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Recommended Items
Runes:
Spells:
Chilling Smite
Flash
Items
Ability Order
Fury of the Dragonborn (PASSIVE)
Shyvana Passive Ability
Threats & Synergies
Ekko
I consider Ekko to be one of the hardest champions to play against as Shyvana.
He will be mostly played Mid or Jungle, but if he is on the enemy Jungle, prepare yourself.
This guy has the ability to poke you down at a ranged distance, and then come in hard from the melee range to completely shut you down.
Be careful against this guy, as ganks towards him will mainly result in wasting your ultimate just for the 40 mana for his E.
Introduction To This Guide.
How nice of you that you are reading my guide.
My name is Inxinerated, I am currently a Silver player that has found a major success on





Still not the fastest, but it was something that just happened to me, and it stuck with me.
I remember getting flamed by my Gold friends that called me Bronze, but with

So I'm not gonna lie, I used her a LOT when she was very overpowered earlier this season, but even after that my winrate did not seem to drop.
I currently have almost 70 games on

Want to know how I found out how to carry with

Read on and find out!
If you have already decided to have a look at the runes I suggest, you would probably have noticed some weird choices.
But just hold on tight with me here, I made these decisions with a lot of thoughts put into it.
First of all: Press the Attack
I have chosen Press the Attack because it is one of the best runes I have tried on

I have had some recommendations about Fleet Footwork and even Hail of Blades, but Press the Attack has always sticked with me. It it an AMAZING rune on

Oh by the way, I will mention all the pros and cons for every rune as well.
Pros for Press the Attack:
> High base damage
> Easy to proc
> Helps with burst DMG
> Gives you options in Precision tree
Cons for Press the Attack:
> Will not give you any extra's apart from DMG
> Mobility will counter this rune
Second of all, Triumph
Triumph is just one of those runes that is just so good in so many occasions.
Triumph allows you to regain health after you get a takedown (Kill or Assist), doesn't that just sound amazing? Regaining health after losing health?
Allrights let's not get too carried away here.
Triumph is just an over-all good rune to win in big teamfights.
It is also very handy because you will probably ult into the team, get 1 or 2 kills and walk away with half HP because Triumph will be like the Free Real Estate of your existence!
But seriously though, the other 2 choices in this tree are Overheal and Presence of Mind.
Overheal will not help you since you won't be building big healing items, and Presence of Mind is just useless because it refunds mana you do not have.
Pros for Triumph:
> Healing after takedowns
> Will keep you alive if you're cornered
> Teamfights will be easier to win
> Over-all great rune
Cons for Triumph:
> Just use this rune, mmkay?
Next on the chopping block: Legend: Alacrity
Legend: Alacrity will allow you to gain more Attack Speed as the game progresses. You gain Attack Speed in stacks, stacks are earned by getting takedowns on enemies, monsters, epic monsters and even minions.
Choosing this rune was actually very hard, since the other 2 choices, Legend: Tenacity and Legend: Bloodline also provide you with a lot of good bonuses which work in the same way as Legend: Alacrity.
The way I chose Legend: Alacrity above these other 2 is because Legend: Tenacity gives you Movement Speed, which

Legend: Bloodline was also a fairly nice option, but since

Pros for Legend: Alacrity:
> Increase in Attack Speed
> Keeps increasing as the game goes on
> Will proc Press the Attack earlier
Cons for Legend: Alacrity:
> Miss out on other buffs since Attack Speed is cheap
> May want you to fight more, which could lead to your death
Then we have the final rune in the Precision tree: Coup de Grace
Coup de Grace was again hard to pick above Cut Down and Last Stand.
Coup de Grace initially gives you more damage to enemies that are already damaged. Sounds very sadistic, right?
Well, the problem with both Cut Down and Last Stand is that you have to offer something from yourself to gain these bonuses, for example with Cut Down your enemy has to have more HP than you do, which will be only 1 or 2 on the enemy team with this build.
Last Stand is a good rune, but will not work with this


