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Shen Build Guide by tradtrad

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author tradtrad

ϟϟϟEpilepticRabbit's Electric 5.13 Shen Guideϟϟϟ (In P

tradtrad Last updated on July 12, 2015
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Shen with this build

Threat
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Threat Champion Notes
1
Pantheon Start cloth 5 for this lane because he will poke you lot, you counter him since your q counters his, also you can outtrade him because you can force him to fight you with your taunt when he doesn't want you.
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Music


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About Me

I've had quite some success playing Shen recently and I reckon he can get me to diamond. I am a Platinum 4 Jungle main who has played since season 3 and has great understanding of the jungle and top lane roles. My alter aliases are tradtrad100, tradtrad, and EpilepticRabbit.


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About Shen

There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness—all things must exist in perfect harmony, for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Shen is one of these shadow warriors, entrusted with the sacred duty of Watching the Stars - exercising judgment untainted by prejudice.

Born to a clan whose members have decorated the ranks of the Kinkou for generations, Shen was trained his entire life to become the Eye of Twilight, and thereupon to dispassionately determine what must be done in the interests of equilibrium. As his final trial to ascend to this position, he was made to attend the Takanu, a ceremony in which his father was tortured before his eyes to test his resolve. Any reaction whatsoever would have resulted in his immediate disqualification, but he never averted his gaze and never blinked, not once. As the Eye of Twilight, Shen must make decisions which would buckle the wills of ordinary men, removing all emotion from the equation. He now works with his fellows Akali and Kennen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.

"The Eye of Twilight sees not the despair of its victims, only the elegance of equilibrium." - Shen.


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Summary


Masteries
1/5
4/5
3/5
1/1
2/5
2/1
1/1
3/5
1/1
1/1
3/5
3/5
1/
3/
1/
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Pros and Cons

Pros

+ High sustain.
+ High early game scaling, therefore high burst early on.
+ AOE CC.
+ HUGE shield for allies.
+ Global Teleport with Stand United.
+ Few champions with a taunt, along with Rammus and Galio.
+ Uses Energy

Shen's Shadow Dash is an incredibly strong spell since it can be used as an escape, or an engage, it also returns energy and has a generous hitbox. He has great sustain through his Vorpal Blade and very good scalings as Ki Strike and Vorpal Blade's healing scale off his health. His Feint although weak at first actually becomes a clutch low cooldown shield which enhances your passive. As for his ult, Stand United possibly one of the best ultimates in the entire game which made him pick or ban for 2 seasons alone. There's no better feeling than saving someone who was about to die and then turning the tide of the fight.[/columns]
Cons
- Can run low on energy.
- Very repetitive.
- High initial cooldowns.
- Only one form of cc.
- Cannot carry on his own, but can immensely help through the application of map pressure and joining fights on the opposite sides of the map.

The best way to deal with his energy problems is to proc your passive as puch as you can, this means that you can use feint to speed up the process, also remember you gain energy back if you hit a champ with Shadow Dash. Although he is repetitive he won't get boring because he has a unique playstyle no one else can copy. Also try not to take all the kills, I have made this mistake, don't however starve yourself too.


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Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
5

Greater Seal of Scaling Armor
4

Greater Glyph of Magic Resist
3

Greater Glyph of Scaling Magic Resist
6

Greater Quintessence of Attack Speed
1

Greater Quintessence of Health
2
x9 = I have chosen this because they give you a lot of damage early on when auto attacks are your main source of damage.

x5 = Since you scale so well I think you only need 5 of these to be tanky enough early.

x4 = This is good for late game because it makes you that little bit more thank tankier than if you had flat armor seals.

x3 = The infamous 3/6 split on MR glyphs is there for a reason, it is very efficient in keeping you strong early while giving you that much needed magic resist late game which is quite hard to acquire.

x6 = As mentioned previusly this is the best setup which gives you 18 extra armor at level 18.

x1 = I use this because it gives you 4.5% attack speed which rounds to 5% and with fury this gives you 10% attack speed at level 1, making it that much easier to sustain with your Vorpal Blade healing aswell as getting your Ki Strike more frequently, it also increases the amount of autos you can get off in the duration of one Feint which could be the difference between life and death.

x2 = 52 Health, not a lot, but Veteran's Scars gives you 36 hp for 3 points, Doran's Shield gives you 80 and all of a sudden you have 168 extra health at level 1. That's the equivalent to about 3/4 auto attacks.


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Masteries

Masteries
1/5
4/5
3/5
1/1
2/5
2/1
1/1
3/5
1/1
1/1
3/5
3/5
1/
3/
1/
9 Offense

Double-Edged Sword - This is good for tanks as it is a good trade-off since you take so little damage anyway.

Fury - Along with Greater Quintessence of Attack Speed you get 10% attack speed t level 1 which I find very useful

Brute Force - This gives you a little bit more AD in late game keeping you a bit more relevant and giving you some damaeg against towers. Most vitally it gives access to a 3rd rank mastery.

Martial Mastery - This gives you 4 AD which makes you stronger at level 1 by that little bit , also this carries on into late game, however it isn't as significant.
21 Defense

Block - Doesn't seem like much but that little less damage from all sources could save you potentially.

Enchanted Armor - You will be building quite a bit of armor and magic resist so this is very handy indeed.

Unyielding - As I have said before this is a one point wonder and it is definitely worth investing in, also it gives you that 4th point in the second tier.

