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Spells:
Smite
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction






Whenever I start stepping in the jungle, I'm completely different from the support player I was when laning. My techniques are sheer aggression, objective control and consistent pressure towards the enemy jungler. I have this instinct of getting into every team fights and I can't just stay in the lane, I'm always itching to roam and secure objectives, ward important locations and gank enemies till they suffer some (poison lol, if you get it you're cool).
Champions I play as a jungler are








So what could you get from reading this guide?
-Basically this guide will benefit most those aspiring junglers out there who are new to jungling and is trying to use


-For those who are looking for a second opinion. This guide might offer some ideas or details you don't usually see on some guides.
-Most details about summoner set-up here (runes, masteries and summoner spells) are all preferential and is determined by my very own playing style. I advise those who have read this to look for their own but just in case for those who had no idea you can use this setup to start with and adjust it to your own play style.
SO START PLAYING AND SET THE WORLD ON FIRE!

(art by flygon3x on deviantart.com)

Runes and Masteries play a significant role in building your champ specially in the jungle and offers quite a variety of different builds which augments your champion's abilities depending on your gameplay.
greater quintessence of desolation
Runes
Runes

Runes






- Its an essential for every jungler to grab enough armor in order to survive the harsh environment of jungling at early levels so
Greater Seal of Armor is a must have for every junglers but be wary that stacking your armor at around 50 at the start of the game is the best option since you get the best full effect of your armor first at 50 before getting the first half of diminishing returns (diminishing effects of stats will be discussed later. Though making your armor at 55 could also make it even at 100 with a
Chain Vest so make your build clever.
Greater Glyph of Scaling Magic Resist is an effective glyph making the most out of glyphs instead of using a secondary tier effect which isn't as effective as the primary.
- I choose to build attack damage and armor penetration with a good balance of
Greater Mark of Attack Damage and
Greater Quintessence of Attack Damage with greater mark of desolation and greater quintessence of desolation. My objective here is to boost her normal attack to make strong use of
Twin Bite at early levels, having quite a big amount of armor penetration isn't as needed when your goal is for jungle clear since minions/monsters doesn't have that much armor and you have flame breathe to help you achieve that bonus armor reduction you need.
Variable Runes
- Some other variable runes that could be considered on
Shyvana are
Greater Mark of Attack Speed,
Greater Quintessence of Attack Speed,
Greater Quintessence of Movement Speed,
Greater Quintessence of Life Steal. A good balance of stats with your marks and quintessence would give you the most out of it.
- I recommend to still go with armor seals and magic resist glyphs since
Shyvana is a fighter and you'll be needing those extra stats later on the game because you'll be sticking with enemies for most of the time taking in damage.

Shyvana's damage output is insanely enough so a 21/9/0 mastery tree isn't as viable as a 9/21/0. Maxing out
Hardiness and
Resistance for maximum efficiency while getting
Veteran's Scars ,
Honor Guard and
Juggernaut greatly increase your defensive power.
- Getting
Brute Force into
Weapon Expertise is enough to bring out
Shyvana's damage.



I guess I can't say enough about having


Your secondary summoner spell might depend on your playstyle and on both team's composition (on draft picks). Running an









But my main secondary spell is




Each of Shyvana's basic attacks generates fury and enhances her abilities.
Shyvana cannot gain fury without leveling up
Dragon's Descent.
Shyvana's fury does not decrease upon death and continues to build up while dead.
Shyvana will instantly gain 100 fury when you first level up
Dragon's Descent.

Twin Bite (Active): Shyvana's next autoattack will strike twice in one swift movement. The second attack will deal physical damage equal to a percentage of her total attack damage. Both attacks will trigger on-hit effects and Fury of the Dragonborn effects.
Dragon form: Twin Bite will damage all units in front of Shyvana when she uses her next autottack instead of just her target. Each unit hit will be dealt on-hit effects and grant fury twice.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Second Strike Physical Damage:80 / 85 / 90 / 95 / 100 % of attack damage
Fury of the Dragonborn: Each auto attack reduces the cooldown by 0.5 seconds. This doesn't work on structures.
Twin Bite will not damage a champion buffed by
Black Shield.
Twin Bite resets
Shyvana's attack timer upon activation. Activating
Twin Bite right after an auto-attack gives a considerable burst of damage so timing it perfectly is a good skill to develop when playing
Shyvana.
Twin Bite applies on-hit effects for each hit. Therefore,
Shyvana would benefit from life steal from both hits while in human form, or from each unit hit while in dragon form. If
Twin Bite deals critical strike damage while in dragon form, every unit hit will be critically struck.
Twin Bite can be activated every 1.6 seconds with 40% cooldown reduction.
Twin Bite is a great tower pushing tool, as it allows you to autoattack 3 times in the time space of approximately 1.5 seconds (taking into account attack animation time and casting time), however attacking turrets, inhibitors and nexus does not proc
Fury of the Dragonborn's cooldown reduction.

