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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
An assassin
Shen. Worse yet, an AP assassin
Shen. Could that possibly work? And if so, why would anybody ever use it over a load of other assassins and midlaners that are available?
Bear with me, and do not judge before you've heard me out. Try out my build, but ONLY after reading the guide. If you've tried it out, or even just read the guide, I'd be glad to have any feedback, positive or negative.
Now, if you will, follow me in a guide to shadows, assassination, but protection and hardiness as well.


Bear with me, and do not judge before you've heard me out. Try out my build, but ONLY after reading the guide. If you've tried it out, or even just read the guide, I'd be glad to have any feedback, positive or negative.
Now, if you will, follow me in a guide to shadows, assassination, but protection and hardiness as well.
spaaaaaaace |
Pros
+ An unusual but worthwhile build + Keeps most of ![]() + ![]() + AoE taunt is still kickin' yordle butt + Energy-based skills means no need to conserve mana + Perhaps one of the most efficient assassins actually (explained later on) |
space |
space |
Cons
- A missed ![]() - Awfully long waiting times in Teambuilder, people quit or flame in Blind Pick - Obviously loses some of the usual ![]() - Energy-based skills means you can only use so many of them in a small time frame - You need good reflexes and knowledge of your enemies to survive and farm enough early on |













Apart from damage,









Moreover, remember how assassins like





As for runes, I focus on AP along with some magic penetration and armor. Armor runes in mid are always useful, as they help both against AD assassins and the autoattacks of enemy mages. The rest are pretty standard, nothing extraordinary.
My masteries are also pretty self explanatory. A little bit of tankiness and regeneration, coupled with CDR, ability power, and
Spell Weaving
and
Blade Weaving
, which can be invaluable during a combo.
As for summoner spells,
Flash is obviously a given. I generally prefer
Teleport over anything else, as map presence is invaluable with
Shen, at least for me.
Other viable choices would be
Ignite to help with your damage output in that killing blow or
Exhaust against AD assassins.
My masteries are also pretty self explanatory. A little bit of tankiness and regeneration, coupled with CDR, ability power, and


