This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Solo-Top
-
Jungle
-
Support
Recommended Items
Spells:
Exhaust
Teleport
Items
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Introduction
1. Solo-Top
"I find them unworthy."


2. Jungle
"From the shadows."
Having a Jungler in your team is always a big advantage, because of three simple reasons:
1. You have one additional solo lane (top) and the champion there gains more experience and can have all the minion kills, thus grows strong faster.
2. The Jungler can gank more successfully, because nobody can call "miss"/"ss"/"mia" for him.
3. He's the only one that makes serious use of


Since the new masteries (Fizz patch) jungling with tanks has gotten even better. Early access of


3. Support
"There is no dispute."
As a Support


Pros:
|
SPACE |
Cons:
- - |

Pick Shen against

Pantheon
You are able to negate his





Kha'Zix
You are able to outsustain him by building armor and using the heal of your




Tryndamere
This one is complicated, because lately, AP Tryn has gotten a viable choice like AD Tryn always was. When fighting against an AP Tryn, it won't be easy to kill him, as he heals much with with his



When fighting an AD Tryn, you will build early armor and then annoy him with your

Be careful against

Yorick
You don't stand much of a chance against him. With his ghouls he can either push your lane hard or deny you from farming. Your only possibility is to sit back and wait for your jungler to gank.

Warwick
One problem is, that you have to get health for survivability and for your






Jayce
When in lane he will do more damage than you and try to deny you from farming. On top of that, he will stop you from teleporting with






Source: http://www.lolcounter.com/champ/shen

It makes the lasthitting of minions easier and provides you a decent amount of damage on champions. Use this in combination with


The range is moderate, thus this one is good for last hitting minions and champions or just to harass the enemy. Use it with




Since





This is a cheeky skill, that can be used many different (offensive or defensive) ways. You can taunt your enemies to stop them from running away or from attacking your allies, to make them walk where you want them to, to make an allied turret hit them or use the distance part to flee, to get through walls or to dodge straight line abilities like




One of my favorite ultis in the game. You use it to save the life of a teammate, to trap greedy enemies who won't stop following your teammate, to get away from sudden ganks or just to get somewhere fast. It has to be combinated with

Most Viable

Reduce the damage of an enemy to prevent him from killing your allies and yourself or slow enemies to ensure a kill.

You can activate




It deals big damage, that increases with your champs level, to minions and summoned beasts like




Having faster movespeed for some seconds is a nice advantage. You are able to get away alive or to chase down fleeing enemies. Why this is more useful than


With this one you are able to teleport over a short distance. That can give you the last hit for a champion kill or an escape out of a teamfight. Anyways, you as a rather tanky champ can't make full use of it, because the enemies will hardly focus you. But then again it's a good to position you for a


Viable option for a Supporter. Enlightening an area makes it easier to counter ganks or to chase down fleeing enemies. This skill also enlightens bushes, which is very useful in the early game.
Semi Viable

Take it as Supporter. Enlightening an area makes it easier to counter ganks or to chase down fleeing enemies. This skill also enlightens bushes, which is very useful in the early game.

A heal may save your allies or your own life, is useful to stay on your lane longer or to trap an enemy in a 1vs1 situation. I don't take this one because of the relatively high cooldown.

This spell removes all debuffs and reduces the time of new debuffs for 3 secs. It's good for escaping sudden situations or for chasing down enemies who try to get away by disabling you.

No doubt, that it's a good spell as it gives some extra damage and reduces the enemies healing power for some time. But in my opinion it's not the right choice for a tank, so I'd pick

Not recommended

You aren't supposed to die very much so you don't need this.

You don't have any mana, you have energy.

For a very short time this spell gives you a shield. It's okay to last a bit longer in battle but not really worth taking, because the enemies will rarely concentrate their damage on you.
1. Solo-Top
For single laning I choose 9/21/0 with focus on survivability and magic damage, as you are a tank and deal magic damage mostly.





Magic Penetration provides higher damage infliction with



More health means more survivability and more damage with


Magic Resist glyphs are the best choice for tanks. The flat ones are for laners because they might need it early and...

Health quintessences give you the health boost you need early game and therefore more

2. Jungle
The main tools for my jungling are survivability,



With Attack Speed your


Armor is necessary, because it makes you more sustainable in the jungle.

