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Choose Champion Build:
Spells:
Exhaust
Smite
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Introduction
Do note that this isn’t a laning guide although many of the techniques said here can be adopted to the lane but the content is still foremost for the purpose of jungling.

It is also likely that we both may not necessarily agree with one another on certain points but I find that such news is neither troubling nor surprising as we’re both humans (at least I think... unless your cat is reading this?) in addition to many of the content here being subjective. I’d appreciate it if you don’t have the audacity to hold me responsible if you happen to not do so well in following this guide as there is an absurd amount of external and internal causes to take in account. As such I encourage you not to down vote me if you don’t like said champion or style of play however if you gain satisfaction from troll voting/commenting and come upon the need for said emotion then go ahead. Without further adieu let us start.








(I'll hopefully upload more games in the future when he isn't auto-banned so much)
Pros

Cons![]()
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Defense Tree
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Offense Tree
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I’d like to quickly take this opportunity to inform these new to the game to not bother buying any Tier 1 or Tier 2 runes and instead carry on levelling as it doesn’t take that long to reach level 20 to gain access to Tier 3 runes which you will be used for the rest of your time playing without any need of replacement or upgrading.
During this section I’ve tried my best to not only cover the standard set of runes but also give my insight upon more unorthodox runes which on paper may look appealing to some. This doesn’t mean that I’m going to over every rune as I see that as inefficient and many runes are self-explanatory in whenever or not a tank or jungler would wish to uphold such runes.
Precision
Fleet Footwork
Phase Rush
Greater Mark of Attack Speed – The attack speed gained helps decrease clear time and attack speed in general is a useful stat on
Shen as it synergies with his passive
Ki Strike and various on-hit items that you tend to get akin Wit’s End.
Greater Mark of Armor – You are not
Rammus with
Defensive Ball Curl being able to clear camps fairly swiftly with the unique function of
Spiked Shell as an added bonus. You already have the talents, base stats, items etc. for armor. Anymore would be overkill in my opinion.
Greater Mark of Magic Penetration – As likely to be mentioned all of the damage dealt by his abilities is magical damage and these runes help
Shen offensively.
Greater Mark of Attack Speed does much more than just give some offensive power; it assists his utility and essence of his resource hence why I take these runes over
Greater Mark of Magic Penetration.
Greater Mark of Precision – Well, I did say I would cover unconventional runes as well didn’t I? Still,
Shen main damage output on champions is clearly one-sided in that the majority of it is magical damage and
Greater Mark of Magic Penetration offers almost twice the ratio given by
Greater Mark of Precision. From an armor penetration view-point it will aid clearing slightly and have no real effect outside that. I really wouldn’t recommend using these runes as I strongly feel that there are better options.
Greater Seal of Armor - The standard flat armor seals for the majority of junglers , mitigating damage done by jungle creeps, minion aggro, towers and of course attack damage dealt by champions.
Greater Seal of Defense –You really shouldn’t get these runes. The scaling on them is really poor thus taking you 10 levels before they actually surpass
Greater Seal of Armor, beforehand leaving you really vulnerable early on especially when you need to be prepared for 1vs1 confrontations from invasions.
Greater Seal of Vitality – The reason why I dislike these runes is that armor is vastly underrated due to the effective health it dispenses, a common factor overlooked. Just calculating purely the armor from
Greater Seal of Armor at level 1 conveys approximately 128.53 effective health to my calculations. Of course the main flaw is that this effective health has no effect whatsoever against magical damage. It is also good to note that armor makes all heals on yourself more effective in that it takes more effort to expend said health than on a target with armor then one without while the effort to restore said health remains the same.
Greater Seal of Endurance – Great choice for a tank, right? Nope, don’t judge a book rune by its cover. Greater Seal of Vitality offer a total of 175 health at level 18, 1958 health equals to about 8.95% health increase. So in order for Greater Seal of Endurance to surpass that value you would need a total of 3888 health even as a tank that figure is a joke.
Greater Glyph of Scaling Magic Resist - The reasoning of why you get
Greater Glyph of Scaling Magic Resist over
Greater Glyph of Magic Resist is that you are very unlikely to take any magical damage before level 6 and once your 6 they’ve nearly out valued the stats of
Greater Glyph of Magic Resist.
Greater Glyph of Magic Resist - If you don’t have
Greater Glyph of Scaling Magic Resist or simply don’t wish to buy them at present time I guess you settle for flat Magic resist although they won’t be as effective later on.
Greater Glyph of Attack Speed - There is no reason for you to get these runes, the ratios are inferior to that of their marks counterpart
Greater Mark of Attack Speed and if you need a faster clear time you should take
Greater Mark of Attack Speed as that will suffice from the rune front. Consequently getting them will make you too vulnerable against magical damage.
Greater Quintessence of Movement Speed – I value movement speed abundantly. A lot of the times you will have no means of escape after all you’ll be using
Shadow Dash to control the dangerous targets and may very well not have chosen to opt for
Flash. A lot of champions base movement speed exceeds that of
Shen, so this provides the vital edge in making up for that loss. Theoretically, let’s say you
Stand United onto someone to turn the tables on a 1vs1 situation or 2vs1 tower dive the enemy will likely react by turning back as soon as they spot the shield. Movement speed corresponds to this by allowing you to catch up to be within
Shadow Dash taunt range.
Greater Quintessence of Ability Power – I prefer the efficacy of
Greater Quintessence of Movement Speed other than the partial damage boost it offers early on it doesn't put much on the plate. Adds some numbers to your sustain so it’s certainly a viable option nonetheless just not one I would recommend.
Greater Quintessence of Health – Gives an adequate amount of health, however I’m inclined to say that the value of it decays as the game progresses while in contrast
Greater Quintessence of Movement Speed just keeps getting better and better seeing as the flat % keeps on scaling. It also has absolute no effect on your ganking power or jungle clear speed – two vital factors.
Greater Quintessence of Endurance – Same story as Greater Seal of Endurance but different numbers.
During this section I’ve tried my best to not only cover the standard set of runes but also give my insight upon more unorthodox runes which on paper may look appealing to some. This doesn’t mean that I’m going to over every rune as I see that as inefficient and many runes are self-explanatory in whenever or not a tank or jungler would wish to uphold such runes.
Runes




