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Spells:
Ignite
Exhaust
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Lore

There are those few dragons in Runeterra who have mastered the intense magical energies that course through their unique anatomies, evolving into an elusive Celestial Dragon. These powerful and enigmatic creatures spend most of their time hidden away from the lands of men. However, there are those who find themselves drawn to civilization and who take on human forms to immerse themselves in the world of humans. Occasionally, one finds itself drawn to the spirit of a human and they have relations. Sometimes, in the slimmest of odds, the union will bear fruit and that offspring will be one of the few half-dragons to have graced Runeterra. Shyvana is one such creature, born to a simple Demacian farm-girl and her Celestial Dragon father. Left to be raised by her mother, her oddities were something that couldn't be hidden from her community, though she was protected by her family. Once her family had perished in disaster, she was left alone for the first time - truly alone. Shyvana quickly became an outsider and it wasn't long before the community's fear began to put her in danger. Facing mortal danger at the business end of an angry mob, she was rescued by the traveling noble, Jarvan Lightshield. The noble was a man who strangely knew exactly what she was and took her under his wing. It wasn't long before she was offered a chance to use her natural skills in the service of Demacia, as Jarvan initiated her as one of the elite guard. Following Jarvan into the League of Legends was only natural.
Shyvana is a fierce warrior, with the blood of one of the most powerful magical predators in all creation flowing through her veins. Unlike some of her fellows, she is a subdued personality - somber, cool, and collected. However, when the moment strikes, her draconian heritage manifests and there are few that can stare her in the eyes and not feel the primal urge to flee.
''By the blood of my father, I will end you!''
- Shyvana
I am Dovahkiin !
Hi, this is Reaver328 and i hope to explain and show you the way i play

Pros.
-
Versatile Ult. that can be used for ganks, esacape, assassination, and team fights.
Good armor and magic resistance
High AoE damage
Attacks grant extras to abilities
Good maneuverability
Cons.
-
Very little crowd control
Little harass
Gets targeted quickly when using ult. (go figure...)
Horrible against ranged Champions
Zippo33
I play
Shyvana offensively.
Greater Mark of Attack Speedx 6
This will give you an extra 5.1% attack speed
Greater Mark of Attack Damagex 3
This will give you an extra 5.7 damage
Greater Seal of Attack Speedx6
This will give you 4.56 attack speed
Greater Seal of Attack Damagex3
This will give you 1.29 damage
Greater Glyph of Scaling Cooldown Reductionx9
This will give you 8.1% Cool-down Reduction at level 18
Greater Quintessence of Life Stealx3
This will give you 6% physical life steal
Every attack
Shyvana makes with her basic attack, the more buffs her abilities get. This is why i go with the mix of attack speed and damage. The Vampirism when paired alone with the
Wriggle's Lantern gives you an early 18% life steal a hit.

Marks

This will give you an extra 5.1% attack speed

This will give you an extra 5.7 damage
Seals

This will give you 4.56 attack speed

This will give you 1.29 damage
Glyphs

This will give you 8.1% Cool-down Reduction at level 18
Quintessences

This will give you 6% physical life steal
Every attack


28:1:1
This mastery build will give you:
3 damage
4% Cool-down Reduction
4% Attack Speed
10% Armor Penetration
.5 Damage a Level
10% Critical Damage
3% Lifesteal
1.5% Damage
6 Armor Penetration
6% Damage increase to champions under 40% health
Reduced time on
Recall by 1sec.
This build helps to stack both with the runes and with the item build that is advertised in this guide.
Things to note are the:
9% lifesteal now granted from start.
Damage increase to injured targets, this makes assassination easier if played well.
Armor penetration
4% Cool-down Reduction
4% Attack Speed
10% Armor Penetration
.5 Damage a Level
10% Critical Damage
3% Lifesteal
1.5% Damage
6 Armor Penetration
6% Damage increase to champions under 40% health
Reduced time on

This build helps to stack both with the runes and with the item build that is advertised in this guide.
Things to note are the:
9% lifesteal now granted from start.
Damage increase to injured targets, this makes assassination easier if played well.
Armor penetration
Item Sequence






Boots
300

Cloth Armor
300

Madred's Razors
750

Zeal
1200

Wriggle's Lantern
1800

Berserker's Greaves
1100

Dagger
250

Phantom Dancer
2650

Regrowth Pendant
435

Force of Nature
2800

Pickaxe
875

Long Sword
350

Tiamat
1200

B. F. Sword
1300

Bloodthirster
3400
-
=

The extra health is nice and the regen will come into play for holding your lane and not having to recall as often. Just remember that without the boots you WILL BE slow. Play defense and farm over going for the kill yet.

