Shyvana Rework Idea: Keep the spell ideas the same, but change the mechanics.

Emerald Fang·7/28/2016, 8:02:20 PM·2 votes·618 views

I used to main Shyvana before the Bloodrazor update. Now, she's horrible and I proceed to play tank Caitlyn top until she gets fixed (just kidding). I was thinking of ways to rework her, and I thought that the IDEAS for the spells were fine, but the actual mechanics weren't. I will now stop rambling and show you my idea:

PASSIVE: Gain bonus attack speed equal to [3.25% - 8%] (+1% per 160 AP) of Shyvana's Movement speed. Her attack speed cap is raised by an amount equal to the bonus gained from this passive.

Q: Triple Bite (Working on a better name) Shyvana cleaves deep into the flesh of her enemies. Her ENTIRE attack speed is increased by 50% for the next 3 autoattacks. The first 2 attacks deal 42/54/66/78/90 (+20/25/30/35/40% Bonus AD) true damage, and the third attack will bleed enemies for 16/20/24/28/32% of their missing HP over 5 seconds.

The cooldown of this skill is reduced by 0.5 seconds for each basic attack.

Cooldown: 20/18.25/16.5/14.75/13 seconds

While it may seem very overpowered, it's sort of like a lowkey Warwick ult. The AD scaling ensures that the true damage will never become too overpowered, and the missing HP bleed offers a sort of execute move.

W: Ring of Fire Shyvana summons a ring of fire with a radius of 275 units around her, and gains 30% movement speed. Enemies standing in the ring (Only the last 60/70/80/90/100 units of the circle) will take 40/70/100/130/160 (+35% AP) magic damage per second. After 5 seconds, the ring explodes, stunning all enemies in the CIRCLE (between the ring and her) for 0.5 seconds.

Cooldown: 16 seconds at all ranks

This changes Burnout so that it requires a bit more skill on your part. It's similar to Aurelion Sol's passive. While it's harder to hit, it deals significantly ore damage than Burnout.

E: Fireball (Again, working on it) Shyvana throws a fireball in a direction that leaves a trail. The fireball deals 60/100/140/180/220 (+55% AP) magic damage. While standing on the trail, Shyvana gains 30/40/50/60/70% movement speed that decays by 8/12/18/26/36% over 2 seconds (i.e. you will still have a MS buff, just X% less, as long as you are standing in the trail). When leaving the trail, she keeps that MS buff for an additional 2 seconds.

When in Dragon Form, the fireball and trail are 50% wider, and she is able to move over terrain that the trail crosses.

Cooldown: 14/13/12/11/10 seconds

Notes coming soon

R: Dragon's Descent Passive: Shyvana gains 1/2/3 fury every 2 seconds, and 1/1.5/2 fury on basic attacks. She can store up to [200 - 370] fury at once.

Active: Shyvana leaps into a Dragon, dealing 200/300/400 (+120% AD) damage and knocking back enemies in her path. She consumes 10/14/18 fury every second, and 7/8/9/11/13 fury on each ability cast (depending on ability level). Shyvana also gains: -50 Bonus range -Decaying 100% MS over 5 seconds, then 20/25/30% MS -20% Bonus CDR -50% Tenacity and immunity to knockups, charms, fears, taunts, and slows -30/40/50 bonus true damage on every ability (W procs every 1.5 seconds)

After Shyvana runs out of fury, she will revert back to a human and heal for 110/220/330 (+65% AP) health, reduced by 0.6% for every 1% HP she has.

This ability can only be cast if Shyvana has more than 100/160/220 Fury.

Cooldown: 110/90/70 seconds

This enhances Shyvana's stats in Dragon Form instead of her abilities; this was to simplify her kit and give her a bit more burst.

Enjoy it? Hate it? Too OP? (It may be a tad broken).

Thank you!!!

15 Comments

Pierce The Veal7/28/2016, 8:05:09 PM1 votes

Don't like it.

Your ideas kill off the Full AD Shyvana builds, the on hit shyvana builds, and even the crit shyvana builds.

It guarantees she will be played solely as a tank.

Arakadia7/28/2016, 9:00:50 PM1 votes

W: Ring of Fire Shyvana summons a ring of fire with a radius of 275 units around her, and gains 30% movement speed. Enemies standing in the ring (Only the last 60/70/80/90/100 units of the circle) will take 40/70/100/130/160 (+35% AP) magic damage per second. After 5 seconds, the ring explodes, stunning all enemies in the CIRCLE (between the ring and her) for 0.5 seconds.

