All Guides Shyvana Guides (6.8) Dawn of the Dragonborn- S6 Shyvana Jungle
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Shyvana Statistics for MaximRa

Author's performance with Shyvana compared to the ranked average.

Value
Average
Games Played
1
5
Win %
0
45
Kills
4.0
5.6
Assists
15.0
6.5
Deaths
8.0
5.3
KA:D Ratio
2.4
2.3
Gold Earned
15.9K
11.6K
Creep Score
50.0
174.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png You're jungling, so don't forget to bring your trusty monster-slaying nuke.

So what do we run in the other slot?

"What about 4.png, Maxim? 4.png is like the best summoner spell in the game, right? Pretty much every jungler except 35.png runs this, and I don't like 35.png."

NO.

4.png = NOOB SHYVANA ALERT.

Okay, I'm exaggerating. 4.png is far from useless on any champion; it is, in fact, one of the strongest and most versatile summoners in the game.

I run 4.png on pretty much every other jungler in the game.

But never 102.png.

Why? It's simple. 4.png has a 300 second cooldown- 255 if you follow my mastery recommendation, but still pretty long- and gives you an instant reposition. What types of champion make good use of instant repositions? Carries, assassins, utility mages, tank initiators...none of those describe 102.png, and I'll explain in detail below.

Shyvana wants a low-cooldown combat summoner, and 3.png/14.png fit the bill perfectly. 6.png was decent waaaay back when there was a mastery that gave it a lower CD and increased its movespeed to 35%, but that no longer exists and 6.png is so weak now that even its biggest fans, like 2.png and 75.png, don't run it anymore.


3.png - Incredible dueling power, damage suppression, slow, all-around utility; considered by many to be the summoner spell equivalent of a Holy Grail on 102.png. Invaluable in dueling DPS melees like 11.png, saving allies from pesky assassins like 238.png, or just ruining the day for an ulting 9.png/55.png. When in doubt, run this spell.

14.png- Amazing aggressive option that makes your early kill pressure skyrocket. Whether you're invading/dueling the enemy jungler, ganking a laner who would otherwise limp away, or assassinating an unsuspecting carry, 14.png is almost never expected and almost always useful. Also, if your team needs some extra healing reduction against that irritating 36.png/8.png/50.png and your mid/support don't really want to run 14.png, take it yourself.

In summary, 3.png+11.png or 14.png+11.png.

Every. Single. Time.

New Runes Back to Top

Masteries Back to Top

Simply put, the best general 102.png page in the game, and I'll explain why.

-18 Ferocity versus 18 Resolve: Complete no-brainer when you look at Tier 5/6. 7% Armor Pen OR 7% Magic Pen are both garbage on 102.png; she's not a backline carry intended to shred tanks and her damage is split. Meanwhile, the two Tier 5s in Resolve are beautiful: 15% Tenacity and Slow Reduction (okay, slow reduction isn't great, but Tenacity is- and scarce to boot), and +3 armor/MR for each nearby champ gives +15 of each in a cluttered teamfight.

"But that sweet Fervor damage tho..."

Strength of the Ages beats Fervor.

There, I said it.

Why? Well, think about it this way. Fervor at level 18 gives 14 damage per stack, going up to a pretty nice 112 extra physical damage on-hit at max stacks. ASSUMING you have a target that won't die in 3-4 autos anyways, you're getting some nice mileage out of Fervor, probably more than you would from +300 HP at full build.

But that's purely an endgame fantasy.

Strength is incredibly powerful midgame. By your second clear you'll have taken down 10 camps for a value of +100 HP, a whopping 270 gold value at just 6 minutes in. She can cap it out in 12-13 minutes, maybe 15 max, and the gold value- and sustain afterwards- is just massive. Keep in mind that 102.png really doesn't like to get a dedicated defense item until 20+ minutes, and the extra HP that she stacks up faster than pretty much any other jungler is invaluable. Oh, did I mention it also synergizes with Titanic Hydra? Yeah, Strength is pretty amazing.

For a mastery-by mastery summary:

12 Ferocity:

-Fury over Sorcery: #attackspeed
-Double-Edged Sword over Feast: No sustain problems, take the better scaling and faster clear of DES every time.
-Vampirism over Natural Talent: Scaling AP and AD are worthless, Lifesteal is not.
-Bounty Hunter over Oppressor: You're a carry jungler with very little CC; do the math.

