Shyvana Twin Bite Critical Thinking


Hello sweethearts

So it's finaly here people. My in-depth shyvana guide whitch I keep up to date with every change riot games makes to shyvana and the items mentioned into this guide. This guide holds all my knowledge about shyvana in my years of experience.

This guide includes

:diamonds: Azura and shyvana

:diamonds: abilities

:diamonds: pros n' cons

:diamonds: summoner spells

:diamonds: masteries and runes

:diamonds: toplane

:diamonds: jungle

:diamonds: gameplay

:diamonds: itemization

Its no secret i have a long history whit Shyvana on league of legends. It all started when a friend suggested the champion to me becouce he tought she would fit me... And right he was!

Not only shyvana fits my play style but after learning about the champion gameplay and lore I figured out shyvana and I have alot of parable thing in our personality making it my first love.

Yes call me a pleb idc, I actually thought about lesbian actions between me and shyv …

BUT EITHER WAY … lets continue before it gets more akward then it already is.

The long term of playing her got me to learn how to play and build her the good way and building on the enemy team helps. And yes I claim myself to be the best shyvana main on the euw server.

—< :fire: >—

Riot gave every champion an passive and four abilities, these are the one from shyvana

:diamonds: Passive


Shyvana gains 5 / 10 / 15 / 20 Armor and magic resistance, these stats gets dubbed when she enters her ultimate form making the stats 20 / 30 / 40. This passive scales on champion level 1 / 6 / 11 / 16 making her natural tanky. This passive is an self-buff ability.

:triangular_flag_on_post: NOTE: this might get buffed in the future or changed in upcoming juggernaut reworks riot claimed in season 6

:diamonds: q ability

Twin Bite

Shyvana her next basic atack strikes twice making it count as an dubble basic atack in one ability dealing physical damage and triggers on-hit effects whit each strike.

BONUS PHYSICAL DMG: 80 / 85 / 90 / 95 / 100% AD

COOLDOWN: 9 / 8 / 7 / 6 / 5

Shyvana her basic attacks againt non-structures like: towers / inhibitors / nexus, reduce Twin Bite's Cooldown whit 0.5 Seconds.

Twin Bite also resets shyvana her autoatack timer.

:diamonds: DRAGON FORM: Twin Bite damages all enemies infront of shyvana in addition to her primary target in a conic area of effect.

She gains fury on every basic attack she deals while in dragon form.

:triangular_flag_on_post: NOTE: Whit 40% Cooldown reduction and 2.5 atack speed, Twin Bite has a minimum Cooldown of 1.6 seconds

:round_pushpin: TIP: Its also able to critical strike and empower the damage with the "Titanic / Ravenous Hydra" active.

:diamonds: w ability


Shyvana surrounds herself in flames for 3 seconds. Dealing magic damage what scales whit AD to all nearby enemies and gains a Burst of movement speed what slowly decreases by 15% of its original value each second.


20 / 32 / 45 / 70 (+ 20% Bonus AD)


60 / 96 / 135 / 171 / 210 (+ 60% Bonus AD)


140 / 224 / 315 / 399 / 490 (+ 140% Bonus AD)


30 / 35 / 40 / 45 / 50%


5 / 8 / 11.25 / 14.25 / 17.5 (+ 5% Bonus AD)

COOLDOWN: 12 seconds

Shyvana's basic attacks extand the Duration of burnout by 1 second, up to a maximum total duration of 7 seconds, and deals 25% of burnout's damage per second as bonus magic damage to all enemies in its area of effect while it lasts.

Burnout has 20% increased damage to minions and monsters.

:diamonds: DRAGON FORM: shyvana also scorches the earth where she walks, leaving a trail of desolation for 5 seconds that continually deals the same magic damage per second to enemies that pass over it.

:triangular_flag_on_post: NOTE: Spell shields will not block the ability.

