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Shen, The Adjustable [Updated v1.0.0.113]






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Spells:
Exhaust
Ghost
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Preface



Abbreviated Terms
AA = Auto-attack (Basic Attacks)
CC = Crowd Control (Stun, fear, slow, snare, etc)
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds



Pros:
- able to save his allies with
Stand United
- multi target taunt
- really bulky late game
- tanks towers easily
- mobile with
Shadow Dash and
Stand United
Cons:
Stand United can be interrupted
- mediocre damage output - quite good for a tank though
- requires a lot map awareness





In a team fight if as ally is being focused and low on hp then ult to them to give them an extra 750 hp (at level 3). As soon as you teleport, taunt through the attacker so your ally can either kill them or escape without dying.



























Resistance (3/3) and Hardiness (3/3) are obvious choices. They provide you with 6 MR from and 6 armor. This makes a difference early game.
Evasion (4/4) and Nimbleness (1/1) increase your dodge chance by 2% as well as your movement speed after dodging an attack by 10%. This will increase your survivability against DPS champions.
Harden Skin (3/3) and Defensive Mastery (2/2) block 2 physical damage from each attack and 2 damage from each creep attack. Quite good imo.
Veteran's Scars (4/4) provide

Tenacity (1/1) decreases damage from all sources by 4%.
Good Hands (3/3) decrease

Awareness (4/4) increases your experience gained by 5%. This sure is nice, I almost always take it with any champion.
Greed (1/1) increases

Start off with a



Get at least 1 Sight Ward every single time you return to base. Every. Seriously.

This item is very important to


It provides you with a very nice amount of armor and a fair amount of health. Keep in mind it gives you money.



Cheap and great item. The aura may seem weak, but it isn't because you should stay in the middle of the fight. In fact the less resistances your team has, the more effective this item will get. Get it if your teammates are all squishy or if their team is really balanced.

This item gives


It is a great item to counter casters and to block CC/initiation spells. Remember you should and want to be right in the middle of the action.

It gives



This item gives the most MR of any one item in the game. If you're facing a lot of MDPS, get it after


This item works well against heavy physical damage teams, however you really need some health to make it worth the money. If you want to get it, get it after



This item works surprisingly well on





This item is actually really good on






This item is quite good on


The slow and the massive amount of HP make it strong, the problem is that it's too expensive and





Lasthit if possible. If you use your


Protect you lanemate and help him to harass/kill your opponents. Try to save

Watch out for ganks, especially if they have a jungler.
After you've got

Most of all, play it safe and careful. Port back if you need to. Know what you're able to do and what not. A good early game phase is essential for having a good late game phase.
Now you'll have to decide what items you want to get with

Ward the map with your team. You shouldn't have to be the one to buy all the wards. Just make sure to keep at least dragon, baron and the most common teamfights areas warded.
You should be the one to initiate teamfights. Try to disable their carries/casters while protecting your own. Counter the initial burst with





If a teamfight breaks out and you're not with your team,

You should play just like in the mid game phase except there are even more teamfights.
Push whenever the time is right but don't overdo it. You don't want to fight their team at their turret if you're at a disadvantage. Just don't force yourself into bad spots.
Remember you're the tank, so tank for your team. Stay together with your team and wait for the opponents to make a mistake.



You're able to use

Don't be too scared of their turrets. You can tank quite a few shots.
Remember to use

Map Control and Map Awareness are very important if you want to win. You have to buy wards and to keep watching at the minimap.
Two simple rules:
1. Get 1 Sight Ward every time you return to base.
2. Look at the minimap every time before you do something.

Priority:
Red > Blue > Orange + Green
Red spots should always be warded after 5 (Dragon) or 15 (Baron Nashor) minutes. Those are very important to have warded all the time. The teamfights around them can really make or break your game.
Blue spots should be warded to prevent ganks top, bot and mid and to observe enemy movements. The areas around these spots are also common teamfight areas.
Orange spots should be warded to secure your own jungle buffs and/or to watch the opponents' ones. These can be really helpful if the enemy has a jungler or if you can catch someone alone.
Green spots should be warded to gain even more map awareness and control. The areas around these spots are also common teamfight areas.




Q. What is more important, health or resistances to tank damage?
Q. Why do you prefer






Secondly I want to thank cakeandcereal and k3ndama for their great videos.
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