[Champion Update] Shyvana, the Hidden Flame

ModThe Djinn·1/8/2020, 8:58:54 PM·16 votes·9,233 views

Hello, Concepts & Creations!

I'm a big fan of doing gameplay updates as a design exercise, and my recent experiment was Shyvana, The Half Dragon. I've re-titled her to The Hidden Flame because of her struggle with revealing her true nature in Demacia, and because The Half Dragon is a silly title.

The goal of this gameplay update was the following:

  • Play up Shyvana's draconic nature so it's more than an occasionally seen buff.
  • Create more opportunities for skillful play in Shyvana's kit.
  • Preserve Shyvana's fast clear and strong objective control.
  • Strengthen Shyvana's teamfight threat.
  • Keep a balance of spells and auto-attacks in her gameplay pattern to allow current players to find a build they like.

I've also purposely neglected to include numbers. If the design can stand on its own and have interesting gameplay options, balancing the numbers is merely a matter of testing and tuning. As such, I find they detract from an initial kit presentation, so I have included them only where necessary to explain the design or give a rough estimate of durations.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

#Unfettered Wings [Passive] Ability Description: Updrafts spawn at various points of the map. Shyvana may right click on an updraft to channel briefly. If the channel completes, the channeled updraft is put on cooldown and Shyvana enters Flight Form, changing her abilities and gaining increased movement speed based on her level and the ability to move through narrow walls. Flight Form abilities have independent cooldowns.

While in Flight Form Shyvana cannot attack, but her health regeneration is increased after five seconds out of combat.

Design Notes: Part of making Shyvana feel more like a dragon is giving her more opportunities to be one. As she’s always been a mobile, ganking character letting her strategically take to the skies feels like an appropriate direction, and tying it to a channel time means that Shyvana isn’t able to reliably use this as an escape.

This does decrease Shyvana's dragon-centric playstyle, but I think that's a worthwhile sacrifice for increasing her ganking, increasing her map presence, and doubling down on her draconic fantasy. After all, it's more dragon-like to be a dragon than it is to fight dragons.

As a note, the health regeneration and ability to pass over small walls are both added as potential release valves. If it turns out too strong or too defensive, either or both can be removed without impacting the main feel of the ability. Allowing Shyvana to pay a speed tax for sustain, however, felt like an interesting option.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

#Tooth and Nail / Dragon’s Descent [Q] Active [Tooth and Nail]: Shyvana slashes out in a semicircle, dealing physical damage to targets struck and applying on-hit effects. She may recast this ability after a short delay to slash a second time.

If Shyvana is in her Inferno Form she gains a third cast of this ability. The third cast bites down in a short line, dealing increased physical damage, briefly but heavily slowing targets struck, and restoring a portion of Shyvana’s health.

Auto-attacks reduce the cooldown of Tooth and Nail.

Active [Flight Form -- Dragon’s Descent]: Shyvana dashes to the target location, shifting back into her normal form in a burst of scales and flame. All enemies in the target area take magic damage and are slowed for a duration. At level 16 Shyvana instead shifts back to her Inferno Form.

Design Notes: Twin Bite was never an especially interesting ability, and didn’t have a lot of draconic flavor to it. I’ve chosen to double down on two things here: Shyvana’s multi-target damage and the furious combat style of a dragon. In human form Shyvana still gains a double-hit style effect with two slashes, but in her dragon form she completes it with a massive damaging bite that grants her the durability she needs to thrive in a teamfight.

Dragon’s Descent is also shifted here to give Shyvana more reliable diving power, but the requirement of being in Flight Form means that it isn’t on demand and Shyvana still needs to prepare for her engages. This seems like a reasonable compromise to gating her engage based on her ultimate.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

#Burnout / Queen of the Sky [W] Active [Burnout]: Shyvana raises herself off the ground, surrounding herself with burning winds. For the next several seconds she gains movement speed, can move through units, and deals magic damage to nearby enemies. Auto-attacks extend the duration of this effect up to a cap.

