses are doubled in Dragon Form.
Cost
6 Fury a Second
Range
1000
Fury of the Dragonborn - Shyvana's melee attacks enhance her abilities.
Twin Bite - Reduces the cooldown by 0.5 seconds.
Burnout - Extends the duration by 1 second to a maximum of 6 seconds.
Flame Breath - Deals 15% of the ability's damage to debuffed targets.
Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.
Shyvana's abilities all benefit from attacking units. As a result, Attack Speed items are more valuable on her than most champions.
Flame Breath is great to level-up against difficult lane opponents.
Burnout is an ideal choice for jungling. Monsters will be hit by the full duration, and the speed boost improves her ganking potential.
It can be valuable to purchase one of the items that can slow enemies: Phage, Frozen Mallet, Trinity Force, or Entropy.
Flame Breath is great to level-up against difficult lane opponents.
Burnout is an ideal choice for jungling. Monsters will be hit by the full duration, and the speed boost improves her ganking potential.
It can be valuable to purchase one of the items that can slow enemies: Phage, Frozen Mallet, Trinity Force, or Entropy.
Summoner Spells
The good ones
Flash:
I take Flash for escaping, chasing, and lots of other things. Flash my prefered Summoner Spell, because it is very viable.
Cleanse:
I usually don't take Cleanse, because of my Mercury's Treads. With Mercs I am not soo liable to CC, but if you take some other Boots, Cleanse is a good choice.
Ignite:
I use all my abilities to shut down this AD Carry, but unfortunetely he/she trys to escape with Flash or Ghost. NO WAY !!! Cast ignite and burn them into dust :D
Exhaust:
Exhaust is another good choice for your Summoner Spells. Shyvana has got no natural cc and this slow will help you a lot in teamfights or at chasing their carrys. Or if you focus that fed Shaco or Ashe, she won't do that Damage anymore and it is very easy to kill him/her.
Teleport:
Take it if you are going solo top. It will help you controlling your lane and gives your team Map Awareness, which is very important.
The OK ones
Ghost:
I took Ghost into the Ok ones, cause Shyvana doesn't benefit much from it. She has her great mobility and Movement Speed so Flash is a much better Summoner Spell for her.
Heal:
I wouldn't take it. You won't have HP problems, because you have your Wirggle's Lantern, that has got Life Steal and your build, which gives you enough survivability.
Smite:
Only take it if you are going to Jungle.
Clairvoyance:
You aren't the Tank or the Supporter
Revive:
Don't take it, the CD is toooooo high.
Clarity:
No Mana = No Clarity
The good ones
Flash:
I take Flash for escaping, chasing, and lots of other things. Flash my prefered Summoner Spell, because it is very viable.
Cleanse:
I usually don't take Cleanse, because of my Mercury's Treads. With Mercs I am not soo liable to CC, but if you take some other Boots, Cleanse is a good choice.
Ignite:
I use all my abilities to shut down this AD Carry, but unfortunetely he/she trys to escape with Flash or Ghost. NO WAY !!! Cast ignite and burn them into dust :D
Exhaust:
Exhaust is another good choice for your Summoner Spells. Shyvana has got no natural cc and this slow will help you a lot in teamfights or at chasing their carrys. Or if you focus that fed Shaco or Ashe, she won't do that Damage anymore and it is very easy to kill him/her.
Teleport:
Take it if you are going solo top. It will help you controlling your lane and gives your team Map Awareness, which is very important.
The OK ones
Ghost:
I took Ghost into the Ok ones, cause Shyvana doesn't benefit much from it. She has her great mobility and Movement Speed so Flash is a much better Summoner Spell for her.
Heal:
I wouldn't take it. You won't have HP problems, because you have your Wirggle's Lantern, that has got Life Steal and your build, which gives you enough survivability.
Smite:
Only take it if you are going to Jungle.
The bad ones
Clairvoyance:
You aren't the Tank or the Supporter
Revive:
Don't take it, the CD is toooooo high.
Clarity:
No Mana = No Clarity
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