As for summoner spells,



Other viable choices would be


I wanted to add the Items section before this one, but I realised that you need to understand why you're told to buy these particular items. Here goes.
You've stepped in the fields of justice, gripping your ninjatÅs.
You take a step, your armor producing a telltale sound of leather rubbing on leather.
As you notice it, you will yourself to be more careful. Your next step is silent.
You look up to the sky, smelling the fresh air, calm and dreadful.
Another fight begins.
EARLY GAME:
The very early game is when Shen is at his most vulnerable. And by very early, I mean no later than level 2.
Farming at level 1 can be a nightmare against a good harasser. You should have your
Vorpal Blade. Use it to last-hit minions. Try to execute them with
Ki Strike as well. To be honest, very few times have I made it past level 1 with more than half my health.
The moment you reach level 2, however, you're way safer. With your shield and the regeneration from your
Vorpal Blade, you should keep your focus on farming and blocking any harassing attempts, as well as regaining your health with your Q and autoattacks. At around level 3 you should have almost full health again.
At level 3, assess your situation. If the enemy jungler is dangerous and likely to gank you, drop a point in
Shadow Dash just to be safe. However, you should only use it to attack if you're ABSOLUTELY sure you're in no danger of being ganked.
Once you have 1-2 points in your Q and W, you can start taking down the enemy's health more potently. Harass with Q whenever you can (don't sacrifice farm to do so, though). If your lane is adequately warded and / or you're not scared of the enemy jungler attacking, you may use the following combo:
Shadow Dash to your opponent. Once they're hit, quickly Q them and start autoattacking. You should be able to sneak in a
Ki Strike and a regular autoattack or two.
If the enemy is a mage, wait for them to recover from the taunt, use
Feint to block any counter harass, and throw in another
Vorpal Blade if possible.
If the enemy is an AD assassin, you may want to activate
Feint as soon as you taunt them. Then Q and autoattack.
At level 6, you need to be doubly careful. Your enemy has access to their ultimate ability, which is most likely much stronger than yours in a 1v1 fight, and your allies may need your help with your own ultimate. Watch the map and don't get into fights you can't win.
MID GAME:
Your gameplay won't have changed much. Teleport or
Stand United where you're needed, but be careful not to leave your own turret vulnerable. In a fight, a taunt backed by
Feint and a
Vorpal Blade along with a few autoattacks on a squishy target will take a lot of heat off your team while most likely killing or gravely wounding the enemy squishy as well.
If you get a gank while your enemy is quite pushed and lacking an escape ability, you could
Stand United to your jungler (or whomever else is ganking) while they're still hidden. Your opponent will think you've left the lane to help others and start pushing, only to be attacked by the both of you. A well-placed
Shadow Dash (which will now be going towards your turret as well) will most likely secure the kill.
LATE GAME:
The big teamfights start to break out, and assassin
Shen's job is much more complex than a regular tank's.
You generally want to be around your team, so you don't have to use your ultimate to get to them. That's because, factoring in the channel time, you'll either waste the shield before it is needed, just to get there, or you'll get there too late to help.
In a teamfight, you will generally be targeting the most dangerous enemy squishies. Once you have a target,
Shadow Dash to them (catching as many enemies as you can in the taunt as well). From then on, activate
Feint and use
Vorpal Blade on the target. Keep autoattacking and using
Vorpal Blades as your team engages. This will make quick work of most squishies, essentially starting the fight with a 4v5 in your favor.
When your health gets too low, the fight is far from over. Fall back, let your team do the heavy work, and wait until one of them is in danger. Use your
Stand United on them, saving them from death, and emerge with renewed energy, taunting and attacking priority targets with whatever health you have left. Two AoE taunts and two squishies taken down quickly, as well as an enormous shield (giving a teammate a second life, essentially) will pretty much guarantee your victory.
Also, it is notable that a champion as mobile as
Shen with
Teleport and quite noteworthy attack speed can help with splitpushing (
Ki Strike also works on turrets!), while still being able to help his team if necessary. Note, however, that you will be left without
Stand United if you use it to reunite with your team, and it might be better to reserve it for the best moment possible.
Of course, if a teamfight does break out and you're not around, it is unquestionable that you should use your ulti to join your team, barring extreme cases (such as when an enemy is missing from the fight as well, and you can take that time to take down a turret or two while still leaving your team relatively safe).
That's pretty much it. Win teamfights and capture objectives (dragons, barons and turrets) and you've won already.
You've stepped in the fields of justice, gripping your ninjatÅs.
You take a step, your armor producing a telltale sound of leather rubbing on leather.
As you notice it, you will yourself to be more careful. Your next step is silent.
You look up to the sky, smelling the fresh air, calm and dreadful.
Another fight begins.
EARLY GAME:
The very early game is when Shen is at his most vulnerable. And by very early, I mean no later than level 2.
Farming at level 1 can be a nightmare against a good harasser. You should have your


The moment you reach level 2, however, you're way safer. With your shield and the regeneration from your

At level 3, assess your situation. If the enemy jungler is dangerous and likely to gank you, drop a point in

Once you have 1-2 points in your Q and W, you can start taking down the enemy's health more potently. Harass with Q whenever you can (don't sacrifice farm to do so, though). If your lane is adequately warded and / or you're not scared of the enemy jungler attacking, you may use the following combo:


If the enemy is a mage, wait for them to recover from the taunt, use


If the enemy is an AD assassin, you may want to activate

At level 6, you need to be doubly careful. Your enemy has access to their ultimate ability, which is most likely much stronger than yours in a 1v1 fight, and your allies may need your help with your own ultimate. Watch the map and don't get into fights you can't win.
MID GAME:
Your gameplay won't have changed much. Teleport or



