Shen Build Guide by sapphiredusk1
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.
You're already dead.
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.
"You're already dead, you just haven't caught up yet"
Shen is a tank for any occasion, focusing on changing the target of your enemy and providing cover to an ally in distress from short and long range.
This guide will be short and sweet, the rest is up to you.
Timing is Key. "Where are my keys?"
I'm going to mention pros and cons alittle differently. I'll explain a few things and we'll see how we get on.
Firstly Shen is strong on his own in 1v1 fight able to sustain himself throughout. Where Shen shows his best is within a multi fight scenario (2v1, 2v2, 4v3, 5v5 etc.)
Successful use of his taunt can change how a team fight is turning. Taking the focus of the enemy for a few seconds is all your team needs to take the fight. Split pushing is simply done with Stand United. 2 lanes are pushing and one side gets attacked. You have the option to escape or help. Teleporting to the ally helping you push, securing a turret or helping escape death, its always worth waiting to use.
HOWEVER, here is where he falls down.
Once you taunt, thats it. If you miss that taunt you're right beside the target and he will go for you. Yes you are a tank, yes the taunt anyway was going to make him focus you, BUT, he is free to choose not to. That miss can make him run out of fear of being bursted down, or worse, that taunt could put you in a new spot you can't get out of. Choose your target, and take him down.
While Shen has a shield that absorbs damage, once its gone, you're going to have to wait through attacks. At earlier levels it can prove to be weak if ganged up on quickly by a ranged champion.
And now the ultimate. While it provides nice cover to any champion and can provide great transport. The cooldowns. OH THE COOLDOWNS. Previously the global ultimates were nerfed simply because they were too much to handle, and sometimes when I was on low hp and I seen that Karthus ulti. I agreed. So use it sparingly and using with a plan is even better, not just blind *** saving people.
Simply put, you want to master Shen. You choose, you plan, you strike, you leave.
"An organized team is like a strong fist and will smash through stones, but an unorganized team is like a weak wrist, and will break only bones."
- Rick Tew
"There is a fine line between bravery and stupidity."
That is what you should be thinking when you play Shen. If you see 5 champions chasing you, don't run into them. While in your head its "I'm able to do this *dead* 'omg fight me 1v1'" You WILL lose.
Your team is everything. Establish who your best player is at that moment, and build him/her up.
I'm playing in bot lane, and I'm tanking for an AD carry. My carry is already 3/0. The enemy has extended while we both recalled to get items. We get there and our jungler is ready. our jungler is 0/2 from a counter jungle and a failed gank on mid lane. We attack all at once. Who gets this kill (if any?)?
We can look in 2 ways. Our carry is fed at this point. 3/0 is a good lead in a lane. In the attack there is potential to kill the ad carry and support. I dash in, taunting the carry. The support in most cases will run. People in situations where the bigger of the two is being a attacked, the weaker one will scram. The good option would be to let our carry have it. 4/0 nice lead. Prospects of having a lane in good condition. I wont have to babysit this lane. I can leave it.
Also you could give it to the jungler, give him a minor boost to 1/2 and help him get on track, but instead of me (Shen) leaving, I will have to sit with the carry for alittle longer in order for them to get their kill to be strong enough to allow me to help the rest.
But in both situations, if your carry isn't ready, never jump in. You will hand over kills. Regardless who you give the kill to, if the carry isn't able to fight, damage is low and you'll end up dying.