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Shen Build Guide by Reprobatus

Jungle Complete Shen JG Guide (26.6)

Jungle Complete Shen JG Guide (26.6)

Updated on March 31, 2026
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League of Legends Build Guide Author Reprobatus Build Guide By Reprobatus 9 2 34,172 Views 0 Comments
9 2 34,172 Views 0 Comments League of Legends Build Guide Author Reprobatus Shen Build Guide By Reprobatus Updated on March 31, 2026
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Runes: Primary

1 2 3 4 5
Resolve
Grasp of the Undying
Shield Bash
Conditioning
Overgrowth

Domination
Sudden Impact
Relentless Hunter
Bonus:

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

Spells:

1 2
Best
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Scorchclaw Smite

Scorchclaw Smite

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Complete Shen JG Guide (26.6)

By Reprobatus
Table of contents

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 Author

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; Pantheon, Master Yi, Vi. More recent years prefered the off-meta JG picks; Sett, Darius (years ago when they first buffed his passive dmg to monsters), and now Shen. I've one-tricked Shen JG since season 14 with probably a couple thousand games now with a Diamond rank in the past and a Master peak this season on the NA server.

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 Shen gameplay, champ knowledge and other roles. However, if you are looking for JG Shen tips then I hope you can take away something from this guide to further your gameplay. Sites like these have helped me (this one in particular) in the past, especially when I first started playing. I felt like it was time to try and give back to the community. Hope you enjoy and thanks for reviewing.
Why Shen JG

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 baron nashor
- 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
- Mordekaiser will (R) Realm of Death you every game, every fight, every gank, every skirmish....everytime. Mord players just love Shen, I swear.
General Synergies and Struggles

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 crowd control comps
- ability power heavy comps
In Depth Team Comp Synergies By Lane

Shen's Role in Team Comps


Shen is quite adaptable and can fulfill various needed roles in a given comp leading him to be a good blind pick into and for, many team comp drafts. Engage, disengage, front to back, or dive comps; he can tank, peel, has good damage, and brings utility. Shen's kit is very balanced thus making him good at many things but really a master of none. If this was a RPG then Shen is like a paladin. An off-tank with utility, tankyness and some damage. He helps augment your teams strengths. Shen carries the game by "carrying the carry," so to speak.


Team Synergies By Lane


Top Lane


Aatrox, Ambessa, Camille, Cho'Gath, Darius, Dr. Mundo, Garen, Gnar, Gragas, Gwen, Illaoi, Irelia, Jax, Kayle, K'Sante, Malphite, Mordekaiser, Nasus, Olaf, Ornn, Pantheon, Renekton, Riven, Sett, Singed, Sion, Trundle, Urgot, Volibear, Warwick

Mid Lane


Ahri, Akali, Anivia, Aurelion Sol, Azir, Cassiopeia, Diana, Ekko, Galio, Hwei, LeBlanc, Lissandra, Lux, Malzahar, Mel, Orianna, Ryze, Swain, Sylas, Syndra, Taliyah, Twisted Fate, Veigar, Vex, Vel'Koz, Viktor, Vladimir, Xerath, Zed

Bot Lane


Aphelios, Ashe, Caitlyn, Jhin, Jinx, Kai'Sa, Kog'Maw, Lucian, Nilah, Samira, Varus, Vayne, Xayah, Zeri

Support


Alistar, Bard, Blitzcrank, Braum, Janna, Karma, Leona, Lulu, Maokai, Milio, Morgana, Nami, Nautilus, Poppy, Rakan, Rell, Seraphine, Sona, Soraka, Tahm Kench, Taric, Thresh, Yuumi, Zilean
Ability Usage Tips for Ganking and JG Macro

General Principles


1. When the emeny laner has pushed to your laner's turret and the enemy laner is high health. An option is to save your (E) Shadow Dash, and path towards them while being aware of Shen's (Q) Blade placement in the JG or river. Path to the opposite side of them knowing they will most likely path back to their turret and then activate (Q) Twilight Assault. With practice and good timing you can get a (Q) drag through to activate the slow. Now you can run them down to take a good trade or set up for a kill.

2. If you don't think you can secure a kill while ganking with your (E) Shadow Dash. Then try to save it for when the enemy will dash away or Flash. If you are right on top of them and they Flash away, usually you can still hit a max range (E) Shadow Dash. This also works well in combination with the 1st step.