Marks















Seals

Greater Seal of Defense –You really shouldn’t get these runes. The scaling on them is really poor thus taking you 10 levels before they actually surpass

Greater Seal of Vitality – The reason why I dislike these runes is that armor is vastly underrated due to the effective health it dispenses, a common factor overlooked. Just calculating purely the armor from

Greater Seal of Endurance – Great choice for a tank, right? Nope, don’t judge a book rune by its cover. Greater Seal of Vitality offer a total of 175 health at level 18, 1958 health equals to about 8.95% health increase. So in order for Greater Seal of Endurance to surpass that value you would need a total of 3888 health even as a tank that figure is a joke.
Glyphs









Quintessence










Greater Quintessence of Endurance – Same story as Greater Seal of Endurance but different numbers.








































Ki Strike
This the origin of the fuel that replenishes your energy furthermore producing spike damage, it is like the engine running in the background – it is often the model of the supercar that is valued by the masses, not the means that runs it underneath it. The same applies here, do not underappreciate nor discount this passive. This is the reason why I praise attack speed so much as it allows Shen to do what he does best, fluid play. This passive is similar to that of
Martial Cadence except it scales much better along with the fact it scales off your own health (guaranteed tank health pool) as oppose to the targets (may be a squishy making it less effective and consistent) thus post mid-game
Ki Strike is easily better.



Vorpal Blade
Your primary source of damage with quite a short cooldown, its only restriction being its high energy cost as such at time you want to be careful about spamming it. This accounts to the healing utility that
Shen brings to his fellow team-mate, in most circumstances you’d want to hit the target of which your team is focusing in order for them to benefit from its debuff. The heal scales off your maximum health; it’d average out about 50 health a tick to any given target who activates the lifetap. Overtime the healing effects of
Vorpal Blade become more accentuated.



Feint
A generic shield which coefficients well with your role as a tank. You will be taking lots of damage be it from
Shadow Dash (even with the damage reduction), handling tower aggro or general radius damage from being in the core eruption of the fight as it unfolds. The strength of the shield scales with your AP which is fabulous because that makes it tougher to break and the longer its up the more you can take advantage of the enhancement of
Ki Strike it contributes.



Shadow Dash
This is your means of disruption in team-fights, landing a first-rate
Shadow Dash catching several champions at once can have sheer devastating effects for the enemy team. Essentially it can reset your energy bar if you taunt 3+ champions hence why it has such a high energy cost. With a roughly 600 range it can be used as an initiation (usually better initiation techniques though) conversely a flexible skill able to be used as an escape mechanism over walls or simply away from the target. As a result it’s a skill-shot (same width as
Resonating Strike) with a reasonable cooldown and high energy cost so when exercised make it count(don’t miss it!).



Stand United
There is no need to give this ability any introduction being the famous/infamous signature move of
Shen prevailing to be the exclusively true global repositioning ultimate in the game. It has a heavy cooldown on it ranging from 2-3mins to compensate for that strength. The substance of the shield scales ridiculously at a +1.35 per ability power rate so it of no surprise to see a shield able to absorb almost 1000 damage end-game. This ability is the sole reason
Shen is able to split-push so effectively as he can just push the lane and when the enemy team engages you just
Stand United onto a carry or whoever is taking the brunt of the damage. Typically you’ll use this to counter-gank or turn the tables on a situation that would have resulted into the loss of a fellow team-mate; below you’ll see me demonstrating such an example.



