Brainstorming Shyvana

AIQ·11/15/2018, 2:50:50 AM·14 votes·5,273 views

Hello everyone and welcome to my massive brainstorming post all about Shyvana.

Disclaimer 1 This post is extremely long, but most of it is details of concepts. I've tried to use subheadings and bullets to easily, locate reference and get a general idea of what each part is about.

Disclaimer 2 This post is incomplete, I'm going to try and add things like pictures and additional comments such as abilities.

TLDR: If you love Shyvana, leave a like and comment you love Shyvana and want her to get some love.

To Riot, I am by no means a champion designer nor do I have any expertise in this regard. I just love Shyvana and these are some of my ideas that I feel would improve Shyvanas current state. I'd appreciate any feedback from your team, and perhaps how to better flesh out this post.


The purpose of this post is to hopefully find sound solutions that allow Shyvana to retain her core identity and style, while improving on it and modernizing her in all aspects. Brainstorming all these ideas allow for a place that Riot can (hopefully) look at and reference when Shyvanas time comes and see a plethora of potential ability reworks, combinations, skin ideas, and more.
I'll try adding to this post over time as more ideas are generated.

Small improvements that could be made anytime

Shyvana needs to scale with Elder. - True Garen (NA)

She needs 3 toes on all skins.


                                                                                                              **Who is Shyvana?** 

A Half Dragon, that is strong and powerful, but understands the feeling of being left out. Uses her emotions as power. Despite this she still has a modicum of mercy as she still has a human side and she is an orphan and honestly just wanted a home and to be accepted.


                                                                                                                **Direction**

The On-Hit Juggernaut

Shyvana Goals:

KISS: Keeping Shyvana in a basic state while adding a higher skill ceiling. Similar to WW rework. Less Stat Checky: Adding abilities and mechanics that can not only be used to outplay, but get outplayed. However, these still need to be kept simple. Gains access to the fight once. Allow for sticking more if already in.

On hit: Shyvana needs to get the majority of her damage (to champions) from her on hit effects. Things like the AOE are perks as she is attacking her primary target, but others should not melt from Shyvanas AOE, just feel the pain a bit. Use basic attacks as a primary means to damage, abilities mostly accelerate or allow for AA damage. Damage reliability, CC to allow for more damage from the kit, interrupts, or set up small combos not wombos or lock down CC, CC shouldn't allow control of a fight.

Raid Boss: If she cannot jump in a team fight and cause panic then we are doing it wrong. A simple Flash or 1 CC should not stop a Shyvana. A Shyvana in the middle of a fight should be feared, fighting a Shyvana Midgame+ head to head should be a bad idea. (In general, not the ultimate duelist.) The Farming Queen.

In addition, it would be nice to get an on-hit jungle item for champions like Shyvana.

                                                                                                             **Identifying Issues**

When it comes to uniqueness, Shyvana has no strengths that are not out shined significantly, not even in farming anymore, more on that later. Her Early and late game is weak, with a decent mid game but really spikes hard nowhere. Her biggest spike comes from her 1st non-jungle/boot item purchase. Depending on the item and what time it was purchased. This window is small, but exist and is powerful after that many current Junglers and Laners will get the edge on Shyvana.

Shyvanas clear is no where near as strong as it once was. She is still one of the fastest, but in an attempt to bring tankier junglers into the meta, the increase of spawn timers heavily nerfed power farming. Along with many indirect nerfs and jungle changes Shyvana is very "catch-able" in clear speed. Once She was the fastest with ~3:15 (when camps spawned later and the buffs de-synced with normal spawns) about full clear only Udyr was ~15 seconds slower than her. (Yes, it was stupid fast in case you didn't know) Now though she can clear pretty fast, but there are 2 problems. Firstly, jungle hurts while she might be able to still clear and fast at that, what's the point? She'll base cause she's too low to gank or invade then go the next camp that won't re spawn for 30 sec giving the enemy 30 secs to catch up which is PLENTY. That's why on a lot of jungles players can keep up.

                                                                                                              **Item Dependency** 

I made a fun post about the gold value of champions, while definitely not 100% accurate you can see trends and things that make sense. Shyvana is one of the lowest valued champions at lvl 18 meaning she gets a lot of her power from items. Which makes sense, but if power farming is not viable and funneling is toxic, how does she get there?

https://boards.na.leagueoflegends.com/en/c/general-discussion/4rXqETio-unique-data-about-champions-gold-values-pretty-cool-i-think

Funneling also shows that this is true as pros were willing to funnel a Shyvana due to her power coming from gold. Putting more power into her kit/base stats will make Shyvana more consistent.

