Shyvana The Half-Dragon

- Top/Jungler
- 4800
- 880
-
Fury of the Dragonborn
- Shyvana gains 5 / 10 / 15 / 20 armor and magic resist (doubled in Dragon's Descent Dragon Form).
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Twin Bite
- Active: Shyvana's next autoattack will strike twice in one swift movement. The second attack will deal physical damage equal to a percentage of her total attack damage. Both attacks will trigger on-hit 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 both trigger on-hit effects and grant FURY twice. Shyvana's autoattacks against non-structures reduce the cooldown of Twin Bite by 0.5 seconds. Second Strike Physical Damage: 80 / 85 / 90 / 95 / 100% AD COOLDOWN: 10 / 9 / 8 / 7 / 6
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Burnout
- Active: Shyvana surrounds herself in flame for 3 seconds, dealing magic damage to enemies within 162.5 range each second and gaining bonus movement speed. The bonus movement speed decreases by 15% of its original value per second. Magic Damage per Second: 20 / 35 / 50 / 65 / 80 (+ 20% bonus AD) Minimum Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 60% bonus AD) Initial Movement Speed Bonus: 30 / 35 / 40 / 45 / 50% Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal the same magic damage per second to enemies that pass over it. Shyvana's autoattacks extend the duration of Burnout by 1 second, to a maximum of 4 extra seconds. Maximum Magic Damage: 140 / 245 / 350 / 455 / 560 (+ 140% bonus AD) COOLDOWN: 12
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Flame Breath
- Active: Shyvana unleashes a fireball that travels in a line, dealing magic damage and marking enemies hit for 5 seconds. Basic attacks against marked enemies deal bonus magic damage equal to 2% of their maximum health (max. 100 vs. monsters). Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana. Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 60% AP) RANGE: 925 COOLDOWN: 12 / 11 / 10 / 9 / 8
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Dragon's Descent
- Passive: While in Human Form, Shyvana passively generates FURY every 1.5 seconds. Shyvana's basic attacks generate 2 FURY, even in Dragon's Descent Dragon Form or against structures. Active: Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take magic damage and are pushed toward her target location. While in Dragon's Descent Dragon Form, Shyvana's FURY decays at a rate of 5 per second. Once her FURY is depleted, she will return to her normal state. Dragon's Descent has no cooldown or initial cost but can only be activated when Shyvana has 100 FURY. Fury gained per 1.5 seconds: 1 / 2 / 3 Magic Damage: 175 / 300 / 425 (+ 70% AP) RANGE: 1000 COST: 5 fury per second
Health Points | 435 |
---|---|
Mana | 0 |
Damage | 55 |
Attack Range | 125 |
Armor | 18 |
IP Cost | 4800 |
Health Regen | 7.2 |
Mana Regen | 0 |
Attack Speed | 0.658 |
Movement Speed | 350 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Health Potion
x5Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Cloth Armor
+15 Armor
Core items
Locket of the Iron Solari
+400 Health +100% Base Health Regen +20 Magic Resist +10% Cooldown Reduction UNIQUE Active: Grants a shield to nearby allies for 2 seconds that absorbs up to 75 (+15 per level) damage (60 second cooldown). UNIQUE Aura - Legion: Grants nearby allies +15 Magic Resist.
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Against AD "
1st Item against AD
1st Item against AD
Locket of the Iron Solari
+400 Health +100% Base Health Regen +20 Magic Resist +10% Cooldown Reduction UNIQUE Active: Grants a shield to nearby allies for 2 seconds that absorbs up to 75 (+15 per level) damage (60 second cooldown). UNIQUE Aura - Legion: Grants nearby allies +15 Magic Resist.
Against AP "
1st item against AP
1st item against AP
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Endgame items
Randuin's Omen
+450 Health +60 Armor -10% Damage taken from Critical Strikes UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15%. UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 4 seconds (60 second cooldown).
Final Build
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Locket of the Iron Solari
+400 Health +100% Base Health Regen +20 Magic Resist +10% Cooldown Reduction UNIQUE Active: Grants a shield to nearby allies for 2 seconds that absorbs up to 75 (+15 per level) damage (60 second cooldown). UNIQUE Aura - Legion: Grants nearby allies +15 Magic Resist.
Mercury's Treads
+25 Magic Resist UNIQUE Passive - Enhanced Movement: +45 Movement Speed UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%. (Unique Passives with the same name don't stack.)
