Shen Build Guide by Paladin045
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Champion Build: Shen
| Health | 4396 |
| Health Regen | 87.35 |
| Energy | 0 |
| Energy Regen |
| Armor | 393.95 |
| Magic Resist | 253.29 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 115.25 |
| Attack Speed | 1.027 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 7.49% |
Recommended Runes
Purchase Order
Ability Sequence





Introduction
Thanks to everyone who read, voted, and/or commented on this build! Especially for my first build, it's been really encouraging to see so much feedback, and so much of it positive.
Unfortunately, with the Season 3 item changes, this build is now effectively obsolete, as well as the playstyle I designed around it. I'll leave this guide up, but I don't think it's salvageable for the current season. If I figure out another good build and style I'll update, but in the meantime this page is essentially worthless.
Again, thank you for your time and help, and I hope to see you on the Fields of Justice.
Hello world! Yes, I just made a programming joke. ...I should probably stop commenting on my own article, or we'll never get anywhere.
Welcome to my first guide!
Pros / Cons
So why should you pick
Shen, when there are so many other tanks out there? Simply put, because nobody else ever picks him. I'm not asking you to feel sorry for him, or to indulge your inner hipster, or anything like that.
Shen is like an obscure fighting style that nobody ever runs into, and thus, never practices against. He can be countered, and he does have weaknesses, but in the heat of battle, if you and your team are doing your job well, the enemy won't be thinking about how to counter you. He'll just be focused on staying alive. (Note: this advantage is partially negated in Draft Pick, when the enemy can see your choice and adjust their team comp accordingly. Only partially negated, though, because they don't know you'll be stacking health, and they won't always be paying attention in the first place)
Edit: While very few know how to play
Shen really well, he's still on perma-ban status after the buffs he got however many months ago. Eventually a series of slow nerfs (or maybe the dreaded ult range reduction) will drop him back into obscurity, but in the meantime, good luck picking him in Ranked.
Now that you know why you should pick
Shen, below are the reasons you should pick this build.
Pros
- High early-game HP and armor/MR: lets you outlast enemy champs while still tanking effectively
Ki Strike: high HP translates into high damage from
Shen's passive- High armor: lets you survive the enemy team's onslaught when you taunt them
Cons
- Comparatively low damage output. If you like nukes or DPS champs, this build isn't for you
- Susceptible to counters that function against HP stacking (i.e.
Kog'Maw,
Madred's Bloodrazor) - If you can't keep up early-game, you can quickly transform from a meat shield into bait for a feeding frenzy
Masteries (OBSOLETE)
As you can see above, I went 0/22/8 with this build.
Offensive Tree
- I already said there were no offensive masteries, why are you looking here? What you want is in the next list.
Defensive Tree
-
Resistance
and
Hardiness
give you that extra bit of early-game protection. -
Durability
doesn't help much (+108 HP at the end of the game is practically worthless where this build is concerned), but
Veteran's Scars
gives you an extra 30 HP at the beginning of the game. 30 HP can be the difference between life and death when running from an auto-attacking enemy, and it's saved my hide from minion aggro more than once. -
Indomitable
,
Evasion
, and
Honor Guard
give you a bit more survivability. -2 damage taken, -1% damage from AoE spells and 1.5% reduced damage overall don't seem like much individually, but it all adds up over time. -
Siege Commander
works in your best interests. Lower tower armor means minions and allied champs do more damage. When you're tanking the turret late-game for your team, you don't want to stand there in the line of fire any longer than necessary. -
Enlightenment
: CDR. Shen relies on his abilities to keep him and his teammates safe, and the more you can spam them, the safer everyone will be (everyone you care about, anyway). -
Juggernaut
: I cannot stress this enough in this guide: more health is better. A 3% increase in max health is nothing to turn your nose up at, and neither is the Tenacity that comes with it.
Utility Tree
-
Summoner's Insight
buffs the summoner spells I recommended. It reduces the cast time on
Teleport, and increases the defensive stats of minions you
Promote by 15%. -
Good Hands
reduces the time spent dead by 10%. Less time spent dead, more time getting back to the fight. Hopefully you'll never actually see the effects of this mastery because you never die, but if you do, you'll be glad you had it. -
Expanded Mind
: +10 energy. It's not much, but it's still better than a lot of other things in the first two tiers of the Utility Tree. -
Improved Recall
: Combined with the improved
Teleport times and the CDR on
Stand United, the extra second from your
Recall
will contribute to a drastic reduction in the time spent moving to and from the base.