Veteran's Scars - Not only is this annoying to code because every season has had the same name mastery so it comes with the wrong one, you only get 36 health in the season 5 mastery, this is good because you have good scaling with health and also get a little bit tankier at level 1.

Oppression - Works very well with your Shadow Dash, that's double damage reduction, plus other champs that are slowed do less damage to you which is always nice.

Juggernaut - You will be building a lot of hp so this will pay off.

Resistance / Hardiness - What you put the 3 points in is up to you or what the lane you're facing is, I personally change it during the matchup and if I don't know what to take then i take resistance because it is harder to get MR through items than it is to get armor.

Perseverance - Had to code this differently thanks to Garen's passive, This is however very good because you do a lot of healing and this imporves your fighting at lower health.

Second Wind - Another 1 point wonder, this gives you improved healing like a mini Spirit Visage and there is NO reason not to take this.

Legendary Guardian - You will be in the middle of the enemy team so you will make full use of this, also when you get ganked you get a temporary boost in defense.

Tenacious - Cc reduction that isn't unique passive is very hard to acquire, you can only get it through spells such as Ionian Fervor or items such as Mercury's Treads or finally Elixir of Iron.


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Items

Items



- Doran's Shield gives you a good boost of health which improves your Ki Strike as well as increasing the amount you heal off Vorpal Blade, on top of this the shield gives you health regeneration which is all improved by Second Wind in low health duels, lastly there is a the Unique Passive which works well with the mastery Block and Unyielding to stop some more damage from enemy champion attacks and spells. "The damage reduction is calculated before armor and percentage damage reduction benefits are taken into account." - http://leagueoflegends.wikia.com/wiki You can only assume the masteries work the same way. The Health Potion gives you a bit of sustain along with Perseverance to keep you in lane a little longer. The Warding Totem is also good at preventing early ganks.

- These are the best boots as most of the time you will face an auto attack heavy toplaner, they also give you the tankiest stats out of all the boots, however if they have 2 or more cc monsters, like Cho'Gath, Nautilus or Leona consider tanking

- This is very good because it gives you health and armor aswell as good waveclear which will be handy when you're split pushing, on top of that it is incredible in duels at boosting magic damage, many people will build armor against you but actually 95% of your damage is magic according to champion.gg/shen.

- This is the item which will give you the magic resist aspect and the cooldowns you need, this item woks so well with your kit as it increases the heal from Vorpal Blade and the healing masteries. More health aswell so yes please!

- This is the item that this guide is all about, you may have seen it and thought "WHAT?", but I am here to tell you why it is so good. Not only does Shen have the 5th highest success rate with Statikk Shiv according to http://www.elophant.com/league-of-legends/item/statikk-shiv/win-rate , it also gives you more magic damage and wave clear. This item is unmatched in trades in my opinion unless you pick Blade of the Ruined King which is similar to Statikk Shiv however it does not provide waveclear and more of the damage is physical. It is a viable replacement item for the once controversial Ionic Spark which worked so well, I decided to try it after watching some old games where Shen would build it and the modern day equivalent works just as well.

- This is another good item for Shen because it increases his splitpushing capabilities by a lot, the point runes passive lets him to to lane quicker and escape stick situations, in addition it gives a good chunk or armor and magic resist, this items gives the most amount of MR one item can give, rip Force of Nature.

Last Item

- Gives even more damage due to the passive and aplifying all your other damage sources by stealing magic resist on hit, this means everything, including the spark from Statikk Shiv, Sunfire Cape, Vorpal Blade and Ki Strike. it also help with split pushing and making you a bit tankier.

- The other option to Statikk Shiv can also be taken with it to give a more mixed damage distribution since a smart enemy will build magic resist get this if they do. The % hp damage is also very good and the active is good for escaping splitpush ganks not to mention the lifesteal is also pretty decent in trades. However it is expensive.

- Personally I don't like this item as it takes waaay too long to build, however if you are fed you may want to consider it since it does give a good splitpushing passive with the movespeed and the Sheen passive chunks down towers as well as win duels.

- Get this if you have a good/fed mid and adc so that you can tank a bit more for them and absorb some damage, also get this if you go up against Teemo/ Vladimir/ Swain.

- This item is rarely seen nowadays because it just isn't good, it only gives health and that leaves you vulnerable to physical and magic assaults however if they have a Cho'Gath or Darius then it may be worth getting to avoid that execution. Also the passive is pretty good for late game extended fights, and avoiding recall.
vs

Both of them have their uses however if you are more in the teamfights leading the charge then take Elixir of Iron because it makes you more resistant to slows and crowd control, take Mercury's Treads also and Legendary Guardian for maximum cc reduction. It also gives a path for engage or escape, so consider taking Enchantment: Captain.
On the other hand if you are splitpushing non-stop and joining the fights with your ult as you probably will be, the elixir to choose is Elixir of Ruin, this is because it makes you tankier and also shreds towers with your passive Ki Strike and the amount of attack speed you will have. Not to mention it also empowers nearby minions to do extra damage.

- A very situational pick of an item, pick this if your support does not have Aegis of the Legion/ Locket of the Iron Solari/ Runic Bulwark and you are split pushing. This means that you can empower a lane minion much like Promote , make it immune to magic damage and also a heck of a lot tankier, this may be the option to do if you re in a base race or just pushing really hard.


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RIP ITEMS