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Recommended Items
Runes: AP
+8 Ability Haste
+10-180 Bonus Health
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Threats & Synergies
Ahri
Ahri is currently the most popular, worst matchup. Ban her. Skilled players will auto-shove you in and hard deny you under turret. Her Q is dodgeable, but that charm is quite quick and is the truly threatening part of her kit. If you do happen to get charmed, you’ll take a brutal amount of damage. Any poke you land will just get healed back by her passive. This means that you can't get a single caster creep for the entire lane phase. Pretty unplayable. Shove back hard any chance you get, since you can only step up to the wave while your creeps yet live. Position so she has to choose between trying to Q you or shoving/lifestealing off of your wave. Mind your spacing; if your W is down and you’re at her maximum Q range, you can get double hit by it very easily. At 6, NEVER just ult at her out of the blue, even if she doesn’t have vision and you’ll catch her by surprise. She will land a guaranteed charm and kill you with her full combo; you won’t be able to run away from her ult. Wait for her to Q the wave or whiff charm then ult on her. She will always retreat without her E and Q both available. Wait for her to ult back once, then E after her before she can dash again.
Rell
Insane synergy. Fantastic initiator with a suction ult. Absolutely ideal.
Rell
Insane synergy. Fantastic initiator with a suction ult. Absolutely ideal.
Champion Build Guide
Drem Yol Lok. Greetings. |
I go by Veralion and I’ve played
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Since then, it's been through quite a few renovations. After funnel nerfs killed Smite mid, I was forced to jungle until the AP ratio buffs in Season 12 put mid back on the menu with First Strike and Night Harvester. Things remained mostly stable throughout Season 13, and I reached Master in both seasons. Now, however, AP Shyvana requires a little bit of a pivot.
Full AP crutched super hard on Night Harvester. With Mythics gone and the spooky axe sent to join DFG and Gunblade, AP Shyvana lost its primary source of proc damage and abliity haste. With current AP itemization, you have to choose between damage and haste... unless you poach
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With this setup, the terrifying burst potential that makes AD carries shiver in fear is back and better than ever! Since you're the midlaner, you'll need to build AP more often than not, and as such it's once again the focus of this guide. But every once in a blue moon, you'll have a ton of AP damage and find yourself against several easily chomped on melee champions. For such situations I reccommend my Thanos AD build, which remains strong and is also included. One of
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I've also founded a Shyvana focused Discord server! I've got high rated players in every role ready to help, making it the best resource for climbing on our half-dragon. If you're the kind of person that would make the place better and not worse, we'd love to have you! Don't be shy, join up, and win, win, win!
So read on, fellow dragon, and learn how to roast and chomp your way to victory! |
+ Can stat check several melee midlaners starting at level 3 + Manaless, can stay on the map indefinitely + High base health regen, can simply outlast several early mana pools + Early skirmish strength is well above the average midlaner + Great objective control, can shove mid and solo grubs/dragon very fast + Very strong roams, converts winning lanes into kills risk-free + Spikes nice and early, has insane synergy with ![]() + 3 item powerspike is capable of INSTANTLY deleting carries + Extremely threatening on full build, pentakills are relatively common + Snowballs LUDICROUSLY hard and is downright unfair if significantly ahead + Dark horse effect (Particularly regarding roams) + Is a kickass sexy dragon |
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- Pathetic levels 1-2, easily abused and zoned, cannot gap close until level 6 - Will not have early priority, farming under tower is a fact of life - Lack of CC makes it very difficult to solo bolo and create her own advantages - JG gap is VITAL for the above reason - VERY reliant on ![]() - Almost useless if behind, feast or famine, ZERO utility - Lack of defensive steroid, cannot initiate head-on without getting exploded - Off-meta pick gives psychotic teammates an easy scapegoat and excuse to give up |
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1. Your composition: strong front line, reliable initiation, AoE CC, reset mechanics |
Since you hit harder than the Incredible Hulk, you really love anything on your team that can reliably initiate and lockdown priority targets to give you a strong setup. Stuff like
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I'm currently duoing all the time with my
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2. Enemy composition: Squishy, low CC, low mobility |
Though
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If you see
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3. A good lane matchup |
For mid, your matchup is even more important than team comp. Burst mages are exceptionally good matchups. These champions were dumpstered on by the durability patch and you will have little difficulty outlasting their mana pools.
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Certain control mages that have spells jukeable with
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Many popular fighters and assassins can be farmed into, but are too dangerous to challenge without help. They'll need to play badly to give you an opening.
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Don’t pick her into famously abusive champions. The very worst lanes include
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I've got pages and pages of notes on how to handle every common matchup under the threats section above!
