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SHYVANA BUILD GUIDE: [S3] BRB Farming Dragon Form by Manslayer

by Manslayer (last updated 3 months ago)

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9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Armor(+9 armor)
9
Greater Glyph of Cooldown Reduction(-7.47% cooldowns)
3
Greater Quintessence of Life Steal(+4.5% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 4/4
mastery 3 2/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Dragonborn
QTwin Bite
WBurnout
EFlame Breath
RDragon's Descent
View Skill Order Details

Runes

Masteries

mastery 1 0/1
mastery 2 4/4
mastery 3 2/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility

Item Builds

Starting Build(s)
Default Starting Build
Starting Items:hunters-machetehealth-potion5

Core Items: boots-of-swiftnessspirit-of-the-ancient-golemwits-endphage

Luxury items: enchantment-alacrity OR enchantment-captain + frozen-mallethextech-gunblade + runic-bulwark OR randuins-omen
Final Build(s)
Standard Final Items

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Dragonborn
QTwin Bite
WBurnout
EFlame Breath
RDragon's Descent

Introduction

This guide will be my first guide I have ever done for any champion, and I am choosing to do it for Shyvana for what I think is a different yet interesting and effective way to play Shyvana in the jungle. I will be going through Runes, Summoner spells, Masteries, skill order, item builds, and more during this guide.

Masteries

My mastery page is pretty basic, 0/21/9. Let's start with the defense tree. The defense tree is a very basic, however I will only discuss the things I feel are 100% necessary on Shyvana.

Defense Masteries

T1: Tough skin & Bladed Armor: (I know Bladed Armor is T2, but I am putting it here)I feel that these two masteries in the new jungle are not only very useful, but very helpful, with the decreased monster damage and your damage being increased, these two combined allow you to clear a little bit faster and also be a little bit safer, these are pretty obvious for jungling.

T2: Hardiness: Similar to Tough Skin, this allows you to take less damage while jungling, pretty basic skill, not much more to say.

T3: Relentless: This skill is almost a must in my opinion, Shyvana's one true weakness is that she can get kited after she has in. What this does is allow her to mitgate slows just a little bit more, and combined with Boots of Swiftness Shyvana gets a total of 40% reduced slow effectiveness.

T4: Tenacious:This skill is much like relentless, it helps her not get kited as easily as mutiplied with the 35% tenacity from and the 15% tenacity from equaling out to around a 45% tenacity. Allowing you to not only reduce slows by 40% but also get out of them 45% faster.

T5: Skip this entirely.

T6: Honor Guard:Honestly, I pick this one up for the fact it is both a one pointer, and the last point in the tree. 3% reduced damage from all sources is nice and helps in pretty much all stages of the game. You don't HAVE to get this mastery if you don't want.

Utility Masteries


T1: Nothing here is favored over the other, but since you can ONLY make use of the 2% movement speed, there is no point in getting anything else except the one pointers to go down to the next tier.

T2: Mastermind:I feel this 3 point mastery is very good for reducing the CD of your Flash and smite, though it hardly affects smite, it allows your flash or exhaust to be up a little bit more often.

T3: Runic Affinity: 20% extra duration on red buff allows you to gank a little bit more often or invade that much more often as you can 1v1 the other jungler and even more so with red buff. This also affects your first blue you get, which does help with clear speeds.

That sums of the bulk of the masteries I feel are needed, you can interchange the ones I didn't list here as you please (obviously) or you can go 9/21/0 picking up the attack speed ad per level and armor pen in offense.


Disclaimer: Masteries may change depending on how I see fit because Season 3 just started.

Runes

My runes for Shyvana focus on attack speed and movement speed for easy invades and quicker clears. Also, since Shyvana scales very well with attack speed the more the merrier. However, there are different runes that you can get and I will talk about those as well.

Marks


Greater Mark of Attack Speed x9 Attack speed reds imo are the best way to go with Shyvana, these nine alone will give you 15% bonus attack speed, which will not only help you clear a lot faster but also you will be able to Q more often and proc more bonus damage on your E, and since you are maxing that second it is great synergy, these are almost a must on Shyvana.

Greater Mark of Hybrid Penetration x9/x6 I personally do not use these, but I agree with them as your mark choice. You can choose 9 for maximum penetration or you can choose 6 and combine them with the attack speed runes. Shyvana does a lot of magic and physical damage, so think about picking these up if you want to be very gank heavy and/or want to duel the enemy jungler really well.

Seals


Greater Seal of Armor x9 Armor yellows are honestly the best yellows you can get in the game for any melee carry/bruiser/tank, and even more so for a jungler. I would never change these ones out at all.