As a jungler you should choose the per level ones. I guess it's clear that you don't need MR earlyon because you'll spend your most time with minions that deal physical damage only.

Health quintessences give you the health boost you need early game and therefore more


Armor is necessary so you are more sustainable in the jungle. You can use these even though they're not primary runes, because then you can go with a health boost for seals, so your


More health means more survivability and more damage with

3. Support
When supporting, I go hybrid with survivability and utility mixing to a 1/11/18. You need the gold boosts because you won't get any gold through kills or minions.

Magic Penetration provides higher damage infliction with



More health means more survivability and more damage with


Magic Resist glyphs are my favorite choice for tanks. The flat ones are for laners because they might need it early.

Through the gold gain you will be able to compensate for the kills you dont get.
Core: You have to buy these items before any other equipment, because they are the key to your success.
Followed by: These items are next after you've purchased the "Core" items. They are highly recommended as they function well in most situations. If you feel like not needing them, take the "Situational" items instead.
Situational: These items aren't as commonly needed as the "Followed by" items. But in some situations they may be the better choice. Items not mentioned in "Followed by" and "Situational" are not worth the cost and should not be bought!

You most likely want to start with simple boots. They give you the chance to keep a distance to enemy melee champions. That way they can't fight back when you harass them with


Some additional hp is always nice, so you don't have to go back and lack farm.
Sight Ward :
This first ward should be placed at your river or tribush to spot the enemy jungler when he tries to gank you.
Kage's Lucky Pick :
With the early AP and gold per second you gain through this item, you get a bit of a stronger




For MR and tenacity against heavy AP teams or nasty CC take these. Against heavy AD champions get


Armor and health give you more defense. The passive damage makes you more dangerous to enemies and lets you kill groups of minions faster.

Besides health for more survivability and AP for stronger abilities, this item adds a slow to your


After you received some extra gold with your Kage's Lucky Pick it's time to combinate it to this. That way you get more MR and an active that slows and reveals the nearest two enemies. It is useful for spotting enemies that hide nearby and to get away or kill them easier.

It gives you additional movespeed when fighting, which makes chasing down enemies more efficient. Take this only when you're about to win. If you're more likely to lose, take


MR for survivability, AP for stronger abilities and an aura that decreases the MR of nearby enemies. That way your abilities and those of your teammates will inflict more damage. Aura items are always useful for the late game, where big teamfights take place.

This armor item is just the tip of the iceberg that represents your equip. You gain more defense while reflecting some damage to enemies who auto-attack you. Unfortunately the reflected damage scales with your received damage which results in little reflection. Nevertheless this is my choice because it of all items it got the highest amount of armor, which is good for tanking turrets in late game.

If you aren't quite sure wether or not you can hold the lane against your enemy, buy




Take this defensive aura item when your supporter or jungler doesn't want to. The additional survivability is very useful for teamfights. It can (but should not always) be combined to


As an evolution of



This item should be taken against heavy AD teams. Besides boosting your defense, it slows auto-attacking enemies and can be activated to slow all nearby enemies movespeed. That can make running away and chasing down easier.

It functions like





The health boosts your



This boot enchantment can be very useful when the enemies are prevailing. When you visit the fountain you will get a massive movespeed boost for some time. That is useful for getting to anywhere on the map faster after teleporting back to base and more important to push the enemies away from your base.

This is a good alternative for


It functions like every good player's favorite item Sight Ward and adds true sight which reveals invisible champs AND wards. It is used mostly to destroy the enemy ward at



This item is best for jungling. Some people like to get




These two pots will keep up your health so you don't have to gank with low health. A low health gank would only result in a fail. One pot is enough for me, which is why I begin with one Sight Ward aswell. If you are not confident with jungling, you might also take 5

Sight Ward:
This ward is my precious. You can either use it to ward the enemy red or blue to eventually steal it or use it to ward either your jungle to prevent counter jungling or one of your ally's lane to prevent ganks. If you are not confident with jungling, you might also take 5


This item builds out of



These boots will make running from lane to lane easier, which results in more ganks. Ganks are essential for a jungler, which is why I take them rather early.