4. An aggressive, unfair jungler |
You also really want a strong early-game ganker in the jungle. I’d advise duoing with one if possible. The more aggressive and unfair, the better. Stealth champions as well as those who move too fast to react to are great, like
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Alternatively, powerful early game bruisers like
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Post 6, your gank assist with
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You do NOT want a powerfarmer like
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5. A strong, winning bottom lane |
Lastly, you want a winning bot lane to enable roam opportunities. High pressure poke lanes like
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Roaming engage supports like
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Scaling ADC/enchanter pairings make these opportunities few and far between.
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Again, you only need 3 of the above in order to make the build work. If you've got all 5,
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You'll bait their weak, immobile mid too deep while trying to deny you, get fed and farmed by spam ganking them repeatedly, get all 5 plates in 2 pushes, roam down to slaughter their crippled bot lane under their own turret with no possible escape, and turn all of that gold into pressing two buttons and killing 3 or 4 squishy enemies instantaneously after your front line locks them down and sets them up.
Off-meta, indeed.
Terrible passive in all honesty. While it does make solo drake from the midlane possible if you have bot push and there's a party in top lane, her
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Auto reset which hits twice and synergizes with the on-hit damage from her
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While in dragon form it cleaves every target in a full semicircle in front of you and generates fury for each target hit, which can add up to quite a bit. Proper positioning to cleave groups of creeps (and especially Raptor camps) extends dragon form far beyond its base duration. Note that the cleave works on towers and reaches further than her max auto range; if your target is just out of range but there's something between you, hit it instead.
The cleave will also reset on each and every hit. Fighting someone inside a creep wave will let you spam Q and turn into a weedwhacker, delivering an enormous amount of damage.
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Hilariously,
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AoE damage and speed buff. Though nerfed to a shadow of its former self, early on it is indispensable for dodging skillshots and taking quick moments to dart forward, last hit a creep, and retreat. This is also how you prepare caster creeps to last hit under turret. Two ticks of the ability will do enough damage. Three or four ticks is risky. Five ticks is too much and will ruin the entire stack. Move in and out of range as necessary to get as much farm as possible. The first tick is also applied instantly, so this ability is your only option to kill 1 hp creeps before your minions finish them off.
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But it does literally nothing special in dragon form.
God forbid it do something useful and exciting like the rest of her kit, like grant slow immunity, or at the very least not decay over the duration.
I miss my fire trail. Give me back my fire trail at least, Rito.
Basic medium speed skillshot which passes through creeps and stops on the first champion hit. Though initially on a long cooldown, it enables
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Some key things to remember about dragon form
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Practically speaking, this spaghetti creates a small dead zone. Never try to hit a target that’s directly under you unless you are in a do-or-die moment. Remember this when you go to tackle someone with
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Second, do NOT press E at all while you are flying in
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There's a bug that's been in the game since her release in 2011 which will reset the cooldown if you cast it at the very instant
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Definitely don't intentionally go for it and risk not getting your empowered
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Objectively the coolest ult in the game. Unstoppable dash with a 1.3 ratio limited only by fury generation, having an extremely low effective cooldown. You are half a champion without it, so it's a damn good thing it's so accessible. Managing fury to make sure you always have it when you need it is crucial, as is properly extending it through frequent auto attacks and
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Never use
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Though it hits like a truck, it is fairly slow and hard to land on someone with a working mouse. Get close before pressing R if you need a hit for lethal.
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DO NOT CAST
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If you want to dive facefirst into a teamfight, their team MUST be CCed and unable to retaliate, or you MUST ambush their backline from out of vision to kill them instantly before they can react. If these conditions aren't met, don't even think about it. Instead, look to poke with
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After reverting to human form, gaining fury is your first, last, and only priority. If action is likely in the near future, go straight to the closest available minion wave or jungle camp and begin hitting it. Do not use
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The knockback effect behaves strangely; along most of its path it will knock targets back a short way as intended, but for whatever reason at the very end of her travel path it pulls back and clumps all enemies in front of her. It's basically a vortex effect like
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It's incredibly useful for outmacroing the enemy.