18 Resolve:

-Unyielding over Recovery: Again, no sustain problems, get that sweet resist steroid.
-Explorer over Tough Skin: The extra movespeed from brush and river beats the slight AA damage reduction.
-Runic Armor over Veteran Scars: +45 Flat HP doesn't help you much early game; in fact, once you factor in natural sustain and your pots, you will finish every clear with more HP using Runic.
-Insight over Perseverance: Summoner spell CD includes Smite, and getting that CD as low as possible is extremely good for a jungler. Also, again...no sustain problems.
-Swiftness over Legendary Guardian: This one is actually situational, but Swiftness takes it the majority of the time since Tenacity is such a valuable stat on Shy and Mercs are nerfed out of this world. (EDIT: As of 6.4, Mercs are no longer garbage, but the point stands.) Of course, against a low-CC team, take Legendary Guardian.
-Strength of the Ages over Grasp or Bond, for the reasons listed above.

Abilities Back to Top

W
E
Q
W
W
R
W
E
W
E
R
E
E
Q
Q
R
Q
Q
Passive
Q
3
14
15
17
18
W
1
4
5
7
9
E
2
8
10
12
13
R
6
11
16
General Leveling Order: R > W > E > Q

Maxing W first is your best bet for clear speed, as it gives you AoE for clearing the small camps. E's onhit is difficult to optimize for most camps. Save Q for last, as you're really only getting the cooldown slightly lowered- not worth skipping out on that sweet E onhit damage.

Whether you take W or E at Level 1 depends on your starting camp: for Krugs, W; for Gromp, E. Take the other at Level 2, Q at 3, and follow the maxing order listed above for all situations afterward.

Ability Summary

shyvanapassive.png Dragonborn (Passive): Gives a free flat resist bonus that doubles when you're in dragon form. Though it may not be as fancy as a lot of the other passives in LoL, this hidden gem is the main reason 102.png feels so naturally tanky.

shyvanadoubleattack.png Twin Bite (Q): Causes your next basic attack to hit twice; it acts exactly like two basic attacks in almost every situation, allowing you to instakill green wards after they're placed with auto -> Q auto reset, 3 hits in less than a second.  Twin Bite applies onhits twice and her kit has great synergy with onhits elsewhere (E), which is why every good Shy under the sun builds her as an on-hit bruiser. The main technique that you'll need to learn with Q is the auto reset timing: Twin Bite is a true auto reset, allowing Shyvana to autoattack again no matter how long ago she last autoed. AA -> Q auto -> AA gives you the equivalent of 4 autos in approximately 1 second, which is where most of her burst comes from. Also, in dragon form, Twin Bite is AoE, allowing you to chunk multiple people standing next to each other.

shyvanaimmolationaura.png Burnout (W): One of the best movement steroids in the game attached to a truckload of AoE damage for 3 seconds base. Maxing this first makes Shyvana the fastest clearing jungler in the game bar none. The duration increases by a second every time you autoattack, capping at 4 extra seconds and a grand total of 7 seconds. One of the reasons I really like the scaling CDR runes is so that you can get the downtime on this skill to mere seconds.

shyvanafireball.png Flame Breath (E): A damaging skillshot that applies a debuff, making enemies take a % of their max HP in magic damage every time you auto them. This skill is what makes 102.png's damage ridiculous: by building attack speed and other onhit effects, you can deal an enormous amount of sustained damage by sticking to a target and autoing them repeatedly.

shyvanatransformcast.png Dragon's Descent (R): Automatically generates Fury by running around and/or autoing in human form; once you have 100 Fury, you can activate the ult for a long-range dash that carries all enemies in the way to the end of the path. This ability is what gives Shyvana her teamfighting prowess; a well-timed ult can put you on top of 2+ squishies in a mere moment, exposing them to 102.png's massive damage output. This is also an interrupt, so you can make that pesky 9.png look like an idiot.

