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Recommended Items
Runes: Primary

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:

Flash
Scorchclaw Smite
Items
Ability Order

Ki Barrier (PASSIVE)
Shen Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Talon
Terrible rework and idea to push him into the JG. His (E)
Assassin's Path is game breaking. The mobility is far too strong. Rank one on his (E) has a cooldown of 160 seconds, and JG camps respawn after 150 seconds. Meaning his means of invading and escaping any given JG quadrant will always be up. He clears pretty fast and will always have tempo with his mobility. You can't burst him and is hard to lock down with his (R)
Shadow Assault and (E)
Assassin's Path up. He tends to snowball out of control and will start to burst you down. All around it is a very difficult match up. His clear speed needs nerfs or his (E)
Assassin's Path needs a huge nerf like double the cooldown or just a complete rework IMO.
Synergies
Champion Build Guide
Introduction
- About Me
- Why Shen JG (Pro's and Con's)
- General Synergies and Struggles
- In Depth Team Comp Synergies By Lane
JG Basic Details
- Ability Usage Tips for Ganking and JG Macro
- JG Clearing
- JG Items for Clearing
JG Advanced Details
- In Depth on Runes from JG Perspective
- In Depth on Itemization from JG Perspective
About Me
Been playing league around 11 years now, JG main for about 9 of those. One tricked various champs over the years in the JG;
My goal here is to share the knowledge learned and to highlight details specifically relating to Shen in the JG role. There are better guides (xPetu and BaLoRi) if you are looking more on general
Pro's
- Extreme Off-Meta Advantage (less than %1 pick rate)
- Clear Speed and Dueling will be underestimated by enemy JG
- Strong Early and scales good into late
- CC for ganks
- Strong counter gank and best tower dive defense with ult
- Dash for wall hoping and increased MS throughout JG
- Ability to gank multiple lanes almost instantly with ult
- Possible to fool enemy top during champ select allowing your top to counter pick
- Strong early and mid game vs AA champs
- Global threat while ult is up
- More freedom on ult usage from JG vs having to worry about wave state or TP spell CD
- Strong utility
- Item build, rune, and champ role diversity
- Strong into tank heavy comps
- Simple kit and easy to understand/ pick up with a very rewarding high skill ceiling with time invested
- Fun to play
Cons
- Flamed by team for playing Off-Meta or for not ulting them when they die
- Prone to invades by enemy JG becasue they think you are weak or clear slow
- Not a hyper-carry
- Slower solo objective taking later in game
- Slower JG clearing later in game
- Unable to solo
- Difficult if you are only tank/peel/engage for 4 squishes
- Requires pretty good champ mastery to start to get the most out of his kit
- Requires experience and practice to optimize farm efficiency
-
Synergies
- Enchanter supports
- High damage/sustain brusier tops
- Hyper-carry ADCs
- Comps with multiple engage or disengage
- Comps with multiple CC
- Global Ultimates
Struggles Against
- Multiple late game hyper-carries
- High sustain enemy comps
- Shields
- Enemy comps with multiple shield champs
- High amounts of dashes or MS
Stuggles With
- All squishy team comps (heavy assasin, mage, ranged, skirmisher)
- Very low or no
-
Shen's Role in Team Comps
Team Synergies By Lane
Top Lane
Mid Lane
Bot Lane
Support
General Principles
1. When the emeny laner has pushed to your laner's
2. If you don't think you can secure a kill while ganking with your (E)
3. When you get collapsed on while doing an objective or are trying to steal, you can save your (E)
4. When using (R)
5. While
6. If you are in fountain right after a respawn/back or are on the opposite side of the map for various reasons; and your team just randomly starts to do an objective without you, or are nearby to secure a free objective, or nearby to contest one; you can (R)
7. (R)
8. During a close gank where a low
9. Always be aware of your (Q) blade placement in the lane after you leave. Maybe you're low and ran to your
10. While (R)
General Tips and Fundamentals
- Early ward 0:30 your opposite side JG entrance to avoid early counter JGing or your starting side entrance to be ready for level 2 invades
- Consider adopting a standard reverse first clear of the emeny JG to avoid invades
- Be aware of the possibility of non-standard early invade JGs coming to invade or steal camps. Everyone thinks they can bully you and assume you can't clear as
- First camp (Q)
- Be sure to (Q)
- Using your (Q)
- On your first clear *especially,* while you have