Glyphs


Greater Glyph of Scaling Magic Resist x9 I personally really like scaling magic resist runes. Since you are a jungler and don't have to deal with as much magic damage in the jungle, and since these even out with flat magic resist blues at around level 10, I would say these are pretty good if you want to have a bit more tanky mid/late game.

Greater Glyph of Magic Resist x9 I would say get these if you are going against a more magic damage heavy team, as these will protect you more during your ganks than scaling and if they have an AP top and mid and you invade you will be more protected to their damage. These are situational.

Quints


Greater Quint of Movement Speed x2 These runes will allow you to clear your jungle a bit faster because you will get to your camps faster, as well as allowing you to escape from invading or invade faster. Also with the 2% movement speed from the mastery you get a 5% movement speed outside of combat bonus, which is very nice for getting in on ganks. You can opt for three, but I like 2 for my explanation of the next Quint.

Greater Quint of Attack Speed x1 Everything I said for red applies to this, except for one thing, the first rune actually gives you 4% attack speed rather than 3% with attack speed reds. The reason for this is reds actually give you 15.3% and since these give 3.4% it goes from 15.3% to 18.7% bonus attack speed, which rounds up to 19% attack speed.

Greater Quint of Hybrid Penetration x3 These stack really well with the red hybrid penetration runes and this will help you do a lot more damage during ganks and during duels against the other jungler. Take these if you want to be gank heavy and/or want to invade and duel the other jungler.

Summoner Spells

OR

Explanation: is an obvious choice when jungling, you will need this to clear a bit faster, secure buffs barons and dragons. It is a good idea to practice smiting buffs and such when it has the exact HP needed to smite it as it will help you a lot in securing barons and dragons during clutch moments.

This is a personal choice, I know a lot of people do not like this summoner spell on Shyvana as her ult allows her to gap close a large distance and get into fights. I like this summoner spell for invading and escaping as it allows you to flash baron or dragon wall and get away from very sticky situations if you get caught. However, without you can not duel the other jungler AS easily if they have exhaust as well.

This is also a very good summoner spell choice on Shyvana, this will allow you to gank a lot easier, and when I say a lot, I mean a lot. It will also allow you to duel the other jungler very easily as Shyvana on her own can pretty much win any 1v1 and with this summoner it almost guarantees she will win the duel.

This summoner spell in my opinion is least sought after, but if you really like the extra movement speed and/or need the movement speed to keep up with a very speedy team comp like Sivir Orianna jayce, then I would recommend it. However, if that is not the case then I would not recommend this spell.

Skills

Passive: Fury of the Dragonborn

Explanation: Shyvana's passive is not much of a passive, however this passive is the reason why you not only max E second, max W first, and max Q last it is also the reason she is so damaging and effective in the game.

Shyvana's loses .5 seconds off its cooldown every auto attack, which if I am not mistaken also stacks with its self making it always an extra 1 second off cooldown. For example if it is an 8 second cooldown, then it is more like a 7 second cool down.

Shyvana's has an effect that every time you auto attack it last 1 second longer, capping out at 7 second duration. This allows her to not only do insane amounts of damage with her W if she can stay next to her target but also move faster for 7 seconds as well. This is the reason you max W on Shyvana.

Shyvana's This is the reason for maxing E second, Shyvana's auto attacks deal an extra 15% of E's base damage + ratio for any targets that are debuffed by the armor shred. In an example that means if it does 100 damage and you hit your target you will deal an extra 15 damage per auto attack on said target.

Shyvana's does not get empowered by auto attacks, each auto attack makes Shyvana build 2 fury, and each 1.5 seconds that pass Shyvana gains 1 fury.





Q: Twin Bite

Explanation: There is not much to say about this ability. It resets your auto attack, has a .8 (1.8) attack damage modifier, that applies on hit effects. However, when it dragon form this ability cleaves all units in front of you applying on-hit abilities like Wit's End to everyone it hits, twice. This is what allows Shyvana to do so much damage to teams during fights coupled with her E as you can not only debuffing everyone's armor, but you are also hitting them all for the E bonus on hit damage, plus your on-hit damage. Twice.




W: Burnout

Explanation: Shyvana's bread and butter and reason she clears the jungle like a boss. This ability is a must max first as it increases damage and movement speed per level, and though the damage increase looks minimal, trust me, it is massive. This skill maxed out to a target with no MR hitting for all 7 seconds will deal almost 600 damage. This ability loses 15% of it's movement speed per second multiplicatively. That means at max rank at 50% it will lose 15% then it will lose 15% again, then 15% again, only off the new value. Meaning it goes from 50% to 42.5% to 36.1% to 30.6% etc. (Don't quote me on this.)