The skill sequence is fairly straight-forward without really any need of adjustment to adapt to the circumstances of the situation. You level your ultimate foremost






General
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Heart of Gold
825

Mercury's Treads
1250

Wit's End
2800

Sunfire Aegis
2700

Randuin's Omen
2700

Rylai's Crystal Scepter
2600

Warmog's Armor
3100
Against Double AP teams
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Mercury's Treads
1250

Wit's End
2800

Sunfire Aegis
2700

Rylai's Crystal Scepter
2600

Abyssal Mask
2650

Warmog's Armor
3100
Starting Items













Boots





Core Items
This is the collection of items that I dub as the core of

















Optional Items




















Zeke's Herald Since the revamp of this item it is more suitable for supports now than for fellow tanks as it was in the past. I don’t usually take this item unless my AD carry is doing really well and has become extremely fed, even then it’s better for your support to get this item rather than yourself.


















The never, never, ever list





I won’t go into too much depth about warding as there are plentiful amount of resources on the internet about warding and where to do it.
You want to be buying wards throughout whenever you can afford so whilst at the shop. Your main priority will be warding objections. At times you will wanting to ward your own jungle against eager invaders as to stop them in their tracks and hopefully with your fellow team-mates catch them out of position.
This image is the basic fundamental ward placement spots on which areas you’d want to be covered. Later on as the game transitions into late-game with towers down the momentum of the game deepens into more various areas in which you’d find your ward placements progress deeper within the jungle areas.
The Red outlined wards are ones which cover the main objections in the game: Dragon & Baron Nashor. You can substitute said wards for a
Vision Ward in which you’d want to have it just outside the crater in order to gain vision inside of it to eliminate any wards that may be placed within.
The Orange outlined wards are defensive wards with the purpose of protecting your lane. A lot of the times you will alternate between positioning of wards depending on where the team-mate of said lane is warding (at least he should be), typically at mid you’d cover the side which he hasn’t placed a ward at. If for whatever reason your top lane isn’t warding or his ward is about to elapse then you can move the Baron ward as shown in the above diagram to the left direction as emphasised by the black arrow.
The Yellow outlined wards are situational wards which may or may not be placed depending on the circumstances of the game. In cases when you really want to attempt to deny the enemy blue and have a strong enough mid-lane to contest it then ward the enemy blue buff bushes as to have vision on it to smite it even if they pull it back into the bush. If top lane is losing badly and the enemy laner is constantly pushing then roaming in your jungle (most famously done by M5 at IEM Kiev) than you’ll want to have a ward within your jungle to keep track of the enemy movement and to have sight on your red buff. The ward within the enemy jungle near the Wraith camp is to allow yourself or the mid-lane to steal the Blue Wraith and to assist in knowing the whereabouts of the enemy jungler to try minimize the possibilities of counter-ganks and such.
You want to be buying wards throughout whenever you can afford so whilst at the shop. Your main priority will be warding objections. At times you will wanting to ward your own jungle against eager invaders as to stop them in their tracks and hopefully with your fellow team-mates catch them out of position.
Guidelines
- Red outlines = Urgent Objections Wards
- Orange outlines = Protective Wards
- Yellow outlines = Situational Wards

This image is the basic fundamental ward placement spots on which areas you’d want to be covered. Later on as the game transitions into late-game with towers down the momentum of the game deepens into more various areas in which you’d find your ward placements progress deeper within the jungle areas.
The Red outlined wards are ones which cover the main objections in the game: Dragon & Baron Nashor. You can substitute said wards for a

