Shen Build Guide by Vertuk
Champion Build: Shen
| Health | 3164 |
| Health Regen | 17.35 |
| Energy | 0 |
| Energy Regen |
| Armor | 99.69 |
| Magic Resist | 42.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 5 |
| Attack Damage | 115.25 |
| Attack Speed | 1.027 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 80 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 15% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Greetings, welcome, and Konichiwa!
Shen has quickly become one of if, not my favorite champs, since I began playing about two years ago. He has the very unique capacity to be a tank, make his teammates a "tank" of sorts with his ultimate
Stand United, and he can deal out a decent amount of damage with the right build just to make sure that enemy solo top doesn't get any bright ideas about pushing you out of your lane.

"What makes this guy think he knows anything?" you may be asking. I don't want to discredit any of the other guides you may have read, but i disagree with a lot of what I read while looking at
- Why pure health/AP/attack speed/"insert your former build here" is not taking advantage of full
Shen capability - How to make a "good"
Shen a GREAT one
One last thing, I would like to give thanks to jhoijhoi and her Making a Guide help on format, code, images, and everything else I borrowed from there. I will include an in-depth list at the end of this guide of anything else I reference so you can check your sources.
My Thoughts on Shen
Shen is a very amazing champ, without giving away too much of the guide later on he has a superb skill set, amazing survivability in lane and team fights, can save teammates like none other, and is a friggin NINJA!
I do not claim to have read every guide on
Shen, but the ones I look at have a fatal flaw and it is that they over specialize. To make
Shen effective, he cannot be pure tank, pure AP, or pure anything. Now for the long explanation...

First off, if you have not read up on OR do not feel comfortable with understanding the team composition in League of Legends (or you are like me and just believe that you always have something more to learn), I highly recommend taking a look at Jebus McAzn's guide on champs, team comp, and who to buy.
To summarize what you will find there:
- Every team needs a tank, and
Shen will almost always be a damage soak no matter how you build him. His skills, especially
Shadow Dash, will be a huge asset to your team in taking the pressure off of your AD/AP carries - An effective tank will soak damage, divert focus to himself (and herself if you play
Leona =D), and has a way to initiate fights smartly so that your carries can rain down pain on the enemy team.
Shadow Dash,
Stand United, and
Feint all fit into these needs SUPERBLY. - Shen is featured as an ideal learner tank in the above guide, so feel free to brush up on that section as well
Essentially

Pure Health Shen here rockin' yo face?
Spoiler: Click to view
Pure AP is gonna make that other team cry when you shield for 6475839032578289407289 health?
Spoiler: Click to view
So if you read the above sections, you are probably realizing what I did which is that
Health is reasonably cheap so it is a prime option to build early game. Add in some mid game AP when the heavy ganks and team fights begin and you are now a Super Sneaky Teleporting Ninja of Unstoppable Force who will have the enemy team raging when you turn a losing 3v2 into a winning 3v3 when you a) give that squish-tastic
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Health 3 |
||||||||||||
Here are my thoughts on runes and masteries. They are meant to boost your early game more than late game. The one exception to this is anything that modifies by a percentage. My explanation for this thought? Because items can be adjusted much easier and can make up for any loses you have due to not using scaling runes. A strong early game will reap the benefits you need to complete a build.
For this reason I take
The
Masteries


The In-Depth Look
Spoiler: Click to viewI hope these explanations help you understand my reasoning. Feel free to comment on any observations you have!
Lets look at some Abilities
On the bombshell ending that was the section on how I view
Shen, we have now determined that he is going to be the most effective asset to his team as a hybrid AP/Health built tank. So before we get some items, lets talk about what each ability does and when we want them maxed by to be the most effective.
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An extremely powerful passive! Ki Strike: refunds energy, does a decent amount of damage which is based off of health (something we want to build as a tank anyways, so we get some extra damage for free), and works superbly as a strong last hitting tool when combined with Vorpal Blade. Vorpal blade will be the bread and butter of your laning phase so we will max it first! It allows some great last hitting and an on hit heal. The heal will trigger in a lesser form if you use it to last hit, so a good Feint can be used to: block minion or tower damage after a poke in lane, take the first brunt of damage after a Shadow Dash, and any other number of possibilities you can imagine to counter the enemy. Remember to pop it before a shadow dash, when a tower targets you, when you hit a champ and gain minion aggro, etc. and you will notice game improvements. Maxed second most games. The last piece to Feint, keep in mind that it doubles the cool down reduction of Ki Strike; keeping it up consistently while farming while suck energy though, so balance the use wisely. Shadow Dash is a great utility tool. It can take some practice, but it is possible to Shadow Dash after you teleport with Stand United almost immediately after you arrive which can disrupt a fight quite effectively. Be wary that the 50% damage reduction seems greater than it is, and ALWAYS POP FEINT BEFORE you dash to provide maximum safety and protection. Stand United...what makes you a |
Summoner Spells
Hands down my two favorite summoner spells on
Shen
The utility of this spell is phenomenal. You can be back in your lane after a recall in seconds, or jump across the map because a good opportunity to push arose. Another fun trick is to use |
Flash will help you escape, chase into range for a |