                                                                                                               **Ability Rundown**

Her passive Fury of the Dragon born is very weak for the lackluster reward, and for a being the only passive in the game you can lose with a 0% chance of getting it back. Rengar and Kindred have similar objective-based passives, but both get as many attempts as they can in the duration of the game.

Twin bite, is at this point an AA reset as the power of the ability maxed matches the power of the level 1 Q pre-nerf. Twin bite only slightly empowers her on hits, but not nearly as effectively as it can be.

Burnout has no way of reliably getting it's damage off, and when it does it is pretty lack luster, 20/32/45/57/70 (+20% bAD) Now if you get the full 7 seconds that's... 140/224/315/399/490. However, Shyvana must use this as a gap closer as well and can often lose 2/3 ticks between that and kiting as a proc occurs after a second has elapsed not before and do not accrue time, meaning you can walking in and out of it consistently and take no damage. The decay is no longer called for as dashes and mobility are in an abundance.

Flame breath has little power for being a skill shot and not the fastest, even when going full AP, the ability is lacking except in dragon form. Reducing her E cool down could make the ability feel more in line.

Dragons decent Shyvana current ultimate is a slow dash, but after this she cannot stick or damage reliably. It has small CC, but awkward and clunky. The unstoppable is a nice touch and glad it made it through. In the middle of the fights she cannot wreak similar havoc to other Juggernauts despite being in ult due to being much squishier or no sustain since she has no defensive buffs. Approaching a Shyvana in human form full fury is still a viable choice, her ult causes no one to panic as she gains minimal benefits. Along this topic Shyvana is a champion that can only go in or out, but unlike other divers she has no mitigation and that's part of why she is so item dependent.


                                                                                                               **Concepts to mimic. **

Garen : Has no dash, but can still get to his target, plenty of tank stats to get there and damage. Small but powerful cc. Darius : Harder to gain access, but in the middle of a team can wreak havoc. Urgot : Approaching an Urgot with everything up can lead to a quick death sentence. But if they are down it takes a while, but he just falls. Gnar : Upon going mega people run.


Now let;s start talking solutions and upgrades!!

                                                                                                               **Potential Scaling Option **

Weak early: While Shyvana should not be a push over or as invade(-able) as a tank. Shyvana should not be challenging early duelist like Lee-Sin or Pantheon, without some sort of advantage. Her ganks should be relatively weak like now, but clearing camps should be child play for her. Upon reaching 6 her effectiveness should increase, but still not to the point of champions like WW or Nocturne. Early/mid: As Shyvana builds her Jungle item and first core she should feel considerable weaker during this time, still capable of counter ganking and punishing. Mid game: 1st power spike - Upon reaching this state of the game Shyvana should come online, if the game is even then Shyvana is winning at this point. Since towers now live to pretty much 14 minutes, this should be about the time that Shyvana starts becoming a power house that can not only duel , but win skirmishes that are even. Her weaknesses during this time should be kiting and that she has not really invested into being a tank at all.
Mid late: As other Champions are slowing reaching her 1st spike she should be readying her second as she gets more dragons and defensive stats. Late: Hard Spike (with dragons) Once all of her scaling comes into play through dragons, items, exp she should feel like fighting a Darius /Illaoi /Garen /Urgot /Aatrox. Tanky and damage even if pseudo tanky. Her primary damage will be on hit which is effective mostly vs HP and squishes, not really full blown tanks however few champions should be able to challenge a true juggernaut head to head regardless of who the juggernaut is Shyvana should be no exception.

How do we get there? Allows Shyvanas base kit to scale better later, as it currently is 1-6 is not too far off from the goal, but ramp up the scaling a bit post 6 to make her less item reliant. However, as she gets items they should still give her a ton of power. Some HP scaling will help with spiking with certain items as well in exchange of her other rations. As she doesn't get HP until about 11+ minutes if going for jungle items/ boots. At this point when the HP starts coming in she will get more benefits from her first item spike without buffing her early game. This also applies to her late game as true tank items are purchased and have a greater effect as they increase her damage and defense coupled with base a few extra stats.