Items Back to Top

Starting Items

    Your best bet for starting items. Machete gives onhit damage, which makes it the superior start over Talisman. Never buy 3 Pots; Refillable is more than enough sustain for your first route IF you follow my recommended clear.
    With the runepage I run, you generally don't need these until after your Devourer is complete, as the 300 gold puts back the completion significantly. Of course, once you have Devourer, this is your priority for that sweet movespeed.
    Generally the best followup after Devourer- clearspeed, burst, builds into Titanic.
    This is what your inventory should look like if you do the four small camps into a back without scuttle. You'll have exactly 500 gold with my runepage, and after picking up the talisman you'll have 150 left to invest in a pink ward.

Core Items

    The gold standard of Shyvana builds-unbelievable tankiness coupled with enough damage to tear off a carry's head in under a second.
    (6.6 Patch Update): Titanic is no longer indisputably best, though it's still strong.
    The unsung on-hit hero. Shyvana doesn't have fantastic synergy with any full MR items, so unless you really need a big MR purchase, this usually suffices.
    The single best defensive purchase in the game- gives a massive AoE slow, huge damage reduction against ADCs, and a gob of HP and Armor.
    As of the 6.4 Swifties nerf, the old cheap tanker-upper finds itself the king of dragon footwear once again. Nothing beats Tabi for sheer defensive efficiency, and it also provides armor at a very nice time in your buildpath.

Situational Items

    Magevana- perfect for when your team lacks magic damage. With Sated+Wits+Sorcs+Bami you can kill armor stackers in 2-3 seconds.
    As of the most recent nerf, this item isn't a true core, but the stat mix plus the nifty passive make it a good situational pickup for when you want that standard HP/armor combo plus some utility on top. Generally outclassed by Randuins.
    Do not be fooled; this is no longer a core item on Shyvana. Almost universally outclassed by Titanic's extra tankiness and burst and only really an option when you need to duel an HP stacking champ.
    A good way to punish ADCs for skimping on lifesteal/MR and/or dueling that annoying ass Trynd or Yi.
    Generally outclassed by a mix of Wits and HP from other items. The CDR is nice but the healing passive isn't too useful; Shy doesn't really have Mundo-esque regen abilities to bolster.
    Completely outclassed by Titanic, Wits, and even BotRK. Unlike most of the champs that love Rageblade, Shyvana has awful scaling with flat AD and AP. Also, the AS scales like Wit's but the onhit doesn't come online til 8 stacks.
    Nerfed to garbage; it's neither cost nor slot efficient. Never buy this.
    Overshadowed by Visage, which is itself suboptimal on Shy. Hell, I'd rather build Abyssal over this.
    6.4 brought these kicks back from the gutter. Tabi's generally the stronger option, but if there's enough CC to stunlock you to death, these are well worth the gold.
    No, I'm not trolling. Most of Shy's base damage is magical, and these boots are a strong option if your team lacks in that department; specifically, it punishes enemies for neglecting MR entirely.
    Sigh, RIP Nikes. These were dominant for a good while, but the combined gold increase and MS nerf brought them back down to earth. Buy only if you're either skipping the MS quints to bump the 415 MS softcap or if the slow resist is actually more than negligible (Ashe/Singed/etc.)
    Generally outclassed by Randuin's and then Deadman's but a good niche purchase with the Magevana build; along with the MPen and MR shred, this thing does a fair bit of damage.
    Oh come on Maxim, really? Okay, I don't recommend this, but if you're fed and going Magevana, it does give CDR and a huge onhit...
    This piece of crap has officially taken over ranked games in high elo. Out of all tanky champs in the game, Shyvana's the one who benefits least from building this- it doesn't give nearly enough selfish combat stats for the gold. That being said, it's stupidly overpowered right now and you might want to build it anyways to get lane pressure mid/late game.
    Avoid if possible. The Aegis line sacrifices individual gold efficiency for teamwide stats and auras, but Shyvana really needs to get as much personal tankiness out of her defensive buys as possible. If your team needs that MR aura and everyone else refuses, however, you should probably build it anyways.
    The flat AD and Lifeline aren't particularly useful for Shyvana. Hex is outclassed by Cowl and Maw by Wit's.
    CDR and armor are nice, but sinking part of the gold into a useless stat (mana) just isn't worthwhile.
    Meh. It's too expensive as anything other than a replacement item at full build, and even then I can't think of any situation where you'd want to throw away a resist+HP item for this.
    A novice shyvana error. The problem with Cinderhulk on her is that she simply needs both offensive and defensive items, and given how perfect devourer is on her it's better to buy that and an extra tank item than cinderhulk and an extra damage item.
    If you wanna have fun in normals, go ahead and enjoy the movespeed, but honestly if you're serious about winning you should never buy this; it doesn't do even half the damage of devourer.
Detailed Item Explanations

Author's Note: I'll edit this section based on comments. If you want my thorough commentary on a 102.png item, please leave a request in the comment section. I might do another 1-2 writeups based on popularity.