:round_pushpin: TIP: Rylai's Crystal Scepter will apply a 40% slow for 1 second, making it an aoe slow.

Effectiveness of burnout in escapes

:diamonds: E ability

Flame Breath

Shyvana unleashes a fireball that travels in a straight line, dealing magic damage to all enemies it passes through and marking them for 5 seconds.


60 / 100 / 140 / 180 / 220 (+ 60% AP)

Shyvana's basic attacks againt marked enemies deal 2.5% of there maximum health as bonus magic damage, capped at 100 against monsters.

:diamonds: DRAGON FORM: flame breath becomes a cone like skillshot insted of a straight line.

:triangular_flag_on_post: NOTE: Flame breath is a projectile and can be counted whit braum's "unbreakable" or yasou's "wind wall"

:diamonds: ultimate ability

Dragon's Descent


Shyvana transforms into a dragon and dashes to the target location, carrying all enemies she runs trough towards destination and dealing them magic damage.


175 / 300 / 525 (+ 70% AP)


1 / 2 / 3 every second

While in dragon form, shyvana gains bonus attack range. Her abilities are empowerd and her fury decays at a rate of 5 per second. Once her fury is depleted, she turns back to human form.

Passive: while in human form, shyvana passively generates Fury every 1.5 seconds. In both forms, her basic attacks also generate 2 fury.

:triangular_flag_on_post: NOTE: Dragon's Descent had no Cooldown or initial cost, but only can be activated when shyvana has 100 Fury. Shyvana also gains 100 fury instant when dragon descent is first learned.

:round_pushpin: TIP: unlike many other ultimate dash abilities such as malphite's and heca's, shyvana is not immune to crowd controle during the dash. CAN BE COUNTERD

ability order

For both top and jungle you max burnout first becouce it deals aoe damage and you get a burst of movement speed, what is the best choice on clearing jungle camps or pushing lane. Max q second for better trades becouce q is your autoatack reset and your biggest damage spell as an enhanced autoatack.

:round_pushpin: TIP: if you're jungle get e as second ability for the %health damage on monsters

—< :fire: >—

As shyvana you don't have low Cooldown dashes or any hard crowd control but strong push and dualing, so let's dudge here pros n' cons on both jungler & toplaner


:diamonds: good wave / jungle clear

:diamonds: strong duelist

:diamonds: natural tanky

:diamonds: non item depended

:diamonds: movement burst

:diamonds: great (split) pusher

:diamonds: good Scaling aoe damage

:diamonds: good mid / late game


:diamonds: lack of any type of crowd controle

:diamonds: easily kited

:diamonds: weak to early counter jungle

:diamonds: one of the worst ganks

:diamonds: ultimate is her only dash and type of cc

:diamonds: forced tank if behind

:diamonds: weak against slows

:diamonds: no build in Sustaine

:diamonds: team depended

—< :fire: >—

From many different games i come to conclusion these spells are the most suitable for shyvana in both top or jungle

ghost = :runner:

This spell gives you bonus movement speed and makes you able to walks trough minions and monsters, avoiding collision. This is a good spell to stick to targets or escape nasty situations.

flash :runner: :arrow_right: :runner:

Flash is one of the best spells becouce it makes your champion tp a small distance and is able to flash over walls and player made terrain like anivia's icewall or azir's SHURIMA!

Very handy for immobile champion's.

smite :zap:

Take this Ofc when you go jungle. Not only does it provide some jungle controle but also if you upgrade it to chilling smite you get a True damage smite + slow

teleport :airplane:

If your playing shyvana on toplane I would recomend teleport becouce you can tp from base to lane or to mid/bot to gank or do drake. Also perfect for splitpushing.

exhaust » :runner: «

Exhaust is a good spell for Ganking as shyvana. Sinds she has no CC this spell makes it way more easy sinds it reduces the target's Movement Speed and attack speed. Making it harder for them to escape.