3. When you get collapsed on while doing an objective or are trying to steal, you can save your (E) Shadow Dash till the last second, taunt the enemy JG, stun them and Smite.

4. When using (R) Stand United after you land depending on the situation, sometimes it is better to instantly (W) Spirit's Refuge, then (Q) Twilight Assault with no drag through so your (W) Spirit's Refuge stays on your ally but still gives you a slight increase in damage. Then run behind the enemy, wait till (W) Spirit's Refuge expirses, path back to the enemy so you are right on top of them, then path backwards (away form them) and (E) Shadow Dash to drag them away from your ally (otherwise known as a backwards taunt). auto attack, then (Q) Twilight Assault once it's back up for the (Q) drag through slow effect to increase your ally's escape since the enemy will be slowed running away from Shen while they are trying to chase them. This would be your best method to maximize protection, time, and spacing to save them.

5. While turret defending or during turret dive defense with or without an ally, you can try to do a backwards taunt (described in #4) with your (E) Shadow Dash to pull aggro so the enemy will take a turret shot (sometimes 2 shots if you are able to pull off a (Q) drag through after for the slow) or just an extra turret shot as they are trying to escape during a dive since they will most likely have turret aggro and probably already have a shot being fired at them.

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) Stand United to arrive early (essentially used a Teleport ) and make sure you can secure/steal it with Smite. It's a high cost but sometimes it is the best play.

7. (R) Stand United can be used proactively to gank. Your allies don't need to be low and at risk of death; just in a good position. Works best when your laners have crowd control to buy time till you land with your crowd control, and when your team is behind. Less risk of your team not having a bounty (from being behind) and possibly securing a kill on an enemy that has a bounty VS you using your (R) Stand United for a gank while being ahead (so your team has bounties on them). If one of your allies that has a bounty on them decides to take a fight during the time your (R) Stand United is on cooldown they could die. Resulting most likely in a bigger gold deficit for your team overall and probably not worth it; especially if, they could have lived had your (R) Stand United still been up. Basically an aggressive play that carries a higher risk to use while being ahead.

8. During a close gank where a low health enemy is escaping with no Flash and your (E) Shadow Dash is on cooldown but your Flash and (Q) Twilight Assault are up. You can Flash infront of them, then (Q) Twilight Assault to get the extra empowered (Q) damage, Attack Speed and slow to kill them. Can be used also to buy some time till your (E) Shadow Dash is back up for longer kill threat trades. Also possible to use *with high risk* even if the enemy has Flash up. Either you kill with the surprise 1 empowered (Q) damage or they still Flash away but with the right timing you still get the auto attack off and they die mid Flash. Worse case senario they live but will still be slowed and possible to run down for the kill. When you can pull this off perfectly you feel like a boss, then after you''ll give 'em the old mastery spam flex or emote spam flex upon their dead corpse before carrying on with your buisness. And trust me no one besides a Shen main or one trick respects the damage of 1 empowered (Q).

9. Always be aware of your (Q) blade placement in the lane after you leave. Maybe you're low and ran to your turret to base but your team is still fighting. If your (W) Spirit's Refuge is up, and your allies are fighting around your blade, you can cancel your base, and activate (W) Spirit's Refuge to block the emeny auto attack's for them. This one move can win or lose a close fight for your team. This situation doesn't happen often but when it does it can be huge. You could also activate your (Q) Twilight Assault to hit the drag through to get the slow to help your team; if, your (W) Spirit's Refuge was on cooldown instead or right after too once the (W) ability effect has ended. High level Shen gameplay.

10. While (R) Stand United is up it gives Shen tremdous freedom while JG'ing. Ex. allows you to path top to bot, to secure dragon but still be able to arrive top lane for a counter gank. Also allows you to focus on full clearing while still being a gank/counter gank threat. Essientailly it is insane map control and preesure. It will make up for lower elo JG tracking and pathing skill (however better to focus JG fundamentals rather than use this as a crutch) but also very strong play making potential in higher elo.
JG Clear