Armor, Attack Damage, Lifesteal and sometimes big damage to minions. Additionally its active lets you place a regular ward. It's build with


Movespeed, Magic Resist and Debuff Reduction. This does not grant you any feature for the jungle, but if nothing unusual happens the biggest part of the game will take place in the late game. At that time you won't stay in the jungle to kill minions very often anyway.

Attack Speed, Magic Resist and with its passive some additional Magic Damage on every hit. Then you can clear the jungle faster, deal more damage to champs and survive longer. More attack speed also means faster reloading of


The health boosts your



Armor, Critical Strike chance and additional Attack Damage in relation to your max Health. It works perfectly with your



It gives you additional movespeed when fighting, which makes chasing down enemies more efficient. Take this only when you're about to win. If you're more likely to lose, take


It gives you a bit of everything you need for physical damage, for example 150% additional attack damage after using an ability, speed for yourself and slow for the enemies, who get struck by your auto-attacks. The mana bonus is a waste indeed but that is no reason for me to leave the other useful effects.

Although this item gives you mana which




Just in case you lack a bit of Magic Resist against a heavy AP team or you get annoyed by the many CC they have. It can be build into



This item is most useful on champions that get focused in every teamfight, because of its reviving passive. When playing tanky you won't get focused very often, which is why you might not need this. On the other hand the MR and armor are useful for you after all.

This relatively new but popular item grants attack speed, attack damage, lifesteal and an active, that absorbs an enemy's health and steals his movespeed for a short time. Additionally it works like the retired item


This boot enchantment can be very useful when the enemies are prevailing. When you visit the fountain you will get a massive movespeed boost for some time. That is useful for getting to anywhere on the map faster after teleporting back to base and more important to push the enemies away from your base.

This is a good alternative for


It functions like every good player's favorite item Sight Ward and adds true sight which reveals invisible champs AND wards. It is used mostly to destroy the enemy ward at


3. Support

This one is provided by your masteries. Its use is minor.

This ward functions like a regular ward, except that it lasts shorter. Use it to just spot a place in the first minute or to ward the river, to save one minute before using your Sight Ward.

Because according to the current meta you will face an AD carry on your lane, this item is the best choice to start with, so you can play more offensive. Additionally it only costs 300g, thus leaves enough gold for a


As a ward prevents ganks you might want to use this one to destroy the enemy's river ward to leave them open for your jungler's ganks.
Sight Ward :
Place a ward that enlightens the area around it and stays for 3 minutes. You should always carry at least one of these (or


For your first base port, you might want to take these boots so you can poke the enemy AD carry more easily or, if necessary, retreat to your turret faster when the enemies try to gank.
Emblem of Valor :
This item should compensate for the instant heal you are missing. Its aura gives health regeneration. With this regeneration your AD carry can stay on your lane longer and farm more.
Kage's Lucky Pick :
With ability power your abilities get stronger which resuls in a stronger poke and shield. The gold per second will also compensate for the farm you're not getting. Taking this early will make best use of the gold boost.

This item gives you more health and let's you place wards. Note, that it has 4 wards stored until you get back to base and that you can only have 2 of these wards placed at the same time. A 3rd ward placed by


For MR and tenacity against heavy AP teams or nasty CC take these. Against heavy AD champions get


The additional survivability and the defensive aura are very useful for teamfights. It can (but should not always) be combined to


This is a better version of


This item is combined with Kage's Lucky Pick. Its aura provides mana regeneration which is not useful for you but for your allies. It also gives you the ability to give one of your allies or yourself a movespeed slowing circle, that makes chasing down and fleeing easier, for a short time. You can take either this to keep the gold per second effect or


It gives you permanent additional movespeed, which is useful for chasing down, fleeing and more importantly for placing your wards all over the map. Take this only when you're about to win. If you're more likely to lose, take


You will hardly purchase this as most games don't last long enough to get this. Anyways, it gives you health, armor and health regeneration, which make you harder to kill. The active lets you slow all enemies near you. That way you can chase down single enemies more efficiently or give the enemy team a disadvantage in teamfights. Aim for the most dangerous enemies!

I intenionally take only 5 equipment items so that I have one item slot left for a



As an evolution of



This item gives you more survivability and aids your team with an activatable shield. There is no critical reason for not getting this. I personally just think that other items are more useful.

