Shen Rework

Khmera·6/22/2014, 5:53:40 PM·5 votes·2,508 views

Shen by all means does not need a rework, just a visual update, on both his model and his abilities. But gawd forbid if he ever gets reworked I hope he gets reworked in this manner.

Passive: Ki Strike

Edit 2: Every basic attack reduces the cooldown by .5 second, up to 1.5 seconds while Feint holds.

I really like his passive it's amazingly good for trading, duels, and farming. Don't take this away. Everything about his passive, damage and all should be kept; except maybe the cooldown reduction of his passive should be reduced.

Q: Vorpal Blade

This ability would act similar to Katarina's Bouncing Blades. In the sense that it would hit the first target then bounce to 4 other nearby targets afterwards for reduced damage of 5% for each subsequent target. Each target is marked, and when Shen or his allies basic attacks a marked unit, the attacker gains a set amount of health restoration, deals 25 / 30 / 35 / 40 / 45 bonus magic damage, and the mark is consumed. Additionally the first target hit grants Shen or his allies more health restored and both the healing and damage goes down in the order in which Vorpal Blade bounced. Shadow Dash can now be used to consume the marks even on minions and monsters. (More explanation on Shadow Dash later)

*If Vorpal Blade kills any units, Shen heals for 10% (instead of 33%) of the normal amount instantly, based on the number of unit(s) killed.

So basically this replaces his original Q. An it allows him to sustain a great amount, this also adds a certain amount of counter play, since you have to go an auto attack each minion or use Shadow Dash to consume each mark. Leaving you out in the open and possibly without an escape. This also allows him to Team Fight better, with multiple targets getting hit, and you can easily turn the fight around afterwards by taunting all 5 members and consuming the marks. It also ensures that he can use this spell as he runs so that he can hit a minion wave and shadow dash through them to escape with restored health. (I like the cohesiveness of his spells using Q and E) The healing reduction for instantly killing units with the ability is due to the fact that this spell can now hit multiple units, so killing 3 minions would heal you for 30%, killing all 5 with your Q would heal you for 50% of the normal amount. The normal amount for each mark 10 / 15 / 20 / 25 / 30 (+1% Shen's maximum health). With 50% of 30 you would regain 15 health instantly. Each health regained is reduced by 1 in the order in which Vorpal Blade bounced. Obviously this ability should have reduced damage an/or a longer cooldown Edit 3:(Possibly 10.5 / 10 / 9.5 / 9 / 8.5 seconds) since it has so many amazing uses. I guess the magic damage reduction could be 40 / 70 / 100 / 150 / 165 (Plus 40% AP). Also for reduced damage on marks consumed, I just wanted to write an example:

So at level 1 attacking the first marked target will consume the mark and deal 25 bonus magic damage. The second target (being the one that was hit second with Vorpal blade will deal 20 bonus magic damage and consume the mark). But if you attack out of order, lets say you attack the last target marked by Vorpal Blade you will deal 5 out of 25 bonus magic damage. Each subsequent target from Vorpal Blade will be dealt 5 less bonus magic damage in continuation as the marks are consumed. <- This rule holds through all levels of Vorpal Blade. As for his healing factor gained from consuming a mark

I thought that this would allow your opponents to better read your movements if they noticed your pattern for auto attacking each marked target.

Edit 3: Vorpal Blade will prioritize champions over minions and monsters when his initial cast target was a champion, if he uses this spell on minions or monsters then his Vorpal blade will bounce to nearby targets at random. The Bounce range is 160 (Thanks RakdosChaosLord) and the cast range/and Energy cost remains unchanged.

W: Feint

Passive: When Shen kills a unit using Ki Strike or Vorpal Blade he restores 1 / 2 / 3 / 4 / 5 Energy.

Active: Shen gains a shield that absorbs a certain amount of damage. The shield dissipates after 3 seconds if not already destroyed.

Edit 2: *While the shield persists, Shen's basic attacks reduce the cooldown of Ki Strike by 1 second (1.5 seconds total).

I wanted even more interaction between his kit, so I thought that adding a passive in which he could add to the energy restoration of his passive with even more energy recovery. With this new passive I think he should scale with (+45% Ap) instead of (+60%). He has to be slightly squishier since he can heal from multiple sources now, and has health regen that works with his escape. Also the cooldown of this spell should be increased to 9 / 8.5 / 8 / 7.5 / 7 seconds.

E: Shadow Dash

Active: Shen dashes along target line, dealing magic damage to enemy champions he contacts and taunting them for 1.5 seconds. While taunted, enemies are forced to attack Shen and their basic attacks deal 70% / 65% / 60% / 55% / 50% of their damage. Shen gains 25 Energy for each enemy champion he contacts. Additionally Shadow Dash can consume the marks left by Vorpal Blade.

Ok so I tweaked it a bit, it no longer says half damage and he no longer gains 40 Energy for each enemy hit. I think the the damage of this spell could be reduced to 155 at maxed ranked with (+45% Ap) instead of (+%50 Ap). So for my Shadow Dash explanation, I just want to clarify that this ability does not hit minions or monsters unless they are marked with Vorpal Blade. Also I didn't add that killing a marked unit with Shadow Dash would regenerate you Energy (refer back to W: Feint), because you already gain Energy for each enemy champion you come in contact with. Just another idea, this ability should cost 100 or 105 energy instead of 120. (Slight slight buff, but I think you are intending on using this ability aggressively with his Q. I mean he is already putting himself out there using it to farm, he should have a small safety net)

R: Stand United

Active: Target allied champion gains a shield that absorbs a certain amount of damage. The shield dissipates after 5 seconds if not already destroyed. After 3 seconds of channeling, Shen teleports to the allied champion.

The only thing I want to add to this is to reduce the cooldown of this spell to better match the global ultimates of other champions. So I would change it from 200 / 180 / 160 to 180 / 160 / 140 cooldown.

His ultimate is unique, an I wouldn't change it for any added effects or diminishing play. Just a slight buff would be needed. I remember on one of the patches, a long time ago he had his ult pushed to how it is now because he was supposed to keep in line with global ultimate champions. Well they have their ultimate quite lower than 140 cdr. So this would still make him have a high cdr ultimate; without making it extreme.

Edit: Fixing some stuff. =P

Edit 2: Fix on his Passive and W so he isn't a hulking monster with his Passive.

Edit 3: Added clarity to his Q and changed his passive cooldown reduction on his Passive and W.

6 Comments

MeleeNuke6/22/2014, 8:37:49 PM2 votes

Cool idea but I don't find the taunt in shadow dash to be fitting for Shen.

TheCaptainJ6/24/2014, 2:36:30 AM2 votes

The amount of detail is amazing, and I do agree with a majority of it, however, would this also require Shen's actual base stats to change to match the new cohesiveness or would they need to be buffed to give him something to fall back on?

Also a random food for thought, what would be the new range of his Q (if adjusted) and how close would the additional targets have to be for the additional bounces to hit? as funny as it would be to have it bounce about 160 units (about all of mid lane give or take) between each strike. would it also prioritize champions or bounce randomly?

Bolla2276/24/2014, 2:40:28 AM2 votes

Good idea, rework on Shen would be amazing