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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Defender's Guide
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1. Introduction Who am I? What champion am I covering? 3. Masteries Where thou placeth those skill points? 5. Summoner Spells The saving spells shall be...? Any alternatives? 7. Itemization Building from the ground up. How should you build? 9. Warding Where should the NINJA wards be hiding? When? 11. Synergies How shall you team up to blow enemies up? Why? |
2. Pros/Cons The good surgeon vs. the killer surgeon. 4. Runes What runes allow us to Shen? Alternatives? 6. Abilities What shall you max on this surgeon? How should I use them? 8. Gameplay What's your Shenful role? 10. Matchups You have enemies, strong and weak? Who's "difficult"? 12. Summary Let's jump to the end! |

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Hi everyone, I am HighTide29, a support main riding the ELO train to higher divisions. The information that follows is my Without me babbling on, I present to you, my readers and commenters, my |

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Pros
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+ A sword wielding ninja + Possesses arguably the best map presence in game + Tanky + + Taunt can hit the entire enemy team without being blown up + No mana costs + |
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Cons
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- Energy based-being low can be detrimental in fights - Missing taunt is like saying, "Kill me" - Susceptible to poke and ranged champs - - Requires descent amount of gold to itemize well w/ team - Ulting away from ADC leaves them susceptible to a 2v1 |
Although |

tank and succeeds more when abilities have less cooldowns, these masteries set up his kit nicely. Some may be inclined to switch the tree to 0/12/18 taking the
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CUNNING TREE
Tier 1 - All 5 points go into Tier 2 - A point into Tier 3 - You take all your points in Tier 4 - I take a point in Tier 5 - Five points into Keystone - Rounding off the CUNNING TREE, you take the keystone |
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RESOLVE TREE
Tier 1 - I take all 5 points in Tier 2 - A point into Tier 3 - In my opinion, I like taking 5 points into Tier 4 - The last point goes into |
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Runes
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Greater Mark of Armor: Flat armor allows us to mitigate some AA damage and increase your tankiness.
Alternatives:
Greater Mark of Magic Resist - Flat MR may be a better option when it comes to a more AP based team. More times than not, though, there will always be a champion that uses AAs.
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Greater Seal of Scaling Armor: Scaling armor here allows us to cater towards your late game potential. Although you lose some early game armor, you can add to your tankiness in the mid to late game phase.
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Greater Seal of Scaling Health: Scaling health caters towards the late game health while giving some HP early on. I take these so I can tank more AAs rather than taking fullarmor.
Alternatives:
Greater Seal of Armor - Total flat armor is another option if you would rather get an edge early. Having these may prove worthwhile for an AA heavy enemy bot lane. A mixture of these and another alternative is also another option.
Greater Seal of Magic Resist - Total flat MR is also a choice here. If a team is more AP based then these might be a good choice. Mix and match if you choose too.
Greater Seal of Health - Total flat health is another choice. If you would rather give up some defensive stats to increase HP and overall health early, then these may be a good option. Mix these with others to give a good range of stats.
Greater Seal of Scaling Health - Taking only scaling health caters towards the late game health while giving some HP early on. You can take these if you would prefer to tank more AAs rather than taking full armor or a mix of the two.
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Greater Glyph of Scaling Magic Resist: I prefer scaling MR as most bot lane comps do not rely heavily on magic damage. So, these give us some resistance to abilities, but cater mostly towards the late game when AP bursts become a threat.
Alternatives:
Greater Glyph of Cooldown Reduction - If you would like access to abilities faster early on, then flat cooldown reduction is the way to go.
Greater Glyph of Magic Resist - Depending on the situation, flat MR may be better.
Morgana bot is a prime example when these come in handy as she is always dishing out magic damage. Take these if you feel threatened by any AP champs.
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Greater Quintessence of Movement Speed: These are a great way to aid in avoiding plenty of skillshots. Plus, moving faster than the enemy ADC or support can set up taunts with
Shadow Dash more easily. Not to mention that ADCs cannot kite as well if you move faster than them.
Alternatives:
Greater Quintessence of Armor - If you would rather be tanky then armor is one way to go. These will do nicely in addition to the armor added from marks and/or seals.
Greater Quintessence of Health - Needing more health? Then these quintessences will do nicely. They will add to your overall HP and allow you to tank more AAs.
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Alternatives
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Ki StrikeAAs deal bonus magic damage and restore energy
Vorpal BladeA blade is thrown dealing damage and giving health
It has come to my attention that as a support,
FeintShen obtains a shield soaking up damage
Shadow DashDash to a target location and taunt enemies hit
The bread and butter ability for
Stand UnitedTeleport to a target ally champion and grant them a shield
The most saving grace a team could have. About to die top lane? No problem! Having trouble? Here I am!
Ability Sequence Order
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Maxing out |
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Itemization
Item Sequence
| face of the mountain |
A key support item that not only gives us, as a support, a way to shield someone from some damage. In addition, you gain some cooldown reduction and good health stats. Look to complete this item when you deem it necessary as other items such as |
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Most of the time, |
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Always a must have item on a support. The support role generally requires to ward everywhere. So, |
Defensive AD Options
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A good option to opt for especially for team comps that rely on AAs. Getting this is good against a |
With the changes to this item, you now reduce critical strikes by 10%. Get this item if you go up against say a |
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Gives good amounts of armor and health. It also allows |
The critical strike item that synergizes well with champions that rely on critcal chance. These champs include |
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Let the heart of a high AS fighter be frozen. |
An alternative to |
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Who has ever tower dove somebody? I think everyone can say "yes". |
Defensive AP Options
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A wonderful item to mitigate burst damage. The spell shield allows you to take no damage from an ability and can come in handy when you go in with |
If you do not need |
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I hardly ever get this item, but when I do, it is good for both AD and AP comps. It gives good amounts of armor and MR as well as a nice active that can take down towers quickly. To do that, put this in a bush near a tower and hopefully it will last a while to at least do sizable damage to a tower. If not, place it when you are on a siege near the enemy base. |
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Although |
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Gameplay
Early Game
Early on, you will want to passively farm with
Mid Game
If all has gone well, you should be on your way to completing your first or second big item. If you are behind, work with your team to get you and whoever is behind back into the game, but do not go into fights you cannot win-even with
Late Game
By then you should have two or three big items. If you truly lost in the laning phase and had not picked up the pace in the mid-game, then here is when
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Warding