3153.png versus 3748.png (up to patch 6.5): To put it simply, I believe Titanic wins almost 100% of the time. You generally don't have room for both, so this is a strict fight for the slot in her build. Let's crunch numbers.

(6.6 Update: After the Titanic nerf the difference between the two has closed significantly and I would put them roughly on par now as you'll see below.)

3153.png's Advantages:

- 40% AS
- 6% enemy current HP physical damage on-hit
- 10% Lifesteal
- Active: Ranged %HP and MS steal (90 sec CD)
- 100 gold cheaper

3748.png's Advantages:

- 450 HP
- 10 more AD
- 1% of YOUR max HP on-hit plus 2.5% max HP in a cone, hitting your target and units behind it (physical damage)
- Active: Auto reset that deals an extra 40 + 10% of your max HP in physical damage

So we break it up by looking at three categories: the on-hit damage, the active, and the rest of the stats.

On-Hit: 6% enemy current HP versus 3.5% your max HP. On first glance Titanic is the clear winner, as 6% current averages to 3% maximum assuming the enemy's current health follows a uniform distribution; also, Shyvana's max HP is much higher than that of most champs she's going to be hitting. However, once you throw in the fact that BotRK's AS also amplifies the frequency of the onhit proc, it's difficult to decide.

Verdict: Tie usually. BotRK starts to win once the average HP of enemies attacked reaches the 3000-3500 range.


Active: %10 enemy max HP and 25% MS steal for 3 seconds versus empowered auto reset dealing 40 + 10% of your max HP bonus physical damage. The first thing to note is that with practice, you can effectively weave the auto resets between your Q and Titanic for 5 autos in a very short window: AA -> Q -> AA -> Titanic proc -> AA. The actual Titanic proc is stronger than the BotRK active steal for any target with less health than you, and vice versa for any target with more, but with the power of the reset, Titanic always bursts harder. However, Shyvana is easily kited, and the %MS steal - a ranged one at that- is a huge source of utility.

Verdict: Unclear. I'm personally of the belief that Titanic's burst wins, but there's definitely an argument to be made for the catch potential of BotRK active.

Stats: 40% AS, 10% Lifesteal, +100 gold versus 450 HP, 10 more AD. From a pure gold-value calculation, BotRK's assorted stats are worth 1000 + 375 + 100 = 1475 gold, while Titanic comes in at 1200+ 350 = 1550 gold. When you factor in the 100 gold difference, BotRK is actually the winner by just 25 gold.

Verdict: Slight edge to BotRK after the 6.6 patch.



Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Amumu
    Medium
  • Aurelion Sol
    Medium
  • Cho'Gath
    Easy
  • Dr. Mundo
    Easy
  • Ekko
    Medium
  • Elise
    Medium
  • Evelynn
    Hard
  • Fiddlesticks
    Medium
  • Gragas
    Medium
  • Graves
    Easy
  • Hecarim
    Easy
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Kayle
    Medium
  • Kha'Zix
    Medium
  • Kindred
    Medium
  • Lee Sin
    Medium
  • Master Yi
    Medium
  • Nidalee
    Medium
  • Nocturne
    Medium
  • Nunu
    Easy
  • Rammus
    Medium
  • Rek'Sai
    Hard
  • Rengar
    Easy
  • Sejuani
    Easy
  • Shaco
    Medium
  • Skarner
    Medium
  • Udyr
    Easy
  • Volibear
    Medium
  • Warwick
    Easy
  • Wukong
    Medium
  • Xin Zhao
    Easy
  • Zac
    Medium

VS

Aatrox

Easy

You outfarm, outduel, and outscale him. His ganks are marginally better but he's kinda garbage right now so yeah...you destroy him, end of story. Dodge aatroxQ.png and you completely wreck his emo face.