- A good first full clear should be around 2:50; 2:45 is probably maximum efficiency; 3:00/3:05 open the practice tool
- With your (P)
- Around mid game you won't really need your (W)
- Be mindful of your (E)
- While clearing at 2 seconds left on your (P)
- Be aware of your (P)
- On grubs prioritize (W)
- Before (R)
Rankings On Clear Speed (fastest starting top)
JG Camps
Minion Waves
Item Breakdown
30 damage a second to
A more expensive and worse version of
Just the item itself is 48 damage a second to
Good JG
Best for
Recommended Starting and First Item Buys
At start of game buy
After first full clear and at least one
*Note*
Resolve Tree As Primary
- This is the strongest primary rune tree for
Keystones
Grasp of the Undying
Overall this is the best option in this row. Good damage, heals and health stacking. Isn't this only meant for laning where you can proc a lot by constantly trading; thus, making it useless in the JG?... meh, it's all perspective. In lane, sure early game you can proc this quite a bit theoretically, but mid to late game probably not as much due to side laning and split pushing. However, in the JG you will proc this mainly through ganking and team fighting; which, is what a JG does all game. So, it is a consistant and slow stack throughout the game. Any bonus health from this rune will help with most of
Aftershock
This rune ok but there are better options. Good upfront tankyness but the damage is too inconsistant to land -IMO-. Niche and would probably work best in a heavy melee match up.
Guardian
Great rune and viable option. It will lessen your damage and sustain but will provide your carries and teamates with added protection during ganks and teamfights. A more supportive playstlye but is still a good option should you choose. Would recommend this if you don't want to take Row 2
Demolish
Niche for split push stratagy. Would become strong for late game pushing with team but there are better options.
Font of Life
More for supportive playstlye. Can work well if decide to take
Shield Bash
Hands down best rune in this row. Very high damage from this. You will constantly be procing this off of your Row 3
Conditioning
For the JG this is the best rune in this row. It will help with tankyness and help you focus more on building health early without getting punished too much once the mid game arrives and this rune kicks in at 12 minutes. Free stats of around 400g mid game and 500g late. Perfect from the JG since the majority of the early game you are farming and not in lane trading. It gives
Second Wind
A solid rune while in lane but from the JG role it loses a lot of power and isn't really worth it to take this.
Bone Plating
Another solid rune depending on match up in lane but for JG role again it lose a lot of its worth. Probably more value than Row 4
Overgrowth
Amazing rune for
Revitalize
Another amazing rune for
Unflinching
Decent rune, more value against high CC comps. Could be an option but between the other choices in this row is isn't the best choice. Domination As Secondary
Row 2
Cheap Shot
Solid damage and good choice. Will proc this rune from (Q)
Taste of Blood
Not the best choice. Long cooldown and
Sudden Impact
Great rune with high damage. Higher base damage than Row 3
Sixth Sense
Grisly Mementos
Deep Ward
All of these aren't worth it when considering the other choices you have.Row 4
Treasure Hunter
Ok rune. Extra gold is always nice but
Relentless Hunter
Great rune. Extra move speed is so powerful in this game. Helps while traveling throughout the JG, going to objectives, ganks, etc. Synergizes with other move speed items allowing
Ultimate Hunter
Also a great rune. Will allow for more uptime on your (R) Precision Tree as Primary
- Not the best primary tree for
Keystones
Press the Attack
Lethal Tempo
Conqueror
All would be considered niche rune choices, requiring extensive champ mastery, match-up, team comp knowledge of when to use these successfully. None really have the best synergies with
Fleet Footwork
This is the best choice here. This will give a nice MS buff while clearing and ganking; while, also offering sustain for ganks, teamfights, and JG clearing. You will be very high health usually while JG clearing with this rune.Row 2
Absorb Life
Won't be needed as you will already have enough sustain in the JG.
Presence of Mind
Also won't be needed as you will restore energy passively while in the JG and restore enough energy through proper (Q)
Triumph
This would be the best option here. The heal from this during teamfights can make or break whether you live or die in a fight or get aced.Row 3
Legend: Alacrity
Very good choice. Helps with damage and JG clear speed.