Burnout (Active): During the next 3 seconds, Shyvana will deal magic damage each second to nearby enemies and her movement speed will be greatly increased. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.
Dragon form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.
Cooldown: 12 seconds
Diameter of AoE: 325
Magic Damage per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage)
Maximum Magic Damage: 175 / 280 / 385 / 490 / 595 (+1.4 per bonus attack damage)
Initial Movement Speed Bonus: 30 / 35 / 40 / 45 / 50 %
Fury of the Dragonborn: Each auto attack extends the duration of Burnout by 1 second to a maximum of 4 extra seconds. This works on structures.
- When active, landing autoattacks will increase
Burnout's duration by 1 second, up to a maximum of 4 seconds, allowing it to last for a maximum of 7 seconds. This ability deals insane damage when the enemy stays within range dealing a maximum of 175 magic damage +1.4 bonus attack damage at rank 1, and to think it gives you the movement speed you need to stay within enemy range.
- casting
Burnout before diving with
Dragon's Descent will lead into a flaming trails from your initial point.
Burnout and the trail it leaves does proc
Rylai's Crystal Scepter's slow but with diminished effects.

Flame Breath (Active): Shyvana unleashes a fireball forward in a line that affects the first enemy it hits, dealing magic damage to it and reducing its armor by 15% for 4 seconds.
Dragon form: Flame Breath engulfs all units in a cone in front of Shyvana.
Range: 925
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.6 per ability power)
Additional On-hit Magic Damage: 12 / 18.75 / 25.5 / 32.25 / 39 (+0.09 per ability power)
Fury of the Dragonborn: Each autoattack that hits debuffed targets will deal 15% of the ability's damage as additional magic damage.
- The bonus on-hit damage from
Flame Breath will proc
Rylai's Crystal Scepter's 15% slow effect.
- Opening a fight by tagging an enemy with
Flame Breath into an auto-attack into a
Twin Bite and a follow up with
Burnout is a good combo with shyvana.
- Although
Flame Breath may not seem important to level up with an AD build
Shyvana, keep in mind that it's armor reduction and on-hit magic damage effects will give you a very strong burst in damage.

Dragon Form (Passive): Shyvana reinforces her scales, increasing her armor and magic resistance. These defensive bonuses are doubled while in dragon form.
Dragon's Descent (Active): Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take magic damage and are pushed toward her target location.
Range: 1000
Passive Armor & Magic Resistance: 10 / 15 / 20
Magic Damage: 200 / 300 / 400 (+0.7 per ability power)
This ability has no cooldown but requires 100 fury to activate. Shyvana generates 1 fury every 1.5 seconds while in human form. While in dragon form, she will lose 6 fury every second. Once the fury bar is empty she will return to her normal state.
Fury of the Dragonborn: Each of her autottacks will generate 2 fury. This will allow for Shyvana to prolong the duration of dragon form by attacking. This ability works on structures.
Dragon's Descent lasts up to 17 seconds when not attacking. Continuously autoattacking with maximum attack speed (2.5 times per second) while in dragon form prolongs its duration up to 100 seconds (1 minute and 40 seconds). Using
Twin Bite in dragon form to strike many enemies can be used to prolong the duration indefinitely.
Dragon's Descent's effective cooldown is 150 seconds when not attacking. Continuously autoattacking with maximum attack speed while in human form reduces the cooldown to 17 seconds.
Dragon's Descent can dash variable distances, determined by the Summoner upon cast. it is an excellent escape, initiation and chase tool.
- When using
Dragon's Descent, try to position yourself to be able to hit as many targets as you can with your AoE abilities.
- Charge your fury to maximum before engaging fights by killing minions or clearing objectives.