The Orange outlined wards are defensive wards with the purpose of protecting your lane. A lot of the times you will alternate between positioning of wards depending on where the team-mate of said lane is warding (at least he should be), typically at mid you’d cover the side which he hasn’t placed a ward at. If for whatever reason your top lane isn’t warding or his ward is about to elapse then you can move the Baron ward as shown in the above diagram to the left direction as emphasised by the black arrow.
The Yellow outlined wards are situational wards which may or may not be placed depending on the circumstances of the game. In cases when you really want to attempt to deny the enemy blue and have a strong enough mid-lane to contest it then ward the enemy blue buff bushes as to have vision on it to smite it even if they pull it back into the bush. If top lane is losing badly and the enemy laner is constantly pushing then roaming in your jungle (most famously done by M5 at IEM Kiev) than you’ll want to have a ward within your jungle to keep track of the enemy movement and to have sight on your red buff. The ward within the enemy jungle near the Wraith camp is to allow yourself or the mid-lane to steal the Blue Wraith and to assist in knowing the whereabouts of the enemy jungler to try minimize the possibilities of counter-ganks and such.
Often a disregarded aspect but in the end of the day it matters and does actually make a difference. The time of which you should “pot up” is when you feel that a major team-fight is coming up in which the outcome will likely decide the aftermath of the game. You should step it up and bring you’re A game so pot up. Whenever builds are completed during time enduring games you should just spend on-going gold accumulated on elixirs. I’m also going to cover
Oracle's Elixir here.
The elixir which should capture probably the most attention for you. Basically a miniscule
Heal, I tend to get this even earlier than late-game if I feel that I need a clutch heal which is most notable for against
Requiem. It bypasses similar effects to that of
Ignite, so no need to worry about it being made redundant.
Usually you won’t be able to achieve the cooldown reduction cap but with the following:
Sorcery, Randiun's Omen, Blue buff (stolen from the enemy hopefully…) and
Elixir of Brilliance you can. Not to forget the ability power is certainly a welcomed sight.
Last on the “to buy list”, the crit chance is simply “whatever”. Main point of buying this is the attack speed which is nice.
Oracle's Elixir is endowed in a heavy ward environment which can be expected from organized 5vs5 teams and high level play. Discarding the vision granted by wards can prevent aggressive and energetic play (roaming, counter-jungling etc) from said lane. Of course the added effect of being able to detect stealth is invaluable against certain stealth mechanic champions for example:
Akali,
Vayne etc. Later on you can bait or force major objections like Baron Nashor particularly if they don’t have
Clairvoyance. I’d only recommend getting an early
Oracle's Elixir if you know what you doing. Do not get this item if your support already has
Oracle's Elixir, as it just makes your team even more valuable and that trading equal amount of kills with non-oracles targets will end in favour of the enemy team unless bounty gold is involved.

















Red Path

- Start a Wraith camp spawning at 1:40, if feasible ask your mid lane to collaborate in taking down the camp while making sure you pull it as to prevent any chance of resets that may cause further delays.
- Red Lizard camp should spawn at 1:55, if you get a leash cool if not, no problem. Chug down a
Health Potion if you have any as needed.
Smite it down once it reaches 445 health.
- Move onto the Golem camp, if on the blue side some bot combinations (not all since the v1.0.0.135 Patch changes) will have cleared this in which you’d find that the camp won’t spawn for further 10-20 seconds. If you are on blue side and your bot lane wishes to do Golems than take the Blue Path route.
- After Golems you can either gank top if you see an opportunity present itself in which you’d want to level
Shadow Dash instead of
Feint at level 2 if not, Wraiths would have respawned allowing you to clear them again.
- Move towards the other side to clear the Wolf Camp, if you’ve taken
Shadow Dash at level 2 to gank top then you may wish to gank mid if you see the chance.
- I often prefer to donate the first Blue buff to mid in order to give them the advantage in lane. If there is no need than you can take it along with all the exp for yourself.
Smite when appropriate as always.
Blue Path

- Start a Wolves camp spawning at 1:40, hopefully your team-mates can assist in damage (without taking exp…) once again make sure you pull it.
- Blue Golems spawn at 1:55, move on to it promptly after Wolves so you’re mid doesn’t miss the first cs whilst pulling. Use
Health Potion when necessary.
- Clear Wraith camp.
- We don’t bother with Golems as they aren’t as valuable as other camps so top/bot can clear it whenever they like instead we clear Wolves camp for a second time.
- Go straight to Red Lizard camp and use
Smite.
- Clear Wraith camp for a second time, afterwards gank with red buff if you see the chance.
Counter-jungling is to get down to the point of it the method of depriving the enemy jungler of the resources (gold & experience) from his own jungle by “stealing” them.
Shen may not be the most acclaimed counter-jungle in the game when put into analyzation in comparison to the likes of
Shyvana,
Lee Sin,
Trundle etc. I feel that
Shen to an extent is underestimated when it comes to counter-jungling as he may not clear camps as a whole that quickly but he can bring down single targets abruptly. Applying this to counter-jungling he can take down the larger jungle creep (the one which contains the majority of exp/gold) while leaving the rest so it won’t respawn and with
Shen being the nimble champion he is he can escape sticky situations via
Shadow Dash or
Stand United in an emergency. If time allows you can take all the jungle creeps, leaving only a single minor jungle creep as for it not to reset for when the enemy jungler comes back.
If you have placed the urgent objection wards or some of the situational wards outlined above at the warding chapter you’ll have vision on aimed targets. When the enemy is donating blue to the AP mid than you have a chance to steal it with your
Smite when nearby even if you can’t do so you’ll be able to keep track of it with a timer as typed by yourself in chat in order to know the exact time it spawns next. The same applies to elsewhere, if you can’t contest the objection than best you can do is keep a timer on it. Below are the respawn timers of the objections.