E: Flame Breath

Explanation: Shyvana's Flame Breath is a great duelist ability for in the jungle, allows for good clearing in the jungle on single targets like red buff and blue buff (It does not apply to dragon or baron) and it shreds 15% of its targets armor. This ability will also deal 15% of its total damage to the target per auto attack, making this ability her second most damaging spell in her kit. If you hit your target with this ability, and you have flash up, it is a good idea to flash in for a Q if they're low because they will take the 260 at max rank, plus an additional 80 for the auto attack, plus whatever damage your Q will do. This allows for close range burst to be insanely high. In a short little example, if this dealt 100 damage, then you Q'ed for 150 damage + wit's end for 84 damage, you would deal a total of 100 + 150 + 84 + 30 = 364 damage in about 1 second, not counting your W damage and what ever auto attacks you decide to do afterwards.





R: Dragon's Descent

Explanation: This is what makes Shyvana a dragon, there is not much to say except, you are a dragon when you activate this ability. But seriously, this is the greatest spell in this game, not only do you charge forward for massive range, dragging everyone with you (to a point) but you turn into a dragon as well. This ability will enhance all of your other abilities to do something extra as well. Your will cleave all units in front of you. Your will leave a fire trail behind you dealing the same damage as W (Does not stack will melee W damage) Will turn it into a cone AoE spell and apply the debuff to all targets it hits. The E does NOT lose range while in dragon form.

Skill Order

>>>> simple as that. The maxing reasons are in the skill explanations. The only thing I would like to add is if you are not good at landing your or not very confident about landing it would be a good idea to max over it. However, I implore you learn how to land Shyvana's as it is a very damaging spell and gets a reduced cooldown per level (Her Q does too but each auto reduces it already)

Item Builds

Now this is where I want to spend the most of my time at, my build is very different from others, especially with the Season 3 items and changes. I will go over the items I feel are core, some luxury items that are good on Shyvana as well as situational items on her that can benefit you and/or your team in a pinch.

Starting Items


Item is a must in the new jungle, picking these up with will be the most beneficial starting items you can get for both clear times and invading potential. Do note though does NOT give you any stats for dueling the other jungler, so if they start with I would advise that you steer clear of dueling them as they will have an item stat advantage.

Core Items


With the change to these boots to add a 25% reduced slow effectiveness I find these to be amazing on Shyvana, the only problem is you lose 25 magic resist and 35% tenacity from However with the new item you can easily get that 35% tenacity. These boots give you the most movement speed just like in season 2.

Now this is the item that makes me not buy . This items gives you everything you would ever want on Shyvana for 2,600 gold. The health is always welcomed as it stacks well with your passive, the free 30 armor that gets added on upgrade makes you just as tanky as the health regeneration is nice, though not a selling point and the mana regeneration is a con. However the UNIQUE passives are very good giving you 25% increased damage to monsters, which makes up for not having wriggles and then the 35% tenacity. Other than the mana regneration, why would you not buy this item on Shyvana?

This item is still great even with the 10 magic resist nerf. This item on Shyvana synergizes really well with her entire kit, making her deal an extra 84 magic damage, and with the attack speed it allows you to proc more debuffs on your target. I would recommend picking this up very early if you can get away with it, otherwise stick with getting some tanky items, still picking this up before the items in the next category EXCEPT .

I don't really know what to say about phage, it does not synergize with your entire kit, just your . Oh wait it gives me a slow, insta-buy. Shyvana lacks one thing in her kit, crowd control, except for her she doesn't have any way to apply cc. If you can get this early, it will help a lot with your ganks. However, it is still not a reliable source of CC and would recommend getting this a bit more into the mid game and turning it into a shortly afterwards.

Luxury Items


This enchantment gives you an extra +15 movement speed on top of your already fast These will make it just that much harder for you to kite, and I would recommend buying these if your team is getting initiated on a lot and you are not the one initiating as they allow you to position a bit quicker and counter-initiate with your .

This enchantment is actually very good on Shyvana, especially if you the one initiating for your team, which you should be. I would recommend buying these if fights are becoming very mobile and you are having to chase, as you will be at the front of the pack most of the time everyone will get the bonus movement speed. It would be a wise idea to consider these if you are initiating with a slower team that can't get to you as quickly as well, because it will allow for them to follow up a bit more easily.