Dragon's Descent gives you considerable amount of tankiness, damage and team presence which is the main reason why you should rank it up at 6, 11 and 16 like any other ultimates.
- Your next priority is to rank
Burnout then after because of it's insane damage output which will give you fast jungle clears and the mobility you need to engage and disengage enemies. Max it out immediately at level 9.
- While leveling
Twin Bite might seem not so beneficial as leveling up
Flame Breath, In my experience the 1 sec cooldown difference makes a big impact specially on small skirmishes when you are waiting for that small amount of cooldown to kill an enemy when the enemy flashes out in time before you could have tagged it with
Twin Bite.
Twin Bite is also more reliable and consistent unlike a skill shot ability like
Flame Breath unless you're in dragon form.

- This item set is my usual core items I build for
Shyvana at most situations. I usually build 3 items here before transitioning into counter-building. For example I build first
Wriggle's Lantern,
Mercury's Treads and
Frozen Mallet and then after I immediately build
Quicksilver Sash in order to counter those pesky AP champions like
Lux,
Veigar or
Vladimir oh man I love this item.
- This set gives me a good balance between tankiness and damage, and frozen mallet gives
Shyvana a consistent slow effect which is something she needs to stick and pummel with an enemy target.
Wit's End synergizes with her first skill and gives her a good amount of attack speed to lessen her
Twin Bite's cooldown.
- The main stats that I prioritize in
Shyvana is a good balance between health, armor, magic resistance, damage, attack speed and magic resist. Then you could put in to consideration getting a good source for tenacity, lifesteal, critical strike chance and movement speed. Getting on-hit effects is also a good choice since
Twin Bite procs them.
- Most of the time I base my item build depending on the enemy's composition and gameplay style. Here's a list of the other items I build for
Shyvana at other situational moments.
- Building
Randuin's Omen and
Trinity Force is a very cost efficient build considering the effect it gives shyvana for the small cost. Built usually when your team needs a tanky dps carry that can enter fights and survive as you pummel down the enemy's ADR or AP carry. You could start off with a
Mercury's Treads and a
Wit's End and transition into this items after.
- Build
Warmog's Armor and
Force of Nature when your team needs a tank. A
Atma's Impaler could also be a good item to consider specially if you gathered enough hitpoints from
Warmog's Armor and you started off with a
Sunfire Aegis or
Frozen Mallet. A
Force of Nature with
Mercury's Treads and a
Quicksilver Sash could really shutdown enemy casters that rely on landing a cc in order to follow up a powerful nuke or champions with strong initiation tools like
Veigar,
Malzahar and
Urgot.
Youmuu's Ghostblade is really strong on
Shyvana though in my opinion the
The Brutalizer seems enough and is very cost efficient considering its effects and buying it early really gives you a boost. It isn't also as user friendly like the other items specially on most newbies since you need to time it's activation and to constantly remind yourself to activate it at crucial moments so practicing to use it when you are not familiar is a must before even buying it.
- Try to experiment different builds on
Shyvana and see what works out for you.
- These items are quite expensive to be bought specially when compared to other items you could use. When I said expensive, I mean these items are less cost efficient other than the other items I mentioned.
- I usually sell my
Wriggle's Lantern at late game and get a
Madred's Bloodrazor and
Bloodthirster to round up my build.
Madred's Bloodrazor is really powerful but also really expensive like
Infinity Edge. Yes, its hard to argue how powerful
Infinity Edge is but I think its not necessary for
Shyvana to build something like an
Infinity Edge.
Black Cleaver is also really strong since it gives you that armor shredding ability and that attack speed to eat enemies who dare fight you. But considering that you'll be in the middle of the battle at most times, building
Shyvana like a glass cannon isn't as useful as doing a balanced tank/DPS build.
- For the
Quicksilver Sash I think I already had said enough lol. Very, very useful and cheap for an item that could remove
Ignite,that pesky
Hemorrhage,
Wither,
Nether Grasp,
Infinite Duress,
Light Binding,
Dark Binding,
Curse of the Sad Mummy well name it...
- A
Hexdrinker or
Maw of Malmortius is an item necessarily needed when running against a team with very strong AP nukes that could almost 1-hit you. Consider it buying against karrthus, le blanc,
Rumble,
Annie,
Cassiopeia and other similar champions.
Ninja Tabi and
Thornmail speaks for theirselves. Used to counter those pesky
Master Yi,
Tryndamere,
Ashe,
Graves you name it.
Thornmail gives the most armor at only 2000 gold though also put into consideration that without enough hitpoints you still can't tank strong AD fighters or ADR champions.
- Though most of the time you won't be needing this item, it could also be powerful when you have this when facing against strong enemy compositions that could burst you down.
- If your team doesn't have an
Ignite(at some cases) executioner's calling is a good item to shut down champions who has really strong life steal/spell vamp abilities like
Sion's
Cannibalism,
Dr. Mundo's
Maximum Dosage and those pesky
Tryndameres with
Bloodthirsters.
Notes:
At the start of the game, try to achieve 50 armor with a good mix of runes, masteries and items. It's because the first 50 points of armor gives the first maximum effect (reduces damage by approximately 33.33%). the next 50 points gives diminishing effects and so on.[/color]
After every 50 points of armor gives you less protection and becomes less cost effective.
The first 50 points (from 0 to 50) block 1/3 (33%) of incoming damage.
The next 50 points (from 50 to 100) block 1/6 (17%) of incoming damage.
The next 50 points (from 100 to 150) block 1/10 (10%) of incoming damage.
The next 50 points (from 150 to 200) block 1/15 (6%) of incoming damage.
The same goes for magic resist. Movement speed also has this set of diminishing effects though with a different calculation.
Movement Speed 1 increases the movement speed of a champion by 50.
Movement Speed 2 increases the movement speed of a champion by 70.
Movement Speed 3 increases the movement speed of a champion by 90.
Movement Speed 5 increases the movement speed of a champion by 130.
Diminishing returns apply:
Movement speed that is going to apply after 415 is reduced by 20%
Movement speed that is going to apply after 490 is reduced by 50%
You could also build 55 armor at the start when you decided to take