                                                                                                               ** Ascetics **

Armor: Increase overall the amount of armor covering her body, this is a Dragon that goes into the front lines not a fashion model. Let's give the armored bikini look to another champion.

Colors: Scarlet/Crimson and gold is what Shyvana is in addition to her blueish gray skin. Retaining this is fine, but She is Demacian and they have a clear color style. Personally, I think the best way to address this is to make Chromas for her base and leave it red.(Appeal to both sides)

Appearance: Scary and tough, but still woman like. I don't think this is hard to nail and I can't see people wanting to deviate from it. She already possesses this look a bit.

Bigger, Shyvana is a half dragon, she should be large in size both Human and Dragon form. The Scaling on the Dragon form is neat, but I think it's still too small.

Her dragon needs more scales and claws, the anatomy needs to make more sense. Her "wing arms" look weird and her dragon stance is not intimating.

** The voice can only be Karren Strassman. All else is vanity. **

On the Subject of a voice over. Think of some cool lines she could say for first encounters etc. to champions like...

Garen XinZhao JarvanIV

Dragon Master Swain

Dragon Trainers I'm not listening to a bunch of midgets barking orders at me.

Dragon Slayers Think you're a Dragon slayer come here and try. (Dragon still keeps the taunt)

Zoe / AurelionSol , Please... shut.... up....


                                                                                                               **Play-style **

Shyvana should be played as a Front-line raid boss, a threat to front and back line, but cannot protect well or disengage. Strengths: Follow up: Such as following up Malphite, farm queen, speed, well rounded stats. Weakness: Kiting, target access, sticking to champions out of her abilities window.


***Any numbers from this point forward are arbitrary, I am not looking at that as much as the concept. ***


                                                                                                               ** Builds **

Sentiment on items before we start, certain items are clearly more practical and or designed for melee only champions or ranged. Please Riot do not be scared to make items melee only/ranged only. If you want champions like Urgot to use both such a Frozen Mallet. Just make him an exception that can. Making the items exclusive can be powerful for balancing.

You'll see a lot of item 3052 fist with these items, because I feel that it should be the go to Juggernaut item, like AD with BF Sword, or AP with Needless and Blasting, or Tanks with Giants belt etc..

Potential New on hit Item. Each item is essentially Melee only.

Item 1 Path: item 3052 + item 1043 Stats: AD /ATSP /HP Passive: ATKSPD increased as HP is lost. Kinda like Olafs passive which would be great for champions like Olaf /Shyvana /Vi / Udyr etc.

Item2 Path: item 3052 +item 1042 +item 1059 Stats: 10%LS/20%ATSP/350HP ATKSPD active Flurry: Reduce your base AD by 20%, and attack 5 times in 1 second, these cannot crit. Bursty, but still uses AA, which can be mitigated as such. Like Ninja Tabi.

Item 3 Path: item 3052 +item 1043 Stats: HP/ATKSPD /AD Passive: Gain on hit dmg = to your ATKSPD (Not so good on AD scaling champions)

Item 4 Path: item 3052 +item 3105 + item 1028 Stats: HP/ARM/MR/DMG Passive: Gain on hit dmg = to your resist (or just bring Atmas back)

Item 5 Path: item 3052 +item 1043 + item 1028 Stats: ATKSPD /HP Passive: Gain on hit damage = to your HP (More of an on hit)

Item 6 Path: item 3052 +item 3044 +item 1042 Stats: ATKSPD/AD/HP Passive "Rage" (so they don't stack) AA gain Movement speed 25 and deal 5 on hit, each additional AA increases by a 5. Up to 7 stacks. Kinda like an on hit item 3071 .

Item 7 Path: item 3077 + item 3052 +item 1042 Stats: AD/HP/ATKSPD Passive: Deal an additional 25 Damage on hit and deal 50% of basic attack damage+additional on hit affects and the 25 in an AOE. Active increase the % to 100 for 2 AA. 15 Second Cool-down. A variation of the hydra series for on hit champions.

Item 8 Path: item 3077 + item 3067 + item 1042 Stats: AD/HP/ATKSPD/ Passive: 10% CDR Basic attacks deal damage in an area around and reduce the cool-down of this item by 1 second. Use an AOE explosion and reduce the non ultimate cool downs of allied champions by 10%
(Crazy idea I came up with)

Item 9 item 3091 2.0: Path: item 1043 + item 1033 + item 3052 Stats: AD/MR/HP/ATKSPD Passive: Basic Attacks steal MR and deal damage on hit. Bumping this up to a ~3k gold item would make its passive more vi able. Due to having item 1043 and being melee only it can either coexist with wits end with the same passive or wits be removed and Kog/Kayle need to find another item. When Building Shyvana multiple paths could be.... Standard item 1416 - Juggernaut – TANK- TANK – Juggernaut /Offensive –Boots This will make her kit sync with her build very well.