This one can be combined with Kage's Lucky Pick and serves as an alternative for



This boot enchantment can be very useful when the enemies are prevailing. When you visit the fountain you will get a massive movespeed boost for some time. That is useful for getting to anywhere on the map faster after teleporting back to base and more important to push the enemies away from your base.

This is a good alternative for

"Why do I buy

There are two reasons: 1) If you want to use the moment of surprise.
2) If they got an invisibility champ.
"When do I buy

There are two proper times: 1) When you think the time has come to make the enemies blind by freeing the jungle from their wards. No wards means no protection against ganks. I know 400 gold is much but an

2) When you want to take the enemy invisibility champ out of the game. Invis-champs regularly rely on that particular skill and if they lose it they're quite useless.
Note, that it is not permanent until death anymore but only lasts 5 minutes!
Solo Top
Because of his defensive abilities

When laning against a single enemy: Think about which champion you are facing. The key to not failing in lane is knowing what your enemy is capable of (check the chapter "Counter Picks" for some hints). If the enemy is stronger than you, stay defensive. If you think you can own him, poke him with



When laning against two enemies: If the enemies got no jungler (that means no champion with




Play defensive, use



It is not a shame to stay at your turret and to loose some experience. The most important thing is that you don't die so your jungler can do his job efficently!
Jungling

0: The Blue Golem (1) spawns at exactly 1 minute and 55 seconds. Until that time you and your teammates from top and mid have to scout the river. This way you are preventing a gank on you when battling the Blue Golem (1). Your mates may return to their lane, when their minions have arrived.
1: Be here at 1:55. Don't attack the Lizards before the Golem is dead! Use Vorpal Blade on the golem and use it again, whenever it's ready. Use your first



The Golem will respawn 5 minutes after he and the Lizards were killed! By that time your Caster might want to take it with your help.
2: Kill the big Wolve first! Use


3: Kill the small Wraths with




4: Don't forget your

5: Kill the big Lizard first and use

>> The rest of the game is up to you!
Note: This is just one way to jungle, which indeed seems to be the best imo.
But you should know, that Jungling is about more than just the Creep Sequence. If you want to know about more and deeper thoughts, pls visit Hahano's Jungling 202: Beyond The Basics (link).
Even if you think "haha, no need, i am a serious jungle pro, i know everything about it" - No, propably even you can learn more.
Support
If you play against strong early game champions: Just stay back and let the Carry kill the minions. If he loses some health you use

If the enemy champions are in your turret range, use

If the enemy champions are weak for now: After reaching level 2 and choosing




As soon as you reach level 6 your real game begins. Teleport back to base and buy the right equipment, then get back to your lane or help the other lanes pushing. Keep an eye on all teammates (the portraits on the left side of your screen and the minimap are very useful tools) and be ready to activate your

Where to place the

Put it where the enemy has placed his ward to steal the vision he wants. The best choice would be their river ward, because then your jungler can gank the lane without them knowing.
Option 1: Push with your team
When most turrets are destroyed and ganks might happen everywhere, all 5 members of your team have to stick together. As the main tank you decide where to go. You may choose between two options.
If the enemies are "clever" enough to send somebody out solo, try to gank him by taunting him with

If they are clever enough to stick together, only a teamfight can decide who deserves to win the match. For that you are the player that initiates. That means you decide for your team when the teamfight has to begin. You do that with

If your party gets surprisingly attacked by the enemy party, your job is to activate




Be aware that you got only one try on

If you win the teamfight, chase down fleeing survivors and enjoy a push without annoying enemies. If you don't win the fight, make the best of a bad job and get away by activating

Option 2: Push solo
Another option is to let your 4 teammates push together while you push a side lane on your own.

Keep an eye on the minimap and remember two things - First: Be ready to activate





Both tactics work, so try them out and then decide which comforts you most.
The right use of your ultimate
Use

- there's a chance that your ally won't make it without your help,
- your team won't get a kill without your appearance.
Don't use it if :
- it seems that you'll die after being teleported to him,
- ally will die anyway, because the enemies make that much damage, that the shield breaks.
Ultimate rescue combination (if the enemies do very much damage) :
1.


2.

3.

