Not Updated For Current Season
About this build:
This is my first build i give out to your judgement. And BTW sorry for my bad English.
Advantages of this build:
1)Makes you more tank then any other shen tanking build. (Becouse of effective health you get. Most shen tank builds have about 12k effective health, but this build gives you 15k)
2)Good attack damage and some nice crit chance given by atma's impaler.
3)The most effective ki strike ever for shen.
4)Starts as simple tanking build, soit is as easy to tank in early game as it is in late game.
5)Late game gives you best tanking ability and (220 AD + 18% crit + Ki strike (170 extra magic damage)) to waste your opponents
Disadvantages of this build:
1)It is expensive. It is very unlikely what you would buy 3rd warmog ever. Becouse, if you are good with shen and you try this build your team will never loose (i mean goodteam,not lvl 15's found by matchmaking :D)
2)Well i dont know any other flaws in this build,so feel free to post them in your comments, but only after you finish reading entire build description please :)
Read my comments on each skill. They inculde the way you should use them with this build.
Ki Strike - Every 8 seconds, Shen's next attack deals bonus damage.
Comment: Ki strike. In my opinion this is the only build which proves ki strike usefull. With this build you have about 15K effective health (it means you can take about 15k damage before you die). So 6k health this build gives you gives ki strike (50 + 2% of your total health) = 170 magical damage (at lvl 18). So it is very usefull in team fights. It is 1500k damage (according to battle teory) + 170 damage. Some of you say it is not much considering it is acctivated once every 8 sec., but it is activated 2 sec. earlier after every hit you take. So if we go bach to math it is like this (in team-fight ) you will get atleast 3 hits in 2sec. and it makes your ki strikes cooldown go from 8 sec to (8-(2+2+2)). It means in team fights or in 1v1 you will be able to activate ki strike every 2 sec or even in an instant.
Vorpal Blade - Deals 50 / 95 / 140 / 185 / 230 (+65% of ability power) magic damage to target unit. That unit becomes life tapped for 5 seconds, healing any champions who attack it for 10 / 20 / 30 / 40 / 50 (+20% of ability power) health over 3 seconds.
Cost 70 / 65 / 60 / 55 / 50 mana | Range 475
Comment: Vorpal blade is important in late game same as it is in mid and late-game. How ever you should avoid spaming it in late-game, becouse it drains your ap way too fast. You should try to use it only once on enemy champion your team are concentrating on during team fights, so your team mates can be healed a little and you would still have enough to use your shadow dash and save low HP team mate.
Feint - Shen enters a defensive stance, shielding the next 50 / 100 / 150 / 200 / 250 (+60% of ability power) damage. Lasts up to 1.5 seconds.
Cost 45 mana | Range 20
Comment: Feint is not the main skill in this build, but as all of you know it is good to prevent Over-time damage skills like: Poison, ignite. Or even stop incoming slowattacks like turrets attack or enemy skills which are slow enough to react to and activate Feint just in time.
Shadow Dash - Shen rapidly dashes to a target location, Taunting enemies he collides with for 0.8 / 1.1 / 1.4 / 1.7 / 2 second(s).
Restores 50 Energy if you hit a champion.
Cost 120 / 115 / 110 / 105 / 100 mana | Range 250
Comment: Shadow dash is most important skill in shen arsenal, becouse needs to make sure his team mates dont die and to do so you need to tount your enemys attention away from your allies. So shadow dash perfectly do this job for you. It is also good then chasing enemy or then you are running away from him to dash through walls.
Stand United - Places a shield on both a target allied champion and Shen, absorbing 300 / 525 / 750 (+100% of ability power) damage for 7.5 seconds (Shen's shield absorbs half as much damage). After channeling for 2.5 seconds, Shen teleports to the target's location.
Cost 50 mana | Range 25000
Comment: This is probably the most tank-like ability in this game. It allows you to make sure solo line pushers get back home safe, or allows to safe allie who is being ganked. But you should always make hard desicion, safe your allie or not. You have to choose it according to allie you want to safe: his health, his type (tank, assassin, mage). If properly decided you will not only safe your allie but most likely get the kill or two. If not you will most likely die. So this skill needs most experience from all of shens skills, becouse only experienced shen can use it wisely.
Teleportis taken to help your farm big time and your team as well. You can use it to buy and return to a lane without losing experience, then stand united is on cooldown helps you to get near allie who needs help, switch lanes or even gank.
Igniteis choosen to help take down enemy tanks easier, or just win 1v1 faster. It is good skill for tower dives aswell, but you could also replace it with exhaust if you like.
Well in my opinion it is the best rune set up for this build.
Quints. - ATTACK speed is good, becouse you have good damage output mid/late game.
Seals. - EVASION is good for your tanking abilities, but you could also change it to flat HP or ARMOR.
Marks. - M.PEN. It helps to last hit squishy champs with low HP while they run, and it also is good for your ki strike. But it makes not much difference and y can use other type.
Glyphs. - M.RESIST. it gives you bonus effective health against magical attacks increasing your ability to tank and it is always good.
IN the end you could verywell say it looks good only in theory, but i recommend to try it few times before voting. And i ask for you one thing vote it only if you have some experience with shen, becouse otherwise it is not the vote i need.