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Spells:
Teleport
Flash
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Introduction
Hello and welcome to yet another solo top guide by me. This time I'm going to be talking about Shyvana, one of my favorite champions since the day she was released. Shyvana was long very underrated and rarely ever used as a solo top champion, untill the Russian team M5 made an amazing display with her in IEM Kiev.
While she is without a doubt an amazing jungler, she is definitely also a great solo top laner. Much like in the jungle, her strengths lie in her ability to farm and push really quickly, allowing for a lot of time to do other stuff, such as very agressive counter jungling, making use of Teleport to help out other lanes or even stop jungle invasions when needed.
Due to her early game damage being so high and being both magic and physical damage, she is also a very strong duelist and incredibly hard to trade with for a lot of champions.
She does not, however, have any form of sustainability, which is the only thing keeping her from being one of the best solo top champions in the game. But due to her agressive nature, when picked in the right circumstances, she can be an absolute terror to the entire enemy team.
Listen to this while reading for full effect.
Pros
+ Very tanky without any items due to the passive stats on her ultimate. + Amazing lane pusher, having an AoE clearing ability and an ability that works on towers. + Very mobile with the movement speed buff on Burnout. + Her Dragon's Descent makes for a great escaping ability. + Her high early game damage, both magic and physical, make her an amazing duelist. + No recourses. Can spam her abilities as much as she wants. |
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Cons
- No sustainability. She won't be as dominant as she can be before she has a Wriggle's Lantern. - No built in CC, slowing abilities. Makes it hard to chase people sometimes and net kills in lane, untill you get Frozen Mallet. - Relies on pushing her lane very agressively for full potential and as such is vulnerable to ganks. - Vulnerable to being kited as she relies heavily on her movement speed and has no real gap closers (besides her ultimate) or CC. |
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Teleport Great summoner spell for Shyvana that allows for more agression on the map. Can be used for lane ganks, dragon control or just for getting back in lane after an early buy to get that small advantage over your lane opponent. |
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Flash Probably still the best summoner spell in the game. Can be used for both offensive and defensive purposes. |
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Ignite Good if you want to focus on being more dominant in lane, rather than help your team out. Gives you more killing potential and makes you a bigger threat in the enemy jungle. |
Other viable choices include:
Exhaust: If noone else on your team is getting this and the enemy team has some big threatening AoE ultimates (such as Kennen, Fiddlesticks. Though try and make sure if that is the case, someone else picks up Exhaust.
Heal: Can be paired with Ignite for ultimate lane dominance. Makes you one tough dragon in the lane, able to absolutely wreck a lot of champions.
Ghost: Increase your chasing abilities, but doesn't really help against her kiting vulnerability. Can be used if the enemy team doesn't have a lot of slows/hard CC.
Runes
spaceMarks:
- Greater Mark of Attack Speed: My main choice for Shyvana because it goes so well with her passive. Also has great synergy with Wit's End and Frozen Mallet to stick onto your target forever.
- Greater Mark of Attack Damage: Makes your damage in lane very scary as she has decent AD scalings. Also makes your last hitting easier.
- Greater Mark of Armor: Good against lane dominant bruisers such as Riven, Renekton, Garen
- Greater Mark of Magic Resist: Good for laning against AP carries who also often go top. Not needed in most cases but definitely useful.
- greater mark of desolation: Since you are a physical damage dealer, these are always useful for more damage overall.
spaceSeals:
- Greater Seal of Armor: The only seals you'll ever want for top lane nowadays. 99 games out of 100 you'll need the armor.
spaceGlyphs:
- Greater Glyph of Magic Resist: Good for laning against AP champions.
- Greater Glyph of Scaling Magic Resist: Good against double AP lineups or if you just want more MR lategame for whatever reason.
spaceQuintessences:
- greater quintessence of vigor: A good way of getting some sustainability. Best paired with Vigor in the defense tree.
- Greater Quintessence of Attack Damage: Makes your early game damage a whole lot scarier.
- Greater Quintessence of Magic Resist: Good for laning against AP champions, though not always needed.