Also keep in mind that armor reduction is different from armor penetration. Armor penetration allows your champion to ignore some of the target's armor while armor reduction directly reduces the armor of the target and can reach negative stat meaning you'll be dealing more damage than you can normally do.



Also.







Basics of Jungling
Roles and Responsibility of the Jungler
Secure Objectives
- One of your responsibility is to secure objectives. The main reason why you have that
Smite with you. The objectives in the map are valuable targets that you have to get or prevent the enemy from getting since it would benefit the team an advantage when secured. In jungling the major objectives are the 2
ancient golems, 2
elder lizard,
dragon and
baron.
- Clearing your camps fast and having good mobility makes your champion good in securing objectives. However it is also useful having a team mate with a good damaging or utility ability is also a good strategy for securing objectives like
Nunu & Willump's
Consume and
Blood Boil,
Karthus's
Lay Waste and
Shen's vorpal blades etc.
Assist Ganks
- Most junglers are picked for their strong ganks like
Alistar,
Amumu,
Maokai and
Skarner.
Shyvana is mostly picked because of her strong early game power, extremely fast jungle clears and innate awesomeness.. I mean tankiness.
- A jungler that is only farming and isn't contributing to ganks can't do much unlike a jungler that does so. Jungling isn't just about farming, its something more complicated than you think.
Support Lanes
- supporting lanes include ganks. Covering when they need to back off and get items or assist a push when needed.
- when a teammate is losing a lane, help them get back to the game by offering them some of your minion camps or by assisting them on ganks.
Warding
- Warding is very very important specially in ranked games. a good placed ward could counter a gank and could give you enough space in order to play very aggressively while being able to monitor the enemy's jungler's movement or an assisting champion from another lane. Warding an objective also could create good turnovers specially on baron and dragon. Most of the time, consider buying an
Oracle's Elixir at around level 7 or 8 depending on the situation.
- Also be aware. Warding isn't necessarily the responsibility of the jungler and the support role, it is everyone's job. It's just worth almost 2 creep kills for a ward to save a life.
Counter Jungling
- Counter jungling is getting enemy jungle camps, enemy buffs and creating advantage to your team by either killing the enemy jungler or creating advantage by controlling the map by strategically placed wards, good ambushes and great response to ganks and small skirmishes. In order words you need to outplay the enemy jungler.
- Just think of it like you and the enemy jungler is in a lane, the only difference is your lane is the whole map.
Counter Jungling
Steal Buffs, Steal Minion/Monster Camps
- Know monsters spawn and respawn time to control objectives. Also, have a good knowledge of monster buffs like
crest of the ancient golem and blessing of the elder lizard and make the most out of it. One of the most basic things to know as a jungler.
Shyvana excels greatly at this part as she terrorizes anyone stepping in her jungle and kick their *** out. She is also good at asserting herself at the enemy camp, but part of being able to successfully pull this strategy off relies on your ability to determine which action suits best at the current situation and part of this also relies on your team's love for you. Remember teamwork is the key to everything.
Counter the enemy Jungler's ganks and predict His/Her Movement
- Counter the enemy jungler's ganks by trying to predict where he/she might go next. This could be easily achieve through factors like camp clears (when your golem camp is cleared means the enemy jungler is near or could have been there), good ward positioning, the game time (when objectives are well timed you know what is the enemy jungler going to do next) and from your team mate's calls whenever they spot a suspicious champion lurking near their lane etc.
- A good jungler has developed a good prediction skill of where or what the enemy jungler is doing. A good example is that around 7:15-7:25 your enemy mid lane or jungler would converge near their
ancient golem camp to get the blue buff.