Some other less viable options in my opinion
-
A great spell to help shut down a DPS or AP carry on the enemy team. -
If you are solo landing, this can really help secure kills or shut down a DPS life steal -
Good utility to get around, though not as help full as flash for escaping and instant positioning -
I can see this being useful since you will likely be targeted ALL THE FLIPPIN' TIME but I just find that
Shadow Dash is enough to shut down the teams casting ability if you use it wisely
I am not a fan of going over every summoner option, so if you want to hear my thoughts on other spells please drop me a comment and I will add it in. Otherwise I think this provides some good all around options.
Mortal Kombat Level Combos
Ki Strike >>
Vorpal Blade or
Vorpal Blade >>
Ki Strike
Your standard last hit combos,
Vorpal Blade gives more damage for a hit after it has marked a champ than for a last hit so to heal up use the second order. It takes some practice to figure out when a minion's health is low enough, but eventually the rhythm becomes natural.
Shadow Dash >>
Vorpal Blade >>
Feint
This will allow you to last hit creeps when you are being pushed hard without taking as much damage. It also provides a good way to poke an enemy champ, especially if you can block enough damage to soak up a turret hit or two. Be wary that without hitting a champ
Shadow Dash becomes extremely costly and you may find yourself stranded without a means to cause damage. Another good order is to Vorpal Blade first, then use Feint and Shadow Dash to get clear of the enemy/turret before they can counter you with stuns, taunts, slows, butt loads of damage, etc.
Stand United >>
Shadow Dash >>
Feint
This is probably the combination that makes
Shen who he is. You shield yourself, and more importantly an ally, and then so long as neither of you dies first you teleport to them. By practicing the timing, it becomes possible to almost immediately Shadow Dash which will really disrupt a fight. Because you should be shielded when you arrive, unless you were taking a lot of damage before teleporting, I use Feint after Shadow Dash to make sure I get that taunt ASAP.
This skill can be used as am escape in a pinch but I prefer not to. A fun trick when you are taking a lot of damage in a team fight is to ult to another person in the fight, such as your AD carry. Now your enemies are still beating on you or even if they switch their focus your squishy has a bit of extra help.
A few notes:
- Using Stand United into a place protected but the fog of war (bushes, Akali's
Twilight Shroud, etc.) will allow for a good surprise since the enemy won't see it coming - I find it much more beneficial to use Stand United early rather than late. Do not hold off until your squishy has 100 health, because by this point they are likely going to die before you get there to help. Your ultimate cool down is not so large that if you used it when it was not needed it is the end of the world. For how fast a squishy champ loses heath, ulting when they are above 3/4 health is generally the only way to guarantee you have enough channel time. I almost always ult into a fight where my team is outmatched unless:
- a) I am purposefully pushing during that fight
- b) It is obvious that my arrival will become all of us dying, not me saving them
- c) The teammate it question is obviously running away and is going to make it (i.e a tanky champ with a good escape who has a good lead)
Assuming you took teleport, which I have already highly recommended, a strong
Items
Like many other guides out there I do not want to give you "1 Magical Mystery Build that will Strike you a WIN EVERY GAME". Instead, here is my usual core build, followed by some good paths to follow
Core Build
Breakdown:- Start with
Boots of Speed and 3
Health Potion's, unless you think you are going to be in a lane that is going to push you EXTREMELY hard. If so a
Doran's Shield can help provide you some extra tankyness early. - I like to build an early
Heart of Gold for the health and the gold-per-5. I talked about it earlier, but here it is again. Health is easier and cheaper to get early. It is more utilitarian because you ALWAYS NEED IT. If you build magic resist for that
Malzahar who then goes 0/7/3...you just wasted a lot of gold on MR you didn't need. The build I have will give you 99 Armor and 42 MR at level 18 without any item help. That isn't great, but the point is it leaves you a lot of room to build armor/MR later game
Ionian Boots of Lucidity are amazing. After your 12% CDR from masteries, the extra 15 gets us with 13% of the CDR cap at 40%. With these boots you have an 87 second cool down on
Stand United at 3 points. Not too shabby for an almost guaranteed save. If you need
Mercury's Treads for a team with heavy CC, TAKE THEM!
Rylai's Crystal Scepter is my bread and butter item. The health and ap provide survivability for you AND your team. It will beef up your stats,
Stand United,
Shadow Dash, and
Vorpal Blade especially with more damage and you now have a RANGED SLOW. Goodbye enemies escaping with minimal health!

So now we have the "core build" done, what comes next?
Good All Around Items
Spoiler: Click to viewHeavy Armor Needed
Spoiler: Click to viewHeavy Magic Resist Needed
Spoiler: Click to viewOther Items
Spoiler: Click to view
My thoughts on building items are that it is always better to find item's which do more than one thing if possible. I generally don't take an item that provides ONLY one stat if I can, but in some cases I make exceptions (i.e.
Team Work
I already talked about teamwork briefly at different points during this guide. Here is a summary and a few extra pointers I have added.
Ulting
When you use your
Lead the Way!
As the tank, your team needs you to be soaking up damage. You should be the first one into battle, and the last one out. If you are leading the retreat and your squishy gets tagged by a

I want to reference a few things here:
- Win10cent A Very Detailed Ezreal Guide In the head of Win10cent is a brilliant section of his
Ezreal guide which really helped my gameplay. Take a look at it and see how it can be applied to your game.
Yes this is an old video, and yes her voice might be a bit weird, but GET OVER IT! The video outlines a very important aspect of the game which will help your game tremendously.- I already referenced Jebus McAzn's Guide on Team Comp but here it is again
- Setting up your LoL preferences by GoodGame8 Helped me a lot in fine tuning my client
- Warding by Panglot because wards are so damned important, especially solo top
Summary
Well this is my guide, I will be adding more later and finishing things as I can. But I already spent way too much time in front of my computer instead of doing important things like playing league games =P
Happing hunting, and drop some votes and comments as you see fit.
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