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"You can't kill what you can't see!"
Generally, you are THE person who wards. Yet, you can only fit 4 wards on the map which typically cover only the bot lane. That is why ALL champs need to ward so make sure your team is doing this as well. By warding, you are giving yourself some leeway from being ganked and not extending lane too far for too long. Without vision, a split push may end in your death. So, if the team has all champs warding, the map can have a total of 20 potential wards. That's more than enough to provide adequate vision to keep you and your teammates safe.
Below is a map of early game warding:
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Almost no matter what, you WILL be warding the tri-bush and dragon pit. Basically, all junglers have to come through those areas and having vision of them can save you from your demise. It can do so by alerting you of an MIA enemy coming down to you-typically mid. The bottom bush wards are defensive and typically are placed to avoid surprise hooks, binds and stuns. They can also be helpful to any top with |
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Mid-game is almost the same as the early game. The only changes are that you have a more broad area of warding. Instead of primarily focusing bot lane, you attempt to get vision all over your jungle. This, in turn, allows your teammates to enter the jungle safely and put vision on key objectives such as |
| Explanation within the image is pretty self explanatory. Get wards anywhere and everywhere as this is where vision can make or break a game. Don't know where an enemy went? Hope to god that you have wards down so that you can quickly see them and either A) peel away or B) strike them down. If you're at the point in which the enemy team is sieging you, warding over the nexus walls is vital in being able to avoid any skill shots or enemies that can send you into a team fight you will lose. |
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Below is a section detailing any supports that I have played against. ADCs will be omitted as all of them pose some threat to any support. I will attempt to give some tips when you are against certain supports. Remember though, every matchup is purely skill based and even a counter pick does not mean the enemy will win.
BlitzcrankDifficulty: 3/10
Build:
BraumDifficulty: 5/10
Build:
You can avoid his
LuluDifficulty: 4/10
Build:
This little faerie wielding champion is something that can be a nuisance, but overall is an easy support to play against. Despite her range with AAs,
NamiDifficulty: 7/10
Build:
One of the most annoying matchups that I have encountered. She has a heal with
NautilusDifficulty: 3/10
Build:
He may have access to a stun, hook and slow, but you can avoid all of that with your MS and
Tahm KenchDifficulty: 9/10
Build:
This frog is annoying! He is especially annoying if you play against a
More to come!
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Here you will find a wide array of ADCs that I have been paired up with. Each will describe who him/her is and the level of synergy ranging from poor to excellent. In addition, each section will detail why I rated each ADC the way I did and how I worked to make the synergy happen-even if it was poor.
JinxSynergy: Excellent
I tried to resist giving
KalistaSynergy: Great
Brother and sister, literally with
Miss FortuneSynergy: Great
Everything that MF possesses is greatly complimented by your
VayneSynergy: Great/Excellent
Yeah, I know. How could I possibly be giving an in-between rating? Well,
More to Come!
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Summary
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Upvote if you liked the guide, and downvote if you absolutely feel it's necessary to do so. For anyone who does downvote, please inform me of why and I will do my best to change up the guide to reflect your opinion. Happy "Defending" with -"Surgeon" HighTide29 |
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Special Thanks to:
jhoijhoi's Making a Guide guide for most of the templates!
jamespongebob A Coding Service guide for help on other coding and giving ideas for future changes!
astrolia's Guide to Making a Custom Table of Contents guide for helping me create the table of contents!
astrolia's Support Guide Supplement guide for warding images!







November
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