Offensive: item 1416 /item 1400 -Juggernaut - AD- ON HIT- Juggernaut -BOOTS A more offensive approach in case more damage is needed.

DEF item 1413 -Juggernaut -TANK-TANK-TANK-BOOTS With the on hit item, Shyvanas base line will be met allowing her to go full tank, coupled with Item 5 this could easily be standard or just as good as normally building Shyvana.


                                                                                                               **Passive: Fury of the Dragon Born**

I believe a lot of people will ask, “Why are your passives so strong?” Simple answer is that Shyvana only gets (Now 7) chances to get a Dragon she can potentially get no Dragons on factors she cannot control such as a bot lane losing. Therefore, I believe it's important that each one she obtains is powerful. Multiple iterations of the Passive I could think of....

P1: Flat buff on Old passive: 7Armor/7MR/50hp +5% to dragons more damage to camps (add 5 AP - True Garen NA) The additional stats here would increase the value of the current passive, by a lot while not being too strong still as 3 dragons still equates to only 21/21/150/15% which is still less valuable than what her potential old passive without dragons could be. 40/40 15% This still keeps her earl game weak, which is what we want. Also, the stats could be replaced/added with ATKSPD or CDR as both are valuable on Shyvana.

P2: (5ARM/5MR/50HP 1st/2nd)(10ARM/10MR/100HP 3rd/4th)(15ARM/15MR/150HP 5th/6th)(20ARM/20MR/20HP 7th) (Should never really happen if it does needs to be uber worth) 6 drag = 60/60 700 HP < is not really unrealistic for 6 dragons with 30 minutes of control. People are rewarded for 3 minutes of control around baron with more stat value.

P3: Dragon scaling, makes ALL dragons spawn in this order- Mountain/Ocean/Cloud/INF repeat... buffs are increase effects of dragons earned by 5/10/15/20 no longer scales after the first 4. Pro play and coordinated teams could make great use of this as they select lanes. Picking a Shyvana could lead to wanting a strong early bot lane, but enemies could want this too.

P4: Additional buffs for Shyvana only. Infernal bonus on hit damage scaling with level. Mountain bonus ARM/MR scaling with level. Ocean convert mana regeneration to HP regeneration or apply a small slow to her AA/ Cloud increase attack speed/ Elder convert % on hit damage on W/E for instance to true damage.

**P5: **Additional buffs for all when around Shyvana. Clouds give more movement speed/ Infernal give a small burn/ Mountain give a small shield/ Ocean give in combat regeneration at half value. Really good for pro-play.
P6: Return to basics. On hit damage "Scorch", when an enemy is hit with E or W Apply an on hit effect that scales with level. Bonus AR/MR scale flat per level. Just a normal passive very basic. Nothing interesting.

P7:Upon being hit by an enemy increase defenses against that enemy by 5% per second being hit. Scales per ult level 10/15/25% which needs 5 sec of combat to reach 25%. Lost when out of combat with them for 5 sec. Encouraging her to get into the Fray and can deal with multiple threats at one time, burst is more effective against her though.

P8: Scaling with fury. 2 fury bars 1 for ult and another for stats Ulting keeps the stats at 100% during the duration.

Gain DMG/ARM/MR/ATKSP/Tenacity for the amount of rage built up, after leaving combat the fury is lost.

The Ultimate bar scales slower, but does not decay, ulting puts you are max stacks the entire duration of the ult.

This would make players play around her Fury more, and see that when she has her ult ready, that she can instantly get her stacks so be careful. So, example numbers would be about 5 scaling with 1 stat per level (% for ATKSP and TENACITY).

P9: Augments

Each one of the 4 Dragons spawn, if Shyvana has not obtained a Dragon it will continue to spawn (up to 3 times), Gaining 2 of the same dragon type does not obtain an augment. If Shyvana takes down Baron Nashor or Elder, the first augment slot that was not obtained is filled.

AUG 1: Ocean, Mana regen is converted to HP regen. Flame breaths passive effect now slows on hit.