- Your starting items is important, specially since you are jungling and you'll be needing that extra defensive power to survive and have enough hp after clearing the camps.
- Most of the time I start off with a
Cloth Armor and 5
Health Potions and this start gives me an edge when I planned dueling on early levels.
Doran's Blade is also a nice choice but the
Cloth Armor helps you transition into
Madred's Razors.
Vampiric Scepter, I think it will leave you vulnerable to ganks and you won't be able to gank early since you've been taking much damage than usual. Keep in mind farming is just a part of jungling, you need to do other stuff to like ganking.
- The
Boots start is a good start on arranged plays. I usually go with
Smite
Exhaust when starting off with
Boots since I'll be ganking more often and the extra speed boost gives me all the necessary speed I need to get close to a target when ganking and tag that sucker with red buff.
Routes in Jungling
Basic Jungling Routes
Route 1:
(1:40-1:50) Wolves Camp; pop a
Health Potion
(1:55-2:05) Blue Golem; friendly leash,
Smite, pop a
Health Potion
(2:15-2:20) Wraith Camp
(2:25-2:35) Golem Camp; pop a
Health Potion
(2:40-2:50) Elder Lizard;
Smite, pop a
Health Potion
Route 2:
(1:40-1:50) Wraith Camp; pop a
Health Potion
(1:55-2:05) Elder Lizard; friendly leash,
Smite, pop a
Health Potion
(2:15-2:25) Wolves Camp, pop a
Health Potion
(2:30-2:40) Ancient Golem; pop a
Health Potion
(2:50-2:55) Wraith Camp
(3:00-3:05) Golem Camp;
recall
Route 1:
(1:40-1:50) Wolves Camp; pop a

(1:55-2:05) Blue Golem; friendly leash,


(2:15-2:20) Wraith Camp
(2:25-2:35) Golem Camp; pop a

(2:40-2:50) Elder Lizard;


Route 2:
(1:40-1:50) Wraith Camp; pop a

(1:55-2:05) Elder Lizard; friendly leash,


(2:15-2:25) Wolves Camp, pop a

(2:30-2:40) Ancient Golem; pop a

(2:50-2:55) Wraith Camp
(3:00-3:05) Golem Camp;

Shyvana's jungling speed could be drastically enhanced by an early red buff but
Shyvana doesn't have any innate and consistent crowd control effects so the red buff is vauable and should only be get when you are going to gank with her so make sure you make the most out of your red buff when you take it.
- I recommend to use the first route on most situations because it opens up more ganking options. The secondary route is somewhat more defensive and since you have the red buff early you could start a gank at level 2 if an opportunity opens up and you have enough health and
Boots otherwise just clear your jungle with lightning fast speed.
- At the second route, after killing the
elder lizard, you could transition to
golem camp then back to the
wraith camp. The only problem in here is that while doing so you are giving the enemy an opportunity to get your own blue buff which could be very disadvantageous in your situation. Be wary that you must clear your jungles not only fast but also efficient. By efficient I mean there is still a room left for doing other important things like ganking, buying stuff, warding, scouting and stealing jungle camps.
- Make sure to combo your attacks with twin-bite to make a huge burst of damage. This technique is useful specially once you have your
Madred's Razors or
Wriggle's Lantern
- I really advise that you practice your jungle clears and see what works for you. Check and time your clears so you could see where you could get most out of your time.
Timers are just mere approximation of actual jungle timer rates and varies upon your timing, masteries and runes setup.
Minion and Monster facts
(just in case you don't know)
As a jungler you should have a good knowledge of what lies inside your backyard so check these numbers out.