VS

Amumu

Medium

The sad mummy is one of the best teamfighters in the game, but he doesn't hold a candle to you in terms of dueling, farming, assassination, etc.


if you get ahead, try to counterjungle him.

VS

Aurelion Sol

Medium

A rare jungle pick, but his over-the-wall ganks are actually terrifying. Of course, he should never, ever be able to duel you and his clear is pretty iffy.

VS

Cho'Gath

Easy

This guy's seen better days. Outscale, outfarm, outduel, you know the drill. Just watch your feet and dodge rupture.png.

VS

Dr. Mundo

Easy

Mundo might go where he pleases, but the jungle ain't his strong suit anymore. His clear is so slow and unhealthy compared to yours that you can waltz into his jungle and steal camps and/or kill him pretty often.

VS

Ekko

Medium

Ekko's a bit of an odd matchup. His ganks are quite tricky and he can kite you pretty well, but his much weaker clear and poor DPS give you strengths to play around. Try to catch him at the end of your second clear; he likes to use ekkoW.png and ekkoE.png to farm the jungle, and without them up he's a sitting duck.


As of 6.7, this guy shouldn't be allowed to make it through pick/ban anyways, considering how ridiculous he is in the toplane. Jungle Ekko is still not too fearsome, though.

VS

Elise

Medium

Early-game playmakers are 102.png's Achilles heel. Simply put, she can ruin your team's day before you've even had a say in the matter. Of course, if she DOESN'T dump all over your laners, you'll have the edge, but even then her eliseE.png is extremely easy to land on your big-boned dragon booty.


6.7 Update: I've lowered the difficulty to Medium; the repeated Runic nerfs coupled with a slight rollback on her movespeed from the previous patches makes this matchup more manageable than before.

VS

Evelynn

Hard

No amount of clever trinket use will save your laners from her ganks. More than any other matchup, Eve pushes your intuition and map sense to the extreme; if you can accurately guess where she is or will be, you can bring your superior damage to the countergank. evelynnW.png makes her extremely slippery so trying to duel her almost never results in a kill. Warding her camps and catching her on them, however, very well might.

VS

Fiddlesticks

Medium

He brings devastating and creative ganks to the table, but like you his early lane presence is lacking and UNLIKE you, he doesn't have the fast clear to mitigate that weakness. Stealing camps is a good way to ensure he stays behind you in levels. shyvanatransformcast.png can interrupt drain.png and crowstorm.png channels, so hold onto it and time it correctly.

VS

Gragas

Medium

Same story: powerful peel + strong early ganks = unpleasant matchup.


Dodging his gragasbodyslam.png is extremely important if he's trying to make a play on you; with that down, he's really vulnerable to your damage.

6.7: Ditto the Elise changes; his powerspike with Echoes is weaker than before and the window closes sooner.

VS

Graves

Easy

In his prime, the cowboy was the king of the jungle, but nowadays he's just a long shadow of his former self. His early damage is pretty considerable, but you outscale him hard and can easily solo him after you get shyvanatransformcast.png.

VS

Hecarim

Easy

The edgy horselord once ruled the wilds, but now he's really nothing to be afraid of. One of his main strengths is his fast clear, but 102.png is the clearspeed queen.

VS

Jarvan IV

Medium

A lover's quarrel, perhaps?


6.5 gave Jarmander a much-needed buff, but his AoE is still really lacking compared to yours. Smart counterjungling will put you ahead of him and maybe net a solokill, as most Jarvans will use jarvanivdemacianstandard.png -> jarvanivdragonstrike.png to clear. If you're going to run 4.png, there's no better champ to do it against. (I still wouldn't).

VS

Jax

Easy

He's basically you with a crappy clear, less tankiness, less AoE...and just a gimmicky helicopter stun to compensate. Don't waste your damage during jaxcounterstrike.png and you crush him.

VS

Kayle

Medium

Her resist shred, slow, and kiting playstyle counter you in fights, but she suffers from a weaker clear and comparably poor ganks. Try to avoid committing with shyvanatransformcast.png until she's shown her hand with kayleR.png; either wait it out or go in on a different target.