This item is much like the phage, except one thing, it allows you to slow them with every single auto attack. Is a great item on Shyvana if you want team fight presence or need to peel or chase. This synergizes really well with your dragon form as it will apply to everyone you hit. This item gives you everything you need on Shyvana as well, more damage, HP, and of course the much needed CC that your kit lacks. This is a must pick up mid to late game and should not be overlooked in any game.

The new Aegis of the Legion upgrade is quite good, I really like how this item gives 60 Magic Resist just to yourself, but know what I like more, that it gives 30 magic resist, 10 armor and 10 health regen to ALL allies surrounding you. Meaning yes, it affects minions as well. This item is a really good purchase if you are not diving as hard into the enemy team because you may get out of the range of your teammates not making it as good. This also double stacks meaning you will get 90 magic resist and 40 armor if you have another person on your team. However, if someone else gets it I would recommend buying instead.

The new gives you a 100% chance for attackers to proc the passive, meaning when they attack you their attack speed and movement speed will always be slowed. Also the activate was not changed at all. This is a great item if you are diving in onto the enemy AD carry as it will force them back and off. With the activate you can also slow everyone else once you land from I would highly recommend this item if someone else on your team has purchased either or as this will make your job that much easier.

is a very different item to get on Shyvana as it doesn't actually increase your tank stats and is very expensive. If you can get this item on Shyvana you are probably already very far ahead, however there is still a reason for buying this item other than the reason "Because I can." Gunblade actually snergizes pretty decently with some of your kit. Giving you a medium ranged single target slow, attack damage, ability power, life steal, and spell vamp. None of those stats as a single sound appealing except maybe the slow and attack damage but when you add them all on one item, it is quite good. Allows you to constantly heal when in the middle of the enemy team and dish out a lot of extra damage with your entire kit. Making everything hit harder, and heal for more. Finally at level 18, smite heals you for 174 hp (870*.2) which all just adds up to keep you alive that much longer.

Situational Items


Even though it was heavily nerfed for squishy champions that don't stack HP, it roughly remained the same for bruisers. Also since this build gets you around 3.4k HP it will revive you with 1,020 HP. I would recommend this item if you are dying from being heavily focused. Also it gives you 50 armor and 30 magic resist so it is better than in terms of armor.

This is always nice to get on Shyvana, and has not changed much since Season 2, though it was still nerfed. If you do plan on getting this item, I would recommend getting it if you are having trouble when you invade and need to clear that minion that much faster. This item is still always good for dragon control at all stages of the game. If you do get this item you can still get as they do stack together, but I would recommend you go with as you will be prolonging the much needed tenacity. Also, I would HIGHLY recommend this item with if the enemy team does not have heavy amounts of slows.

The reasons for this item are above, it is an all around good item on Shyvana giving you tank stats as well as tenacity. Not much to say about this item.

This new item is a very good item to get on Shyvana if your team is very AD heavy and/or you got pretty fed early. This item will allow you to shred an entire team of 15% of their armor in one , then 15% again from your which will allow your AD heavy team to do a lot more damage. This is also recommended if they enemy team stacks a lot of armor. Do remember to drop a damage item like or if you are going to pick this item up.

ONLY pick this item up with and only if the enemy team is very magic damage heavy. This item will tank you up via magic resist and HP, and it will allow you to heal more from your and/or . I would only recommend this item against teams with most if not all their damage being magic, otherwise or is just better.

This will give you some HP, CDR, Attack Damage, and life steal all on one item. If you are in an AD heavy team, or have a fed AD carry and need to protect them more and buff them a bit more, this item is very good. Also make sure someone already has at least before purchasing this as that item is more beneficial for the entire team. Drop an item like if you are going to pick this one up.

this is much like the item above, except it should be dropped in place of or . This item should be picked up if your team needs more tankiness and you need more tankiness. If does give a lot of stats HP, armor, cdr, and health regeneration, with a activate shield. I feel if you need to be more supporty and assist your team in a fight pick this up, otherwise I would recommend or , UNLESS your team already has both of those items.

Mid Game

The mid game is where you should have your core build: and down and a lot of team fighting will start to be happening. However, there is still the need for you to farm effectively and get items as well as secure buffs, but by this point you should ONLY be invading with either your team or a to know if there are wards or not.

Leaving this stage of the game you should at least have a , and trying to have at least one or two on you to ward many key locations, such as dragon, baron, and red buff. Being Shyvana you can push really well with but at the same time not pushing to far as to burn your to escape, if you must burn your to escape you will be unable to team fight effectively until it is back up, which can take anywhere from 30 seconds to 150 seconds.

Late Game

There is not much to say about the late game, this is where you should have most if not all your core and luxury/situational items built and always having baron warded with . Your job late game is to make sure you can team fight and not get caught out to burn your on escaping, I would almost say burn over if you can as your is much more important to your entire kit than .

