Shen Build Guide by Junksie
| Health | 4006 |
| Health Regen | 85.45 |
| Energy | 0 |
| Energy Regen |
| Armor | 244.69 |
| Magic Resist | 178.06 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 5 |
| Attack Damage | 115.25 |
| Attack Speed | 1.027 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 80 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Wow.
Shen.
Shen, since the buff UBERBUFF,
Shen has been an absolute terror to play. And I don't mean terror for people playing him, I mean a terror to those facing him. So Riot "nerfed" him. A base armor reduction of 4, a
Vorpal Blade heal reduced from 2% to 1.5%, and a
Feint cost increase of 10 and level 5 nerf of 20HP. Honestly, none of these made a real impact into my gameplay of
Shen. But I digress, my purpose here is not to tell Riot to nerf
Shen again (I would prefer that they did not), but to point out how amazing he is in a large variety of roles at the moment. It is quite likely that this guide will quickly become outdated as Riot "balances"
Shen, but I will attempt to keep it current.
A quick mention of thanks as we move on to the build:
Jhoijhoi, for her amazing guide on guiding guides which can be found here
Chubby Baby and giantzombie (again), for their suggestions and other help.
Also Riot, for buffing the **** out of
Shen
And now, without further dissembling, the doctor is in.
Pros and Cons
PROS:
-
*Shen has amazing sustain in lane
*Shen has a global presence
*Is EXTREMELY durable, with high early-game damage
*Has a no cost, low-cooldown, high-shield, champion-targetting ultimate.
-
*Can be very energy-hungry if not played intelligently
*Drops off slightly late game
*Can be difficult to farm with
*Countered fairly hard by some champions
Masteries
I originally used 0-21-9 masteries, but I've had a change of heart. Now I go 9-21-0, grabbing eitherJungling Msteries
I dislike
9-21-0(the first) Is 2 points in
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Health Regeneration 3 |
||||||||||||
GLYPHSWith Glyphs, you may want to switch to 9
MARKSI like MPen Marks on Shen. If you really want AD or anything else, I guess that's up to you, but I recommend against it. You are a tank, anyways. Marks probably won't turn out well for you.
SEALSYou have a LOT of leeway here. Bonus flat health, flat HP regen, energy regen flats or per levels- I only use armor because it is convenient.
greater quintessence of vigor QUINTS
As with marks, I much prefer one kind: HP Regen flats. Early game sustain is king while playing
Jungling
Runes for Jungling are almost as adaptable, the only requirement is 9
Items
Start off by taking a
Mid/Late Game/Situational
Here's where your build becomes completely situational. Take a look at the enemy team. How many ADs and APs are there? Who is getting fed? Are you dominating? Maybe you want to grab an early
When People are Hitting you too Much (Against AD)
A very good item, gives 99 armor and the 20% AS reduction is great. HOWEVER: Only stacks ONCE, so no point in having two on the team AND you waste 500 mana by taking it. Good against AS champs (Ex.
Definetly a great item, adding sustain, armor, health, and a shield for very cheap. So close to going into the actual build, except it doesn't provide any MR and drops off late game. In a game with little AP on the enemy team however, it may be worth it to purchase this instead of your Aegis.
Amazing armor, good HP, and a great teamfighting Active Effect. Just remember to use it.
Not a HUGE fan, but it provides many benefits like HP, armor, and the 35DPS. That may not seem like much, but it adds up over team fights and helps farming.
Only against very heavy/super fed AD (
When You're Being Zapped to Death (Against AP)
Nice amount of AP and MR. Works well in a variety of situations, but not usually included in my build. You sacrifice too much tankiness.
Generally not a great choice on a tank, unless that one CC is screwing you over big time. Better on squishies and carries.
Yes. 76 MR and that godly passive which synergises extremely well with your high HP.
I love this item. I almost never use it, but I love it. 56 MR and a cleanse, all for only 1400GP? You can buy this without blinking an eye.
Maybe, if you need more sustainability. Provides CDR, HP, and MR as well. For only 1550, it is a definite candidate for early game items, especially if you are getting harassed.
When Everyone is Fed (All-Around)
MMMMM.... But no. Maybe you ARE getting fed on assists/kills soloing top/mid, but then you will worry about losing your stacks and play less aggressively, including in team fights. Also, it requires a lot of stacks to be worth it. However, if you manage to reach 20 stacks.... But don't. Unless trolling or otherwise.
Ehhh... Good HP, and regen, but wasted MP regen. The CDR is nice, but not at all necessary, and you don't really need movement speed boosts.
Good HP and CDR, but wasted mana regen. For 2285, it's not very cost-effective.