AUG 2: Mountain, Burnout now gives +10/15/20 (with ult level) armor while active.

AUG 3: Cloud, Twin bite increase Shyvanas attack speed by 10/15/ 20% (with ult level)

AUG 4: Infernal, While in Dragon form a burn trail is left, in addition Shyvanas basic attacks have a DOT effect.

AUG 5: All on hit effects from her W/E are converted to true damage for the duration of the buff. (If Shyvana has missed a Dragon prior to Elder that Augment will be acquired first.)


                                                                                                               **Q: Twin Bite**

Q1 Shyvanas next basic attack knocks up a target for .2 seconds before slamming them back to the ground slowing them for .5 seconds. Abilities with CC should be small and impact for a moment, while this is good set up for someone with better CC, Shyvana being able to keep a target in her burnout should be priority. jungling this will reduce some of the incoming damage she will take.

Q1 Dragon form: Shyvana next basic attack slams the ground dealing her aa damage to all targets in range before slashing them all for 50% AD applying on hit affects to all targets. AOE is Shyvanas forte while a Dragon and this makes it to where people have to spread out to deal with her effectively. And AA Q now allows to proc the on hits and keep them in burn out or some other damage of time abilities.

Q2 Shyvana Claps briefly stunning dealing 100/115/130/150/165 damage +ad to a target applies on hit twice knocking them back slightly. Basically a way for Shyvana to interrupt without using R. This would add to her top lane presence as well because she can interrupt TP's.

Q2 Dragon: gathers all enemies and scoops them into the middle knocking them up for .5 seconds. This delves into the CC zone, but its not bad for Shyvana as long as she can't control fights with it just set up things.

Q3: Shyvana AA 2 times in quick succession for 65% dmg then charges a sweeping attack for .25 sec that deals 100/115/130/150/165 that can be dodged. Q3Dragon form: Allow her to get as many on hit procs as possible getting max value from them.

Q4:Dr Dog (NA) Shyvana next AA applies a 1 second stun.

Q4: Dragon Shyvana cleaves all targets in front of her applying the stun to each target.


                                                                                                               ** W: Burnout**

W1: In addition to the current iteration of Burnout, each hit extends the duration of the active time and movement speed buff.

W1: Dragon form: Burn Trial returns.

W2: Think Super Saiyan Shyvana roots herself in place reducing all incoming damage. (like Yi meditate and Irelia W) Shyvana lets out a loud battle cry as she channels and is engulfed in flames slowing enemies approaching her and damaging then for (25/35/45/55/65+AD/AP) per second. After the channel is compete, Shyvana gains a massive speed boost and burnout remains active. Damage, mvsp, and duration depend on how long it was charged for. AA extend the duration of all effects up to 5 (5 seconds) times but lose, but 1/5th of the move speed is lost. (I was thinking the Damage be reduced as well, but it means that for it to be effective the initial numbers need to be way too high, just keep them consistent. Shyvana will need more speed at first to make up the ground she lost then enough just to stick after.)

W2 Dragon Form: No root instead she is slowed by a medium amount, and it fully channels regardless of input. This would not only make Shyvana uber scary when in the middle of a fight but allow for so much more. Skill expression, players using the ability liberally may block some nasty damage, but skilled players know to save it for that Veigar combo or incoming team damage. She becomes a raid boss and when she ults in combination of her W she will be feared. hard CC can break/interrupt the channel, but burnout will remain active for how long it was charged for so players that try using it in front of nautilus will be punished but using it for prepping a gank could be awesome. W2: Thornmail fire

Burnout Engulfs herself in flames increasing her movement speed and having the following effect if Shyvana is hit by a basic attack or ability then Shyvana reduces and reflects 10/20/30/40/50 damage in addition she applies her E mark. If Shyvana attacks the target while burnout is active she deals an additional 10/20/30/40/50. Basic attacks from Shyvana extend the movement speed and active duration up to 7 seconds. W2: Dragon Form: fire is left on the ground dealing 50/75/100 damage per second

W3: Mini Olaf/(Bigger? She's not that mini)

While burn out is active increase ATKSPD 15%/MVSP 25%/ Tenatcity 10%. For the next 3 seconds after burnout is active all effects increase by 5 %. (So up to +15% for the remaining 4 seconds)

W3 Dragon Form: The Max stacks on the ability are already granted upon activation.