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 Shen
- First camp (Q) Twilight Assault at 0:50 to allow you to (Q) Twilight Assault again once those first 3 strikes are used
- Be sure to (Q) Twilight Assault as you travel betwween camps to maximize up time on your (Q) Twilight Assault. A good visual indicator of this is to watch the (Q) countdown animation above your HUD. You need about slightly less than half of the time on the animation to be able to pull off 3 (Q)'s on your next camp. With some practice you will get good at it.
- Using your (Q) Twilight Assault will make it easier to kite camps with the extended auto attack range it gives
- On your first clear *especially,* while you have red buff make sure to one auto attack each the smaller camp monsters while your (Q) Twilight Assault is on cooldown to maximize the burn damage and your time clearing that camp
- 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) Ki Barrier and (W) Spirit's Refuge, you can fall back to full clear while being very low health
- Around mid game you won't really need your (W) Spirit's Refuge while clearing; save it for your (R) Stand United or gank, it has a long cooldown
- Be mindful of your (E) Shadow Dash usage while moving and clearing. Eyes always on that mini map; is your top lane low and about to get tower dove or bot lane is pushed up and might get ganked then save your (E) Shadow Dash so you have it incase you need to (R) Stand United
- While clearing at 2 seconds left on your (P) Ki Barrier you can (W) Spirit's Refuge to block the autos then your passive sheild will kick in right after to maximize damage mitigation
- Be aware of your (P) Ki Barrier cooldown while doing objectives and be efficient as you can otherwise you will take too much damage
- On grubs prioritize (W) Spirit's Refuge for when the extra mites spawn
- Before (R) Stand United always consider if it is worth it or if you can even save them. Otherwise it may best to keep full clearing, counter jg, or take an objective
Items for Clearing JG and Minion Waves

Rankings On Clear Speed (fastest starting top)


JG Camps


Sunfire Aegis
Hollow Radiance
Titanic Hydra
Bami's Cinder
Tiamat
Mosstomper Seedling

Minion Waves


Titanic Hydra
Hollow Radiance
Sunfire Aegis
Bami's Cinder
Tiamat


Item Breakdown


Bami's Cinder
30 damage a second to monsters and 23 damage to minions. It's the standard.

Tiamat
A more expensive and worse version of Bami's Cinder for clearing monsters and minions.

Sunfire Aegis
Just the item itself is 48 damage a second to monsters. Best option for JG clear speed as it still has the +100% increased damage to monsters passive as Bami's Cinder but with the added 1% bonus health damage as well. It has a higher base damage than Hollow Radiance and a higher increased damage to monsters (+25% to +100%) making it the superior of the two. It's ok for minion wave clear.

Hollow Radiance
Good JG monster clear and minion wave clear. The item passive will help minion wave clear more than JG monster clear (only 3 out of 6 JG camps have small monsters that will die first to proc the passive). Also note that the item itself is only 24 damage a second to JG monsters. For maximum efficiency in regards to JG monster clear, you will need 500 bonus health plus this item itself just to match Bami's Cinder already 30 damage a second. Without the 500 bonus health it's actually not really that much faster than Bami's Cinder. So would recommend an item build path like -ex. Bami's Cinder, any Legendary Item with health, then upgarde Bami's Cinder to Hollow Radiance.

Titanic Hydra
Best for minion wave clear and ok for JG monster clear.


Recommended Starting and First Item Buys


At start of game buy Mosstomper Seedling and do not buy a Health Potion. You don't need it; save the 50g.

After first full clear and at least one Rift Scuttler you will have enough for Bami's Cinder and maybe a Control Ward.

*Note*
Bami's Cinder is cheaper (900g) and will clear faster than Tiamat (1200g). Without Bami's Cinder, your second rotation JG camps will be slower to clear; around 10 seconds give or take depending on kiting skill. Also know that every clear throughout the game will be slower as well and come mid to late game, trying to push minion waves will feel impossible. Bami's Cinder -IMO- will be all you need the entire game for most games to clear the JG and help with pushing waves. It is good enough without having to invest to upgrade it. With that being said; if, you want maximum JG monster clear upgrade to Sunfire Aegis. If, you want maximum minion wave clear go Titanic Hydra. For a blend of both worlds go Hollow Radiance
Runes for JG

Resolve Tree As Primary


- This is the strongest primary rune tree for Shen. Every row has Runes that synergize extremely well with his kit

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 Shen scaling thoughout the game. Ki Barrier, Shadow Dash, Stand United all scale off of bonus health.

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 Grasp of the Undying.

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 Guardian also. A good rune but not great.

Shield Bash

Hands down best rune in this row. Very high damage from this. You will constantly be procing this off of your Ki Barrier during fights. Probably your highest damage rune.

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 Shen the luxury of taking this rune as opposed to him being in other roles.