Wow. HUGE shot in the arm for HP, boosting your
When You Want to Kick Some *** (Offensive)
Definitely better on offtanks, but you would be getting a LOT of extra AD (80 at 4000HP). You get armor and crit chance as well, but I would still advise against it (I prefer HP on Shen).
AD, MR, a shield... What's not to like? But again, I prefer AP. Whatever floats your boat, I guess!
MR, AP, a bit of wasted mana, movement speed, extra damage on hit? Definitely not a bad idea. Especially if you're stacking other AP/MR/Armor/HP items.
Similar to
Not used enough, in my opinion. A fair bit of AP (75HP for your shield) and tenacity? Sounds pretty good, especially if you didn't grab
No defense, but AS, AP, CDR.... This can make you VERY dangerous, but you will lack survivability.
Wow. Lotta AP in this section.
A definite option, but no defense whatsoever.
Probably not, unless you have pretty much every other AP item in this section.
Boosts your AS, MR, and increases your damage? Not a bad item, worth picking up in some cases more than in others.
Considering it gives survivability, CDR, AND a team buffing aura while you're in the middle of the fight, this is a great choice if you have a fairly heavy AD team.
If you're going AP, GET THIS. A bunch of extra armor, great AP, and an awesome active. Dive into the fight, tear some **** up, pop this to confuse them, and two seconds later you have more energy, shorter cooldowns, more health, and generally become a problem. Plus, that golden statue is distracting as heck.
Force of Nature Vs. Rylai's Crystal Scepter
Both items provide health, offense, and a slow. It is mostly up to you, and how you are building, but it is generally a good idea to include at least one of these in your build.
However,
In the end, it's up to you and your build. If you've taken
Ability Descriptions
This section is more on what abilities do. More on how to use them later.
I never understood this ability at first; it seemed like a useless passive for a tank. With my current
This ability is an amazing EVERYTHING. It heals you, damages opponents, is a ranged harass, and is EXTREMELY SPAMMABLE and low cost. The heal also scales on 1.5% of you MAXIMUM health. It is a very large ratio, even though it may not seem like it, especially on a 5 second status effect. That's worth 7 seconds of heal, which is (at 1000HP) 105 HP, not including
Early game, the 70HP this shield provides is amazing. The anti-harass is amazing in lane. This ability drops off late game, but we still want the initial boost at level four.
This is your bread and butter as
Lane return, shield, courage-enhancer, fear-inducer, life-saver, gank-enabler... Are you seeing a trend here? All of Shen's skills have multi-use ability and much utility. In particular, use your ult on a squishy in a team fight, to help gank bottom lane, etc. Since you gain more exp as solo top, 250HP when bottom lane is probably level 4-5 is no mean feat. 850HP at level 16? Nice. Mid just got ganked and is being turret dived?
Abilities
I takeSummoner Spells
Optimal
Heal or
Flash
Ah,
Heal. Such a great spell. Great for baiting (I hear that it's a master at that), helping carries in team fights, sustain, etc.
Flash as well is simply amazing, especially when you want that
Flash+
Shadow Dance for escaping or initiating, or just
Flashing when you run out of energy. I suppose you could take something else, but these are preferred.
Teleport
A ninja never walks. Unless, of course, he wants to. This spell offers about 99.9% less utility to other people than it does to
Shen. For example: You are in top lane. Bottom lane is getting triple ganked, many people are low. You ult in, provide the carry a shield.
Shadow Dash,
Vorpal Blade, etc. 1-2 of them drop, and you may chase down the third. Now, maybe your top oppenent has realized it is his/her chance to push. Simply back, buy with your new money, and
Teleport. It is essential to maintaining global dominance as Shen.
Viable
Ignite
Only if no one else has it. The only real good use for your
Ignite is to use it on the highest life-gaining person on their team in a team fight (ex. doctor mundo, lifesteal
Tryndamere,
Volibear).
Exhaust
See ignite. Only difference is use it on the most deadly enemy.
Clairvoyance
Maybe. Avoid it, unless you can use it really well.
Just Don't.
Surge,
Promote,
Clarity (wtf?),
Ghost,
Revive,
Cleanse
I would explain all of these (as I did in my
Skarner build), but it should be obvious. If you have any questions or discrepancies, please comment.
Jungle
Smite
For jungling.
Your second spell can be
Heal,
Flash,
Ignite, or
Clairvoyance, depending on your playstyle and what your team needs. I usually take
Flash or
Heal, as both help tremendously in ganks/late game.
