Shen Build Guide by sanun
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
Champion Build Guide
+ Great taunt(Shadow Dash)for engaging or escaping fights.
+ Vorpal Blade + Relic Shield = Long sustain for you and your ADC
+ Shadow Dash allows you to jump over terrain.
+ Decent CC
+ Solid Late Game
+ No Mana + Lots of health regen = long sustains
+ Extremely good split-pusher
+ Stand United is capable of turning around a teamfight
- Needs mini-map detection(for Stand United and split-pushing)
- No Multi-Target abilities apart from Shadow Dash which doesn't cover minions
(takes a while to clear large minion waves without a Ravenous Hydra or Sunfire
- Difficult to play with a bad AD carry, very ADC reliable, needs the ADC to follow
- Long cooldown on Shadow Dash early on without CDR, hard to escape if you fail a
- Stand United can be interrupted and in doing so has an extremely long cooldown.
If your ally dies while channeling you will not be teleported.
Since season 4, there are almost no summoner spells in League of Legends that have a bigger impact than Teleport. Sure, Flash is a big deal and can change a team fight, but Teleport determines everything from which objectives you can take, to whether or not you can fight, to where each individual player can and should be standing on the map.
In fact, until patch 8.23, even just starting a Teleport then cancelling it could be enough to turn a fight, or save your team’s bot lane. But, after this most recent preseason patch, Teleport can no longer be cancelled. And that’s probably a good thing.
Now, when you want to impact the map with a teleport, you have to be absolutely sure it’s a good idea. No more faking teleports to get enemy teams to back off of a fight, or to bait teleport out of your opponent, if you start a teleport in season 9, you’re teleporting.
This is the kind of change that, rather than making one playstyle weaker, actually impacts the entire game itself. At the highest levels of the game, map movements will have to be more purposeful, while things like tower dives can be done with a little more confidence, knowing that the enemy team will have to either decide not to help the target of the dive, or commit everything to help them.
If you have kill-pressure, go for ignite. If not, just pick TP and farm up and be ready for dragon. You can still pull up a good teamfight TP if the opponents overextend a lot and you team has good CC. Ignite also falls off hard as the game goes, so you have to abuse it and snowball and close the game before its 'late'. Champions like Kled (which can use his ult to get into places/fights and have more map pressure AND can also kill ppl with ease). That means you can use your ult kinda like a weaker TP and go with ignite, therefore he's more forgiving with ignite than most top champions.
Here I will be streaming a lot in the near future.
GL HF with Shen!
Thank you for reading my guide! if you have any feedback or questions feel free to comment. Upvotes are heavily appreciated!