While this effect is active Shyvana can fly over narrow walls, which are marked with some sort of particles.

While Shyvana is in her Inferno Form the radius of the effect is increased.

Active [Flight Form -- Queen of the Sky]: While airborne Shyvana channels, although she does not stop moving. When the channel complete she flies high into the air, removing herself from the map for 3.0 seconds and remaining visible as a shadow to other champions. While under this effect she can move through terrain, and may still cast Dragon’s Descent.

Design Notes: Not a ton of changes on Burnout, save that it now lets an earth-bound Shyvana gain a bit of her mobility from Flight Form. The ability is otherwise functional, fun, and somewhat iconic, so I’ve kept it.

Queen of the Sky offers a short-duration opportunity for a really clean and tricky engage, but requires even more set-up time than Flight Form. It helps capture the feel of the aerial predator hunting you, and a reasonably low duration should avoid this being oppressive or feeling impossible.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

#Fire Breath / View From Above [E] Active [Fire Breath]: Shyvana blasts a line of dragonfire in the target direction, dealing magic damage to enemies struck and applying ignited to them for several seconds, stacking up to four times. Ignited enemies take increased damage from Shyvana’s abilities and attacks for each stack on them.

When Shyvana is in her Inferno Form she instead breathes in a cone. Enemies struck by the central line of the cone take increased damage and gain an additional stack of ignited.

Passive [Flight Form -- View From Above]: While airborne Shyvana gains additional vision range.

Design Notes: Fire Breath is a functional ability on live but very all-or-nothing, and its high AP ratios lead to a rather bursty AP Shyvana build. By pulling out some of that power from a single cast and backloading it into sustained combat we help reward skilled play and consistent skill-shot landing while also offering a fallback for failure cases. Changing the dragon form to still have an empowered line in the center helps the player learn the spell, and still bakes skilled usage into the dragon form.

View From Above is just basic utility to help encourage the proper playstyle, which heavily relies on taking Flight Form prior to combat if you don’t have other things to do.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

#Unleashed Flame [R] Passive: Shyvana gains fury passively over time, increased when attacking.

Active: Shyvana erupts in flame, dealing magic damage in a wide area, entering her Inferno Form, and swinging her tail around to knock up enemies struck. While in Inferno Form she drains fury every second and gains bonus health, armor, and magic resistance while she has fury remaining. Additionally, her basic abilities have bonus effects. Shyvana may only cast Unleashed Flame when she has 100 fury.

Entering Flight Form exits Inferno Form and refunds all remaining fury.

At level 16 Shyvana permanently enters Inferno Form and no longer drains fury. When she has 100 fury she may still cast Unleashed Flame to trigger the area effect.

Design Notes: I wanted to avoid Shyvana having too much mobility given the shift of Dragon’s Descent to her Q, so the dash is gone here in place of a big burst of explosive dragonfire and a dragon-style tail sweep to help sell her as a big teamfight threat. I also opted for a permanent transform at level 16, as if Shyvana’s fantasy is getting to be a big dragon in combat I wanted that to be something you could achieve.

https://lolstatic-a.akamaihd.net/frontpage/apps/prod/rg-irelia-reveal/es_AR/799921fe5991a64214c73a22b7df421f4230b6be/assets/img/global/accents/intro-divider-1.png

24 Comments

Salty Mc Feed1/8/2020, 9:15:10 PM7 votes

Teach me the hidden flame, I wanna flame my team.

Linna Excel1/8/2020, 10:18:54 PM4 votes

I downvoted this when I read the passive. People don't like skarner's passive, and not only does this remind be of that, but it also looks like her only option to shape shift. Bleh. On top of that, you've decided she needs 3 forms. More bleh. Also, why not call it dragon form? She's a half dragon, not some edgy demon thing.

With these changes, shyvana is going to be less tanky than she was in the past. The fact that you are trying to keep the ap-bomination caster shyvana makes me sad. Together, these two things do nothing to make her an auto attacker again.

Terrible suggestions.

