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Shyvana Build Guide by PenguinSlap

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League of Legends Build Guide Author PenguinSlap

Shyvana's Burning Passion

PenguinSlap Last updated on November 5, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 14

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 16

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Welcome to my very first guild. I am using this guide for the new champion Shyvana The Half-Dragon. I bought her the first day she has come out and have played her almost every game since then. She is such a diverse champion being able to play different roles extremely efficiently, she is capable of jungling, tanking, or dps/offtanking. I prefer to play her the typical fighter way and build her tanky but with some DPS items so she can definitely carry the team or be a great bruiser in team fights.

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Pros / Cons

Pros: Cons:
Great Farmer Ulti is easily dodged
Good Harass Can be easily kill stolen
Easily built tanky/dps If harassed must back frequently
Great Chaser Slow build-up
Iniates team fights quite well

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With my runes I choose to use flat armor penetration runes because most of her damage are her Q a E which are both attack damage based, You could switch them out for CDR depending on your playstyle. I choose to use the flat hp glyphs and seals and quintessences because it definitely helps with staying in lane longer giving you that extra advantage and fighter style of health. As said before you can change them out for MR, CDR or depending on what role you feel like playing.

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With the 14 spent into the offensive tree this will max the damage output from your dragons flight and your flame breath which when in dragon form are what is going to be hitting/dealing the most damage during team fights. I choose to use the rest of my 16 points into utility for that extra speed bonus and the decrease cooldown on flash while also benefiting from the increased rune time which are a definite game changer when having blue and red on Shyvana. You could just as easily take those 16 and put them into the defensive tree; again depending on if you are wanting to play tank or carry.

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I like having the Mercury Treads because it allows for CC's to be way less which is great when chasing someone down with your burnout. Next I rush straight into my Wit's End because the extra MR is great at low levels and your Q will stack that twice right off the bat and having that attack speed gives you that extra dps needed to really do some nice damage. From there I go into a Sunfire Cape which in correlation with your burnout stands for an almost 100 dmg per second! With this every minion in lane will easily be yours and therefore allowing you to farm up extra quickly. I like to go into a Trinity Force after that because it allows for great chasing down and gives her that extra movement speed needed and is always a great all around item for fighters in my opinion. Depending on the teams carries you can either go with a Force of Nature or Thornmail but I usually get a FoN and if I need a Thornmail later I will sell my Wit's End. Here is where my playstyle is definitely different from most of the Shyvana's that I see. I like to get an Infinity Edge so I can keep hitting those crucual those 600-700 crits. Many Shyvana's I see are getting Atma's but I choose this for higher crits.

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Skill Sequence

Maxing burnout is what I prefer so that I can run in situations if needed and is also a great way to get minion farm while in lane. Then I max my Flame Breath second because while in Dragon Form it is most useful as a dps compared to your twin bite which you might not be able to get close enough for. Obviously twin bite is maxed last because I feel it is one of her weakest abilities.

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Summoner Spells

I definitely like to use Flash on her because tied with her ulti it is like having 2 Flashes which is definitely needed to get away if you get yourself stuck in a sticky situation. Ghost is also very viable on her because of her movespeed bonus with burnout, but it is not one I would reccomend using in ranked games. Next I use flash because at 18 it burns for about 400-450 true damage which is amazing against tanks and squishies alike. Exhaust could also be used in turn of ignite but is not one that I frequently use in games.

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Creeping / Jungling

Shyvana can be a pretty efficient jungling character yet I have not tried her in a regular game yet. I was able to start at Blue Rune with cloth armor and only used 2 health pots and go straight to wolves and kill them next. Proceeded to golems and killed them both, then wraiths easily and had to back before Red Rune. Most peoples jungle is probably much different than mine but I always go for blue rune first. She definitely can go through the jungle quickly and ganking potential is great.

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With farming its pretty simple, pop your burnout and just auto hit the creep to keep it stacking up. Then once you get a sunfire cape go for the wizards in the back first, and works your way towards the fighters.

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In summary I like to play her as carry as possible while still being able to tank/bruise for my team and still maximize the DPS output that I would be putting out. Due to her amazing ulti she is a great tank for team fights and I feel if you built her fully tank she has potential to be one of the better ones out there.

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