Runes
Apparently MOBAFire hasn't updated their complement of runes since the last patch, some of them are missing (notably the flat MR runes). Ignore what it says up top, use this setup. I'll fix it once the site has it's runes fixed.
This rune page was made with the intent of balancing early-game armor and MR, while also putting in as much CDR as was reasonably possible. MR has been nerfed in the last patch, so this is a bit outdated, but it still works. I'll update it once I recalculate everything.
Greater Mark of Magic Resist x9
Greater Seal of Armor x9
Greater Glyph of Cooldown Reduction x5
Greater Glyph of Magic Resist x4
Greater Quintessence of Cooldown Reduction x2
Greater Quintessence of Armor x1
Summoner Spells (OBSOLETE)
My Preferred Spells
Teleport is a staple spell for me. One of
Shen's strongest traits is his ability to be anywhere on the map at anytime. This doubles that ability. You've heard of Schrodinger's
Garen, waiting in every bush until you enter one? Schrodinger's
Shen turns every 2v1 gank into a 2v2 brawl.
Promote will really help you earn gold.
Shen attacks relatively slowly, so last-hitting can be a bit of a pain. This will get you all the gold from your cannon creep's kills. It's not bad for pushing towers, either.
Other Useful Spells
Ghost can actually be very useful for
Shen in teamfights. If the enemy team is escaping, you can skirt through the minion wave they are likely using for cover and taunt a few of them to re-initiate. It's not bad for actual initiations, either; you can run through their team and taunt their squishies so the rest of your team can rush in unhindered.
There are certainly more useful spells than
Heal, but that doesn't mean it's useless. If your team has no support champ to take it, it's not always a bad idea. Taking
Heal can help you and your lane partner (or just you, if you've got solo top) stay longer while the enemy wears itself out on your defenses.
If
Revive is a useful spell for you, you may want to rethink your Shen strategy. =P Nevertheless, it can be useful in the early stages when learning him. When paired with
Teleport, you might as well be immortal because the second you go down, you pop back up.
If the enemy team is CC heavy and might keep you from initiating well, you might consider
Cleanse. I don't normally recommend it, but I'd be a fool if I didn't admit that it occasionally has value. If you really want
Cleanse, though, see about working a
Quicksilver Sash into your build instead.
Again, if you don't have a support champ in your team,
Clairvoyance may be useful. MAY be useful. I've never had much success with it myself, but it doesn't really hurt anything. If nothing else, it saves you having to buy a few wards.
Flash is borderline useless in my mind, but if you want to surprise someone with a taunt, I can't think of a better way (other than hiding in the bushes).
Flash isn't really a bad spell for any champion, but in this case, I do think other spells would be better.
Useless Spells
Exhaust is a spell that really only belongs in the hands of an offensive champion. If you're chasing someone and have time to target them with
Exhaust, your time and cooldowns would have been better spent waiting that extra second for
Shadow Dash to come back up.
Smite is essential for jungling champions. Problem is, this isn't a jungle build. End of story.
Surge, like
Exhaust, should only be used by heavy hitters. DPS heavy hitters, at that. This build has neither the speed nor the power to utilize that spell.
Clarity: Do I even need to say it?
Shen doesn't use mana. This is quite literally a waste of space for him.
Ignite: See
Smite and
Surge.
Ability Explanations
Ki Strike (Passive): Every 8 seconds,
Shen's next attack deals bonus magic damage equal to 4 + [6 x level] + [10% bonus health]. When Shen auto-attacks an enemy, the cooldown is reduced by 1.5 seconds. The cooldown is reduced by 3 seconds per hit if
Feint is active and unbroken. When
Ki Strike activates, 10/20/30 (1/13/17) energy is returned.
Vorpal Blade:
Shen throws a sword at the enemy, dealing 60/100/140/180/220 + [60% AP] magic damage. Allied champions that damage the affected enemy are healed for 6/10/14/18/22 + [1.5%
Shen's max health] over the next 3 seconds. If
Vorpal Blade kills the enemy, 33% of the normal amount is returned to
Shen over the next second.
Cost: 60 energy
Cooldown: 6/5.5/5/4.5/4
Feint:
Shen gains a temporary shield that blocks 70/115/160/205/250 + [60% AP] damage. If it is not broken, it dissipates after 3 seconds.
Cost: 50 energy
Cooldown: 9/8/7/6/5
Shadow Dash:
Shen dashes in a straight line, dealing 50/85/120/155/190 + [50% AP] magic damage. For each enemy champion he hits,
Shen regains 40 energy. Affected enemies are taunted for 1.5 seconds.