This gives you better farm with its passive ability as well as damage and armor. I go




All attacks of








15%+8.1%(lvl. 18)+20%=43.1%

+48 Magic resist can be traded with


Build was explained earlier as to why. If you didnt rush it earlier buy it here or wait some more to buy Madred's Bloodrazor. Waiting though can leave you vulnerable and without the benefits of the lantern. Generally, only get this if your fairly ahead and sandwich the Blood razor in somewhere ahead.

Amplifies the effects of



Built from the



This is the first damage item you really get with her. The damage +50 coupled with splash 50% will catapult your farm and it stacks with her


Biggest damage item she gets. Buy the

6%




Extras

Builds off of the


This is best for mid to late game. The passive bonus to your attacks is a god send especially paired with the high attack speed of this build. Every hit does 4% of the targets health. This will quickly rip a tank or high health character to shreds; Because it takes percents of the characters health magic res. items do not effect it.
http://www.mobafire.com/league-of-legends/item-purchase-planner#&item=37-88-68-59-102-41


After


Max this ability first with respect to her ult.

This is the last skill you max.


The versatility of this ability is invaluable. To start it is powered by rage which is passively gained slowly at 1 per 1.5 sec or at 2 an attack. This is where the attack speed is the most useful. Try to save it in a battle till you either A. actually need it to secure the kill B. have to escape quickly C. Team Fight/ PvP.
You can use this as an assassination tool. As they are running away from you low on health, Dragon's Descent can be used to quickly catch up and mop up the kill for the team that would have been lost otherwise The damage of the leap is decent and upped by a percent of your bonus damage and along with the

When escaping use Burnout to leave a fiery trail that quickly discourages would be pursuers. You can also use this ability to jump over walls just like

The Descent of the Dragon has knock back which can free up suppressed party members from attacks like


There is also a unique taunt that can be used while in this form. When in game press enter then type /t this will display the animation.
I take the straight offensive route with both
Ignite and and
Exhaust
Ignite
The damage is great for those last moment kills that are getting away without having to resort to
Dragon's Descent. True Damage is not blocked by any resistances so it will do the amount of damage that it says on the ability.
Exhaust
The slow is essential for ganks and support and the damage reduction is great against AD characters. I generally take this along with
Ignite
Teleport
Great for laning. You are able to recall home and teleport back before they even knew you were missing giving you an advantage as well as allowing you to assist teammates across the map.
Smite
This is an absolute for jungling with anyone. I would pair this with
Exhaust to allow you to gank an enemy without them running away before you can make the kill.
Ghost
Would be a great escape or movement tool. The Speed bonus would put her to almost 600 movement speed when paired with
Burnout and
Force of Nature. This is unnecessary for the most part although removing the unit collision is always helpful. You could use this along with
Smite to let you close in and chase down an enemy champion during a gank if you don't have exhaust.
Flash
Never ever ever a bad idea to have. It teleports your character a set distance in the direction your mouse if facing. You can either initiate or escape with this move and you can move through walls.


Preferred

The damage is great for those last moment kills that are getting away without having to resort to


The slow is essential for ganks and support and the damage reduction is great against AD characters. I generally take this along with

Optional

Great for laning. You are able to recall home and teleport back before they even knew you were missing giving you an advantage as well as allowing you to assist teammates across the map.

This is an absolute for jungling with anyone. I would pair this with


Would be a great escape or movement tool. The Speed bonus would put her to almost 600 movement speed when paired with




Never ever ever a bad idea to have. It teleports your character a set distance in the direction your mouse if facing. You can either initiate or escape with this move and you can move through walls.
When farming without worry your
Burnout is amazing. Go behind the row of melee minions and activate
Burnout to hit bot the melee and the ranged minions simultaneously. Twin Strike can be used to almost instantly kill a minion that has been already damaged by your attacks and
Flame Breath is great for siege minions. The armor and mag. penalty will make them take more damage and paired with the bonus for her basic attack on marked targets the minions will quickly provide the extra gold.
Be careful with using
Burnout when there are enemy champions around as it is crucial to her pvp power.



Be careful with using






When starting from Blue get a leash and go for Blue Buff. Getting a leash helps ALOT. From here travel to the wolves then to the other Golems and after to Lizard Buff from here either

From here you need to either

When setting up for the gank Make Sure your team-mate knows you are there. There is nothing worse than a failed gank because you were to hasty or the target wasn't set up properly. Pressing G then clicking your map target will set off a target ping while V will set a caution/fall back ping. These signals are invaluable.
Setting up wards is essential to survival when both Jungling and Counter-Jungling as well as preparing for/ preventing ganks. Make sure to place them along your path to show you when either a creature has spawned or if an enemy is preparing an ambush, both of which are the key to winning or failure. For ganks the bushes along all lanes are the best bet and offer the best sight range. If applicable it is also a smart idea to ward both Dragon and Baron to prevent any nasty surprises.
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