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 Second Wind and still would be usefull against an early duel/skirmish heavy JG match up. Overall it is viable but niche.

Row 4


Overgrowth

Amazing rune for Shen. Extra 200-300 health for your average game. Free stats, extra tankyness, scaling rune that helps Shen scale with his entire kit Ki Barrier Shadow Dash Stand United as well with item synergies Riftmaker Unending Despair Sterak's Gage Heartsteel. The debate is between this and Revitalize. Each will help with his kit and items in slightly different ways. Overgrowth more upfront and Revitalize more on demand or situational use is the best way I can describe it. Comes down to playsytle and how it each feels for you in your games IMO. Would recommend trying both and make a final decision. Again this is a great rune for Shen and my personal choice.

Revitalize

Another amazing rune for Shen. Every heal or shield during the game will be amplified. Synergies with your Ki Barrier Stand United, runes Grasp of the Undying Fleet Footwork, items Riftmaker Unending Despair Sterak's Gage Redemption plus many more, also healing from killing camps, and any enchanter you have on your team. This is a solid choice and utilized incedibly well by Shen. But again try this and Overgrowth; then, decide which is best for you and your playstyle. I don't think either choice is bad or wrong.

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. Overgrowth and Revitalize bring so much more value.


Domination As Secondary


Row 2


Cheap Shot

Solid damage and good choice. Will proc this rune from (Q) Twilight Assault drag throughs and from (E) Shadow Dash taunts. It has a low cooldown and will probably proc this multiple times in extended fights.

Taste of Blood

Not the best choice. Long cooldown and Shen doesn't usually build enough attack damage or ability power to utilize this runes full potiential.

Sudden Impact

Great rune with high damage. Higher base damage than Cheap Shot but can only proc it off of (E) Shadow Dash or Flash. Longer cooldown than Cheap Shot but still will most likly be up everytime (E) Shadow Dash is up since it also has a long cooldown. Personally this rune is consistantly higher damage than Cheap Shot over the course of the game and would recommend. Also the higher upfront damage will help with bursting down champs during ganks. Try both and see which is working consistanly better for you.

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 Shen doesnt require high amounts of gold income to be useful and make an impact on the game. There are better choices in this row.

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 Shen to have very high move speed. Helps with creating and maintaining your JG tempo. The rune I would recommend in this row as Shen can make use of this more from the JG vs Ultimate Hunter.

Ultimate Hunter

Also a great rune. Will allow for more uptime on your (R) Stand United. Having an increadably impactful ultimate that can turn the course of teamfights this is a very good rune to have on Shen. I would recommend this more for lower elo as there is typically more fighting and higher need of access to your (R) Stand United; however, for higher elo play I think you will get more out of Relentless Hunter. Give both a try and see what works for you.


Precision Tree as Primary


- Not the best primary tree for Shen synergy but still a viable and good option.

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 Shen's kit. Can they work? Sure, but there is a better and more consistant choice.

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) Twilight Assault usage during fighting.

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. Shen doesn't synergize the best with attack speed but as long as you build some item haste you will help get the most out of this rune.

Legend: Haste

Great choice. The extra item haste will help Shen in the mid game a lot. Since usually you are prioritizing building health and resistances early. Will also help with JG clearing as your (Q) Twilight Assault will have more uptime.

Legend: Bloodline

Not really a good rune for Shen. He is an auto attack dependant champ but usually doesn't have the extra attack speeed to make this a work or get the most out it. Also compared to the other choices here, it's just not worth.

Row 4


Coup de Grace Cut Down Last Stand

all are team comp and match up specific. Coup de Grace against squishy comps. Cut Down against tank and bruiser heavy comps. Last Stand against balanced comps or if Shen is your teams only tank/frontline/engage.


Other Secondary Tree Options


Sorcery Options


Axiom Arcanist

Stronger (R) Stand United, potientially more uptime. Pretty good rune for Shen. Just know being a lower damage champ you most likely will not be the one getting the kills so typically you won't fully be utilizing the cooldown reduction from this rune.

Nimbus Cloak

Extra movespeed to help during ganks from casting Smite or Flash. Can make or break a successful gank. Very good rune.

Transcendence

Free Ability Haste worth 500g. Helps with increased damage from higher uptime of your abilities. Very good rune

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 Shen as the stats it gives won't be used to their full potiential on Shen.