She's melee. This kinda just splats on it.

I like the passive, its more interesting and synerigzes with her W. I think giving her CC or utility (just a little) is what she needs. Look at Ryze. They gave him some utility and now he is WAY more easy to balance. When a champion is all damage you can only nerf their defense or their damage which tips them alot.

Raiku Kawisa7/29/2016, 1:17:56 AM1 votes

Please reply to this so i remember to leave my thoughts at a later time.

d4rkshock7/29/2016, 7:23:53 AM1 votes

I do feel shyvana is undertoned currently. I played her ever since I started playing this game. I want to see her as a good top and a good jg. She was high variance to begin with but bloodrazor threw feast or famine into the equation. This rework seems like it could work but the q seems a bit op 84 true damage early game and a bleed to salt the wound. It seems kind of broken. The passive should be hp based. This keeps her as an ad bruiser style champion. We don't want to see more ap on her. The w gives her more escape potential and I'd say it seems like spectre from dota. Nocturne is the spectre of lol so you are kind of stealing an ability from nocturne. not saying it's bad. the ult is the exact reason Olaf has no counterplat. he's unkiteable. That's the same thing here. The immunity Pat should be gone. Let's say 25% tenacity. I'd also prefer the on hit effects she has. You should make it more ad/hp/as based. She is a bruiser. Not an ap caster. It does seem like more fun to play with. The explosion is kind of like brands new passive: directed by Michel Bay. If rito sees her in a spot where they can't really Ballance her to be good, the hey will rework her. That's why cho'gath is getting a rework later. He's only good when combo champions and disrupters are good.w whem combo champions are good, so are disrupters. When the combo champions die off, cho'gath dies with them. Shyvana is meta when farm jungles are meta. The lack of cc doesn't help. Rageblade sounds good on paper but it's not efficient to build. She would be low on priority. They want to rework gallio, urgot, swain, eve,cho'gath, Akali, nunu, irellia, Pantheon, rammus, and mundo. Warwick and Yorick are works in progress. They do have several prototypes for yorick and they have a gameplay prototype for ww.

xRETRONx7/30/2016, 11:11:02 PM1 votes

I have been a shyv main for two years, and she is by far my most played champion. You have good ideas in here, but the problem is it lacks the feel of shyvana. The purpose of shyvana is to be tanky, yet be able to burn through people with your autos. However, to burn through people she relies heavily on on hit effects, due to her low scaling. This new kit you proposed would basically turn her into a boring tank, similar to many existing champions. Shyvana is really unique in her current state, because she is the only bruiser in the game who relies on on hit effects rather than raw damage, and this kit isn't reflective of that. I like the idea on the Q, but the bleed really has no place being there, maybe just more attack speed or more autos with the bonus. Also, no true damage, shyvana should be using on hit effects, no cheap true damage like yi. This new W is just awful (sorry to be so rude, I just can't phrase it better), it totally undermines her style of being damage based without cc. Her kit is supposed to use on hit effects, and her current w is very reflective of that. This new w just removes that aspect, cranks up the damage, and throws in cc, something that should never be in shyv's kit, (except for the small knockback on her ult). This new e just seems like a copy paste of noc q minus the damage. It has the same problem as the new w, in that it takes away on hit effects, the life and blood of shyvana. Lastly, the new r. You clearly put a lot of thought into this move, but the problem is it's overloaded. The only 2 things I straight up don't like is 1) more than 100 fury and furt costs on moves and scaling fury cost and 2) true damage. A lot of the other things I am not a fan of, but could be tweaked to be good, namely the healing after exiting dragon form. Other than that, everything else is good, there's just too much of it. I think the best point to take would be the enhanced movespeed, the increased tanacity (although the immunity is a little op and basically just a better olaf ult), and the enhanced effects to her moves and auto attack range. Also, the reworked passive is very good, probably the best part of this rework. Only problem with it is that you would need to stick her current passive in somewhere else, likely as a passive aspect to her ultimate, as the passive tankiness in her current passive is extremely important to her tanky damsge dealer aspect. Overall, this rework has a lot of good ideas, it's just most of them don't line up for shyvana. A rework should increase the healthiness and fun of someone's play style, while keeping the core identity. This rework, and I shudder to say it, would make shyvana play a lot like irelia in her current state. If you do an updated version of this rework, (which I think you should), try to look over each ability and ask yourself if it reminds you of shyv's current play style. Sorry for the wall of text.