Solo Top
Ahhhhhhhh. Solo top
Shen. The greatest thing since... Well, ever. Against one person? Great. Against two people? Even better! You do not have to worry about being ganked, you just have to play more strategically. Let's make a list of steps here. Assuming an average lane(against another solo top), this is how it should go:
Enter lane (try to enter the bush first)
Wait for minions (fairly important)
When the enemy goes to farm,
Shadow Dash them,
Ki Strike, and maybe add a few more autoattacks, then walk away. You are not an early game duel champ. You are a ninja, here to beat the **** out of your opponent before they know what's happened.
Once you hit level two, just add
Vorpal Blade to the mix.
Shadow Dash,
Ki Strike,
Vorpal Blade.
At level four, it should become:
Shadow Dash,
Feint,
Ki Strike,
Vorpal Blade in no real order. Whatever works up for you.
Don't forget that you can spam harass
Vorpal Blades from a range, making almost any lane matchup easier.
Sustain with
Vorpal Blade if you need to.
BE CAREFUL FOR GANKS. Get wards ASAP, and try to avoid pushing your lane to hard. By harassing the enemy out of lane, you will be putting a big red X on your back.
Don't forget to farm. You may not need it as much as a carry, but it will allow you to buy items faster, increasing your tankiness, increasing your damage/burst, your sustain, global prescence, etc. Both
Ki Strike and
Vorpal Blade are amazing farming tools.
Against two people, the main changes are:
Try to taunt both if you can.
Only harass one at a time.
Try to focus a squishy.
Unless you have pushed both out of lane, you may want to
Teleport back into lane after you recall.
The great thing about being against a duo lane is that you will usually be A) overlevelled and B) pushed up to your turret. This means that you will be able to sustain with your
Vorpal Blade under the safety of your turret.
Mid
Mid
Shen is much like solo top, but easier in some ways and harder in others. For one, DO NOT MID
Shen IF YOU HAVE LAG. You NEED to dodge most (or some) of the skillshots thrown at you. You DO have lane sustain, however (probably more than your opponent), but avoid taking damage. Overextending in mid is very dangerous, especially if your opponent has a hard CC - in this situation, you should almost never extend past half. If you can, you should play aggressively and harass, but this may not always be best if your opponent can just beat down on you after your taunt ends (against
Swain or
Ryze for example, as they can both stop you from moving after your harass and then return it). In this case, just use
Vorpal Blade to harass and
Feint to prevent theirs. You may need to take an extra point or two in
Feint early on if you're against a harass heavy lane, and conserve
Vorpal Blades for healing rather than harass. Also remember, you can do any other lane, so if you REALLY need a swap, just ask your team. Other than that, mid
Shen is very simple.
Jungling *completed*
Jungling
Shen is very difficult fairly easy in my opinion. He has a very slow moderate jungle time, and each time you gank draws heavily a fair bit on that, (however getting kills in those ganks is easy). I'm currently testing different routes, masteries, and starting builds, but it seems that this may take a lot of work. So far though, I start off with either
Cloth Armor and five
Health Potions or a
Ruby Crystal. I prefer the
Ruby Crystal because it can be built right away into a
Heart of Gold or
Aegis of the Legion. It synergises well with both
Vorpal Blade and
Ki Strike. Ideally you want to get
Ninja Tabi early on as well, however, if there just isn't enough AD on their team (or their team is
Warwick, mlzahar,
Alistar,
Leona, and
Annie), stick with
Mercury's Treads. Take
Vorpal Blade first and start at either Red or Blue (get a leash)(Possibly get Wolves/Wraiths first). Take
Feint second, spamming both on every camp, clearing the jungle until you hit level 4, and take your
Shadow Dash for ganks. You can either gank or continue clearing at this point, but try to ungle as much and as fast as you can.
The basic skill order is QWQE, then whatever you really need (prioritizing Q).
A general order for me is:
Wolves
Blue
Wraiths
Wolves
Possible gank
Wolves or Wraiths if either is up, if not then:
Golems
Wraiths
Red
Wolves
Ideally, you want to be level 4 before you gank. That
Shadow Dash is NECESSARY.
In Conclusion
It is my firm belief that
Shen is one of the strongest champions currently in the game. My efforts in this guide were made simply out of an urge to show this to you, my dear Summoners. Whether or not this guide has helped you, I wish you good luck, and thank you for reading. :)
Change Log
Oct 22,2012
Fixed a few errors and typos, added in my somehow-overlooked Flash spell (wtf, Junksie?)
Sept 22, 2012
Reviewed for Syndra patch
August 11, 2012
Reviewed for Diana patch
May 21, 2012
Changed/finished Jungle guide
Reviewed guide for Varus patch
Changed opinion on
Guardian Angel
March 15, 2012
Added Mid
Started on Jungle
February 27, 2012
Posted build
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