4. Run counter your ally (to pull the enemies away from him)
Buy wards!
A Sight Ward is a very powerful tool in League of Legends because Map Control is the key to a good game. So whenever you got an item slot free and too less gold to buy your next item, take some wards with you and place them at important places like Dragon or Baron Nashor (after 25 minutes you should always have a Sight Ward at

If you don't know how to make the best use of them, i recommend you to read this simple guide to sight wards (link). It will help you alot!
Watch the Minimap
Not much to say at this point. Just do as the headline says. WATCH. THE. MINIMAP.!
Sorry for the Caps, but this is one major issue for a lot of fails. You can avoid a lot of moaning if you just watch the minimap (it is located at the bottom right of your screen, in case you haven't noticed yet).
Three Basic Rules: 1. No matter whether your mates called "miss" or not. If there's a portrait missing while you are laning, an enemy is propably heading towards you to catch you off guard.
2. Before engaging on an enemy while you are on your own, watch the minimap. If all the enemies are alive AND missing, stop right where you are, turn around and get back to a safe location. A lot of players get killed because they do not reckon that enemies plan an ambush while their ally is chased.
3. Never run out too far if the enemies are missing. The farther you are away from a safe turret the harder it is to survive. You better back up before getting surrounded by them.
A kill is more than just gold
A lot of people, espacially new players, just see a kill as some bonus gold. As a conclusion they see their death just as a little bonus gold for the enemies.
But I tell you, it is more than that. This happens when you are dead:
1. You miss from 30 up to 90 seconds of your game/farm time (that includes death time and the time required to get back to your lane or wherever).
2. Your enemies can push easier for 30 - 90 sec and might get your turret down because of that (+ 750 gold for them).
3. You can't help your ally that might get in a dangerous situation for 30-90 sec, thus secure a second (third, fourth, fifth) kill for the enemies.
4. You might loose the Red/Blue Buff and pass it to an enemy for at least 2:30 seconds.
5. You might give the enemies a 100% chance to kill

You see, a kill is so much more important / a death is so much more disastrous than it seems to be from the first view. The enemies won't just get stronger, you will also get weaker, so it will get more and more impossible to catch up with them again. Remember these words when you're having a 4-10-4 game the next time.
When the enemies do Dragon or Baron
What I've been experiencing lately is people that want to stay near



Twisted Treeline
Some say


19-12-2010 : 20-12-2010 : 05-01-2011 : 06-01-2011 : 10-02-2011 : 02-03-2011 : 18-04-2011 : 19-04-2011 : 27-06-2011 : ^ 03-07-2011 : 20-07-2011 : 01-08-2011 : 17-08-2011 : ^ 19-08-2011 : 16-09-2011 : 24-09-2011 : 25-09-2011 : 17-11-2011 : 09-02-2012 : 11-02-2012 : 15-02-2012 : 10-04-2012 : 13-12-2012 : 15-12-2012 : 13-01-2013 : 20-03-2013 : 23-03-2013 : 29-03-2013 : 30-03-2013 : 31-03-2013 : 24-05-2013 : 02-06-2013 : 30-07-2013 : |
Changed some minor details Removed ![]() ![]() Changed build design with the new Mobafire Guide Setup Added AD-Offtank build Changed build name Now using ![]() Added a picture for Summoner Spells and a link to the Bible of LoL (by Condon) Mentioned the importance of wards ![]() ![]() Added the Jungle build Changed some minor details Added more detail Added some colors Removed AD-Offtank and added Offensive Tank instead Edited runes (Thanks to Hahano) and layout Finished the situational items Now using ![]() Added the Dominion chapter and renamed build Changed the items for Dominion Added the new masteries and summoner spells Now using more ![]() Adapted abilities to the Nautilus Patch Changed various details and added the Support build Adjusted the Jungle items and the ![]() New masteries and some item changes Some text and many item changes Items and runes texts changed Minor detail changes Finished Counter Picks First attempt to finish the "Items" chapter Changed some minor details Removed Dominion guide Changed runes and item texts (Thanks to Ravenholm) Finished the item texts and changed Summoner Spells Changed Solo Top masteries (Thanks to utopus) and items |
You want to spice up your build? Read Making a Guide by jhoijhoi. It's a must-read for those who want to publish aesthetic builds.
Remember that as a tank you need to change your behavior and your way of buying items according to the enemy team.
Even though this is my first guide, I tried my best to explane everything. Thanks for reading! I am looking forward to read criticism and questions!
You must be logged in to comment. Please login or register.