- Greater Quintessence of Armor: Against lane dominant bruisers such as Riven, Renekton, Garen
- Greater Quintessence of Movement Speed: Synergizes well with Burnout. Helps your vulnerability to slows a bit.
My main choice on Shyvana for most games will be 21/9/0. The 21 points in offense will make your lane game a lot more dominant (which is usually your goal), while still having some good masteries in there for a better late game.
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Tier 1 - 3 points in
Brute Force
are pretty self explanatory. A point in either buthcer for easier last hitting or
Summoner's Wrath
if you're picking up Exhaust Tier 2 - 4 points in Alacrity for its synergy with her passive/attack speed runes. 4 points in Sorcery to get to the magic penetration Tier 3 - Weapon Expertise and Arcane Knowledge . Neither Havoc or Deadliness is worth picking up for Shyvana. Tier 4 - 3 points Vampirism for some much needed lane sustainability. Tier 5 - 3 points in Sunder , self explanatory. Tier 6 - Executioner to help you finish people off and increases your chance of getting kills in general. |
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Tier 1 - Depending on who you're laning against, 3 points in
Hardiness
1 point in
Resistance
against AD, the other way around against AP. If you're getting heal, put a point in
Summoner's Resolve
. Tier 2 - Durability for a stronger late game. Tier 3 - Veteran's Scars for that nice early game health boost. |
Alternative Setups
Another common mastery setup that goes for a more defensive approach. Picking up the armor penetration in offense for that little extra threat in lane and putting the rest in defense to go with her natural tankiness and make her even more unstoppable lategame.
A very agressive setup. Can be used against weaker lanes. The points in utility are aimed at more mobility for agressive counter jungling. A point in Runic Affinity in case you steal any buffs. 21 points in offense to allow you to push your lane as fast as possible, giving you more time to roam around the map.
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 gains 1 Fury every 1.5 seconds while in human form.
This passive makes attack speed so good on Shyvana. Buffs EVERY single one of your abilities.
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Twin Bite (Q): Shyvana's next autoattack will strike twice in one swift movement. The second attack will deal physical damage equal to 80 / 85 / 90 / 95 / 100 % 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
Nice ability that gives you an extra auto attack that deals more damage. Makes Shyvana very dangerous early in the game.
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Burnout (W): During the next 3 seconds, Shyvana will deal 25 / 40 / 55 / 70 / 85 (+20% of bonus attack damage) magic damage each second to nearby enemies and moves 30 / 35 / 40 / 45 / 50 % faster for 3 seconds. 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
Radius of AoE: 325
Shyvana's main damage spell. Makes her really strong in damage trades, allows her to push her lane really fast, allows you to chase people down,... Make sure to auto attack as much as possible when activating this ability to keep it up for as long as possible.
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Flame Breath (E): Shyvana unleashes a fireball forward in a line that affects the first enemy it hits, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) 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.
Additional On-hit Magic Damage: 12 / 18.75 / 25.5 / 32.25 / 39 (+0.09 per ability power)
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Range: 925
A nice source of armor shred that makes you strong in a 1v1 fight with bruisers. Dealing magic damage, this ability makes you hard to counter build and generally makes your damage output much scarier.
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Dragon's Descent (R): (Passive): Shyvana reinforces her scales, increasing her armor and magic resistance by 15 / 20 / 25. These defensive bonuses are doubled while in dragon form.
(Active): Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are pushed toward her target location.
Range: 1000
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.
Amazing ultimate. Makes all your abilities AoE, gives you a lot of passive resistances and gives you the ability to fly into people, knocking them back and dealing a lot of damage in the process.
Here's a little map showing all the walls you can jump over using this ability.
Ability Sequence
This is pretty much the optimal skill order for Shyvana. You get Burnout at level 1 for the extra damage in trades and the mobility in case of an early gank.
Max Burnout first for maximum lane pressure and the ability to clear waves insanely fast, allowing for more time to counter jungle/teleport gank.
Max Twin Bite second for more damage overall.
Put an early point in Flame Breath for the armor shred, then leave it till last.
