- Tier
- T1
- Rang
- #5
- Taux de victoire
- 54.19%
- Taux de sélection
- 1.21%
Brand est actuellement classé T1 dans les données ARAM Mayhem. Voir le guide du champion

Shyvana est actuellement classé T1 dans les données ARAM Mayhem.
Shyvana the Half-Dragon
She can be any of the three, but you should choose one job before the first real fight. If your team already has engage, play around dragon form poke and follow-up damage; if your team lacks a body, build sturdier and start fights only when allies can hit the same target. The tradeoff is simple: full damage Shyvana punishes clumps harder, while bruiser Shyvana survives messy Mayhem fights better.
Use it when your team can immediately walk forward with you, not just because it is available. If enemies are grouped or trapped near terrain, dive through them and land where your next spell forces them to split. The tradeoff is that a flashy engage without follow-up leaves you stranded, and Shyvana has a harder time leaving than entering.
Save it for engage when your team has reliable crowd control or a strong damage window ready. Use it for poke when both teams are staring each other down and the enemy carries are hiding behind tanks, because dragon form pressure can force bad movement before the real fight. The tradeoff is that poke dragon form can win health bars, but it may leave you without your best entry tool if the enemy instantly commits.
Play patiently and hit what is safe, because pre-dragon Shyvana is easier to kite and punish. If enemies waste key crowd control or step too far forward, take the short trade, then back out before their team collapses. The tradeoff is that you may give up early pressure, but preserving health makes your first dragon fight much stronger.
Target the closest high-value champion you can actually stay on. If a carry is exposed, dive them; if they are protected by slows, shields, and peel, burn through the frontline while angling your area damage into the backline. The tradeoff is that forcing an impossible backline chase wastes your form, while hitting tanks can still win if your damage spreads through the clump.
Snowball is strong if you are building to fight inside the enemy team and your squad can follow your mark. If you land it on a carry or an overextended support, take it only when your dragon form or defensive tools are ready. The tradeoff is that Snowball fixes Shyvana’s access problem, but a bad recast can drag you into crowd control before you deal meaningful damage.
Prioritize augments that match your chosen role: durability and sustained combat for bruiser games, damage and area pressure for dragon-form carry games. If the enemy team has heavy poke, take options that help you survive the approach; if they are short range, lean into damage because they must fight in your zone. The tradeoff is that greedy damage augments feel amazing when ahead, but defensive choices make your engages more repeatable.
Build enough durability to reach the fight without losing half your health first. If your team has weak wave control, avoid standing in the open and wait for enemies to spend their poke before you step up or transform. The tradeoff is that defensive items reduce your burst, but they give you more chances to start a fight instead of being forced to recall, die, or hide.
Into multiple tanks, value sustained damage and staying power over one quick burst combo. If their frontline walks at you, fight front-to-back and use dragon form to splash pressure past them rather than diving alone into the backline. The tradeoff is that tank-busting setups usually take longer to finish kills, so you need cleaner spacing and cannot waste damage on targets that are already leaving.
Do not start the fight from max distance unless you have Snowball, dragon form, or allied crowd control to bridge the gap. If enemies still have slows, knockbacks, or roots ready, threaten the engage first and wait for them to panic-cast before committing. The tradeoff is that waiting can feel passive, but charging early gives ranged teams the exact punish window they want.
The biggest mistake is transforming deep while your team is still clearing the wave or recovering health. If your allies cannot hit the same targets within a moment, your engage becomes a solo suicide dive. The tradeoff is that Shyvana wants decisive fights, but decisive does not mean instant; check teammate position before you go.
You become the engage, but you still need to create a clean angle first. Use brush, side positioning, Snowball threats, or enemy cooldown mistakes to start from closer range instead of walking straight down the lane. The tradeoff is that your team depends on you to pull the trigger, but if you force into five ready champions, you give them a free counter-engage.
Let the primary engager start, then enter second when enemies are locked in place or have already used peel. If you dive at the same time from a different angle, you split their attention and make your area damage much harder to dodge. The tradeoff is that waiting one beat may cost you the first hit, but it usually gives you a safer and more damaging dragon form.
Yes, but she has to stop forcing low-value dives and play for grouped damage. If you are behind, hit the safest target, protect your carries when assassins enter, and use dragon form to turn narrow fights rather than start hopeless ones. The tradeoff is that you give up highlight plays, but one clean counter-engage can reset the game faster than repeated desperation dives.
Push immediately if your health and minion wave allow it, because Shyvana’s post-fight pressure is best when enemies are dead or scattered. If your team is low, take space first, clear the wave, and avoid chasing past the next safe point. The tradeoff is that chasing can find extra kills, but losing your dragon-form champion after a won fight often gives the enemy an easy recovery window.