Pros for Coup de Grace:
> Increases damage after enemies are already damaged
> Maximises one shot potential
> Will work AMAZING with Press the Attack
> Nothing needed from yourself to maximise damage output
Cons for Coup de Grace:
> Will only work when enemies are low on HP
> Burst will deal less damage, since Coup de Grace only proc's on enemies with low HP
Then we finally move on to maybe the weirdest selection of runes you have seen on

We are now moving on to the Resolve tree.
The first, and probably the weirdest rune here is Demolish
inb4 "But Shyvana is better with other runes", let me explain myself.
Demolish is REALLY based off of my personal experience and playstyle.
My playstyle with

Demolish is a rune of a kind. It is very original, and it is something that other runes cannot do.
Demolish makes you deal a very heavy blow on a turret after 6 crystal-like around the turret disappear. The damage of Demolish will increase with your max HP.
Due to that last line, you might think about changing Demolish into something else but hear me out on this one.
Demolish is amazing for lane pressure, especially if you can constantly pressure one lane.
This is VERY important in my playstyle, and that is why I recommend Demolish.
Pros for Demolish:
> Amazing lane pressure
> Increased tower damage
> Can be used across the map
Cons for Demolish:
> No extra bonuses
> Only works when you are pressuring a lane
Then the final rune of my choice: Overgrowth
This might come over as a very weird choice, as I specifically said that

But now I am picking tank runes? You are correct.
My experience with these runes are that

By using Overgrowth you increase your HP by about 0,2% per 8 minions that die near you.
If you have read closely, you have heard me talk about lane pressure.
THIS is what maximises your lane pressure.
Your max HP will increase by just staying in a lane and letting minions die.
I fell in love with the combination of Demolition and Overgrowth, just because they just synergize so well with each other in my playstyle.
As I mentioned earlier, I will come back on this rune in my playstyle.
Pros for Overgrowth:
> Gain more HP as the game goes on
> Lane pressure is maximised
> May seem weak at first, but can be really strong
Cons for Overgrowth:
> Will not add anything else to the purpose of the build
And that is it for the runes, let's move on!




Range: Self
Cooldown: 9 / 8 / 7 / 6 / 5


Dragon Form:


Range: 325
Cooldown: 12 at all ranks
During the next 3 seconds,


The movement speed bonus is reduced by 15% of the original amount every second.

Dragon Form: The range of Burnout increases to 350 / 365 / 380 at rank 1 / 2 / 3 of Dragon's Descent.

Range: 925
Cooldown: 12 / 11 / 10 / 9 / 8


Dragon Form: Flame breath explodes when it hits an enemy champion or reaches its destination, dealing 100-160 (at levels 1-18) (+30% of ability power) bonus magic damage and leaving behind a flame zone. The zone is 220 / 240 / 260 units wide (at ranks 1 / 2 / 3 of Dragon's Descent) and deals 60-120 (at levels 1-18) (+20% of ability power) (+ 0.1 per total attack damage) magic damage per second. Enemies that remain in the flame zone are persistently marked for Flame Breath's bonus on-hit damage.

Range: 850
Passive:


Active:


While in dragon form,

While in Dragon Form,

You probably want an explanation for why I picked






So let's start with the first item,


You will need the attack speed of

It is also very handy to decrease the cooldown of



The main reason I picked



(I will feature


Next on the list is good ol'

Now, I had a really hard time picking the boots into my build. There are so many boots that can be used on






The main reason why I decided to pick


I could also give an insight to why I do not use the other boots, but I think I will just leave it with this, since you will be using this.
Next on the list is

Here I had a really difficult choice.
Do I pick


The conclusion is simple:
With Press the Attack, you are relying on quick auto attacks, and due to the active of



Due to this, I decided to pick


There is also another reason why I picked






Moving onto item number 4!
Then the 4th and probably the most fun item in this kit:


Not only does

This item is by far the best I have tried on




I will come back on

Then, item number 5:



To be honest, there isn't much more to it than this.

So let's move on to the final item in my build!
We have arrived at the final item of this build, which is

Again, you probably did not see this item coming, and I completely understand. However,


Not only does


That sums it up for the items! I will talk about the Tanky Build and the Full DMG build later in this guide, since they are not technically categorized into the item section.