Core
This is the item core you'll generally be aiming for most games. It offers you a nice mix of all defensive stats with some strong offense by getting a Wit's End for attack speed, a Frozen Mallet to synergyze with that attack speed and to allow you to stay on your targets, finishing off with an Atma's Impaler to synergize with all the health you just got.
Your final item should be picked according to what you need at that stage of the game and can be anything. If you still have gold after that, you can replace the Wriggle's Lantern for another item.
Starting Items
Cloth Armor Often the starting item you'll want. The Cloth Armor makes you a little more tanky and the 5 Health Potion's that come with it are great for sustaining your early game, when you don't have anything else for sustain yet. Boots of Speed Good for some more early game mobility. Can be used against weaker lanes, or AP carries. When buying this, it's often useful to wait at the base for a 4th Health Potion before you go into lane. |
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Doran's Shield Not a very common choice, but it works in certain situations. Goes well with health/5 quintessences and the Vigor mastery. |
Offensive Items
Wit's End Gives Shyvana a great attack speed boost to go with her passive and an on-hit effect that increases her damage quite nicely. I'd say this is a must-have for Shyvana Frozen Mallet Item that goes very well with the attack speed from Wit's End. Makes every single one of your auto attacks slow your target, allowing you to stay on them for as long as you wish. Comes with a nice health boost to increase your survivability |
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Atma's Impaler Good to get after you've increased your health pool with the Frozen Mallet. Every stat on it is useful for Shyvana. Wriggle's Lantern Gives Shyvana the early game sustainability she desperatly needs. Also very useful when counterjungling. A must buy in every game. |
The Bloodthirster Can replace Wriggle's Lantern later in the game for sustainability in fights. Madred's Bloodrazor Good item to shred high health targets late game. The attack speed also works very well with Shyvana's passive. |
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Trinity Force If the gold is rolling in nicely, you can get this item. Shyvana uses all its components well enough to make this worth the gold. zeke's herald Zeke's Herald Another good item for sustaining yourself later in the game. Is also very useful for your team and can be considered if your team benefits from it. |
Defensive Items
Warmog's Armor Very good item for Shyvana considering the passive defensive stats she gets from her ultimate. Great buy if you want to be more durable. Force of Nature Great item against heavy magic damage. Combined with a Warmog's Armor, AP carries will hate you. |
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Randuin's Omen Very useful against an AD heavy team. Makes you a lot more durable and gives you a great passive and on-use effect to screw up any physical damage dealers. Aegis of the Legion Good and cheap item to get some more defensive stats for you and your team. Very good item overall. |
Banshee's Veil Good to get against very bursty long cooldown AP champions, such as Sion/ Kassadin/ LeBlanc. The health and mana boost is a nice bonus. Guardian Angel Good pickup if you're being heavily focused. Goes well with Bloodthirster to sustain through fights and be very hard to kill. |
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Sunfire Cape Decent armor item with a passive that works quite well with Burnout in teamfights. Thornmail Good item if there's a lot of auto attackers in the enemy team, but usually subpar to Randuin's Omen (unless they have no/low lifesteal). |
Boots
Don't push your lane too hard at the start unless the enemy jungler is no threat to you. You can win early damage trades with a lot of champions if you buy a Cloth Armor and 5 Health Potion and just auto attack them with Burnout active.
A simple combo you generally want to use in trades is tag your opponent with Flame Breath, run at them while activating Burnout and hit them with a Twin Bite. Proceed auto attacking for as long as possible or untill Burnout runs out. Shyvana's early game damage is very high so you might as well abuse it!
Once you get the Wriggle's Lantern you can start being very agressive, pushing up your lane as fast as possible and start taking the enemy jungler. Always be careful and try and keep track of the enemy jungler. If you're top and the enemy jungler is bot, you're safe to go in the jungle and take their stuff.