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Press the Attack Old reliable is freshly buffed! Now, instead of amplifying all damage, it increases YOUR damage by 8% for the rest of combat. Since ![]() Don't even look at ![]() ![]() ![]() ![]() ![]() |
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Triumph Standard. Triumph frequently makes all the difference in nail-biter skirmishes, which you're looking to snowball off of with your ![]() Aside from the clutch factor, ![]() Matchups that are tough enough to make ![]() ![]() ![]() |
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Legend: haste Goodbye Tenacity, but I won't miss you! I bet you anything Riot was scared of pairing this rune with ![]() ![]() ![]() |
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Cut Down For those of you who don't read patch notes, this rune has just been completely reworked. It's now 8% more damage on targets above 60% health. This is perfect for poke champions, and ![]() |
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Go-to: Second wind/Overgrowth![]() ![]() ![]() Take ![]() ![]() ![]() ![]() |
For stat shards, take haste. 8 haste is nearly a second off of your
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I'm currently back to taking double scaling health in most games. A force shard is very helpful for last hitting, and tenacity is a defensible choice VS heavy CC. Just don't take MS. Diminishing returns on movespeed will ruin its value for you.
Taking double Force and flat health with a
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AP: Core Build |
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Start: Doran's Shield + pot Health regeneration go brr. You're going to be trading health for gold in most matchups, so you're gonna need a lot of it. ![]() ![]() ![]() ![]() ![]() |
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Spammy Spear: Shojin This item was quite literally made for ![]() ![]() ![]() |
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Situational Boots Boots are a game-by-game choice, and also up to personal preference. I suggest your default be ![]() With Legend: Tenacity gone, ![]() ![]() ![]() ![]() ![]() ![]() ![]() I don't even hate ![]() ![]() ![]() ![]() |
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Dark Seal![]() ![]() ![]() ![]() Try to stack in every game, even when things already look bad. Why not? Games can flip on a dime and it's a small investment for a potentially huge payoff. Stacks only go up. Diamond hands, my friends. |
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Burn. baby, burn: Liandry's Similar to ![]() ![]() ![]() |
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Riftmaker Bad As I'm sure you've noticed by now, ![]() ![]() ![]() |
For Inflection Points |
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Maximum power: Blue Elixir If the game hasn't ended already, chances are that it's about to. Elixirs should now be purchased with any leftover money before Baron/Soul/Elder/Nexus fights. 50 AP adds a lot of value across your entire kit, and it adds 25 true damage on a small per-target cooldown. A cooldown that lines up almost exactly with your ![]() |
AP: Situational |
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Unlimited Power: Deathcap Your default 5th choice should obviously be the hat. Even with only 2 AP items, the multiplier will net an extra ~110 AP and fire up your ![]() ![]() |
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Int Prevention: Zhonya's Stasis can still decide entire games. Remember that ![]() ![]() ![]() ![]() ![]() Access to stasis also allows using ![]() |
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Cryptbloom Since ![]() ![]() |
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Big Funny Numbers: Sundered Sky This item is completely absurd. I have no idea what they were thinking. The crit is good enough, the heal is good enough, but BOTH on a single item is NOT OKAY. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
AD: Core Build |
My AD Thanos build opens in exactly the same way, except that defensive boots are highly preferred. Rush
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Cleaves on Cleaves: Titanic Hydra Titanic is still busted. Considering ![]() ![]() At full build, the on-hit approaches 70 damage, with the wave doing even more. You can think of this item as being 120 AD with 550 health. Pretty nutty. You can pair the active with your Q for a gigachunk, but unlike ![]() A quick ![]() |
Next, pick up
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AD: Defensive Options |
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Shield Gem: Sterak's The best defense is a good offense. Dead carries can't kill you. You see, there's just too much damage in the game to tank it for long no matter what you build. So, we're not going to try. Steraks gives another 59 AD at level 18 behind your ![]() ![]() |
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MR Gem: Kaenic Rookern Another 200 year special coming straight from Riot Games. At this point in your build, the shield is at about 850 points. And it refreshes itself every 15 seconds. Like, call me crazy, but it should probably have 40 MR, not freaking EIGHTY. There's almost no reason to ever consider any other MR item. It's just too good. Buy it. This item makes ![]() |
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Anti-Crit The classic F-you to ![]() ![]() Don't talk to me about ![]() |
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Healcut Ideally, you shouldn't have to build this. It's substantially less tanky than our preferred options, and it relies on the enemy applying it to themselves, so it's completely useless against ![]() ![]() ![]() ![]() ![]() ![]() |
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For Egirls Sometimes you get a pair of sexy Egirls in your botlane. Any combination of ![]() ![]() ![]() ![]() ![]() |
Level 1 fiestas |
Invades happen more often than not in solo queue, and they happen because they frequently work. Hook and snare champions in particular love to invade. If you have one, go fishing. If your level 1 is strong, I suggest invading topside, since botside invades are more common and I've noticed people are much lazier about watching their screens up there, yielding a higher success rate. If they have a hooker and your level 1 is stronger, you can wait for them as 5 in a botside bush instead.