If you have placed the urgent objection wards or some of the situational wards outlined above at the warding chapter you’ll have vision on aimed targets. When the enemy is donating blue to the AP mid than you have a chance to steal it with your

...................................... |
Ancient Golem![]() |
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Lizard Elder![]()
Respawn time - 5:00
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Dragon![]() |
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Baron Nashor![]()
Respawn time - 7:00
|
Just going to give a brief rundown of some enemy junglers you may encounter and how your abilities or their abilities interact with one another. Along with general info and advice, I may miss a few junglers but I only wish to cover the fundamental ones. On certain profiles I’ll add a WARNING tagline to indicate an extreme threat or mechanic you should be cautious of.
Risen in fame thanks to the debut of Snoopeh of CLG.EU using him effectively at the Kings of Europe tournament. Very powerful early ganks, he’d probably go mid or top at level 2 to try to force a
Flash with his
Headbutt/ pulverise combo leaving his jungle vulnerable.
There is a reason that
Amumu is always crying. You can go toe to toe with him so don’t be scared to assault him, very predictable in that he is blue reliant unlike yourself.
If he’s running
Exhaust be very cautious as he’d probably want to roam around your jungle to pick a fight in which it will come down to whenever or not your lanes are stronger or quick enough to react. Consider taking
Ignite.
Haha, haven’t seen this twig for ages. You can interrupt his
Bountiful Harvest &
Crowstorm channels with
Shadow Dash; just make sure you have sufficient wards to foresee any upcoming
Crowstorm. You can tell if hes nearby due to his
A Harmless Scarecrow passive which he can't turn off.
Remove Scurvy works against your
Shadow Dash. His ultimate
Cannon Barrage is global wise like yours and he provides his team and himself a movement steroid with
Raise Morale.
One of my main junglers, an excellent duelist and his mobility is at such a high level that it excels even that of your own. He will likely be ganking early if your lanes are pushing so try to predict said gank so you can intervene for the counter-gank as to prevent any casualties.
WARNING A LOT OF EARLY BURST DAMAGE
You can stop his
Cataclysm if you time
Shadow Dash correctly. Be careful not to get knocked up by
Demacian Standard +
Dragon Strike combo mid-way through a
Shadow Dash as it will cancel the taunt.
A surprisingly fast jungler with some scary initiations with
Unstoppable Force, make sure to not be cluttered up close together with your team-mates like a flock of sheep as it’s just asking for a
Flash +
Unstoppable Force.
Tell your team not to allow him to get away with his optimal route popularized by TheOddOne of TSM in which he’d sink three
Sapling Toss at Wraith camp taking it out in 1-2 seconds allowing him to do it twice. Simply walking near enough to the sapling to gain aggro will be enough.
WARNING ARCANE SMASH WILL INTERRUPT
Shadow Dash IF USED IN MID-CAST
Shroud of Darkness will block your
Shadow Dash and activate his attack speed steroid, its easy enough to spot as it’s just a shield animation on him. You can
Shadow Dash out of range from his
Unspeakable Horror if needed.
WARNING YOU CANNOT
Stand United DURING
Paranoia UNLESS YOU HAVE SIGHT ON THE TARGET
R.I.P the old king of counter-jungling.
You can spot a
Shaco from a mile away from the “footprint” left by his
Deceive even in fog of war it leaves a red puff of smoke in which you can in reaction spam ping your lane to go back or prepare for the worse and either make your way there if your nearby or get ready to
Stand United. Whatever you do don’t get tricked by
Hallucinate… it’s fairly easy to distinguish the fake .........one from the real one especially if he has some form of buffs.
Made widely popular by the team M5 and their performance at IEM Kiev.
Shyvana is usually keen to counter-jungle so warding your own jungle in this situation may be a wise move even if it’s just for your mid lane to steal the exp from Wraiths rather than her. She has crazy amount of mobility from
Burnout making it difficult to catch her.
WARNING ONE OF THE MOST EFFECTIVE COUNTER-JUNGLERS
Practically almost has a permanent slow once he reaches his target with
Shattered Earth. Fast and dangerous just like a scorpion. If you see him use a clutch
Flash towards a vulnerable ally
Shadow Dash him asap to prevent them from getting caught with
Impale, same goes for
Shurelya's Battlesong if you see him near 350 range of said ally.
Making any target squishy with his
Agony ultimate. You want to try to snare him off your carries as to stall his
Rabid Bite on the AD carry and
Agony whoever they’re focusing. As far as I know his
Pillar of Filth can’t interrupt your Stand United channel.
WARNING
Pillar of Filth CAN BE USED TO BLOCK
Shadow Dash
A common ban at all ranges of elo. During team-fights he’ll try to manoeuvre close enough with
Powerball to get into Puncturing Taunt range of a key target, using
Flash if necessary. You want to be blocking the path to collide with his
Powerball as to cancel the component. Make sure to ward out when using protective wards for your lanes as he is so quick with
Powerball ...............that if he isn’t spotted ahead of time he’ll be upon the laner before they can reach safety.
WARNING
Shadow Dash WHILE
Rammus IS IN
Powerball WILL NULLIFY THE TAUNT EFFECT
You can deny any attempted initiations he makes with
Infinite Duress by simply
Shadow Dash to interrupt it. Very difficult to kill once he’s completed his core item set and he will still heal himself during taunt with his
Eternal Thirst passive. Remember that he can turn off his
Blood Scent passive if he wishes to sneak up on a target.




