VS

Kha'Zix

Medium

Dragon > bug.


Kha is Riot's punching bag; his clear has been nerfed to oblivion, and his reasonably scary scaling isn't enough to compensate for his slow, squishy, CC-less kit. Counterjungling this guy is laughably easy.

6.7 Update: Buffs to the bug and nerfs to Echoes junglers have brought him back from the flytrap, so I've upped the difficulty level.

VS

Kindred

Medium
DO NOT FIGHT HER EARLY. NOBODY WRECKS YOUR **** HARDER THAN SHE DOES PRE-6.

SuperClearing and hoping your laners don't feed her is the way to go; if she's not significantly ahead of you by the 12-13 minute mark, you've already won the matchup. Running 14.png makes her cry; drop it on her near the end of her ult and spam laugh as the healing reduction and DoT combined with 3715.png11.png finish her off.

VS

Lee Sin

Medium

I've set the difficulty to Medium only due to the wannabes who play him. In reality he's probably one of the top counters to you when played optimally; his early gank pressure and ability to deny your shyvanatransformcast.png with a well-timed blindmonkrkick.png- not to mention the horror of your high-health ass being kicked into your soft, supple backline- makes him a major threat. However, the vast majority of 64.png players, even in Diamond...suck.

VS

Master Yi

Medium

If there's another champ that apes your playstyle any better, I haven't met him yet. Yi's scaling and playstyle is almost identical to yours, which makes this a near-mirror skill matchup.


Run 3.png + 3931.png to duel him. If he's building glass crit Yi and not the superior bruiser Yi, build a 3075.png and destroy his hopes and dreams.

VS

Nidalee

Medium

Dear god I hate her (admittedly sexy) ass.


Her clear is just as healthy as yours and very nearly as fast, and her ganks are much, much better. Your main advantage is that your tankiness and AoE makes you a far better teamfighter on equal gold, but nobody can abuse your lack of gapclosing power or low early presence as much as 76.png can. Dodging javelintoss.png is extremely important; if you get hit, she can jump in, chunk your face, and jump out. This is the hardest matchup for 102.png in the entire game and the only one worth a ban.

6.7: Nerfs to both Nidalee and her favorite starting item (Runic Echoes) have made this a far less painful matchup than before.

VS

Nocturne

Medium

This matchup is really difficult to gauge- extremely snowbally on both sides with similar spike timings.


If he gets behind, you can steal his entire jungle, kill him in two hits, and run all over his team.

If he gets ahead, he'll swat you aside and murder your carries in half a second and you won't be able to do crap about it.

VS

Nunu

Easy

I'd say I hate this smug yeti-riding bastard, but he's honestly not a strong pick right now, and with the power of the Superclear, you can avoid most of his early buff-steal shenanigans and outscale him. iceblast.png is kinda annoying for you, but his complete lack of damage and godawful clearspeed make him a low priority on your list of worries.

VS

Rammus

Medium

I'd say this matchup is pretty....OK.


His ganks are much stronger than yours and his Taunt can royally screw you, but at the same time your mixed DPS wrecks him and you clear literally twice as fast. 3111.png helps mitigate his Taunt, and 3091.png is a must-have, as it both increasingly mitigates his damage and shreds him simultaneously.

VS

Rek'Sai

Hard

You've heard me repeat this plenty of times, but here goes: she can take over the game before you even get off the ground, and if she gets ahead you can kiss your map control goodbye.

VS

Rengar

Easy

He's really not very impressive nowadays; the nerfs neutered his ability to wreck people with rengarE.png ganks, and unless he gets really fed, you can snowball the game and end before he can really get the damage to oneshot anyone.

VS

Sejuani

Easy

Even with the 6.5 buffs her fairly poor clear and overreliance on CC makes her very comfortable to play against. You'll have tons of opportunities to counterjungle and countergank her as long as you don't get caught 2v1 in her jungle.3091.png and 3111.png are good pickups for dealing with her.

VS

Shaco

Medium

He's the poor man's 76.png.


His ganks can destroy your team, but at the same time his awful clear and strong backward snowball give you plenty of counterplay. Don't get baited by his deceive.png and hallucinatefull.png; ult him only if you know both are down.