As a tip to get your dragon up quickly try to only use auto attacks and on jungle camps as well as enemy lane minions, since you will not have a you will gain a lot of fury from these basic attacks, with no fear of wriggles procs.

Lastly, try to stick with your team as much as possible as you will be the main initiator/counter-initiator and tank for them unless you had a tank top lane such as . However, that does not mean you should not still farm if your build is not completed, otherwise let your AP carry clear large minion waves.

Team Fights

Team fighting is pretty standard, assess the fight, then react to the assessment. Since every team fight is different and requires you to do different things all I can say is you have one of two jobs to complete in every team fight. First is to peel for your carries, if you can successfully keep the bullies off of your carry you will most likely end up winning the fight. Second is to kill their carry.

Always dragon on top of their carry if you can

I can't stress that enough, it will cause a panic and will help your team come in quicker if you choose to buy those. However, when I say "If you can" that means if it is with-in reason, don't just dragon on top of them for the sake of dragoning to them, assess the fight, then react, sometimes you may not want to dragon until the target you want gets in range, rather you should be peeling then dragoning towards your target and locking them down with . Other times you may want to do it right away, but never leave your carry to die, to try and kill their carry, it will usually always end badly. If you have someone else that can peel for your carry, then you should be zoning out their carry. If you can pull one back to defend their carry that means that there is a 3v4 going on in your favor behind you.

Jungling

Start the game with then there are two starting locations for your early game jungle.

Starting


The first starting location is to kill your wolves, then head up and kill your blue saving your . Then you want to head into the enemy jungle and take their red using your on it. Then head back down to your wolves, take them, then down to your red buff to check it. Proceed to kill your wraiths, then your red and golems, making sure to burn when it is up then go back to base and buy.

The second jungling path is quicker, but similar. You start at your wraiths, then go and take your red, saving your . Then you invade the enemy blue buff and take that making sure to it when it is at the appropriate health. Then head back down to your wraiths, then up to your wolves. Lastly donate your blue buff to your mid and back to base and buy.

The first scenario should be in a game where the enemy jungler will start blue. The second is for if the enemy jungler will start red. Also, always be mindful for possible gank opportunities on the map in both starting locations.


Jungling


So you backed and purchased a and a or two. Then you will want to use your to ward their wraiths buffs etc. Proceed to jungle normally but instead of the normal Season 2 never taking golems, take your golems for experience and gold. Always looking for ganking opportunities and invading the enemy buffs and wraiths always leaving one wraith up but always taking all the buff camps as to stop them from getting timer easily.

Once you have hit level 6 that is where you can start to gank very effectively. especially with . Your ganks should always be trying to bypass as many wards as possible (Obviously) which will lead you to do a lot of lane ganking, which is nice because you can easily do this with your ultimate . Proceed to continue jungling and picking up what you can in ganks throughout most of the game, always ganking with up, every second is up a second you can be ganking or invading, so always invade or gank with your ultimate up, but don't with it down, unless the opportunity presents itself.

Invading


You will want to try and invade the enemy jungle as much as possible, as well as sneaking out as quickly as possible. It is always a good idea to keep on you as to ward their wraiths, or wraiths and other key objectives in the jungle such as red buff. On that note remember that if you plan on invading a buff they may have it warded for your 2nd steal, so it would be a good idea to buy a to ward the bush next to the brush and/or the entrance to allow yourself to safely do it with them not having vision.Remember that buffs respawn after their first death at usually around the 7:10 mark, and their blue/red you invaded will respawn at around the 7:40 to 7:55 mark.

You can easily invade every single jungler in the game and get away with it, however there are a few junglers that are not safe to invade as their kits can either force you into a duel, or cc you down long enough for them to receive help. To name a few of these . Do not let that discourage you though, except for Olaf, not a lot of junglers can win a duel with you. As a final note:Never fight the enemy jungler, in their jungle if they're at full HP their team will come, and you will die, if you are invading and you run into the enemy jungler and they're at full HP, retreat. You may win the duel, but you will almost always die, and they will almost always get away. On the flip side though, if you catch them in your jungle try fight them immediately and call for help, (Unless you are drastically low).

I MAY be adding photos for visual representation of ganking paths and invading paths.

Final Comments

This is my first guide I have done, and would like everyone to be as honest as possible in their critique. Also feel free to message me telling me what mistakes I made in spelling, grammar, format, etc. I will be trying to add things to this guide as time goes on, such as pictures of jungling pathing and spots where you can easily over walls. Thank you for reading.
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