baron nashor is league of legends version/tribute to defense of the ancients's roshan (nashor is roshan duh?). He spawns at 15:00 and respawns after every 7 minutes.
baron nashor has an initial health of 9876 and gets an additional +125 every minute that had passed by after his spawn. He deals 460 damage within an attack range of 955. He has 120 armor and 70 magic resist.
baron nashor has different abilties so it's recommended to have your teammates to secure the kill.
- Killing
baron nashor gives each of your teammates 300 gold and 900 exp points +the powerful
exalted with baron nashor buff to all allied units giving damage, ability power and regeneration.

dragon spawn at 2:30 and respawns after every 6 minutes.
- Has an initial health of 3200 and gains bonus 220 x (the highest champion level). He deals 145 damage with a range of 500. He has 21 armor and 30 magic resist.
- The dragon gives a burning debuff that slows attack speed by 20% and deals damage over 5 seconds.
- Killing the
dragon grants 190 gold to all teammates with a bonus of 25 gold to the killer and 400 exp points to each of your teammates. The dragon is a valuable target and is the main reason why there are 2 champions on bottom lane in order to monitor it and secure it from the enemy team.

lizard elder spawns at 1:55 along with 2 small lizard minions and spawns along every 5 minutes.
- The lizard elder has initial 1372 health increasing by 90 every minute. It deals 65 damage increasing by 1.83 every minute having a melee range. Has an armor of 20.
- Upon death it gives 72 gold +0.3 gold every minute and 210 +2.5 exp points every minute to champions within vicinity and the
blessing of the lizard elder buff to its killer giving it a fiery attack that deals 10-44 bonus true damage and slows the target by 8/16/24% for melee or 5/10/15% for ranged attacks for 3 seconds. A highly valuable buff to make ganks more potent to secure kills.

ancient golem spawns at 1:55 the same time as the
lizard elder along with 2 small lizards and respawns also after every 5 minutes.
- the
ancient golem has an initial 1372 hitpoints increasing by 90 every passing minute. It deals 65 damage and increases by 1.83 every passing minute. It has 20 armor and no magic resist.
- Upon death it rewards the killer with the
crest of the ancient golem buff which significantly increases mana and energy regeneration as well as cooldown reduction making it a valuable tool to spam abilities specially for AP nukers in mid lanes. Usually warded at most early levels since it's a very valuable target at the early stages of the game.
- It is much more useful to be given to an AP mid laner in order to dominate the lane so at around 7:00-7:20 after it's respawn immediately call the mid laner to get it and receive extra praise from your teammate, just what like phreak said.

- The
wraith spawns at around 1:40 along with 3 other lesser wraiths and respawns after every 50 seconds.
- It has only around 400 health but has a lifesteal ability. Deals 25 attack damage within 500 range and has 15 armor and no magic resist.
- Upon killing the
wraith it grants 35 gold and 120 experience points. It also regenerates a small portion of missing health and mana to its killer.
- With the
wraith's location in summoner's rift it is often one of the most stealed camps in the game; since it gives significant amount of exp, it's proximity in mid lane and river and its short respawn rate.
- When stealing an enemy's
wraith camp it is a good strategy to kill only the big
wraith and leave the lesser ones to tell the tale, in this way you'll the deny the enemy jungler with both exp and gold and this can also work to stall some time as you steal his/her other camps.


