Shen Rework Reworked (Feedback welcome)
http://i63.tinypic.com/fxdo9g.jpg
Passive
Ki Strike: (on hit effect) activates within X/X/X seconds (active until procced, more availability lategame) Shen deals a percentage X/X/X (level capped) of his opponent's hp in magic damage, auto attacking refunds the cooldown with X seconds. Ki Strike refunds a small portion of energy.
Q
Vorpal blade: Slim width, medium length line skillshot which penetrates but deals low amount of flat magic damage (scaling with Shen's max hp) to the first target hit, once cast it leaves a spirit sword on its final location. Reactivating Q within X seconds returns the spirit sword to Shen, if it collides with a champion Shen steals a small portion of their movement speed and gains 3 empowered (higher damage only) Ki Strike stacks for X seconds. Activating the empowered stacks while Ki Strike was active will override it, and once the third auto attack is applied or the timer runs out it should be put on cooldown like a regular Ki Strike.
W
Ki Barrier Passive: Either procs instantly upon activating a ability or upon return of the Spirit blade from Q, once W has ended, once E collided, once R finished channeling. Shen shields himself for X/X/X/X/X (+ X% bonus health) for 2.5 seconds. If the triggering ability successfully affected at least one champion, Ki Barrier's cooldown is reduced by X/X/X/X/X seconds.
Active Spirit Refuge: Shen creates a anti auto attack field for 1.75 seconds at his location.
E
Shadow dash: return damage reduction from taunted enemies or dashing through allies provides them with Ki Barrier shield. Remove energy refund on Q.
R
Stand united: Shen's R scales completely with allied missing HP, meaning it will receive a higher cooldown for higher health targets, giving less shield to higher health targets and having a longer cast time on higher health targets. This would punish Shen for using it offensively and should be buffed slightly for clutch saves. I'd say the punish zone lies within 60% + allies, the regular applies between 60% to 30% and allies below 30% net a stronger R than live. I'd say lower CD, slightly stronger shield and one less second of cast time.
Afterword
I posted this rework in a "rework your main thread" and it died down, the rework got some upvotes from other Shen mains so I figured why not make it its own thread. I feel this combines most of what made old Shen fun and the work that was put into his current rework.
I don't dislike Shen's current passive hence I kept it in his W, which I will comment on later. But I enjoyed his old Ki Strike immensely, it had a satisfying animation and just gave Shen everything he wanted. A bit of damage, a bit of energy refund, a easy way to lower its cooldown. It also made farming easier on him, notice that I left flat damage out of the question so his passive will exclusively deal good damage to champs and mediocre to minions. CD scaling with auto attacks would encourage Shen to build AS.
Q only damaging the first target hit allows Shen to use it to farm (while at the same time providing counterplay, do you try to go for a proc on a champ or last hit allowing the enemy to use the minions for safety), yet running out of energy if he doesn't land the return portion on a champ. This would allow Shen to peel more effectively in fights, being able to catch up and delay threats jumping past him. While also returning a chance for the sword of justice that grabs that one guy that gets away with a sliver of health (while allowing the sliver of healther to do a final outplay).
W doesn't have a reason to be leveled, its a interesting and useful skill yet it leaves Shen laughably weak if he even thinks of levelling it. With Ki Barrier attached to it, that would change since the bonus hp scaling alone should not net a powerful shield. Withthe scaling portion of the cd reduction part also tied to levels ensuring that it is more available if more levels are put into the skill.
E Could use something more than it does now, little damage and small energy refund is not enough to warrant the huge energy cost and CD. While putting Shen directly in harms way. Making Shen choose between shielding allies or engaging would add depth to it, it would be a very strong peeling tool and I would understand if this weren't implemented.
R Change would push Shen more towards saving his allies instead of using his ult on top of a engage. He still could, but if they don't win that fight Shen pays a hefty price.
This would remove the level 1 cheese Shen can pull off, reduce his duelling power unless he gets items and turn him more into a peeling machine. Cementing Shen as a Warden, he should still be a duelling threat once he gets AS but not regardless.
Thanks for reading, please provide feedback on this idea and Shen below!

is that some matchups are unbearable(
and
come to mind), while others favor
for example). Shen tends to rely on
and
so gold is super important to him in the lane phase. The problem with this is that he doesn't have a safe method for farming, and just cannot shove the lane at all until he gets at least bami's cinder. In teamfights,
style stun where a certain amount of auto attacks will trigger a stun.
's passive, but without the shield.
I love being towerdived by these by the way). I think that having one ranged auto attack per Q use wouldn't make him too broken. Also, the
have enough crowd control and defense in their kit to forgo farming. Hell, even a 0 farm