Gathering Storm

Scaling rune; it's not great but it's not terrible. Late game it will increase (Q) Twilight Assault damage and (R) Stand United shield size. Viable niche option but again not the best choice and there are better options.


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 Magical Footwear. It can help during early fights but the best benifit is of course the free 90 health that you will perminatly gain. 240g worth of stats; it is initailly significantly lower value than Magical Footwear but once you upgrade to teir two boots the gold value difference is only 60g rather than 180g.

Cosmic Insight

Great rune as it synergizes with Smite for faster clearing and availibty for objectives, also Flash cooldowns as well. Item synergry with items such as Heartsteel, and Unending Despair. Solid rune for JG.

Approach Velocity

Amazing rune for Shen. Helps with sticking onto your targets and perventing them from escaping during ganks. Good during team fighting. If you hit a (Q) Twilight Assault drag through than almost nobody is getting away from you.


Rune Shards


Slot 1


Adaptive Force

Ok choice. Will help with (Q) Twilight Assault damage for clearing and early fights but there are better choices.

Attack Speed

Good choice. Will help clear faster than Adaptive Force and will just feel more fluid when attacking early. However, there are better options

Ability Haste

Best choice in this row. Will help with more (Q) Twilight Assault uptime for clearing, which is Shen's primary damage sourse for clearing early and really the entire game. Fastest JG clear time with this. Also highest gold value in this slot row.

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 Shen. Will help with scaling for his kit and tankyness. Best choice with the highest gold value.

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 Mercury's Treads anyways.

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 voidgrub fights. Past level 7 this will be stronger, so around your second clear this rune shard will be better. Also highest gold value in this slot row.
Itemization

Item Theory


In general for Shen the stat priorities are- health> armor/ magic resistance> Ability Haste> Movement Speed> attack damage/ ability power> Attack Speed

However... **generally speaking** if you itemize only pure tank items usually you won't have enough damage for fights. Ex. Warmog's Armor, Jak'Sho, The Protean, Unending Despair, Randuin's Omen, Thornmail, Force of Nature, Kaenic Rookern, and Spirit Visage. Most likely a build heavy in these items will need probably one pure damage item like Blade of the Ruined King or Sundered Sky.

A build heavy in more offensive tank items like Heartsteel, Sterak's Gage, Dead Man's Plate, Iceborn Gauntlet, Abyssal Mask would probably work well without any damage items. Providing enough of both tank and damage.

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 health, armor, and magic resistance they often lack.

Lastly, Shen is so versitile and will work well with very many items and item combinations, especially in the JG. Try 'em all out to get a feel for them and determine when/what to build and how you like the fit to your playstyle.


Tank Items


Health Items


Heartsteel

Amazing item on Shen. Helps Shen's damage, shields, and tankyness scale into late game. Strong 1st item and really can be picked up at any point -IMO-. Later purchases will health stack faster since you will start with more health and the damage will also be higher. Rushing this 1st item allows Shen to stack tons of health which is strong early and will make his first (R) Stand United very strong. Through ganks, JG duels, skirmishes and team fights over the course of the game despite being in the JG you still will stack this pretty well. Works best against heavy tank/fighter/melee comps. Weak 1st item rush agaainst high mobility comps (and in general), assassins and bruiser champs that have percent health damage in their kits ex. Urgot, Vi, Udyr, Shyvana. Not meant to be built in every game or to be rushed first item in the games you do build it. Never build this if the enemy team has Sett.

Warmog's Armor

Highest health item in the game which makes for a solid late gam tank item pick up. Best built 5th or 6th item (super late game where you can sell your boots). Could pick up earlier if you are way ahead like 4th or maybe 3rd (maybe) or if you are going a more supportive playstlye.

Sterak's Gage

Niche defensive tank item but very strong when called for. Look to build this if 1. Shen is only tank/engage for you team; especially if the enemy have lots of CC. 2. enemy team has strong team fight wombo-combo ultimates. You still will need other tank items but this items purpose is to make sure you don't get bursted down in a fight allowing your team to follow up after they blow everything on you or for you to survive long enough in the chaos of the enemy wombo-combo and get off that (E) Shadow Dash onto that Miss Fortune while she is trying to (R) Bullet Time.

Protoplasm Harness

Situational good item. Cheap with tons of health, and Ability Haste. However since Shen doesn't have any abilities that amplify armor or magic resistance like ex. Rammus; then, you will need to stack up some other tank items before this to get the most out of it. Best as a 4th or 5th item pick up -OR- ex. you had a Giant's Belt plus 1600 gold and needed a quick item power spike right before a big dragon objective contest.

