Wild Rift Guides
Shyvana Jungle Wild Rift Guide
Who counters Shyvana in Wild Rift? The toughest Shyvana jungle counters are Lillia, Nunu & Willump, and Rammus. Full Shyvana Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Shyvana is a jungler who spends the whole early game scaling. Her kit is built to clear camps fast: Burnout burns everything around her while she runs to the next camp, Flame Breath softens a whole pack, and Twin Bite doubles her swing. Every point of Fury she banks brings her ultimate's dragon form closer. The plan is patient farming that pays off later. She does not gank at level three or fight for scuttle; she farms her half of the map faster than anyone else, collects dragons for the permanent stacks her passive gives, and arrives at the mid game tankier and stronger than expected. Once Dragon's Descent is up, her ganks get a drag-in toward her landing point and her duels get a second health bar, and she becomes an objective bully who is very hard to kill in a pit fight. The catch is the whole early game. She has no hard crowd control before her ultimate, so pre-five ganks need the lane to lock the target down, and a farmer with no escape is exactly what early aggressive junglers punish. If her farm gets stolen and her dragons contested, she never reaches the spike her game is built around.
Strengths
- One of the fastest, most sustainable clears in the role, letting her farm a level and an objective ahead.
- A real objective bully who solos dragons early and turns her passive stacks into permanent power.
- Scales into a tanky, self-healing teamfighter whose dragon form lets her outlast most late-game brawls.
Weaknesses
- No hard crowd control until her ultimate, so early ganks only work when the lane sets up the kill.
- A heads-down farmer with no dash before dragon form, making her an easy target for invades and counter-ganks.
- Her power is back-loaded, so a jungler who steals her farm and dragons can keep her from ever spiking.
Build Snapshot
Rune Setup
Summoner Spells
Shyvana Jungle Counters
Who counters Shyvana Jungle in Wild Rift (WR)? These champions beat Shyvana in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Lillia: Her magic damage ignores your armor, and her ramping speed kites your dashless frame around every fight. Lillia also out-clears you, and her sleep flips any pit contest.
- Nunu & Willump: Nunu contests the objective race you rely on: his Consume clear keeps pace with yours, his percent-health bite chunks the health bar you scale with, and his ultimate threatens a steal at every dragon.
- Rammus: Rammus reflects the hybrid autos your damage leans on: Defensive Ball Curl sends Twin Bite and your on-hit damage straight back, and his armor cuts your physical damage to almost nothing.
Champions Shyvana Is Strong Against
Shyvana's best matchups in Wild Rift. Shyvana holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Wukong: Wukong's dash-in burst does not kill a scaled Shyvana, and once you transform your cleave and Burnout out-damage him in the extended brawl, so his clone buys an escape rather than a kill.
- Nocturne: Nocturne bets everything on one dive, and the longer the game goes the less his single combo means against your bulk, since you heal through the burst he commits.
- Kha'Zix: Kha'Zix needs an isolated squishy target to delete, and a dragon-form Shyvana is neither. He can bully your early farm, but once you scale his burst bounces off your bulk.
Early Game
Your first clear is the point of the champion, so treat it like a race. Start on a hard camp, drop Flame Breath to hit the whole pack, light Burnout and run through them so the fire ticks while you move, and let Twin Bite clear the cluster faster than the usual timing. You come out with full Fury and a tempo lead, which is the trade for a weak gank. Take scuttle at the end, because it brings you to level five and Dragon's Descent, which is where your ganks stop being a favor and start being real. Before that, only gank lanes that can hold the target for you, and skip the ones that cannot. Contest scuttle when a lane backs you, but do not fight a Lee Sin or a Graves who wins that duel outright. Ward your flanks, watch where the enemy jungler started, and keep farming your lead.
Mid Game
Six minutes brings dragon and Herald, and for you the answer is almost always dragon. Your passive turns every pit into permanent power, so this is the comp that genuinely plays for soul: solo the ones you can, bring your team to the rest, and let the enemy have Herald if that is the trade. Contest hard when your team is ahead, and even in an even game lean dragon rather than splitting your attention. Your clear speed lets you farm one side of the map and still reach the objective on the other side first, so use it to set up vision and arrive before the enemy jungler. You also stop fearing invades once your ultimate is up, so counter-jungle the slow farmers and steal camps from anyone who tried to starve you.
Late Game
Late game you are a flying frontline with real damage, and the worst mistake is going to a side lane against duelists who beat you one on one. Group up, hold dragon form for the moment a fight commits or a key target overextends, and let your bulk and self-healing make you the target their team has to deal with. Baron and the late dragons are where you matter most, since your clear and ultimate make you one of the better solo objective threats, so pressure the pit and force fights on your terms. Watch the enemy carries' items, because once their damage scales you cannot face-tank everything, and your job shifts to diving the right target instead of the whole team. The farm and stacks you banked are what let you win brawls you would lose in a plain duel.
Teamfights
Do not waste Dragon's Descent as an opener unless the leap lands on a clump or a key target and drags them with her. That leap is your engage, your gap-closer, and your only hard crowd control, so spend it where it locks down a carry or splits their backline instead of just adding a body to the fight. Once you are in, Burnout and your cleave punish anyone stacked near you, and Flame Breath marks the target your team should focus. You are tanky and you heal as you fight, so the longer you stay alive in the middle, the more the fight tilts your way. Pick the right target, commit the leap when your team can follow the landing, and let the brawl play out around you.