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Wait to skill your first ability. You really want
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If neither team has a particularly strong invade, keep watch of a jungle entrance that your team doesn't have covered and provide vision until at least 1:10. It seriously triggers me to watch people just AFK at their turret being useless while creeps run to lane. Don't be one of those idiots.
Try to ward the enemy chicken bush at 1:30. Throw
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Level 1-2: be patient and defensive |
Your goal for the first few waves is just to farm up and soak experience. The biggest thing about early laning is learning what farm you can get away with walking up for and when you should concede CS to preserve health. This varies greatly depending on matchup. Here's a good rule of thumb: if you will take more than 100 damage to get that creep, concede it. Your real mission is to hit 6 smoothly, not necessarily to get there with a full purse. Don’t be afraid to go 10, 20, even 30 CS behind if it means you can safely stay in lane. You can always make up a CSD later on in the game once you're more powerful and start scaling into a true dragoness, but if you get chunked for no reason, are forced to back, and miss a big wave, that experience is gone forever and you are now unavoidably behind the curve of the game.
Always prioritize farming with
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Use potions once your health drops under 25% in order to get maximum value from
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In level 3 all in lanes, TAKE ZERO DAMAGE UNTIL LEVEL 3. Without
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Wave management and last hitting |
Ideally, you want the wave to push into you just past the river and freeze it there with precise last hitting. Don’t shove at all in the early game and be very careful how you
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Your opponent will not like being stuck this far forward, however, and will likely shove you in. You're too weak to do anything about it early, so you'll need to get very proficient at last hitting under tower. To last hit full health melee creeps, hit them after 2 tower shots. Caster creeps die in 2 shots, so you’ll need to tickle them a little bit before they get hit. 2 ticks of
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Your tower's damage will naturally make your wave push back into the enemy. This is the most dangerous time of lane phase. You need to get that wave all the way into the enemy tower to ping-pong it back if at all possible. A frozen wave out in Narnia is how you get perma-ganked and die. Ward up and prioritize shoving over CS whenever it's safe, then keep the bouncing wave trimmed so that it settles in the ideal freeze position.
Wave control is an ESSENTIAL skill. People don't start to understand this until Master tier, and I get triggered all the time by supposedly skilled opponents ruining their wave positioning for no reason whatsoever. I promise you that good creep management is the number one thing holding you back as a player. Learn it, love it, live it.
The tower will always target cannons first, then melees, then casters, and go from closest to furthest away. You've got the tools to get nearly everything, so make the effort. Missing a few is unavoidable, especially if you're also taking harass while doing so. Make sure to always last hit cannons with
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Levels 3-5: Stat checking |
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Common champions that you should look to stat check at level 3 are
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Some champions with low range might take turret shots while trying to harass you.
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Similarly, champions with dashes will end up behind you. Placing yourself at the edge of your turret's range can sometime bait them into taking a shot.
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Ult Priority |
Since you're half a champion without it, frequent and effective usages of your ult are vital. Here's a general priority list to help you quickly identify where to take it:
Pressure/kill lane opponent > Roam bot > Shove and Grubs > Roam Top > Shove and Drake > Cheater Recall
The second you hit 6, look to dive onto your lane opponent and vore them. You should only need to land one or two pokes against most champions to have serious all in potential. Put your wards down and once you have proof that their jungler isn’t waiting around the corner, wait for them to cast on the creep wave and GO RAWR.
If they escape and back off, cleave the wave with your empowered
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Don't forget to put all of your wards down first. There’s nothing more tilting than seeing an opportunity only to int because their jungler just happened to be right there and you didn’t check first. If your opponent has been playing passive then suddenly starts to toe into range, you should think to yourself that it's too good to be true. Watch for sudden changes in playstyle; bad players frequently telegraph their jungler's proximity. Don't get baited into a 1v2 situation that you cannot win.
If your jungler is nearby and coming in to gank, wait and go in together. A stunned champ that has to eat a
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Once you climb high enough and start facing decent players, opportunities for solo kills become rare. Being a mechanically simple champion, it's very hard for
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Skilled players won't let themselves fall into all-in range and some champions are just a very bad idea to ult into out of the blue (Azir, Zed, etc.). So look at bot lane instead. If you see a pair of 300 life champions stuck farming under turret, hard shove your wave and run over. Drop a ward behind you to watch for their jungler and ult over the wall to cut off their escape. Then just spam
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If that's not on the table, we're thinking about objectives. If you can't all in or roam,
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Roaming top ins't nearly as a good of a use of time as bot. First, top champions take
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Drake can be done in a similar manner thanks to your 20% damage amp, but this is almost never the right call. Supports typically have it warded, it will start a fight, and you run the risk of it being stolen. Only consider this if you have full bot priority, both junglers are confirmed occupied, and you aren't in a position to just run over and help them instead.