Armor Items


Iceborn Gauntlet

Great item; kind of a -meh- item build path for Shen but once you finish it, it is amazing. So strong early and mid game. The real beauty is in the passive. It adds some pretty good damage but mostly the slow is everything. Helps to stick to targets and add more crowd control for Shen in team fights. Overall just a solid item and my personal favorite. Great first item and could be built anytime but be careful building late game; as you may need stronger late game armor items such as Randuin's Omen or Jak'Sho, The Protean

Randuin's Omen

Almost madatory after the critical strike damage buffs this season. 2 or more critical strike damage users and you have to; just 1 then probably still need it -Eventually- but can get away without having to build it most of the game. Strong synergy with Iceborn Gauntlet (literally no one will be getting away from you]]. Look to build 2nd item or after.

Unending Despair

Very strong item in specific circumstances. Works best into heavy tank/ fighter/ melee enemy comps with long fights. Gives Shen strong sustain. Synergy with Rylai's Crystal Scepter for added slows on the passive, Heartsteel to increase passive damage, and Riftmaker to help keep Riftmaker's passive up. Never 1st item rush; works best 2nd item or after.

Jak'Sho, The Protean

Very strong mid and late game defensive item. Helps to mitigate against armor penetration and magic penetration later in the game. Strong consideration for most games; especially if they go to late game. Against low ability power comps can be used as your only magic resist item.

Sunfire Aegis

Best item for clearing JG monster camps. Not essientail in every game but is great when used. Look to build as first item when -1. You are ahead early and want to push your lead. This will help snowball by giving you a faster clear time for more gold, experiance, and JG tempo to make plays, invade, or take objectives ( dragon, voidgrub). 2. You are versing a fast clearing enemy JG (ex. Karthus, Hecarim, Shyvana) and need this to keep up with their fast clearing tempo and to prevent them stealing your JG monster camps. 3. You are against a heavy attack damage comp. 4. Just in general prefer a faster clear.

Dead Man's Plate

Good item against high mobility squishy comps. Offers high Movement Speed, decent damage from the passive, a slow mechanic and good tank stats early. Helps with map movement, ganks, engage, and disengage. Best as 2nd item but can be rushed as 1st item. Usually not built after 3rd item (early game focused and you either need it or you don't). Strong synergy with Iceborn Gauntlet, and/ or Randuin's Omen for max rush down and stick potiential.

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 Bramble Vest to fullfil the role of this item and sit on it till later to complete the full item. Applies Grievous Wounds and ok damage (depending) for dueling but in my opinion this item has mojor flaws, drawbacks and lacks consistancy because of it.

*Breakdown*

1. Useless stats against ability power sustain champs like Swain, Sylas, Mordekaiser. 2. Requires enemy champion to auto attack Shen and apply the damage from this item and Grievous Wounds. But most likely in team fights, that Master Yi is going to run right past Shen and onto your ADC to kill them. So... what use is this item? 3. Late game hyper-carries usually have so much lifesteal and resistances that they will mitigate any damage Thornmail does. 4. In almost every circumstance Shen is better off building other tank or sustain items to live longer, supportive items for team utility and survivablity, or damage items to burst down the enemy champ.

Magic Resist Items


Force of Nature

Best for heavy ability power comps (3 or more). Offers high amounts of magic resistance along with some great Movement Speed. Synergizes with Jak'Sho, The Protean for max magic resistance builds. Look to build 2nd item or after. Can work as a 1st item rush; if, you are behind or it is against an all ability power comp.

Kaenic Rookern

Very strong item. Synergizes well with any health stacking mechanics like Heartsteel, Grasp of the Undying to increase the shield. Between this, your (P) Ki Barrier, and Mosstomper Smite you will have tremdous shield power for fights. Strong against ability power burst comps.

Spirit Visage

Very strong item on Shen as it synergizes well with his kit. Also strong synergies when you have other enchanters on your team. Feels a bit underwhelming -IMO-. Would consider for enchanter heavy comps, when you have ocean soul or heavy melee fighting games where you also have sustain item like Unending Despair, Sundered Sky, or Blade of the Ruined King.

Abyssal Mask

Good offensive magic resistance option. Not usually the best option for most games. Good for when your team is heavy ability power or the enemy team has one ability power user and isn't much of a threat to you. Will increase your damage output, is cheap, prety gold effiennt, and offers decent stats for Shen.