W4: Dr Dog (NA) Shyvana release a flame in front of her marking all targets in range. Attacks against a marked target increase her over ATKSPD against them and applying a %HP on hit damage effect.

W4: Dragon: Basic attacks against the targets can be made by any ally for 50% damage. The targets burn for the 50%HP for the duration of the mark regardless of if they were attacked.



                                                                                                               **E: Dragons Breath**

E1: Kamehameha Shyvana charges... a powerful blast and can slowly move and turn while aiming once fired it last 1 sec charge 1.5 sec dealing 50-100 damage per tick depending on charge duration max 3 ticks. Dragon: No self-slow, after charging for 1 second becomes a massive cone for 1.5 seconds, can slowly turn. It’s hard for me to argue anything for E because I like it so much. This would empower it add skill expression and give more counter play. The cone would be more Dragon/raid boss like than the explosion. Dragon 2 like Orrns bellows breath Do a flame thrower except the spit afterwards is a fireball. Just a way to add the cone again as this feels more dragon.

E2: Shyvana sweeps in front of her and releases an arc of fire that deals damage to all enemies in front of her. applies on hit effect. Dragon Shyvana blows fire in an arch in front of her burning the ground enemies caught in the initial blast take an additional 100-200 depending on level and the ground is scorched for 5 seconds dealing 70 damage for every second an enemy is on it refreshing their mark. Giving her a ton of team fighting potential and again making people react to her fear her. Fighting toe to toe against a Shyvana that has hit you with this should be dumb and you need to get out first then fight her.

E3Dr Dog (NA) Shyvana leaps high and crashes down slightly damaging and slowing all targets in range.

E3 Dragon: The ability now knocks up instead of slowing.


                                                                                                               **R: Dragons Decent**

R1: Insec • Full drag/half In addition, Shyvana can pull the FIRST Champion hit the full or half the distance of the ult. Knocking back slightly other units/champions. While this does not fix the scary dragon issue and allows for more of an insec Shyvana. It could be combined with some more beefier options allowing her to maintain that scary dragon effect.


R2: Double bonuses All bonuses gained from Fury of the Dragonborn are doubled. You are now scared of what Shyvana has in Dragons and that she is in your face.


R3: The Singed effect- Transforming increases, AD(5/10/15)/ATKSPD(10/20/30)/ATKRANGE(125)/MVSPD(75)/SIZE(because she's a Dragon now)/ ARM(10/20/30)/MR(10/20/30)/SUSTAIN(+25/50/75%) Instantly becomes raid boss worthy, her scaling is not reliant on her passive and farming these thresholds makes it worth it.


R4: More Movement (Because league needs this)- In addition to her ult, after nerfing the damage a bit. Ulting in gives an additional 2 dashes to be used over the duration 500 units. Less range same damage and speed. Allowing her to stick can take away from her raid boss fantasy but allows her to go for less utility items like item 3022 to compensate.


R5: Flight- After ulting, if no champions are hit or out of combat Shyvana takes to the skies increasing her mvspd by 50/70/90% her next basic attack has a small range (~300units) ramming into her target, only E can be used while in flight. Ramming an enemy into a wall stuns them. This is probably best on an AP Shyvana as she could fly around firing E’s then swoop in for the last bit of damage. But at the end of the day it's about being all over the map quickly as she farms. And more capable of rejoining her team.


R6: No Dash Removing her dash is risky as her target access goes to 0, but if for instance the singed effect is couple with a large movement speed gain then it makes it more like Garen that he must get help but he's still fast on his own. With that said these abilities need more. Umph On top of that Shyvanas r is replaced with Dragons fury Shyvana dashes a tiny distance slashing all enemies in front of her applying on hit effects. 2 sec cool down. This makes targets that are on Shyvana scared as she will quickly shred targets that are in her zone of threat, but she cannot access anything on her own.

R6.1Alzon (NA) Adding a shield (Like Nunu with potentially a decay) along with some tenacity, through either burnout or passively on the ultimate.


R7: Pantheon Pantheons ultimately would look much better on Shyvana. For Shyvana it would be exactly the same. The only addition would be that upon landing it would leave fire on the circle dealing damage over time and applying the mark. Would look more like a decent too.


                                                                                                               **New Stuff**

N1: Potential Dragon Form Passive, reduce damage taken by 15% attacks that deal less than 50-150 (before resistance) (depending on level) damage are ignored.