—< :fire: >—

:diamonds: Runes

For shyvana autoatack runes are the best set of choice for her. For in lane and early jungle

includes no Sustaine but early trade.

If your looking for the middle / late game jungler I created this runes becouce like I mentioned before that shyvana has no build in Sustaine for the jungle.

:diamonds: Masteries

Are you playing shyvana in lane? Then use this masterie page, the thunderlord is very strong on your combo and almost out-trades every other champion.

Your playing more tanky in jungle or toplane? These masteries are the one you're going to need. You get Sustaine from the keystone masterie if you trade whit the enemy laner.

You're going a attack speed tank build? Then this is what you want. The keystone masterie empowers your autoatacks whit 8 stacks Scaling on your level.

—< :fire: >—

:diamonds: Role: toplane

Becouce shyvana is an melee fighter Who benefits from durabilitie and attack speed it's a good lane to pick her at becouce she has great trade protention against most other laners and can be a great lane bully if your a other melee champion.

:diamonds: early game

Start with your "burnout" for the aoe damage and minion wave clear. Use this skill to dual or bully your enemy laner. When you hit lvl 3 use you're basic combo w e q so your q will trigger thunderlord whit the % health damage, making it a great Burts. Try to get early tanky whit Shyvana. Depending on your enemy laner you get "bami cinder" against other close range fighters/ "giant's belt" against ad casters / "Spectre's cowl" against ap champions.

Try to farm up as much as possible early game

:diamonds: mid game

Now you already got some of that tank items, now you go for some damage or attack speed.

"Titanic Hydra" or "blade of the ruined king" are the items your looking for. At this stage you continue to farm toplane or go to roam to midlane or counter jungle. Your getting a tread for the enemy team becouce as shyvana you can split push very well due your "burnout" and or "Titanic / Ravenous Hydra" aoe. Try to seek pushed lanes and take some towers down. And if you're team does well keep lanes pushed or jump into fights from behind whit your ultimate.

:diamonds: late game

Everyone is on there protentionale and your the tank. As shyvana your literly a meat shield for your carries. Your a tank shredder and carry diver, in teamfights try to focus down the enemy carries or save your ultimate to keep there assasin away from your backline. Care that you don't trow yourself into a crowd control chain making the enemy getting easy to your carries making it a lost teamfight most at the time. If the game goes well you Can push there Base easy and distroy there towers and inhibitors fast and run away from there Base with "burnout" whitout getting cought. Tower killer Shyv op.

—< :fire: >—

:diamonds: Role: Jungler

The jungle is where shyvana is at her best. Becouce of her amazing fast camp clear and immerse mid / late game whit sated devour.

Her Ganking protentionale is not that good as like other junglers like: Diana / Rengar / xin'zhao / Warwick / wukong / malphite / moakai / nautilus / Lee sin / vi

:diamonds: start jungle route

Item: hunter's machete

1) krugs

2) raptors

3) (north) scuttle crab

4) red buff

5) wolves

6) blue buff

7) (south) scuttle crab

8) gromp

After you completed your first jungle clear you can recall to Base with 1k gold, making it an good early becouce you leave the base whit either a smite item chilling or challinge and boots or a deggar if you focus on rushing devour and into sated devour.

:diamonds: devour stacks

Small camps: 1

Blue / red buff: 1

Assist: 1

Scuttle crab: 2

Kills: 2

Dragon: 5

Rift herald: 2

Baron Nashor: 5

:diamonds: early game

As shyvana your an easy target for counter junglers becouce your early jungle is weak. Clear your camps whit caution if they have an strong counter junglers like: kha'zix / shaco / Lee sin / irelia. Around this time it's important that you clear as much camps as possible.

Try to farm up and get devour asap, that's your main focus early game. Getting devour stacked and only look for easy ganks like a toplaner or midlaner whitout mana or extremely pushed.

When you picked up devour you can look for solo dragon early.