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 super minions in your base. 3. Low ability power threat on the enemy team and you want the increased clear speed and split push option. 4. Some combination of the previous three. Much cheaper to upgrade Bami's Cinder in these cases then to start building Titanic Hydra. You can always sell for a better magic resistance item; if, the game goes SUPER late and this is no longer needed.


Damage Items


Sundered Sky

Lowkey kinda busted on Shen. Good stats and incredible sustain when used as a tank. Best used into heavy tank/fighter/sustain/melee comps. Usually a 4th or 5th item pick up after you have some tank items. Strong synergy with Unending Despair and Jak'Sho, The Protean. Allows Shen to almost never die in extended team fights due to the item passive. Consider team comps before looking to pick this up as it is very strong in the right conditions.

Navori Flickerblade

Suprisingly great on Shen and super fun. As long as you are auto attacking this item just about cuts the cooldown of your basic abilities in half. This will up your damage but really used to up your crowd control and utility for Shen. Works best on a tanky build where you need to maximize your crowd control for you team, especailly against melee heavy enemy team comps. Should look to pick up 4th or later. -Never- first item rush this. It's built out of Dagger mostly which is Attack Speed and Attack Speed will not increase the damage on your Mosstomper Seedling passive; which, will result in a much slower JG clear during the early and early mid game.

*Building Attack Speed on Shen break down*

A problem Shen has with building lots of Attack Speed is that you will also need to build lots of Ability Haste to get the most out the faster empowered (Q) Twilight Assault auto attacks. Without the Ability Haste Shen is just auto attacking while he waits for (Q) Twilight Assault cooldown. This item solves that problem with its passive. It is a perfect synergy Attack Speed item for Shen. Be aware though with the extra up time to spam your abilities that you are mindful of your energy so you don't run out during fights.

Riftmaker

Very strong item on Shen when built with the right item build and team conditions. Good stats, some sustain, some increase in damage, but really increases your (R) Stand United shield tremendously. Synergies with Heartsteel, Grasp of the Undying, Overgrowth, Revitalize and Unending Despair. Best taken with either -A. heavy melee comps on both teams with long extended fights for a build like ex. Heartsteel, Unending Despair, Jak'Sho, The Protean, Sundered Sky, Riftmaker. -OR- B. As a (R) Stand United shield max Shen for your carry; think Heartsteel, Moonstone Renewer, Riftmaker, then probably Jak'Sho, The Protean. Never a first item rush. Best as a 5th or 6th for the tank build and as a 3rd or later for the support build.

Blade of the Ruined King

Hidden over powered and underated item on Shen. Synergizes very well with your (Q) Twilight Assault. Works best when taken into health stacking comps ex. Sett, Dr. Mundo, Swain. Should also consider your team comps damage output against said comps and determine before if you think your team will need the extra tank busting. Can work as a 1st item but usually better later to pick up; like 2nd or 3rd. You will need to adapt your playstyle since you won't be as tanky with this especially as a 1st item rush. Not an every game pick up but when you need it, you need it. It performs very well in the right games.

Titanic Hydra

The Shen classic. Great for minion wave clear and great burst damage with the auto attack reset. -IMO- It is more of a Top Lane Shen item Vs. a Jungle Shen item. It is quite expensive at 3300 gold and difficult to rush or find a spot later on to build. Around mid game you usually will start to need armor and magic resistance with health, rather than just health and attack damage.

Death's Dance

Kind of niche but has its place. Built in more fighter oriented builds when your team needs the extra damaage to help burst down a hyper-carry or squishy burst heavy comps. It would be built usually as your 2nd or only armor item.

Maw of Malmortius

Another niche but similar use and function as Death's Dance. Again typically used for the extra damage to help your team comp burst down vs a hyper-carry or squishy burst oriented heavy enemy team comps. Usually Hexdrinker is picked up 2nd or 3rd item and sat on till 3rd or 4th item to fully complete into Maw of Malmortius. For a more fighter type builds where this would probably be your only magic resistance item.

Eclipse

Viable and decent item on Shen. The added damage from the passive helps burst down squishies and the extra shield is nice. Best into squishy heavy comps and built as a 2nd or 3rd item. Works better if ahead to snowball and not really good built when behind.