VS

Skarner

Medium

The scorpion's not a common pick nowadays, but he can still pack a sting: his CC is extremely irritating and his clear is fairly fast and healthy, but he's just as easy to kite as you are (if not more so) and pretty useless when behind. Guess who the fastest counterjungler in the game is?

VS

Udyr

Easy

Nerfed to garbage. Udyr as well as his favorite items 3512.png 3009.png 1402.png have all taken massive nerfs to the face and this guy is now pretty useless.

VS

Volibear

Medium

Run 14.png to wreck his passive and you'll be able to duel him 100% of the time.

His early ganks are formidable, but you outscale him extremely hard.

VS

Warwick

Easy

420 BLAZE IT


He's basically you with a godawful clear, gimmicky long-CD ult, and terrible teamfighting countered by a single item (3140.png). You don't even need to build it yourself, as he won't be able to kill you with an ult unless you're building like a moron.

VS

Wukong

Medium

Same thing as the Nocturne matchup: if you get ahead, you run all over his ass, and if he gets ahead, vice versa. 3.png is mandatory, as it demolishes his monkeykingspintowin.png damage in teamfights.

VS

Xin Zhao

Easy

Arguably the easiest matchup in the game. The spearman's early presence is his only advantage over you; he's extremely easy to duel, awful in teamfights, and slow in the jungle.3.png and 14.png are both good options versus him.

VS

Zac

Medium

His unorthodox ganks can throw you for a loop, but like most tank-initiators, his weaker clear and mediocre dueling give you a clear weakness to exploit.

Introduction, Part I: Who's This Guy? Back to Top

Hello and welcome to Dawn of the Dragonborn, a comprehensive jungle Shyvana guide for Season 6.


I'm MaximRa, a Diamond I player on the NA server, at one point the 6th best Shyvana in the world on lolskill.net.

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Introduction, Part II: Why Shyvana? Back to Top

Q: What IS Shyvana? A tank? A melee carry?

The answer is...neither. 102.png is a high-octane DPS bruiser who can deal damage comparable to a glass melee's, all while carrying 3500+ HP and 250 armor. With the rise of 3748.png, her burst is now formidable as well, and any unprotected enemy carry dies rapidly in a flurry of claws, teeth, and fire.

Q: Why Shyvana, out of all the junglers I can play?

A: Shyvana isn't like any other jungler in the game. Her lack of crowd control or obvious burst combos make her seem out of place in a meta dominated by aggressive playmakers.

But Shyvana offers something completely different: the ability to singlehandedly take over the game.

There is no other jungler that can farm as quickly, outlevel laners, and take and deal as much damage as 102.png.

Jungle Route Back to Top

The SuperClear: Also known as the Valkrin clear after the high-elo streamer who made the route popular, this strategy is quite counterintuitive for many junglers. The traditional school of thought regarding a jungler's first clear prioritizes acquiring both the Red and Blue buffs safely, clearing additional camps and/or ganking based on the flow of the game. However, at the beginning of Season 6, 102.png players came to a surprising discovery: due to the EXP equalization of small and buff camps, by completely neglecting the buffs during the first clear, one could:

- finish four small camps in rapid succession, all while taking little enough damage to allow for a 2031.png start
- return to base and buy the other jungle component (or the complete 3715.png if taking scuttle)
- do a six-camp full clear, giving the Shyvana player double buffs with full health and just a camp's EXP short of level 6

- hit an incredibly deadly timing window with level 6 and double buffs before the six-minute mark and use it to solokill the enemy jungler, steal camps, or gank a lane before the laners get ults.

This clear alone is one of the main reasons for the dragon's climb to the #1 winrate spot in the soloqueue jungle, a staggering 55% in Platinum and higher elos.

Also, this clear is the most invade-proof start; by avoiding tanking the buff camps, you can't be caught with your pants down against a sneaky 28.png/76.png/64.png/etc. trying to cheese you at Blue/Red. In fact, if they DO attempt to steal a camp, they're often putting themselves behind moreso than you, as the travel distance compounded with the meager EXP on buff camps makes it difficult for them to keep up with your blazing fast clear speed.

I heartily recommend this clear almost every time; the only exception is if there's a certain lane matchup in which action is almost guaranteed to go down in the first three levels, in which case you may want to show up with Red in hand.

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