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Shen Build Guide by 0nlyWinNL

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League of Legends Build Guide Author 0nlyWinNL

Shen - Just Jungle

0nlyWinNL Last updated on February 26, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Prior to this [Nautilus]patch, Shen hid in the shadows not because he was waiting to strike, but because he was too much of a punk ***** to reveal himself. Yet with his recent buffs it's quite the antithesis. He can now attack from the shadows like a true Ninja should. But why should he attack from the jungle shadows and not from Top lane's shadows? In short, he shouldn't. Honestly, if you manage to get a hold of Shen in a ranked/competitive scenario you should most likely go Top lane. However, the entire League community anticipates a nerf very soon. I suspect the potential nerfs to target his laning dominance and global presence (perhaps shortening its range like TF's and Pantheon's). With that in mind, I think he will maintain his viability post nerfs if he is in the jungle. Regardless of imaginative nerfs, this guide's purpose is to examine Shen's ability in the jungle.

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There's very little wiggle room when it comes to masteries. I wouldn't suggest anything outside of 9/21/0. The points in offense are necessary for clearing the jungle in a reasonable time and they also benefit his ganks. The points in defense not only add to your overall sustain, but the HP gains also increase your damage with and make your heal more. Fortunately, there is wiggle room that pertains to the defense points. The 3 points in Initiator (MS) can be moved to Resistance (MR) or Honor Guard (% Damage Reduction). I personally prefer the MS acquired from Initiator. In general, MS helps your ganks, clear times, and escapes. I think Honor Guard is a weak talent. Say someone deals 3,000 damage to you, with Honor Guard you would instead take 2,955 damage. Not worth it in my opinion. But the MR from Resistance can be useful vs. heavy magic teams.

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Ok, here's where it gets tricky. There are a lot of viable rune choices for jungle Shen. Obviously, I personally prefer my featured set up:

Marks: Attack speed to inrease clear times and damage in general. Works well with the on-hit abilites of Shen: Ki Strike, Wit's End, Page: Another viable option would be Magic Penetration.
Seals: Armor is standard for all junglers. However, I could potentially see an argument for HP Seals.
Glyphs: MR/LvL is needed for sustain in battles
Quintessences: Due to Shen's innate sustain, you will spend a lot of time scurrying around the map whether it's jungling, ganking, invading, or whatever. Thus, I recommend MS. Although, I foresee a variety of options here. Perhaps more AS, Magic Pen, Energy, or HP.

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Jungling and Ganking

Route: Start at WRAITHS and ask your teammates to help attack them, so you can get to RED by 1:55. Get leash on red, kill it, then proceed to GOLEMS. !SPAM YOUR SKILLS! Also use a Health potion when necessary so you don't get caught with low HP in the initial clear... After GOLEMS move back up to WRAITHS as they will have already respawned. At this point you'll be level 3... (with a point in each of your abilities) and you can now gank adjacent lanes. After attempting ganks, go clear the jungle again.

Ganking:Be aware of the location of wards when attempting ganks. Also, be knowledgeable about alternate ganking routes to avoid being seen by wards. For example, if their tribrush is warded you can stick to the blue wall in the river to avoid being seen. If they have a river ward you can come from behind through tribrush (assuming the wraith side entrance to their jungle isn't warded). If all those areas are warded then you can attempt an in-lane gank. That is, have your team push up slightly so you can sneak into the brush from your tower. Simply wait and strike once they're out of position: just as a Ninja should. When ganking mid it's generally best to come from behind. In general, when ganking from behind it's wiser to not initiate with Taunt when you have red buff. It's better to apply the slow from red first and then Taunt and Exhaust should they flash or get too close to their tower.

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With your global ult you can split push very well. If your team is pushing a lane keep a very close eye on them. Keep in mind, just because you have a global ult doesn't mean you can arrive there in time to help. A teammate could very well get caught and they will just burn through your ult's shield. With that in mind, it's sometimes wiser to remain with your teammates.

Regardless, your primary role in a team fight is to control the enemy carries with your Taunt, Exhaust, Randuin's Omen and Frozen Mallet. Your secondary role is to peel enemies from your carries with your taunt. Throughout the battle, apply Vorpal Blade to priority targets and spam Feint to mitigate damage while simultaneously increasing your damage because it helps reduce the cooldown of . Also, don't forget to amidst the battle on allies that are getting focused.