:diamonds: mid game

Depending on the enemy team comp you build tank of offensieve. As thirt item you either get "Titanic Hydra" / "Blade of the ruined king" / "Sunfire Cape". Fully depended on the enemy team. If you did well you finish sated devour around 18/20 minutes. From now look for lanes to gank and push some lanes. Don't forget to look after the dragon timer. Getting dragon's is very important! Specialy the first 3 dragon.

Make sure you didn't get cought out in your jungle early game and make sure your jungle camps are empty most at the time, so if the enemy jungler does counter jungle he gets nothing and waist his time.

:diamonds: Late game

Depending on your build you are the tank of the team or an swift tank distroyer / tower killer.

As devour shyvana your literly an dragon to watch out for. Capable of distroying almost everything and everyone. Only a few are capable to 1v1 a full build shyvana in late game whitch is pretty strong on the champion herself. If your the tank make sure you catch all the poke for your backline. Becouce even as full tank shyvana you are capable of doing tons of damage.

—< :fire: >—

Item's for shyvana. There are alot of vaiable items you can chose on shyvana, from ad / tank / ap, most of the items work well on her.

:diamonds: boots

- Beserkers graves

+ 45 movement speed

+ 30% attack speed

- Boots of swiftness

+ 65 movement speed

Passive: slow effects reduced 25%

- Ninja tabi

+ 30 Armor

+ 45 movement speed

Passive: blocks 10% damage from basic attacks.

- Mercury's stread

+ 25 magic resist

+ 45 movement speed

Passive: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%

- Enchantment: Furor

Passive: Upon dealing damage with a single target spell or attack (on hit), grants +12% Movement Speed that decays over 2 seconds

:diamonds: defensieve items

- Death man's plate

+ 500 health

+ 50 Armor

Passive:  Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum quickly decays while under the effects of a stun, taunt, fear, silence, blind, polymorph, or immobilize effect, and slowly decays while slowed.

UNIQUE Passive - Crushing Blow: Basic attacks discharge all Momentum, dealing 1 physical damage per 2 stacks. If 100 stacks are discharged, damage is doubled and the target is slowed by 30% decaying over 1 second (melee only)

- Sunfire Cape

+ 500 health

+ 50 Armor

UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies. 50% Bonus damage vs minions and monsters

- Frozen mallet

+ 650 health

+ 30 AD

UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks)

- Warmongs armor

+ 850 health

+ 200% increased health regen

UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health.

Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.

- Spirit visage

+ 500 health

+ 70 magic resistance

+ 10% Cooldown reduction

+ 150% increased health regen

UNIQUE Passive: Increases all healing received by 20%

Randuin's Omen

+500 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% (1 second duration).

UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 4 seconds (60 second cooldown).

- Banshee veil

+ 500 health

+ 70 magic resist

+ 100% increased health regen

UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.

:diamonds: offensieve items

- Titanic Hydra

+ 450 health

+ 50 AD

+ 100% health regen

UNIQUE Passive - Cleave: Basic attacks deal 5 + 1% of your maximum health as bonus physical damage to your target and 40 + 2.5% of your maximum health as physical damage to other enemies in a cone on hit.

UNIQUE Active - Crescent: Cleave damage to all targets is increased to 40 + 10% of your maximum health as bonus physical damage in a larger cone for your next basic attack (20 second cooldown).

- Trinity force

+250 Health

+25 Attack Damage

+20% Critical Strike Chance

+15% Attack Speed

+10% Cooldown Reduction

+5% Movement Speed

+250 Mana (not needed)

UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.

UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).

- Sterak's Gage

+400 Health

+25% Base Attack Damage

UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Sterak's Fury for 8 seconds (45 second cooldown).

Sterak's Fury: Grow in size and strength, gaining increased Size, +25% additional Base Attack Damage, and a rapidly decaying Shield for 30% of your maximum Health.