First I will quickly label the skill sequence so I can explain this a little easier:
Jungling Before Lv. 6
As you can see, I start with

I always start with Red Buff, because it is easier to kill jungle camps while you regenerate a little bit faster and apply a burn onto your auto attacks.
From Red Buff I move on to the Wolves, as I took

After I clear those, I can do 2 things:
> Clear Blue Buff
> Clear Gromp
This depends on what you like, but I usually take the Blue Buff first, because it is really easy to kite, and you can regenerate a lot quicker this way. Good to mention that at this point I have NOT used my

Due to the clear of the Blue Buff, you will gain Lv. 3, at which you have



You will be able to clear Gromp very quickly, because you will also make use of a


After the Gromp I rotate back to the Raptors, by this time your second stack of

Usually I do not execute any ganks before Lv. 6, because before that,


Due to this, my KP is usually a little lower compared to some high ELO

By constantly farming your jungle you will be able to hit Lv. 6 quite soon compared to others in your team, maybe even earlier than your midlaner!
I usually take my first back after I run out of

Jungling After Lv. 6
Jungling after Lv.6 with

The tactic is to constantly put pressure onto every lane, and in between you take your jungle camps.
Let me give you an example:
I just hit Lv. 6 and I recall, buy items and I instantly gank toplane.
I stay toplane to create pressure onto the toplane, forcing the enemy jungler to contest toplane. By the time the enemy jungler arrives at toplane, I am already gone. I walk towards my Gromp that just respawned. The enemy jungler will most likely look for a gank, which will fail since the lane pressure has already been executed. I then gank mid and force exactly the same thing, walk to my Raptors and then walk towards bot and complete the cycle.
This strategy is very useful, as the enemy jungler will not have a clue what to do. He will most likely try to countergank, but he will probably fail because he will be farming the jungle, which I am not doing. I will occasionally return to the jungle to clear my buffs, and then continue pressuring lanes.
That about sums up the jungling strat I use.
Let's keep going with the guide!
I will go by these 2 different builds very quickly, so do NOT expect a super detailed summary of every build.
The Tanky Build
Tank

It is not boring, it just does not give me the satisfaction that I get from dealing a ton of damage while still being held alive by all the items and runes I have. Either way, this is my tank version of

So, let me start by quickly labelling the items:
In my tank build, I use






As you can see, I did keep some of the items I use in my recommended build, so I will NOT be covering them now, as I have already covered them.
The first item to be covered is


You will still be able to deal some damage due to



The next item I will shortly cover is







The last item that I will be covering in this section is


This item would definitely be my favorite out of the 3 I just mentioned, because of the passive you will be able to deal a lot of damage on your first auto attack, whether it be a regular auto attack, a


That was it for the Tanky Build!
DMG Focused

This build is literally focused on one thing: dealing the most damage on your team.
It is usually used in normal games or when you are just incredibly fed.
The first item I will talk about is



The next item is

For the lack of attack speed, I decided to pick

These are basically just the attack speed boots, so they will not give you armor or block any damage.


Then the 3rd item:





Then we have


With your



Then the last item I am going to cover:


That was it for the 2 different builds I had to show you guys!

Here I will tell you how to play with your lesser non half-dragon teammates.
Important Pros of

Teamfighting







Qualities About The Kit


>


>


>


>




>


>

This sums up all the pros that

Now I will finish off my guide with a quick overview on my personal experience and opinion.
Personal Experience
My personal experience with

I love Shyvana and I will continue on doing so. Lately I have also found some other champions that I really like, so I haven't been playing a lot of


Personal Opinion
My personal opinion on Shyvana is that she is a really fun carry jungler which has a lot of variety in her playstyle and kit. I consider her to be one of my favorite champions, as she was one of the champions I sticked with the longest.


I would rate


[8.15] ~


Removed:
Share The Load:
"If you have the most individual total gold on your team, lane minion kills will grant 10 less gold."
New:
Share The Load:
"If you have the highest minion score on your team, lane minion kills will grant you 10 less gold."
New:
Twisted Treeline:
"The Monster Hunter changes also apply on Twisted Treeline."
[8.14] ~


New:
Monster Hunter:
"If you have the most individual total gold on your team, lane minion kills will grant 10 less gold. This penalty is removed upon completion of an Enchantment on a


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