Cost: 120 energy
Cooldown: 10/9.5/9/8.5/8
Stand United:
Shen shields an ally for 250/550/850 + [135% AP] damage. This shield dissipates after 5 seconds if not destroyed. After 3 seconds of channeling, Shen teleports to the ally's location.
Ability Strategy
I take
Vorpal Blade as my first ability. You want to synergize your strengths as much as possible, and the extra health from the
Ruby Crystal you theoretically just bought will translate into extra health returned from life-tapped enemies.
Vorpal Blade can be used early on to harass enemy champions (especially squishy carries), and you can use it throughout the entire game to help farm minions. You can heal more over time with it if you can tap a minion and hit it more than once, but don't be afraid to make
Vorpal Blade your last hit; that will still get you health, but you'll only heal for 1/3 of the normal amount over the next second. If you really need to heal, tap the enemy cannon creep and just hit it with auto-attacks, turning to attack something else when
Ki Strike comes up.
My second ability goes to
Feint. Typically by Level 2 neither team has been pushed back to a tower, so you don't need
Shadow Dash just yet.
The ability to strategically use
Feint separates the expert
Shen players from the good ones. If you put yourself 'too far' forward, you can fake your opponent into wasting mana on an ability that will just hit your shield. By the time the cooldown for
Feint wears off, you will have regained most of the energy you used casting it, so you can essentially do it all day, while your oppenent's mana pool keeps shrinking.
In addition to all of this, while
Feint is active, every auto-attack you make reduces the cooldown on
Ki Strike by 3 seconds instead of 1.5. When it goes off, the energy returned will let you spam your abilities even more.
My third level point goes to
Shadow Dash. If you or your partner are backed against your tower, this can be a lifesaver. Taunting enemies in tower range will cause them to attack you, which in turn will cause the turret to attack them. You can actually get a few kills this way if you're careful and lucky. As an added perk, taunted enemies only do half damage to you. There's a reason this build gives you so much armor; it further reduces the damage caused by auto-attacks. Put
Feint on top of that, and now you're beginning to see why good
Shen players seem to be immortal.
My recommendation is to max
Shadow Dash last. Your taunt will always be 1.5 seconds in duration; the only benefit to levelling is increased damage (which isn't that impressive no matter what level it's at) and decreased cooldown. The cooldown can be useful, but in general I've found that if a fight lasts long enough to taunt twice, it won't go anywhere in the extra second it takes
Shadow Dash to come back up.
Core Items (OBSOLETE)
This
Shen build revolves around these four items:
Warmog's Armor,
Mercury's Treads,
Sunfire Cape, and
Force of Nature. Without these, your performance will suffer.
Warmog's Armor seems to have been designed to be difficult to purchase, with a top-tier single item (
Giant's Belt) and one of the highest recipe costs in the game. This is for good reason: it's one of the most powerful items in standard play (
Warmog's Armor is not available in Dominion). Armor can be pierced, Magic Resistance can be penetrated, but there are few counters to pure health. And few champions can utilize pure health as effectively as
Shen. The item at the time of purchase gives you 920 HP and +30 HP Regen, both of which are extremely useful. It doesn't end there, however; as a Passive, you gain HP and HP Regen for kills, caping at +350 HP and +10 Regen. This puts you at +1270 HP and +40 Regen. By itself, that raises your
Ki Strike damage by 127 and the healing done by
Vorpal Blade by 19. That may not seem like much to a tank with 3,000 HP, but to a squishy that can be extremely helpful.
I buy
Mercury's Treads mostly for the tenacity and the early-game MR. If you find yourself against a particularly annoying auto-attacker, you might consider swapping this out for
Ninja Tabi.
I put
Sunfire Cape before
Force of Nature because if you're taunting a lot, armor will be a lot more useful to you than MR. If you're doing 35 damage per second to anything nearby, so much the better. Now some people would argue that
Thornmail is a better mid-game choice than
Sunfire Cape because it gives more armor and does more damage to individual targets. I would argue that these people are moronic scrubs who should uninstall the game before they hurt themselves. Not really, they do make some good points. More armor translates into better durability during your taunt, and if you hit multiple champs whilst wearing
Thornmail, you're basically doing AoE burst damage while they attack you. That effect only lasts 1.5 seconds, though. After that, if the other team is smart at all, they'll focus someone else. Now you are forever alone, not dealing damage because nobody will attack you until you taunt them again.
With
Sunfire Cape, though, it's a somewhat different story. Yes, you have less armor, so you'll take a bit more damage. You also have 450 extra health (i.e. +45
Ki Strike damage and +6
Vorpal Blade healing), which should theoretically nullify the damage that would be prevented by wearing extra armor during your taunt duration. You also have the aforementioned bonus of 35 magic damage per second to everything in the vicinity. Even if they're ignoring you, you're still doing damage. Not much damage, true, but more than you would be otherwise.