Support Items


Moonstone Renewer

Probably best support item on Shen. Very strong synergy with Guardian. So overpowering when used in the right spot. The single and cheapest item to instantly maximze your (R) Stand United shield. Also will grant a smaller shield to another close ally during your (R) [stand united]]. Greatly increases Shen's utility. This works best when you have a very fed carry. -OR- one word... Nilah. Also good with other engage ADCs like Samira and high damage and sustain top laners like Aatrox, Gwen and Darius. If, your win conditon is for your carry to go in and live at all costs because they are 1v9ing with their crazy high damage; then, this is the time to build this item. Save your (R) Stand United to use on them and only them. In this scenario, this item becomes so oppresive for the emeny team and is really, really over powered; especially if, you notice the enemy team comp is already having problems dealing with them. With this item they will become just about unkillable.

Knight's Vow

Great item to use when your hyper-carry needs that extra protection to survive team fights. Think Kog'Maw or Jinx who are pretty immobile. Good option for when you don't have a tank support with this already, your carry needs extra peel from lets say that Rengar ult, you are not the only frontline for your team; otherwise you will take too much damage and with no other frontline your team fight will fall apart. Also great if you are paired with an enchanter support; it's like your carry gets the best of both worlds.

Redemption

After the health nerfs not as good stat wise; good utility item but just an ok item overall. Cheap and high impact for team fights. Can use right after you land from your (R) Stand United to help save your carry. Make sure your support isn't building or already has one.


Niche Items


Serpent's Fang

Shen struggles against shields and shield heavy comps. On lower damage team comps and if no one is building this, then it is worth a serious consider to pick up. The added attack damage and lethality will help you burst down squishy champs. Also will add value to the whole team. Be aware you won't be as tanky while you build this till you pick up some more tank items later on. Adjust how you team fight and skirmish. It is a rare purchase but when you need it, you need it.

Chempunk Chainsword

-IMO- Better option for heal reduction than Thornmail. Needed when against high sustain enemy comps. Gives Shen some good stats and more attack damage to help your team burst down high priority target. Thornmail is probably better for dueling auto attack champions 1v1 (early on in the game) but Chempunk Chainsword is better in just about every other case. Usually pick up and sit on Executioner's Calling till 4th or 5th item to fully complete into Chempunk Chainsword.

Verdant Barrier

Really only senario to buy this, Nocturne. During his (R) Paranoia, Shen will not be able to (R) Stand United. To mitigate this for 1600g (the cheapest option and at least some nice magic resistance ) you can solve this problem. While you are in your JG clearing camps and he uses (R) Paranoia, your spellshield will proc allowing you to see the map and counter with (R) Stand United. Worth picking up every game against Nocturne no, but sometimes you need it to put a stop to him getting himself or his team too far ahead.

Axiom Arc

Niche but fun and a little over powered item for Shen. Shen's (R) Stand United has a pretty long cooldown so the value you would get from this item's passive is immense. Can run with runes like Ultimate Hunter or Axiom Arcanist to help increase the cooldown reduction on (R) Stand United. Built in games where you need to maximize the use of your (R) Stand United or as a general late game pick up 4th/5th item. When picked up late it will prety much insure aftar every late game fight that your (R) Stand United will be back up in time for the next big team/ objective fight. Can also be picked up earlier with Verdant Barrier against Nocturne to really counter his ganks with (R) Paranoia.


Tier 2 Boots


Plated Steelcaps

Should look to buuld these against heavy auto attack teams when there are no heavy slow enemy champs ( Ashe, Rylai's Crystal Scepter users]] or heavy crowd control comps. Most of the time; if, you are perma slowed or perma chained crowd control then getting these won't matter and are worse.

Boots of Swiftness

Should look to build against high mobility comps and manditory against champs with heavy slows. 100% you will NEED these against champs like Ashe, Anivia, Aurelion Sol, Zilean, and mages who like to build Rylai's Crystal Scepter such as Brand, Zyra, Mordekaiser, Singed, and Swain. Without these they will kite you once you engage and most of the time you can't escape either.

Mercury's Treads

Almost mandatory against heavy crowd control comps. Do not build for heavy Slow users; Boots of Swiftness are much better. If, the enemy comp has a mix of both, then pick your poison; really depends on how much crowd control they have vs how many champs with slows. -IMO- more slows is a greater threat overall then crowd control. Shen can survive a few seconds of crowd control but if you are perma slowed after and your (E) Shadow Dash is on cooldown... then gg, you will die.
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