AIQ1/8/2020, 10:08:00 PM3 votes

Great I ideas.

I concur that the title is a bit tacky. "Half Dragon", but I feel we may need to work shop it a lot more to find what pops for her. I've seen a lot of concepts with varying titles. I'd say this one is certainly top tier, but still not the catch.

Obviously numbers matter, but play testing this in my head runs into issues.

First lets ignore flight for a bit.

We have her QWER

W is burnout and like before she is going to use this as her primary means of DPS. This makes her Q a skill shot and E nearly a revert with some extra love to her previous iteration. Inferno form I'm assuming is dragon form, but when she flies she is a dragon too just not as angry.

The issue with this being her core, is that it's the same issues. Exempting a few bonus effects this changes nothing about her 1-6 combat wise. In-fact, her 6 is even weaker.

She also loses her passive defense and R HP, which while small exist and helped.

Unfortunately this solves none of Shyvanas core issues as a stat checker, Juggernauts have this issues the most Shyvana just has "some" skill expression that's why she's a bit more tolerated than say Udyr.

Also what makes her ult scary? A tail whip? In dragon form people need to fear it like Gnar or Swain, currently Shyvanas ult is extremely lack luster.

Flight This is the core of your changes so let's delve into it. First off I've heard 4 iterations of flight some OP some.... not very fun. This is the most balanced flight ability I've seen if it works as I think.

This amount of roaming potential though really hurts her ability to be a juggernaut as well. (And let's be serious that's why we love her)

I think ripping power from the flight is the best option and giving that utility back into her combat. Flight can still be inculcated into her kit. For instance in dragon form she winds up with let's say E and flies across the screen back and forth leaving burn trails on the ground. However, to give her the option to gank lanes with that W would make her too good at gankning, she's Kayn with none of the draw backs except she can't go through big rocks.

No the last thing is what i think you and another person nailed that is. Permanent level 16 dragon. While I assume her tail whip would still drain fury (so she can't spam it) This is exactly what needs to happen at 16 her active affect needs to be kept while retaining her Dragon form.

Now this may interfere with Riots vision of have separate abilities, but my solution to that is simple. She can swap to human abilities while still using dragon bonuses. As a brief example, if she can use twin bite in human form and tooth and nail in dragon. When she is 16 she can simply swap abilities using twin bite and all her other human stuff as a dragon then swapping to dragon form abilities with their unique CDs. (But that's not what yours does so just food for thought.)

Over all I like the love you are giving her. I think that the flight Idea is super cool, but needs a way to be implemented that does not make her the best farmer and ganker in the game, while being unable to fight anyone since her abilities will need to take a huge hit.

FakeGravity1/8/2020, 10:44:28 PM2 votes

the design reminds me alot ot rek sai, just that she is about in the sky, i think it is an interesting take on a champion able to fly around, also like that she isnt faster while flying because it creates too much movility to gank, the dash part of her Q shouldnt be as fast as her current ult tho, given she gonna be using it much more and she can basically gank from any angle with little to no warning, but fly form being so crucial to her design now and her having no way to get to it if she is deny one of the updraft means she is very susceptible to being push out of a confort zone like skarner can be, have you consider another way to make her fly? what if being out of combat naturally let her fly? also she should get out of fountain flying just like quinn does

YaBoiSlimJim1/9/2020, 5:00:50 PM1 votes

Imo, being someone who loves playing Shyvana, she's basically a less tanky mundo, turn on your flame and auto away (or just one shot with full ap), this makes her seem more skill reliant with proper planning on engages, as well being able to balance both ap and ad, seems overly complex, but I also thought the same thing about Aphelios and I was wrong, so. I'd love it if Shyv got this rework, with maybe a VU, maybe she starts off barely draconic, but as she hits 6, 11, and 16, she becomes more and more Draconic, as your epithet states, she could go from being the Hidden Flame, to uhh, "The Burning Inferno," or something along those lines, on the topic of epithets, Alistar: The Minotaur... noo, he's a minotaur? I never knew

Forhonor3211/9/2020, 7:45:15 PM1 votes

As someone who has play Shyvana quite a bit, I gave this a read and I...really don't know how to feel about it.