WARNING A LOT OF EARLY BURST DAMAGE












WARNING ARCANE SMASH WILL INTERRUPT






WARNING YOU CANNOT











WARNING ONE OF THE MOST EFFECTIVE COUNTER-JUNGLERS











WARNING







WARNING








Ganking is a craftsmanship that all junglers have to acquaint themselves with. It is the tactic of which you use to influence the lanes and as a common League of Legends expression says “win lane, win game”. If an enemy lane is pushing aggressively so he can roam and such you should notice this giving them a just punishment via ganking. A customary answer to a losing lane is a gank. Being aware of where wards are is important, you can tell instintively by how the enemy laner reactions once you approach the lane, in the best situation your lane will ping the ward location and put it on timer. I’ll talk selectively about the three main techniques of ganking as follows.
The most conventional type of gank carried out, simply by going through either the tri-bush or river to confront the lane and then
Shadow Dash upon the target. You might need some form of CC by your ally in order for this type of gank to work.

First image is from the point of view of purple side and the second from the point of view of blue side. When ganking against a enemy blue side the likelihood is that it will be pushing as it naturally does so, as such you can just go straight through the river otherwise when ganking for blue side as said before chances are it will be pushing forcing you to go through either tri-bush or river depending on the state of the lane.

This type of gank requires your lane to have sufficiently pushed enough as for you not to be spotted by a minion as you enter the first bush of the lane. Once in a bush be patient and wait for them to go for the furthest cs than strike with your lane partner. You can tell him to attempt to bait it by fighting 1vs1 but that can be risky in that their playstyle beforehand has had to be very aggressive or else they’ll detect something fishy.
This is where
Shen shines, anyone in general can counter-gank simply by being at the right place at the right time. What would have been an easy gank and a tower dive to deliver the finishing blow becomes a lot more complicated when you come in the picture. You can
Stand United if you can’t reach the location within time but make sure that they’re actually committing for the kill or else if you blow your ultimate before they’ve actually used up anything than it will become obsolete.
River Gank
The most conventional type of gank carried out, simply by going through either the tri-bush or river to confront the lane and then


First image is from the point of view of purple side and the second from the point of view of blue side. When ganking against a enemy blue side the likelihood is that it will be pushing as it naturally does so, as such you can just go straight through the river otherwise when ganking for blue side as said before chances are it will be pushing forcing you to go through either tri-bush or river depending on the state of the lane.
Lane Bush Gank

This type of gank requires your lane to have sufficiently pushed enough as for you not to be spotted by a minion as you enter the first bush of the lane. Once in a bush be patient and wait for them to go for the furthest cs than strike with your lane partner. You can tell him to attempt to bait it by fighting 1vs1 but that can be risky in that their playstyle beforehand has had to be very aggressive or else they’ll detect something fishy.
Counter-Gank
This is where