- Blade of the ruined king

+25 Attack Damage

+40% Attack Speed

+8% Life Steal

UNIQUE Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage.

UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown).

- Ravenous Hydra

+75 Attack Damage

+100% Base Health Regen

+12% Life Steal

Passive: Life Steal applies to damage dealt by this item.

UNIQUE Passive - Cleave: Basic attacks deal 20% to 60% of total Attack Damage as bonus physical damage to enemies near the target on hit (enemies closest to the target take the most damage).

UNIQUE Active - Crescent: Deals 60% to 100% of total Attack Damage as physical damage to nearby enemy units (closest enemies take the most damage) (10 second cooldown).

- guinsoo's rageblade

+30 Attack Damage

+40 Ability Power

UNIQUE Passive: Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.

Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.

- Wit's end

+40% Attack Speed

+40 Magic Resist

UNIQUE Passive: Basic attacks deal 40 bonus magic damage on hit.

UNIQUE Passive: Basic attacks steal 5 Magic Resist from the target on hit (stacks up to 5 times)

- Phantom Dancer

+45% Attack Speed

+30% Critical Strike Chance

UNIQUE Passive - Spectral Waltz: While within 500 units of an enemy champion you can see, +12% Movement Speed and you can move through units.

UNIQUE Passive - Lament: The last champion hit deals 12% less damage to you (ends after 10 seconds of not hitting).

- (jungle) devour

+40% Attack Speed

+30 Magic Damage on Hit

UNIQUE Passive - Devouring Spirit: Takedowns on large monsters and Champions increase the magic damage of this item by +1. Takedowns on Rift Scuttlers increase the magic damage of this item by +2. Takedowns on epic monsters increase the magic damage of this item by +5. At 30 Stacks, your Devourer becomes Sated, granting extra on Hit effects.

Try out some builds combinations for yourself to see what fits you :exclamation:

—< :fire: >—

Alright sweethearts

This was my in-depth shyvana guide. Hope you guys like it and enjoy.

I'm keeping it up to date every time riot changes a thing on shyvana on the items used on her.

- Azura

Hey folks,

With Dominion having been out for awhile, and people now getting pretty used to it, we've had a chance to see how it's played out with thousands and thousands of players. We're happy with a lot of aspects with Dominion, but we think we can do some pretty major work to make significant improvements as well. 

Our diagnosis currently is that there are three major hinderences that make Dominion less fun or interesting than it could be. First off;

* Players don't get enough "moments of glory", and don't easily see how their success can effect the game.

Progression and personal success are hallmarks of MOBA in general. In our effort to make a balanced experience strategically, we really lowered the ability for that one in twenty matches players get to experience "running away with the game" and feel like they achieved epic status. We feel this is creating some disconnect between the high highs classic can provide, and the more constant but metered pace of Dominion. We will be focusing systems that allow more (gold, specifically) power differential between players. 

Next up;

* Comeback mechanics remove interesting team-level decision-making.

Our internal testing created some situations we felt this was mandatory. In practice, we think either an extremely toned-down version of this system or a removal of these systems needs to take place. This means games will be more representative of a team's skill, but you'll also experience more blow-out games. Our assertion is, generally, you can't achieve a decisive victory if you can't have extreme losses either, and that's needed to make a more memorable and deep experience.


* A few champions are way too good on Dominion

This is actually the most surface-level thing, and is fixed when we adjust with the other aforementioned systems. To summarize, this is caused by the certainty of progression, where hyper-scaling champions can reach a late game, farmed state with certainty. Addressing that will address most of the specific egregious champion issues.

Dominion is something we think is really fun, and are proud to have put out, and that's all the more reason for us to ensure it receives continued support and major changes where needed. We feel OK being very disruptive to Dominion in the pre-season phase, and will likely be more conservative when Ranked is turned on. This is our (developers and players!) best opportunity to improve Dominion on some fundamental levels, and we're not going to miss it.

- Morello

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