Sunfire Cape also helps when farming minions; they have much lower armor and MR than champions, so it'll do more damage to them.
NOTE: none of this is saying that you shouldn't buy
Thornmail. It's still a fantastic item. And guess what? The core build only has four items in it! You have two slots to do whatever the heck you want with.
Force of Nature is a must-have for any tank, and
Shen is no exception. The movement speed helps you initiate and chase, the MR is some of the highest in the game, and the HP Regen is fantastic (combined with the 40 from
Warmog's Armor, you now have +80 HP Regen/5). Now throw the Unique Passive on top of that: you regain 0.35% of your maximum health per second. At the end of the game, with a fully charged
Warmog's Armor, that should be close to 4,000 HP, which translates into about 14 HP/second. Now add that to the aforementioned 80/5, and you have 150 HP Regen/5 [(14 * 5) + 80], on top of his 17/5 that he naturally gets. For the sake of nice, round numbers, let's call that 175 HP Regen/5. Do the number crunching, and you realize that you can regenerate your entire HP bar in less than 2 minutes. 30 seconds of running through the woods from the entire enemy team will regenerate 1,000 HP. Congratulations: you now heal faster than
Garen (assuming he doesn't also have
Warmog's Armor and
Force of Nature).
Alternate Items (OBSOLETE)
As noted above, this build has some flexibility in it. No build sequence will work in every game; you have to think on your feet to survive on the Fields of Justice. Below are my recommended items.
Remember when I said
Yes, I did list
There are some items I never quite got the hang of, or were useful so rarely that more often than not they did more harm than good. These are some of those items.
In general, I dislike snowball items, and
If your team comp is too evenly matched, and your skill levels are the same, an
Some of these seem like good ideas, but aren't. Some of these don't even seem like good ideas. Some of these don't even make sense to me, but I've seen enough
If I'm moving faster, I can initiate and taunt more effectively, right? Wrong. Thanks to
Here's one of those ideas that seems like a good idea, but isn't really.
As with
Self explanatory.
Ah, the Phantom Impaler... If you select
Note: if you're going to try this variation, I recommend you test it on bots first. It can be easy to become overconfident.
Gameplay (OBSOLETE)
And now, the moment you've all been waiting for!
At this point, unless they really like harassing you, the minions will be more of a danger to you than the enemy champions. Always go for their cannon creep first, and
By the time you back the first time, you should have at least enough money for
If you end up under theirs, just kill their minions as fast as you can, and ignore the champions unless they can seriously harm you. Every time
Team fights should have started breaking out by the time you finish your
One of the hardest things you will have to do as
Problematic Opponents
Some opponents
Shen can eat for breakfast. Some opponents you can be effectively ambivalent towards. And some opponents you should exercise extreme caution around, because they want to eat you for breakfast. This section will identify these match-ups.
Cassiopea: Cassie's short cooldowns can wreak havoc with your attack timing, but if you can dodge her abilities, you can do some real damage before she can chase you off again. Make sure you utilize
(Note: When she uses
As long as you can dodge his
Props, Thanks, and Final Comments
Many much thanks to jhoijhoi for her Guide to Making a Guide. Without that, this wouldn't look nearly as good as it does now. jhoijhoi, if you ever read this, you have my thanks. [bows]
PTWookie and Naraug: I doubt you'll ever see this either, but know that if it wasn't for the two of you, I never would have made it this far.
Riot Games: STOP NERFING SHEN! That is all.
To my readers (all two of you): Thank you for taking the time to read this. I'll hopefully be posting more of these as I gain mastery over more champions. In the meantime, if you've got a build that works for you, I encourage you to write your own guide. I actually learned a good bit about the particulars of my build in the process of writing these entries, and this turned out somewhat differently than I anticipated when I first opened the article editor. You'll never know everything there is to know about your favorite champ, but if you know more than most of us, don't be afraid to share your wisdom.
Thank you all for reading, and I'll see you on the Fields of Justice.
-Paladin045
Change Log
June 9, 2012: Updated runes
April 25, 2012: Fixed links
April 22, 2012: Guide completed
April 22, 2012: Added the sections Ability Explanations, Ability Strategy, Core Items, Alternate Items, and Gameplay. Updated Masteries per jhoijhoi's recommendation (point transferred from
Scout
to
Evasion
).
April 21, 2012: Guide published (incomplete)
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