If you get a gank while your enemy is quite pushed and lacking an escape ability, you could


LATE GAME:
The big teamfights start to break out, and assassin

You generally want to be around your team, so you don't have to use your ultimate to get to them. That's because, factoring in the channel time, you'll either waste the shield before it is needed, just to get there, or you'll get there too late to help.
In a teamfight, you will generally be targeting the most dangerous enemy squishies. Once you have a target,




When your health gets too low, the fight is far from over. Fall back, let your team do the heavy work, and wait until one of them is in danger. Use your

Also, it is notable that a champion as mobile as




Of course, if a teamfight does break out and you're not around, it is unquestionable that you should use your ulti to join your team, barring extreme cases (such as when an enemy is missing from the fight as well, and you can take that time to take down a turret or two while still leaving your team relatively safe).
That's pretty much it. Win teamfights and capture objectives (dragons, barons and turrets) and you've won already.
Here's the fun part.
Let's see, where do I begin?
We want to start off with either
Doran's Ring or
Amplifying Tome. You'll be needing the tome soon enough, and it is my usual start, but the ring can help if you feel you'd be in trouble without it.
While I don't recommend it, as
Shen is durable enough on his own, one could use
Cloth Armor against AD assassins or
Boots against champions dependent on skillshots.
Your first goal should be
Nashor's Tooth. Attack speed helps tremendously with your
Ki Strikes and lets you do something while your
Vorpal Blade and
Shadow Dash are on cooldown. The ability power gives you stronger harass and shields.
Next up is probably
Rabadon's Deathcap, for pretty obvious reasons.
Rylai's Crystal Scepter provides health for tankiness as well as empowering your
Ki Strike and the regen from
Vorpal Blade.
This pretty much sums up what you want. Attack speed, ability power and health.
On to situational items.
Wit's End can help tremendously, but is not to be purchased every time. I'd generally buy it if my lane opponent is a mage and is somewhat dangerous at least, or if the enemy team has more than one AP caster. Basically, look for excuses to use this item. If you can find none, don't use it. If you can justify buying it though, do so, because the extra attack speed and damage on hit are beautiful.
If you need more tankiness, I'd go for
Liandry's Torment, since it not only synergises greatly with
Rylai's Crystal Scepter, it also gives you AP and tankiness in the form of health, which helps you more than armor or magic resist, since it empowers your abilities too.
However, if you need specialised tankiness,
Spirit Visage offers magic resist and makes your regen better,
Randuin's Omen gives you armor and health, which we love, and
Thornmail is a last resort against heavy autoattackers. I'd generally only buy
Thornmail if it is absolutely necessary and only after I already have a
Randuin's Omen.
Also, armor and a great way to defend against champions such as
Zed are provided by
Zhonya's Hourglass.
Void Staff gives you more damage and better shields. Buy it if you're ahead already and the enemies are building magic resist.
Let's see, where do I begin?
We want to start off with either


While I don't recommend it, as



Your first goal should be




Next up is probably




This pretty much sums up what you want. Attack speed, ability power and health.
On to situational items.

If you need more tankiness, I'd go for


However, if you need specialised tankiness,





Also, armor and a great way to defend against champions such as



While
Shen can be a great tank, he has hidden potential as an assassin focus on AP and attack speed. He retains a form of silence (
Shadow Dash), which has been taken away from the rest of assassins, can burst a target with relative ease, is tanky, helps his team as well as takes down the enemies with taunts and enormous shields, and is generally a gem if played well. Give it a try.
I appreciate any feedback, feel free to applaud me or rage on me :3
Special thanks to jhoijhoi for the Template that insired me (and parts of which i just copied and pasted). It can be found here.


I appreciate any feedback, feel free to applaud me or rage on me :3
Special thanks to jhoijhoi for the Template that insired me (and parts of which i just copied and pasted). It can be found here.
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