Patch 10.20 5v5 Shen Top Lane Build Guide

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Welcome to the METAsrc Shen Top Lane build guide.

We've used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal Top Lane build for Shen. This algorithm is able to determine the best summoner spells, item build order, skill order, runes reforged, rune stats, counters, and team mates. Reference it during all phases of the game to ensure that you always have an edge over the competition.

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Best Summoner Spells

Flash
Teleports your champion a short distance toward your cursor's location.
Flash
45%
Teleport
After channeling for 4 seconds, teleports your champion to target allied structure, minion, or ward and grants a Movement Speed boost. The cooldown of Teleport scales from 420-240 seconds depending on champion level.
Teleport
41%

Best Starting Items

Health Potion
Limited to 5 at one time. Limited to 1 type of Healing Potion.

Click to Consume: Restores 150 Health over 15 seconds.
Health Potion
46%
Doran's Shield
+80 Health

Passive: Restores 6 Health every 5 seconds.
Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
UNIQUE Passive: Regenerate up to 40 health over 8 seconds after taking damage from an enemy champion, based on percent missing health. (66% effective for Ranged Champions or Area of Effect and Periodic damage triggers)
Doran's Shield
44%
Boots of Speed
Limited to 1 pair of boots.

UNIQUE Passive - Enhanced Movement: +25 Movement Speed
Boots of Speed
100%
Doran's Blade
+8 Attack Damage
+80 Health
+3% Life Steal
Doran's Blade
100%
Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
44%

Trinkets

Farsight Alteration
Level 9+ required to upgrade.
Limited to 1 Trinket.

Alters the Warding Totem Trinket:

+ Massively increased cast range (+650%)
+ Infinite duration and does not count towards ward limit
- 10% increased cooldown
- Ward is visible, fragile, untargetable by allies
- 45% reduced ward vision radius
- Cannot store charges
Farsight Alteration
64%
Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
44%
Oracle Lens
Limited to 1 Trinket.

Active: Scans around you, warning against hidden hostile units, and revealing invisible traps and revealing / disabling nearby wards for 10 seconds (90 to 60 second cooldown).
Oracle Lens
29%

Best Item Build Order

Mercury's Treads
Limited to 1 pair of boots.

+25 Magic Resist

UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 30%.
Mercury's Treads
55%
Sunfire Cape
+425 Health
+60 Armor


UNIQUE Passive - Immolate: Burns nearby enemies for [26 to 43] magic damage per second. Once every 12 seconds, your next immobilizing spell deals [26 to 43] (+4% Your Bonus HP) bonus magic damage and releases a fire nova that also deals that bonus damage around you. Immolate's damage is increased by 50% to minions and monsters.
Sunfire Cape
42%
Titanic Hydra
+450 Health
+40 Attack Damage
+100% Base Health Regen


UNIQUE Passive - Cleave: Basic attacks deal 5 + 1.5% of your maximum health as bonus physical damage to your target and 40 + 3% of your maximum health as physical damage to other enemies in a cone on hit.
UNIQUE Active - Crescent: Cleave damage to all targets is increased to 40 + 10% of your maximum health as bonus physical damage in a larger cone for your next basic attack (20 second cooldown).

(Unique Passives with the same name don't stack.)
Titanic Hydra
54%
Adaptive Helm
+350 Health
+55 Magic Resist
+100% Base Health Regeneration
+10% Cooldown Reduction


UNIQUE Passive: Taking magic damage from a spell or effect reduces all subsequent magic damage from that same spell or effect by 20% for 4 seconds.
Adaptive Helm
58%
Spirit Visage
+450 Health
+55 Magic Resist
+100% Base Health Regen
+10% Cooldown Reduction


UNIQUE Passive: Increases all healing received by 30%.
Spirit Visage
53%
Thornmail
+250 Health
+80 Armor


UNIQUE Passive - Thorns: Upon being hit by a basic attack, reflects magic damage equal to 10% of your bonus Armor plus 25, inflicting Grievous Wounds on the attacker for 3 second(s).
UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15% for 1 second(s).
Thornmail
57%

Best Skill Order

Ki Barrier
After casting a spell, Shen gets a shield. Affecting other champions reduces the cooldown of this effect.
Ki Barrier
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Twilight Assault
Shen recalls his spirit blade to attack with it, dealing damage based on the target's max health. The attacks are greatly empowered if it collides with an enemy champion, and all collided enemies are slowed while running away from Shen.
Twilight Assault
QQQQQ
Spirit's Refuge
Attacks that would hit Shen or his allies near his spirit blade are blocked.
Spirit's Refuge
WWWWW
Shadow Dash
Shen dashes in a direction, taunting enemies in his path.
Shadow Dash
EEEEE
Stand United
Shen shields target allied champion from incoming damage, and soon after teleports to their location.
Stand United
RRR

Best Runes Reforged

Resolve
Durability and crowd control
Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
  • Deal bonus magic damage equal to 4% of your max health
  • Heals you for 2% of your max health
  • Permanently increase your health by 5

  • Ranged Champions: Damage, healing, and permanent health gained reduced by 40%.
Shield Bash
While shielded, gain 1 - 10 Armor and Magic Resist based on Level.

Whenever you gain a new shield, your next basic attack against a champion deals 5 - 30 (+1.5% Bonus Health) (+8.5% New Shield Amount) bonus adaptive damage.

You have up to 2s after the shield expires to use this effect.
Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
Domination
Burst damage and target access
Cheap Shot
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).

Cooldown: 4s
Activates on damage occurring after the impairment.
Ultimate Hunter
Your ultimate gains 5% reduced cooldown, plus an additional 4% per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
AttackSpeed
+10% Attack Speed
Adaptive
+9 Adaptive Force
Armor
+6 Armor