Legend: Haste
Great choice. The extra item haste will help
Legend: Bloodline
Not really a good rune for Row 4
Coup de Grace
Cut Down
Last Stand
all are team comp and match up specific. Other Secondary Tree Options
Sorcery Options
Axiom Arcanist
Stronger (R)
Nimbus Cloak
Extra movespeed to help during ganks from casting
Transcendence
Free
Celerity
Will synergize with all of your movespeed items. Extra movespeed is incredibly powerful. Very good rune.
Waterwalking
Great early. Good rune if you think there will be heavy dueling and skirmish early for scuttle crabs and early objectives. Not the best rune mid and late game for
Gathering Storm
Scaling rune; it's not great but it's not terrible. Late game it will increase (Q) Inspiration Options
Magical Footwear
Free boots with extra movespeed valued at 420g. Drawback of being unable to get them until potientailly 12 minutes. Good option but kind of creates inconsistancies in your games; consistancy is best over many games to win and climb IMO. However, this is a very popular JG rune and is good. Decide if this rune works for you.
Biscuit Delivery
Good option if you don't want to take
Cosmic Insight
Great rune as it synergizes with
Approach Velocity
Amazing rune for Rune Shards
Slot 1
Adaptive Force
Ok choice. Will help with (Q)
Attack Speed
Good choice. Will help clear faster than
Ability Haste
Best choice in this row. Will help with more (Q) Slot 2
Adaptive Force
Good option to help maximize early damage and JG clear.
Movement Speed
Decent rune shard. Helps with sticking to targets, and map movement. Viable but perhaps not the best.Scaling
health
Great rune shard for Slot 3
Flat
health
Ok choice. Really only needed if you expect to fight a lot pre level 6.
Tenacity and Slow Resist
Ok choice, really situational. Mainly for heavy CC enemy comps. Although with the current nerfs to tenacity it's not really worth since in these match ups you will likely build Scaling
health
Best choice here. Most of the early game you will be clearing. It will be only slightly weaker for those level 4/5 Item Theory
In general for
However... **generally speaking** if you itemize only pure tank items usually you won't have enough damage for fights. Ex.
A build heavy in more offensive tank items like
A damage heavy build will also most likely be too inconsistant. Yes, you'll be shreading people but come late mid game and late game you will start to get blown up and really fall off.
Best to mix in some of the offensive tank items with pure tank items and maybe throw in a damage/support/niche item as game state and match-ups allow/need.
Try to focus on picking up just ONE of the support items if you need it (unless your ADC was 20-0 then hek build all three). But most likely you still need to frontline and peel for your team and building too many will leave you too squishy. They generally work better with a couple of the pure tank items in the build to help shore up some of the
Lastly,
Tank Items
Health Items
Heartsteel
Amazing item on
Warmog's Armor
Highest
Sterak's Gage
Niche defensive tank item but very strong when called for. Look to build this if 1.
Protoplasm Harness
Situational good item. Cheap with tons of Armor Items
Iceborn Gauntlet
Great item; kind of a -meh- item build path for
Randuin's Omen
Almost madatory after the
Unending Despair
Very strong item in specific circumstances. Works best into heavy tank/ fighter/ melee enemy comps with long fights. Gives
Jak'Sho, The Protean
Very strong mid and late game defensive item. Helps to mitigate against
Sunfire Aegis
Best item for clearing JG
Dead Man's Plate
Good item against high mobility squishy comps. Offers high
Thornmail
Generally a niche option into specific team comps, if anything. Usually always better options than picking this up. Most of the time you can pick up *Breakdown*
1. Useless stats against
Magic Resist Items
Force of Nature
Best for heavy
Kaenic Rookern
Very strong item. Synergizes well with any health stacking mechanics like
Spirit Visage
Very strong item on
Abyssal Mask
Good offensive
Hollow Radiance
Usually not a rushed first item and built later under certain circumstances. Such as when -1. Your comp needs a split push threat. 2. Your team is behind with low wave clear and needs help clearing the Damage Items
Sundered Sky
Lowkey kinda busted on
Navori Flickerblade
Suprisingly great on *Building
A problem





















































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