Have to do a lot of testing for an ability like this, but reducing all forms of extra random damage. Can help bolster tankiness, while making the weakness clear. Burst. This could also be a solution for a tank champion that you want to counter true damage, as most true damage procs are not very high just consistent and add up fast.

N2: Nova, potential new W, Shyvana roots herself charges up reducing all damage upon completing the channel releases a massive blast dealing AOE damage and slowing all targets. Range(~600)

**N2 **Dragon, Shyvana can move freely while charging.

N3: Potential Q, Shyvana set both of her gauntlets ablaze increasing her AA damage by 20/30/40/50/60 on hit for 3 seconds AA increase the duration up to 7. Shyvana on hit effect Deals 20/35/50/65/80% more damage to non champion targets.

N3: Dragon Shyvana AA are treated like Tiamat, and the effect is doubled only for targets in the AOE.

N4: Potential W/E Shyvana gains a large burst of speed decaying rapidly towards her target knocking all enemies out of the way and knocking up the target for .25 seconds.

**N4 **Dragon Shyvana dashes instead and cannot be interrupted leaving fire on the ground.

N5: Potential New Q, reduce your base AD by 20%, and attack 5 times in 1 second, these cannot critically strike.


                                                                                                               **Skins**

Chromas for Super Galaxy Shyvana!!! Black, Cyan, Red, Blue, Purple.

SCIFI - Project Gauntets of "hard light" similar to Vi that light up and glow a different color, heavy armor with lighted effects Red. Dragon more "hard light" parts than mechanical. E effect could leave a project based design on the ground.

Battle cast The traditional Dark Silver/Red colors. exposed parts with cannons sticking out for E. A fire belt that spins around her for W. And smoke for the Q primed. E could be and actual nuke like design. Mecha A much more mechanical "Pacific rim look". Scarlet red with dark gray shiny trim. She could transform similar to how Sion does. I think you run into the problem that the Dragon would look too similar to Super Galaxy.

Dark star
Stomach is a black hole when she Ws it emits an aura. Q swirls the gauntlets with dark matter. As the E flies it rips the ground open as it passes. Opens a rift and jumps through to transform. E explodes leaving a void on the ground. Dragon looks "skeletony" (Cho gath). When she enters the fountain she rips through a portal that releasing fire and energy from the area that was just destroyed.

Cosmic The White with blue cosmic skin look, pretty much a more imperial look but similar effects to Dark Star with gold trims especially for her Dragons head.

Void Born Has that more Iconic insect look. Purple, purple effects. W causes he to glow as unstable energy emits from her.

Justicar More feathers gold plated armor fire is golden, as a Dragon has more white scales and golden plates with hints of red to ascent her. Similar sound effects to Velkoz as she fires the e and it explodes.

Thank you, all for considering this colossal post. I'll try posting some ideas you guys have for new concepts or additions to the above.

45 Comments

True Garen12/1/2018, 7:40:18 PM8 votes

I just found this post, sorry. I'll try to get through it all but it could take a while.

Seems to me, that if you just want her to be playable, then she doesn't need a total rework. You compare her to Garen throughout, and I think that that's actually one of the most useful examples.

Simply increasing her base damage would probably go a long way. You wouldn't even have to increase it by that much. Let her scale by one point more, so that she winds up at 141. And also, when they removed AP scaling from Burnout they didn't compensate by letting it scale with total AD, instead of bonus AD. So they need to change that to total AD scaling. (Would be nice if they just put back the AP scaling, but, for whatever reason, this was how they wanted it...)

With the current changes to the game's Dragon mechanics, I'd like to push again for my previous suggestion, of tacking an extra 5 AP onto her Fury of the Dragonborn bonus stats. (Also, let her stack off of Elders, although... I haven't seen an Elder Drake since the new patch.)

Increase her Attack Damage Growth Coefficient to 4.4, change Burnout % bonus AD scaling to % AD scaling, and add 5 AP to Fury of the Dragonborn stacks (and let her stack off of theoretical Elder Drakes).

I think that small adjustments like these are more likely to be received by the designers. I actually like her current overall design, and it just feels like she's missing a small tweak to get her where she needs to be. None of this would change her character appreciably, but would make her a lot more viable.

I think that if these requests were properly presented, then they might have a good chance of getting through. A lot of the elements that Riot seems to prefer are present: They sound impressive, without actually doing all that much, and they encourage taking (read: "fighting over") objectives.