- The big golem and
giant wolf also respawn at around 1:40 along with small camp monsters and respawns at around 1 minute after every clear.
- The
giant wolf has 550 hitpoints and deals 24 attack damage within melee range and it has 25% critical strike that really deals strong damage. It has 9 armor and no magic resist.
- The big golem has 950 health and deals 54 attack damage within melee range. It has 12 armor and no magic resist. It kicks people so be cautious.
- Like the
wraith, upon killing these 2 monsters they gave off a buff that regenerates a small portion of missing health and mana to the killer. The
giant wolf grants 128 exp and 44 gold while the big golem grants 117 exp and 40 gold.
- Some junglers starts with the big golem when an invade usually happens in order to stay safe, but you're
Shyvana and that will rarely happen unless you have a team that doesn't care about you.
- The jungler most of the time gives the big golem or
giant wolf to the bottom lane duo for gold and experience advantage when they doesn't need it. big golem for blue team while
giant wolf for purple team.

Sample Scenarios:
-Here are some sample counter-jungling scenarios that I had encountered in the past. You might get some good ideas here just in case you get in the same situation as I did but really I like to point out here that in most cases, you need your team to cooperate with you.
Sample Counter Jungling Scenario no.1

For example my enemy is





I started off at the enemy's red alone and directed my team towards the enemy blue,
Our goal is not necessarily to get the enemy's blue buff but to delay







So what happened to





If a gank happens, try to do damage but also disengage immediately or if a teammate appears try to kill someone. If



Sample Counter Jungling Scenario no.2

As I said earlier be very creative in plotting your enemy's demise. For example I have an enemy

I ask my top lane partner to ward the bush around baron/blue buff in order to secure our own blue buff and head off towards bottom lane. Now I need a diversion, I asked my top lane buddy









If a clash would break out I'm sure we can handle ourselves, make sure to keep your fury to 100 when trying to sneak on the enemy so you have a escape maneuver however I'm still 5 at the moment but my teammates


what happened?













But the fight isn't over yet.

























Things to Remember:
-before ganking a lane, make sure you have a red buff or a fellow teammate has hard crowd control effects because once you fail a gank, you just wasted your time and effort and had opened up an opportunity for the enemy jungler to mess with your camps. Ganks are made in order to create an advantage so make sure each gank counts.
-make sure to get


Advantages of Shyvana's fast clears
-objectives could be secured faster with less probability of being engaged by the enemy team.
-has more time to gank, assist lanes, place wards and get items.
-better farm rate than the usual junglers.
-clearing your camps at extremely fast rates gives less chance for the enemy jungler to even try to counter you and gives you enough time to engage with him/her or mess up with his/her camps.
Ganking
-other than a good gap closer, shyvana has no other means to keep a target in place so proper positioning is the key to ganking.
-red buff is extremely valuable for shyvana's ganking so I don't usually get it immediately unless I could use it in order to gank a lane or engage the enemy jungler (unless it's the enemy red buff).
What Could be Considered as a Good Gank?
-when the enemy is utterly destroyed giving you or your teammates gold and enough time to farm minions or push a lane.
-when an enemy burns a summoner spell in order to disengaged the gank. Burning a mid lane's flash makes that player play more defensive than usual and creates fear that he has less means of escape when ganked again.
-when an enemy is forced to recall at early stages of the game, buying enough time for your teammates in lane in order to create an advantage and farm well and get enough levels. low level enemies are easier to gank.
Dueling
-Shyvana shines in dueling with enemy junglers even at early stages of the game because of her innate tankiness and absurd damage output.
-The deal is to outplay the enemy jungler by forcing him/her out of his/her own jungle. Each time he/she recalls gives you enough time to clear his/her camps but also keep in mind of the map and watch for enemy champions approaching.
Some Jungling Tips and Tricks
-When taking out enemy camps, a good strategy is to kill only the strongest minion/monster in that camp. If you are taking down the enemy

-engaging enemy through surprise attacks in brushes at jungle sites or at the river might caught them offguard. Some people who are crossing the river are focused at looking either at the bottom lane or top lane and if you attack them during this time most of the time they can't react immediately and even if the enemy has advantages in level and creep kills damaging them first before they can even react gives you enough lead to kill them straightaway.
-Once you got a lead on an enemy jungler, its not a matter of time till you dominate early game.



-Oh, giving away free minion camps to your teammates help them build items fast and get enough levels in time. Giving the wraith camps to your mid lane helps them in farming as well as giving wolves or golem camps to your support and ADR at bottom lane.