A CDR build
This build should be read as follows: - against an AD in lane, build locket 1st as it will give you decent Health and Armor for its cost, plus a good shield (to help against ignite while a potion is running) and most needed CDR -against an AP, build spirit visage to gain good MR, Health and CDR again The aim of the first item is to get you extremely tanky at a low cost while still lv 6-8 thanks to your ultimate's passive Armor and MR boost You'll be tough to kill, depsite only having a low cost item Take spirit of the elder lizard then, to help push the wave and go steal some jungle camps (the Butcher's passive helps a lot) and the burning effect synergizes well with W, both in human and dragon form. You should have a lot of CDR, be level 11+ so you should be able to keep W constantly running. Additionnaly, 45 damage is a lot for only 2000 gold. Then, it all depends on who's fed on the ennemy team. Get either a bulwark or a sunfire cape. the latter is the default item, if noone is particularily fed on the ennemy team. It will greatly help to survive during early teamfights and provide a LOT of passive AoE magic damage, with your W and the spirit of the elder lizard. Then again, see what you need the most: - more durability? take a randuin's - more damage? go for blade of the ruined king, or if they're slippery, take a frozen maillet IMPORTANT: this build focuses on early pressure, be sure to deny a lot of creeps to your opponent in lane, by pushing or harassing him (they'll realize soon that just standing next to you is painful). It contains a lot of CDR, to help get to the point where: - Q has 3.6s cd - W has 7.2s cd - E has 3.6s cd You should be able to keep W constantly in teamfights, keep the ennemy team's armor debuffed (E) and spamm Q to make up for the lack of attack speed in this build. It should help retain the dragon form and lessen the time between two ultimate as well as being extremely mobile. Shyvanna doesn't need high resistance items early game as her ultimate provides some, so better focus on utility too, mainlyu cdr. This build has proven to be quite effective, if you also manage to keep good vision on the map: be sure to buy wards, to help preventing ganks (as you'll be pushing a lot) and to be able to counter-jungle once you get the spirit stone. NB: this build is very different from your usual shyvana build in season 2 where you would focus on attack speed. This is due to the fact that nowadays, most champions have a form of cc, mainly slows. AD carries are slippery as hell and don't even mention assassins. With this build, even if you don't attack that much, you should be able to deal significant amounts of damage by JUST BEING THERE as well a being extremely durable and useful to your team (locket+randuin+bulwark for instance, as well as the armor debuff).
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Pretty standard skill order. Level up W 1st, as it is your main source of damage and high mobility. Then, level up E because it adds some on-hit MAGIC damage, to help keeping your damage mixed and thus building defenses against you harder. The base damage on the spell is nice too and the CD decreases so that you'll get your Q and E approximately at the same time (taking into account the reduced CD on Q for each attack). Finally, level up Q, because apart from the reduced CD, it only adds 20% of your AD as damage which is lower than the E on-hit damage for each rank. Take ultimate at level 6,11 and 16.
Summoner spells
Spells
Ignite
Flash
Alternate Spells Set
Exhaust
Ignite
Pretty standard again. It's up to the player's preference wether you take exhaust or flash. With the item build in this guide, you should be able to get you ultimate quite often, so you might consider taking exhaust. Nevertheless, don't forget that if, fr example, lee sin kicks you away after you ulted, or right when you ult, you'll be wasting a lot of time if you don't have flash/ghost.
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Destruction
+1.0 Armor Penetration / +.57 Magic Penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x2
Greater Quintessence of Studio Rumble
+1.5% movement speed
Greater Quintessence of Destruction
+2.0 Armor Penetration / +1.3 Magic Penetration
- +12.06 magic resist
- +0 Greater Mark of Destruction
- +12.69 armor
- +3% movement speed
- +0 Greater Quintessence of Destruction
Again, it's up to the player, but I take hybrid penetration marks to increase my damage, even though I will build defensive. The rest is standard on Shyvana. An laternate set can consist of health quint, hybrid pen marks, armor seals, cdr glyphs. For instance, against an ennemy olaf or darius (to help sustain the true damage), or another AD like Riven or Renekton, CDR runes help having more damaging sequences than them due to reduced CDs. The extra health help winning early trades.
Masteries
1/1
0/4
3/4
0/2
4/4
0/4
0/1
0/3
1/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
OFFENSE:
9
0/1
0/3
4/4
0/2
3/3
3/3
0/2
0/2
1/2
1/1
0/1
0/1
1/3
3/3
1/1
3/3
0/1
0/1
1/1
DEFENSE:
21
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
0
Again, extremely defensive masteries, but you'll want to win trades based on your sheer tankiness and high base damage. This tree helps making up for the "cheap" items you'll buy early game, such as the locket because, between the masteries and runes+locket+ultimate, you'll achieve a tankiness of the level of a randuin's maybe, but at a much lower cost, much earlier, while still getting the shield and the CDR as a bonus.
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