Once again I’m just giving a brief rundown of enemy champions that you may encounter during a gank at either top or mid lane. The reason why I’m only doing these lanes is that they’re the primary solo lanes to gank and that at bot you have a support dedicated to warding the area thoroughly, of course aspects like
Vision Ward and timing wards come into account but nevertheless the aforementioned lanes are the ones you will find yourself frequently ganking. This is mostly written from my perception and as such may be subject to biased even if I try my best not to do as to effect the validity of the content itself.
Either you or the top lane should have a
Vision Ward at hand to be used against
Twilight Shroud or else she’ll be able to slip away easily. Post-6 you want to keep track of her
Shadow Dance charges as she can use it to on an enemy minion to escape.
Has no escape mechanism but can
Rupture the ground to stop you at your tracks and slow you if he catches anyone. Equipped with a cone silence
Feral Scream as well, a good
Cho'Gath can be hard to gank but he is more vulnerable early on pre-6 before he can start advancing his
Feast stacks.
Ugh, has a movement steroid from his
Raise Morale and can simply eat an orange
Remove Scurvy to remove
Shadow Dash taunt or any other type of CC. Not to mention kiting potential with
Parrrley combined with Grog Sloaked Blade. You don’t have to watch Wickd of CLG.EU to see how challenging ganking
Gangplank can be.
A piece of cake to complete a gank on once
Decisive Strike is forced pre-emptively. Just be wary of being too low on health as you don’t want to be executed by
Demacian Justice.
Better buff
Irelia, she can
Bladesurge onto an enemy minion or yourself so know how the minion wave is developed. Be aware of your health or she may just
Bladesurge followed by an
Equilibrium Strike stun on top of your head. Best to gank her early on as you don’t want her to farm up and become a late-game beast.
He’s a ninja like you, and like a ninja he is hard to pin down due to
Lightning Rush. If
Lightning Rush isn't forced before the gank than the gank will likely fail unless he has pushed up severely.
Quite burdensome to gank, he can
Sonic Wave / Resonating Strike on an enemy minion as to close the gap and then simply
Safeguard / Iron Will upon a minion of his own or a sight ward if he has any on him. If you do somehow manage to catch him he can always just kick you away with
Dragon's Rage. Try not to waste too much time on him.
Pretty slow champion at 310 base movement speed, hence why he has
Seismic Shard.
Unstoppable Force can be used as a means of escape but besides that he doesn’t have that many options except being a hard rock.
This guy naturally pushes with his Maces of Spades and
Siphon of Destruction in order to maintain his shield and he is one of the strongest hyper-carries in the game, making him a prime target to gank. With coordination you should be able to take him down but be cautious of the healing/damage done by
Children of the Grave.
**** this *****. You want to gank her before level 6 when she gets her
Aspect Of The Cougar as once she attains that she becomes a pain in the *** to gank.
Most of the time he’d just want to
Aegis of Zeonia on to you than
Flash away, if he doesn’t have
Flash up than you should be able to
Shadow Dash on to him before he escapes out of range. Some players will try to be funny by going in the bush and escaping with
Grand Skyfall but you’ll just teach them that Ninjas aren’t funny and that you can interrupt his
Grand Skyfall ..............simply with
Shadow Dash.
So many dashes it’s not even funny. You want your lane to force
Broken Wings first or else it makes the situation a lot more difficult.
Early on his means of escaping with
Scrap Shield will only have a 10% boost on most occasions so he isn’t that hard to gank unless you have an incompetent lane partner.
Wait for her
Burnout to die out before proceeding with the gank, analyse her rage bar as to see whenever she can Dragon’s Decent away if her rage bar isn’t full she’s likely stuffed.
This can be tough. With
Spinning Slash and
Undying Rage you’d be forced to tower dive in most scenarios which is always dangerous, try to make sure you take tower aggro depending on your health.
Your lane has to bait the fight well as for
Blazing Stampede and perhaps
Iron Mantle to be used or else ganking him becomes quite demanding.
A smart
Vladimir will simply
Sanguine Pool just before you
Shadow Dash making ganking him an almost impossible obstacle.
Listen carefully; do not get tricked by the
Warrior Trickster. If you are confident in your abilities you can
Shadow Dash him while he has used
Warrior Trickster and break the stealth by the taunt effect but that requires quite accurate precision which takes practise.




































































Can be tricky to gank her post-6 due to
Spirit Rush on the other hand since the cooldown nerfs it has a lengthy cooldown so it won’t be up as much. Get ready to dodge her
Charm or else the gank will surely fail if you get hit by it. You’ll have an easier time ganking her pre-6.



Different players level
Crystallize at different times, sometimes at level 4, other times leaving it till level 8. Showing your face to perhaps force an early level of
Crystallize is always nice;
Crystallize doesn’t block your
Shadow Dash so you can go right through it. If she has
Flash Frost up she’ll likely throw it as to stall you, it’s kind of slow yet can block certain paths.
..Despite successfully ganking her, if she has
Rebirth up and has reached the tower than you ..have to trust your mid to finish her off in time before she eggs as such its always important to ..calculate whenever your mid has enough mana to blow
Anivia health bar twice.





..Despite successfully ganking her, if she has



In decline at the moment given that she lacks mobility. Susceptible to ganks even with
Molten Shield up, excluding that her only means of defense is her stun:
Pyromania. You want the mid to bait the use of
Pyromania before ganking but they have to be fairly healthy as there is always the chance that they would get one shotted by her combo if not healthy enough.
...Very gankable but can easily go very wrong if played out incorrectly.



...Very gankable but can easily go very wrong if played out incorrectly.

Lacks any form of escape or defence outside of his
Sear. Helpless in a gank situation if caught out of position, just keep in mind the placement of the minions and the proximity of your mid towards yourself as the last thing you want is to be blown up by
Pyroclasm bouncing back and forth.



Easily the most dangerous champion in this chapter which can turn the tables with ease in a 2vs1 situation still manage to scrape a kill. Get ready to make a clutch turn away to avoid the stun of
Petrifying Gaze; you should hear a high pitched scream approximately half a second before it happens to tip you off. It can be difficult to catch her due to the speed boost by
Noxious Blast ...and the slow of
Miasma – whatever you do don’t let your guard down.




Tower diving this guy is a complete no go as long as he has
Idol of Durand up.
Galio players have a tendency to just push the lane hard with
Resolute Smite and
Righteous Gust; you want to catch him off-guard straight after his combo so he doesn’t run off with
Righteous Gust. Later on he can one shot the back minion line with
Resolute Smite so don't leave ganking him ...too late.







The ground covered by his
Body Slam outmatches that of your
Shadow Dash making him a tough lane to gank without a strong CC capable mid like
Ryze with
Rune Prison.