The passive I'll start with saying it's...interesting, to say the least. I do feel like having more of a flight aspect to her could be cool but I just don't like the implementation here. Reminds me too much of Skarner's passive. YES, I know they're not the same as you're describing but it's more about the aspect of a champion's kit being tied into the map itself that I don't like. It's just never sat right with me and it just feels weird for Shyvana to be like "stop, i have to channel RIGHT HERE so I can fly." I also can see a lot of inspiration of Deathwing from HotS immediately from this and while I love that hero I feel like adding in his mechanic of taking off from the battlefield to heal just doesn't fit with Shyvana. Not to mention that you don't really seem to discuss anything else when she's in this form, such as increases MS, getting knocked down from damage, affection of CC, etc. I'm just concerned about this turning into a combination of A.Sol's and Kayn's E. Also, what classifies as a narrow wall? Why only can she go over those and not other terrain?

Q I can't really complain about too much (in human form). Still keeps the same spirit with the swipes and the bite in dragon form I feel is nice (though I do miss the massive cleave). Moving her Descent though to her Flight Q is...something? It does give her more ganking potential but still requires her to first get updraft, which depending on the locations of these things and how long it channels could really slow things down than just running towards that location as normal. I, more or less, like that her ult is a bit more on demand currently since I can just use it whenever, either to engage or escape.

W is...weird when I read it. It's still the same except you can move through units now (which is kind of powerful when you think about it), but what's with the mini effect of her passive? Why tack this on when you introduced the updraft ability, which does the same thing but is a bit more permanent while it lasts? Why is this here? Her flight form also just feels a bit dirty. I mean, she essentially removes herself from the battle for 3 seconds, which when you combine this with her ganking potential from her Q almost makes her unstoppable to gank. Yeah they can see her coming, but how far can they see that? Is it like her direct position is where they see her shadow? Can they see her through the fog of war, like when Sol Es? I'm not a fan of this as I can just see it quickly turn her into a nightmare to play against ganks.

E still is the same but why add stacks? I know numbers aren't here but how often would this ability be going off to apply multiple stacks of this? I also dislike the change of reverting back to her old dragon form breath attack. The current one is fine and also leaves a scorched mark, which feels devastating. Unless this was changed to something like a Rumble Q, I'm not fully behind it. The increase in vision also just feels boring to me. I'm not sure if your vision is obscured still while in flight form but if it is, this feels weird and unnecessary and if it isn't, congrats you're now a massive mobile vision ward.

Ult also just feels...I don't know it just doesn't click with me. The knockup is...fine but it's not the same as her current ult of diving in and knocking enemies with you. On top of that, I kind of hate the idea of Shyvana permanently becoming a dragon. I don't get that from her as a character. She's someone that is learning to deal with both halves of her life: living among humans and controlling her dragon form. Having her just become a dragon defeats that purpose for her to me as a character as she's now...just a dragon!


On a whole, I don't hate this concept but I can't get behind it. Her base human form hasn't really changed that much and still leaves her with very little room of pre-6 ganks outside of her flight mechanic, and that of itself I just don't really enjoy since it feels more used as vision control (something that LCS would go crazy over), and very limited, if not too powerful ganking. On top of that, I don't like the ult change. Yes it's more CC but it's very limited and doesn't help her get in any closer. She needs to be close already for that to work and she either needs her W, which she's already been doing for a while now, or her new flight Q which may be limited in use depending on CD numbers and where she can get set up for all of that. This doesn't really feel like it brings any Juggernaut aspects out from her and pushes her more towards a diver, which I would rather avoid of her.

Posui Gart1/9/2020, 8:32:22 PM1 votes
  1. The whole point of her dragon form being mostly out-of-combat is somewhat strange. Even stranger is the idea of "updrafts". A better option would be the requirement of running in a direction for some time without turning(like with ASol's removed old E requirement). Still, it's not really fitting for Shyvana to move around as a dragon and turn back to human to do the fighting.