Always try and keep track of buff timers as well. Try and make sure you always know where the enemy jungler is starting. Here's a list with some of the more popular junglers and their starting spots:
- Lee Sin: Wraiths -> Red buff
- Rammus: Wolves -> Blue buff
- Maokai: Wraiths -> Blue buff
- Nocturne: Tricky, can start at both just fine, always try and get a Clairvoyance on him at the start
- Riven: Wraiths -> Red buff
- etc...
Most other junglers will almost always start at their wolves into blue buff. ALL of these champions will generally start killing their respective buffs at 1:56 and kill it by around 2:05-2:10, meaning they will spawn again 5 minutes later, around 7:10. Make sure you're ready for this and if possible, try and get your jungler to assist you as well.
Smaller camps respawn much quicker and are often up for grabs, it can be effective to clear all but one mob in those camps to slow the enemy jungler down. (make sure you always get the big one)
^ map showing when you should look out for the enemy buffs for each respective side.
Notes:
- If the enemy jungler did not start at the buff closest to top lane, assume they'll have killed it about a minute later (3:30-3:40 making it respawn at 8:30-8:40 for the avarage jungler).
- When on the purple side (thus aiming for blue buff), know that the enemy jungler will likely be trying to give his blue buff to the enemy mid laner. Take caution when going agressive there.
- Always make sure your lane is pushed before you head in the enemy jungle so that the enemy top laner will have his/her hands full.
Shyvana has a lot of presence in teamfights and cannot be ignored. While she is usually built very tanky, she still deals a lot of damage so if you get into the enemies face, they will focus you.
Always make sure to position yourself so that your AoE abilities in dragon form hit multiple targets. Not only for the damage, but also for the armor shred on Flame Breath. Protecting your carries is not your job, due to your lack of CC and ways to get the tanky bruisers going for your carries to attack you, so always aim for the people standing in the back.
A good technique for doing this is standing behind a wall and using your Dragon's Descent to catch the enemy team off-guard.
Possible uses of Teleport:
- Getting back in lane faster after an early buy to avoid losing too much gold/experience
- Securing global objectives, such as Dragon/buffs closer to the bottom lane
- Helping out your team when the enemy coordinates a gank on your bottom/mid lane.
Teleport Ganking
So since we have Teleport and we don't have to use it to get back into the lane quickly, why not use it for an unexpected gank?
A teleport gank is where you Teleport on top of a sight ward placed by your team (or a friendly creep) somewhere on the map to gank a lane or outnumber your opponents for a dragon or baron fight.
This is most efficiently used in case of a Dragon/Baron fight, where your team will engage Dragon/Baron while you're pushing a lane. When the enemy team sends a person to stop you, you teleport to the dragon/baron fight, effectively creating a 5v4 situation in your favor.
Another way to teleport gank is way earlier in the laning phase, where you gank bottom lane. This is done by asking your bottom lane to place a ward in any of the 2 brushes, depening on how far the lane is pushed up, after which you proceed to Teleport on top of that ward and pick up 2 free kills.
Note however when doing it in the laning phase to make sure your tower is safe and you're not about to miss out on a ton of experience/creep kills. It is best to coordinate it with your bottom lane right after you push your lane out to the enemy turret.
Red: Possible locations for Baron teleport gank wards
Blue: Possible locations for Dragon teleport gank wards
Black: Possible locations for bottom lane teleport gank wards
Now if your team is refusing to buy wards for some reason, it is possible to teleport to nearby friendly turrets or minions, while this works fine it is much less reliable and not recommended.
Once you get used to her playstyle, she is extremely fun to play because she just does so much more than the avarage top laner.
Thanks for reading and enjoy tearing teams apart with Shyvana cos' she just does not give a single ****. If you have any feedback or concerns, don't hesitate to leave a comment. Don't forget to vote if you liked the guide!
As for screenshots, I don't really have any at the moment as I always forget to take 'em, but here's a video of me playing Shyvana from a spectator point of view. Not too much counter jungling going on here but it shows pretty nicely what a Shyvana can do to a team, even if hers is losing.
http://sv.twitch.tv/potatisfarfar/b/308901595
Lastly, as always, thanks to jhoijhoi for her guide to making a guide for all the templates used in this guide~
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