Know Your Enemies and Your Weapons
Shyvana's Weakness
-Heres a short list of some of


Strong Kiting Abilities and Annoying CC








- AP champions with a snare, stun or any strong CC effects.
Shyvana might have strong mobility with
Burnout but considering that your enemies are also skilled players, they also know what you are weak against, kiting.
Shyvana has no gap closers other than her ultimate and impulsively using it isn't as efficient as it should be.
Shyvana is strong at 1v1 fights but if you can't close the gap with your enemy, you will just take damage so it's a much difficult target having these champs with annoying CCs.
Countering
- The best counter?
Quicksilver Sash. You may say its not late game efficient, I just say "I wonder how your game went that far?". Being tagged by
Light Binding and instantly removing it right after is really a strong advantage against an enemy
Lux. Just imagine the power of this cheap item.
Quicksilver Sash also saves your life.
Cleanse could also be a good alternative at draft games but having a flash is much more important.
- If the enemy relies on skillshots like
Dark Binding, learn to avoid being hit by anticipating your enemy's next move. This skill requires a lot of effort and experience.
Burnout and a timely
Dragon's Descent could help you in dodging skillshots.
- But be very wary that even though you have countered one shot of the enemy, your
Quicksilver Sash's cooldown is 90 seconds so you need to take the opportunity that your enemy's CC skill is on cooldown to take them down. So you also need your team's cooperation to take that target down.
Sneaky Assassins and Champions with Annoying Mobility








- You know how annoying these champions are. They deal lots of damage and has a good utility ability for juking. These champions are really squishy and is an easy target for
Shyvana if the enemy is not a skilled player but in the hands of the pro, these champions deals tons of damage while being able to escape fights unharmed and
Shyvana is weak against those whom she can't get a fight with.
- Most of these champions are hard to gank and that is one of the problems. You need to create a good advantage through ganking these guys early before they are able to build enough power to snowball and annihilate your team.
Countering
- How to counter? Kill them early on. Use
Shyvana's sheer aggression to pressure that enemy along with your teammates.
- Counter picking might help on draft games but thee most important thing to do here is to play it safe and strong. Keep the pressure up but give no opportunity for the enemy to counter attack. Most assassins would like to get an early kill by playing very aggressive at early levels like
Fizz and
Talon and if your team mates facing them plays defensively later on at most situations these assassins tend to overextend or roam because of their innate instincts to kill. Use this to your advantage to catch them off guard.
- Know when to pursue and chase these enemies and always alert your teammates when you are going to gank or start a clash. Most of the time these guys are the highest priority targets so you better coordinate with your team to kill these pesky guys.
- Items like
Hexdrinker,
Maw of Malmortius and even mercury threads help you survive most assaults from champions like
LeBlanc. If they can't kill you outright, dont even give them a second chance to do so. If you go back the base immediately you can return immediately also rather than tagging with the team on low health.

Tips and Tricks for Securing Objectives
(requires team cooperation)
Double Wriggles
- requires your team to have 2 champions with wriggles lantern in order to secure both dragon and baron. This tech is also effective because it supplies the team with 2 wards that can be used every minute to strategically survey important juke points and potential gank sites.
- usually the solo top champion builds the secondary wriggles lantern. The ADR/AD champ could also build it since they have a quick access to the dragon.
- this tech could also be utilized with the use of teleport. You and the solo top champ or a mid AP nuker could use teleport and imagine the fascinating ganks you could pull with this play. Since 2 characters has wriggles, you could use the ward to your advantage for a teammate to immediately assist killing the dragon/objectives or for reinforcing an upcoming push on one of your turrets.
Specific Champions
- I have talked about this earlier. Some champions are a strong pick because of their impact in securing objectives in the jungle.
Nunu & Willump is one of the best examples.
Nunu & Willump's
Consume deals strong damage and could be considered as a secondary smite. Helps your team chunk up the dragon fast and effective also he gives your ADR teammate
Blood Boil.
Nunu & Willump could also be used as a very strong support champion meaning he has good access to the
dragon.
Karthus is also a good champion for securing kills because of his
Lay Waste.
Zyra has been a very strong pick at most international tournaments considering with
Zyra and her plants alone she can significantly kill baron alone.
Heimerdinger could also kill
ancient golem and
elder lizard with his turrets. These 3 champions are played at mid lane and also has a good access to most camps specially the enemy
wraith camp which they can poke to kill the big
wraith.
(STILL UNDER CONSTRUCTION, STAY IN TUNED FOR MORE TIPS AND INFO)

complete changelog:
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