  2. Her current Q is boring, but your reworked Q is OP. No numbers needed really, an aoe on-hit will make items like titanic hydra too strong on her. There is a reason her current Q only does that in dragon form. A better option would be to proc on-hits on first target and add some aoe damage to other enemies around. Actually, my subjective opinion is that Shyvana shouldn't be an onhit autoattacker at all. Dragons aren't really things that do a lot of attacks per second. Something closer to Vi would be better: autoattacks are there, not a lot of them, but when they hit-they hit hard.

  3. I'm not really sure what "narrow walls" means. Is it same rule as with Aatrox E? If there aren't much of those around and they are obvious-that's ok, but otherwise her W will be used quite a lot just for the wall jumping, which isn't consistent with the fact that it deals aoe damage and synergies with Shyvana autoattacking people

  4. There are too many forms. Normal form, Inferno form, normal/inferno with W, out-of-combat-flying mode. Each mode requires something different from her enemies(don't get hit by q3 in inferno, dont escape by flashing over walls in W form, watch for her shadow in flight etc)

Yuokai2/8/2020, 6:46:25 AM1 votes

Shyvana is near and dear to my heart. So, I will be overly critical about anything that happens to her. But I read this and I feel like this wouldn't be playable. Well... it wouldn't feel fun to play as.

To start with her QWER, it seems to me that it just stays the same with some minor adjustments.

Her Q turning it into slashes does feel more dragonic and I would enjoy seeing it in action. W remains the same with the added bonus of having her fly over walls which is nice. E is reverted back to the original and it does feel like a downgrade. The stacks as well feel unnecessary since it would not only make her more spell focused, but would also get rid of her human side. ULT is fine can't complain to much.

I don't like the concept of flight as her passive or at least done in this way. The updraft concept doesn't bother me to much, its just what you get when you are in the mode. You are a moving target who can't attack, who can't be slowed down in any way (besides CC and such), and the only point of it is to get to places faster. Its basically a Quinn ULT that you can use at level 1. Even without numbers, this still feels wrong to have on Shyvana (in my personal opinion). The abilities you have in here as well feel like an afterthought or something that you didn't think how it would play like.

Having her ULT dash be mapped to her Q is good and a nice addition to her kit. However having her be able to use it just so that she goes back to human form feels bad to me. To me, it looks like I'm making a big entrance only to lightly slap you.

Having her disappear to...(you didn't explain this effect well) be untargetable and able fly anywhere, doesn't feel like shyvana to me.

The E effect is pointless. I am sorry but having an effect that just increases your viewing range feels pointless to me.

It seems to me Shyvana was in this but was changed into something th se t lost her core character. Not just that she is becoming more dragonic and the dragon is all you should care about, it feels like there is no "half" in this version. That there is no Shyvana anymore just dragon which is more evident when you want her to stay a dragon permanently at lvl16. Getting rid of her choice to be human or even wanting to become human.

As I said at the beginning, I will be overly critical and judgy about anything involving Shyv. This isn't a bad design, fat from it. It just leans more to dragon rather than Shyvana. Your "hidden flame", isn't hiding. It's being consumed by a inferno of scales and wings.

Greenlightx1/9/2020, 6:34:44 AM1 votes

idk, but please make sure that any mechanic you add to a champion, it has counter play options to it, don't just give a champion free stuff to make it stronger, I like the diana rework for example, her overall damage is bit lower "a lot lower lvls 6~11" but her tf is better, also her ult can be dodged or flash, which is a big chunk of her damage, also she is melee/diver, so if she goes in, she is in. so focus on balance when you rework, not just giving champions "free stuff"

Caytheles1/9/2020, 7:24:31 AM1 votes

Its Deathwing! Will she also be getting a VU?

MAGE ITEM KEKW1/9/2020, 3:34:42 PM1 votes

Sounds Sick, honestly wish something like this could exist, without it being released strong and being gutted.