An immobile champion yet a late-game monster that can threaten to annihilate your team. You want to make sure to shut him down as to not grow out of control, when he wants to shove the lane with
Lay Waste go for the gank.


Overrated to be claimed as impossible to gank post-6, in actual fact after the cooldown nerf it’s just a matter of striking once he does his
Riftwalk >
Null Sphere >
Force Pulse combo.




Sigh. So many things can go wrong here, if you’re mid isn’t fast enough to break
Black Shield or hadn’t forced it earlier than she’ll be immune to your
Shadow Dash. Whatever you do don’t waste your
Shadow Dash on
Black Shield. Make sure not to get clinched by a close range
Dark Binding. If you force Soul Shackle then just turn back and pat yourself on the back unless ...your fairly confident you can get the kill without any danger.






A common misconception is that hes tanky, which isn’t entirely true as pre level 9 he is quite squishy. Given that fact it’s better to gank him earlier rather than later when he starts to become considerably durable. You should be able to
Shadow Dash upon him before he gets off his
Rune Prison cast.



If your mid can bait him to use
Cryptic Gaze and to blow up Death’s Caress on to him then the gank should be straight-forward.
Mobility Boots is regularly bought by AP
Sion so make sure he is combat (and kept in combat) if he has bought them before proceeding with the gank.




Get your mid to force the use of
Event Horizon (not at post-6 though!) afterwards you can gank as early on the cooldown on it is rather drawn-out. If you feel like being Tom Cruise in the next debut of Mission Impossible you can attempt to
Shadow Dash through
Event Horizon, it checks every 0.25 seconds to see whenever anyone is in the edges stun perimeter giving you a ...0.25 seconds time window to go through – Good luck.




When he goes into Locus of Power mode he is immobilized for half a second, more if he has slow arsed reactions. Problem is he has quite the superior range, so he can farm and harass safely in the distance.
For a change I’m going to simplify this section into separate clear cut bullet points as oppose to me waffling on paragraph after paragraph.
- Control your enemies through the means of
Shadow Dash,
Randuin's Omen active,
Rylai's Crystal Scepter passive etc. In particular these that consist to be doing the most harm towards your team, this tending to be the carries.
Vorpal Blade upon the target that is getting focused on the most as to make the most of its healing tick ability for your team-mates.
- Put
Feint up in between whenever possible as to mitigate oncoming damage, preferably do so when
Ki Strike is on cooldown as to fully take advantage of the passive on use effect.
- Don’t forget that you can use
Stand United to apply a shield on a prime target when necessary if you are unable to control them any further.
- When split-pushing keep a watchful eye on your team-mates as to be able to
Stand United as soon as needed and to foresee anyone accidently getting caught and possibly amending the situation.

The cheapest of the Shen skins at a 520 RP price. This skin resembles Sub-Zero from Mortal Kombat, so if you’re a Mortal Kombat fan then this may very well be the skin for you.
The medical themed skin at the price of 975 RP. There has been no confirmation on what it is referred towards but there has been speculation that it is towards “The Adventures of Dr.McNinja”. If you’re inspiring to become a doctor or some form of physician then this may very well be the skin for you!
Last but certainly not least is the Blood Moon Shen skin, costing 975 RP. The mask worn in this skin is identical to that of the Japanese Noh Theatre. If you have a passion for Asian culture or simply like the colour red then this may very well be the skin for you! WARNING the video below contains annoying loud music.
Against mixed compositions


Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Heart of Gold
825

Mercury's Treads
1250

Wit's End
2800

Sunfire Aegis
2700

Randuin's Omen
2700

Rylai's Crystal Scepter
2600

Warmog's Armor
3100
Against double AP compositions


Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Mercury's Treads
1250

Wit's End
2800

Sunfire Aegis
2700

Rylai's Crystal Scepter
2600

Abyssal Mask
2650

Warmog's Armor
3100
Here I’ll keep track of all the patch note changes done to
Shen, the jungle or drastic changes to the champions mentioned within this guide. Including modifications done to the guide. Date format is day/month/year.
6/3/12 - Released Guide
9/3/12 - Made some modifications based from koksei review
21/3/12 - Made further modifications based from latest reviews

6/3/12 - Released Guide
9/3/12 - Made some modifications based from koksei review
21/3/12 - Made further modifications based from latest reviews
Many thanks to all these who have read, commented, voted and the MOBAFIRE community as a whole. I hope you have enjoyed reading the guide and that it wasn’t too long. If you have found the guide truly useful than you can go a step further and +rep me if you wish to do so.
Special thanks to Jhoijhoi for making the banner for the guide and for being such a great asset to the community overall. Also check out her Guide to Making Guides which I used.
Special thanks to Jhoijhoi for making the banner for the guide and for being such a great asset to the community overall. Also check out her Guide to Making Guides which I used.
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