True Garen12/1/2018, 11:29:47 PM7 votes

Now... One thing they should do... It's only fair...

If the first dragon is now worth %50 more, then it should give Shyvana %50 more goodies, too. I mean... I shouldn't even have to say this...

True Garen12/15/2018, 5:59:07 AM6 votes

Anìmê mentioned something recently, that I am going to include here. It's almost a bugfix:

EVERY OTHER CHAMPION'S ULTIMATE CONTINUES TO COOLDOWN WHILE THEY ARE DEAD.

Logically, they should fix Shyvana Rage so that it continues to charge at resting rate while she is dead.

True Garen12/12/2018, 5:53:23 AM5 votes

Some Tenacity is additive, and some sources are multiplicative. But %30 x %25 x %30 tenacity IS %63 Tenacity. (And this assumes no Tenacity runes!) (Just mercs and iron, two items that Shyvana commonly gets.) (I assume that if they did give her a Tenacity stat that it would be multiplicative with all other sources, but that's not a given. If they felt generous, then it could be additive with some sources; Garen's Courage is additive with part of Unflinching; I'll assume that any innate Tenacity will function similarly. https://leagueoflegends.wikia.com/wiki/Tenacity

Actually, I have reconsidered. I think that they could add a %5 Tenacity stats to Fury of the DragonBorn stats. Shyvana is a juggernaut with exceptionally little CC in her kit; she should have some Demacian tenacity mechanic.

Hybrid Pen IS a rune mastery... If you run Domination it's a nice extra... Anyway, that was what I based my numbers on for the resistance reductions on E.

Shyvana Bct11/15/2018, 4:32:38 PM4 votes

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Dr Dog11/15/2018, 7:09:26 PM3 votes

i think a rework for her should definitely aim to shift her over to be more gank focused, she needs more ganking tools and dueling power to counter jg

BlackDragonFlame11/20/2018, 9:21:52 PM2 votes

i think here are a lot of good ideas that riot can use to improve shyvana, changing her game play to be more mid/late game its actually good because she is out scaled by a lot of others jg like ww or nunu giving her the ezreal treatment is IMO what she needs

Alzon11/15/2018, 5:30:57 PM2 votes

Shyvana could use a Galio-scale VGU (like many champions before S4), but she needs to keep her identity as a beefy frontline fighter who orbwalks at both high movement speed and high attack speed, with a focus on on-hit effects.

I wouldn’t mind if Dragon’s Descent had its dash removed. This would allow Shyvana to have a better defensive tool instead, like other juggernauts. Two options for this would be a heal on Twin Bite or a shield on Dragon’s Descent, possibly both. Maybe even some Tenacity during Burnout, but that wouldn’t be necessary if Shyvana’s base AD were increased to where Triforce and Sterak’s are actually good options, as well as a bit more bonus AD scaling somewhere. Maybe switching Twin Bite’s second hit to bAD scaling instead of tAD.

Now I gotta write my own Shyvana rework, after the three or so years I mained her. Too many ideas bouncing around in my head...

Linna Excel11/15/2018, 4:54:42 PM2 votes

I think riot should bring back her Q, they took too much power out of it... in fact I think they need to revert her last mini-rework in part because since then she's lost the ability to duel, can't invade anymore, and riot doesn't like power-clear champs. Basically she doesn't fit into league anymore.

Second, I think she needs better items. I'm starting to think that bloodrazor isn't that great in general but shyvana has to take it because she really needs AS. It's generally worse than warrior because it doesn't increase skill damage in general and bloodrazor's on hit doesn't do as much damage until your target has 1500 HP. The problem is she wants to build item 1416 item 3153 item 3124 but if she did, she'd get straight out murdered by the other team. So she ends up building item 3748 item 3022. In retrospect riot was kinda derp-tarded for making her current kit because she's a bruiser but she scales well off of AS. There aren't many tanky AS options in the game.

Then you've got shyvana's biggest problem: she's invisible until level 6. Without the ability to gank or invade, without the ability to duel, there's nothing she can do proactively in the early game. So you basically have to hope that all of your lanes are going even without you being there. She can still counter-gank, but you have to correctly guess where the other jungler is coming from and blindside them. Her current gameplay is completely reactive.

Before her rework, she was more proactive and I think that's where riot failed her.

So yeah, they need to either revert or rework, but either way she needs to fit into both the jungle riot wants and has a kit that works around items that exist in the game.