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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


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

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 ![]() + Her ![]() + 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 ![]() - No built in CC, slowing abilities. Makes it hard to chase people sometimes and net kills in lane, untill you get ![]() - 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 ![]() |
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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:







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

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Tier 1 - 3 points in
![]() ![]() ![]() Tier 2 - 4 points in ![]() ![]() Tier 3 - ![]() ![]() ![]() ![]() ![]() Tier 4 - 3 points ![]() Tier 5 - 3 points in ![]() Tier 6 - ![]() |
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Tier 1 - Depending on who you're laning against, 3 points in
![]() ![]() ![]() Tier 2 - ![]() Tier 3 - ![]() |
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


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

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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

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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

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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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(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


Max

Max

Put an early point in

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



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

Starting Items
![]() Cloth Armor Often the starting item you'll want. The ![]() ![]() ![]() 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 ![]() |
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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 ![]() |
Offensive Items
![]() Wit's End Gives ![]() ![]() ![]() Frozen Mallet Item that goes very well with the attack speed from ![]() |
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![]() Atma's Impaler Good to get after you've increased your health pool with the ![]() ![]() ![]() Wriggle's Lantern Gives ![]() |
![]() The Bloodthirster Can replace ![]() ![]() Madred's Bloodrazor Good item to shred high health targets late game. The attack speed also works very well with ![]() |
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![]() Trinity Force If the gold is rolling in nicely, you can get this item. ![]() 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 ![]() ![]() Force of Nature Great item against heavy magic damage. Combined with a ![]() |
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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 ![]() ![]() ![]() ![]() Guardian Angel Good pickup if you're being heavily focused. Goes well with ![]() |
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![]() Sunfire Cape Decent armor item with a passive that works quite well with ![]() ![]() Thornmail Good item if there's a lot of auto attackers in the enemy team, but usually subpar to ![]() |
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



A simple combo you generally want to use in trades is tag your opponent with





Once you get the

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.


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

A good technique for doing this is standing behind a wall and using your




Possible uses of

- 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

A teleport gank is where you

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

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

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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