If you’re getting destroyed and slow pushed on in lane, don’t be afraid to expend
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And if none of that looks good, just hold your ult, keep an eye on your jungler, and be ready to back him up. If no skirmish ends up happening, use it to insta-kill a wave and cheater recall when you need a back, can complete an item, or about 1:00 before the next big objective.
One random note that I don't know where else to put: dragons are natural predators of chickens, and the raptor camp will be your best friend for extending dragon form.
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Punish roams |
Sometimes, your opponent may leave lane to roam while your ult is down, or they're a particularly dangerous champion that can turn on and murder you if you follow them into fog. You may have thought that they went back, only to see them walk over a ward running to bot lane, making it too late to follow. Remember that you're useless without an ult, that a turret plate is worth half a kill, and that turrets HATE attack speed steroids like the one found on
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In this situation, spam DANGER ping on the targeted side lane (NOT enemy missing, DANGER is MUCH louder and harder to ignore) and take the chance to obliterate their turret. You can easily take 2 plates per crashed wave. Even if your counterpart got a kill, you'll make it an even trade. You seriously annihilate structures with a few grubs; very few champions can kill them faster than you. Two good shoves, and that turret is dead and you've got yourself over a thousand gold for free.
You’ll probably regain
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Splitpushing |
When bot resolves one way or the other, they'll go mid and you'll be on sidelane duty. Sidelaning is crucial to gain levels, and as a bruiser Shyvana gains a ton of value from them. Tier 2 turrets give an enormous amount of money and are your sworn enemy.
With room to run, a solo kill becomes more realistic. Shove up, create pressure, ward tribushes and deep jungle. Even though we don't have a jungle mod (WTF Riot), your kit is well-suited to poach away jungle while your wave is crashed. Try to fake a back and ult over a wall to fish for kills. A successful combo onto most midlaners will allow for an easy follow-up dive. Force 2 or more to respond and back off before the jaws snap shut. Wasting the enemy's time is an objective all on its own and will let your team find plays across the map.
Try to catch people facechecking. You're not quite Garen, but you're on the next level down. Sneaking into the side bush next to the tier 2 turret has a pretty high success rate. With the ability to use your ult to follow an escape instead of to initiate, they're probably doomed.
By this point
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Going forward, remember that if you don't have your ult, the best thing you can do for your team is to grab a side wave and shove it up. Do not even think about hovering around grouped teams with low fury. You'll be next to useless and will bait your team to die.
Teamfighting |
The first rule of teamfighting is DO NOT JUMP IN ALONE. No matter what you build, this champion cannot survive 20 buttons getting pressed on her. She's got no defensive steroid and no CC. She is NOT a tank. She will die before your team can follow up. If you have to be the initiator in your composition, you shouldn't have picked her to begin with.
As AP, your job is to chunk those carries. Ignore their frontline and the second those squishies step forward, huck a
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As you might expect, fighting in jungle is terrific. Ulting over a wall or otherwise flanking the backline will let you oneshot them with little to no counterplay possible. Their frontline will not be able to cover the necessary distance to peel in time.
If the target survives and blows summoners to escape, you may not be able to follow. You're fast, but you won't catch a
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AD builds, by contrast, are more suited to cleaving frontline and providing peel since no AP makes for a very slow dragon. They'll probably need to hop a wall or flank to hit the backline.
With good execution, these builds farm pentakills like you would not believe. I'm not even that excited for them anymore. It's like I'm a real champion! Almost. Here's a compilation of those most successful moments.
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And I think that about covers it! |
I hope you enjoyed the read and learned a thing or two! This guide is my pride and joy and you can bet I'll be keeping it up to date and improving/reiterating upon it constantly. I want to add a lot more clips, teamfight examples, videos of entire lane phases for each common mid laner, all sorts of stuff. It's still a long way from perfect. I'm sure I'll be making improvements for quite a while. If ya liked what I've got so far, throw me a rating and gimme feedback in the comments. Ask questions, let me know what worked well for you vs x champion, point out typos and inconsistencies, critique wording or formatting, just meme, whatever. Pick those nits, man. I really appreciate it all and i'll be reading, promise. Or drop by my stream and do the same (https://www.twitch.tv/veralion/)! Keep checking back every so often; I promise this guide will look better and be more comprehensive every time!
May you be blessed! |
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