Thoughts on some tweaks for Shen?

Shahamut··1 votes·381 views

Here are my thoughts: Shen could use some minor tweaks to put him up to snuff with other top laners in the current meta. My thoughts don't change anything about his playstyle, but add synergy to his kit as a whole and makes the scaling more thematic for a tank character. Let me know what you think.

Passive: Ki Strike

Every few seconds, Shen deals bonus magic damage on his next melee attack equal to (50%AD)+(10% Bonus Health). Auto attacks reduce the cooldown of this ability by 1 second. Each Ki-Strike also restores 20 Energy.

As Shen levels, the time between Ki strikes reduces, (10 seconds at level 1, 9 seconds at level 6, 8 seconds at level 11 and 7 seconds at level 16.

Q: Vorpal Blade--------------------------Energy Cost: 60/55/50/45/40------------------------------Cooldown: 6/5.5/5/4.5/4 seconds.

Damage: 60/120/180/240/300(+40% Bonus AD)(+40%AP)

Target is marked for 5 seconds. While marked, Shen or allied champions that attack the target are healed for 5/10/15/20/25(+1.5% Shen's Maximum health) Shen is healed for the NORMAL AMOUNT if he kills his target with Vorpal Blade.

Ki-Strike Synergy: If Shen strikes a marked target with Ki-Strike, he deals 10% increased Ki-Strike damage and heals for 8/17/25/33/42(+2.5% Shen's Maximum Health) and the mark is consumed.

W: Feint--------------------------Energy Cost: 70/65/60/55/50------------------------------Cooldown: 10/9/8/7/6

Shen Shields himself for 3 seconds.

Shield Strength: 50/100/150/200/250(+15% Bonus Health)(+10%AP)

Ki-Strike Synergy: While the shield persists, Shen's auto attacks reduce the cooldown of his Ki-Strike by an additional 1 second.

E: Shadow Dash--------------------------Energy Cost: 120/110/100/90/80------------------------------Cooldown: 14/13/12/11/10

Deals magic damage along his path taunting enemies he hits. While taunted, enemies are forced to attack Shen and their basic attacks deal 50% damage.

Magic Damage: 60/70/80/90/100(+50%AP)

Taunt Duration: 1/1.25/1.5/1.75/2 seconds

Ki-Strike Synergy: ENEMY CHAMPIONS struck by Shen's Shadow Dash take additional damage as if Shen had struck them with Ki Strike. (150% AD +10% Bonus Health) This attack does not apply other on-hit effects, however. (so no lifesteal, bonus on hit damage from things like Wit's End, Ruined King, etc) As is normal with Ki-Strike attacks, Shen will restore 20 Energy per enemy champion hit.

R: Stand United--------------------------Energy Cost: 0 at all ranks

Shield Strength: 200/500/800(+20%Bonus Health)(+50%AP)

CHANGE LIST:

KI-STRIKE

Changed base scaling from~~ 4+(4x shen's level)~~ to 50% AD. (Health Scaling remains the same) The base damage is actually weaker here unless Shen builds some AD. Down to 59 from 76. If Shen builds around 30AD, he will be back at his normal bonus, but now has the ability to build more damage if he chooses. This change goes hand in hand with the following change as well.

Time between Ki-Strikes is reduced by 1 second at levels 6, 11, and 16. More Ki-Strikes means more dps, means more energy restored. Hence why the base damage of Ki-Strike was lowered. I think it makes a fair balance point, AND again, allows for better scaling into the late game.

Ki-Strike restores 20 energy at all levels instead of 10/20/30. Since I am changing the energy costs of his abilities to scale down with rank (LIKE EVERY OTHER NINJA IN THE GAME!) As well as allowing for more Ki-Strikes late game, this ability never needs to go higher than 20. I also increased the initial cost of 2 of those skills so 20 at all ranks should suffice without being too limiting OR too much.

VORPAL BLADE:

Energy Cost changed from 60 at all ranks to 60/55/50/45/40. Shen is the only ninja currently whose skills don't reduce in cost as he levels. Fixed.

Increased base damage from 60/100/140/180/220(+60%AP) to 60/120/180/240/300(+40% Bonus AD)(+40%AP) Shen's Primary harass/farm skill, I felt it could use a small bump to damage.

Heal increased from 6/10/14/18/22(+1.5% Shen's max health) to 5/10/15/20/25(+1.5% Shen's max health). Honestly, easier numbers to work with. If Shen kills a target with vorpal blade, he is healed for 1/3 the normal amount he is healed for the normal amount. Shen already loses the ability to heal off of this more than 1x by killing the enemy. He also loses the ability to share it with his allies by killing the enemy. Why should he also lose out on the healing too?

NEW: Ki-Strike Synergy- See description above. Shen's kit should synergize a bit more in my opinion. Working things around his Ki-Strike was a good way, in my opinion, to do this. The Ki-Strike ends his mark immediately after, so its a trade off as you can still heal more off of a single target by hitting it 2x rather than 1. But you get a slightly bigger boost to the one heal and a little extra damage to even it out. I think this mechanic would make Shen a more fulfilling experience to play, having some synergy.

FEINT Cooldown Increase from 9/8/7/6/5 to 10/9/8/7/6. Slightly better shield, increased cooldown. Pretty simple.

Energy cost changed from 60 at all ranks to 70/65/60/55/50. The change in scaling makes the shield worth more energy early. However, again, having the cost scale down will put him in line with other ninja's on the rift.

Shield strength changed from 60/100/140/180/220(+60%AP) to 50/100/150/200/250(+15% Bonus Health)(+10%AP) Every good tank scales their shield with health, why not Shen? The shield is straight up weaker than Nautilis's shield, but is compensated with its small AP ratio and synergy with Ki-Strike. Shen's shield should be able to hold all 3 seconds in the early game.

SHADOW DASH

Cooldowns changed from 16/14/12/10/8 to 14/13/12/11/10. Lower early, but higher late game. Its stronger overall I think, so this makes sense to me.

Energy cost changed from 100 at all ranks to 120/110/100/90/80. With the added Ki-Strike Synergy, and the increased taunt duration, it stands to say its a fine balancing point to have this skill cost more early. Overall reduction in later levels will make him someone you can't simply ignore.

Damage reduced from 50/85/120/155/190(+50%AP) to 60/70/80/90/100(+50%AP) This was reduced pretty low, since I added the Ki-Strike damage to champions. It will be stronger overall in most (if not all) stages of the game, but not by a HUGE margin. It will still require hitting champions to be extremely useful, and higher costs early will make up for the extra damage.

REMOVED: Shadow dash restores 40 energy per enemy champion hit.

NEW: Ki-Strike Synergy: see description above. Basically, this brings the damage back up as well as adds the energy restore component that was removed. It is specifically noted however, that these ki-strikes to champs do not add other on hit effects that Shen might have from items and masteries.

STAND UNITED Base Shield strength lowered from 250/550/850 to 200/500/800. Ratios changed from (135%AP) to (20% Bonus Health)(+50%AP). More thematic ratio changes, tanks scaling with bonus hp.

6 Comments

Shahamut1 votes

Thoughts and Critiques are welcome! :)

Shahamut1 votes

Bump!

ExecutorDill1 votes

I'm all for the blade change. Comeon I mean 300 isn't op if you runoff energy and can't spam Q. E.g. Galio. Heal should be a lot stronger at later lvls say 4/10/16/22/28

Shahamut1 votes

My suggested is already a buff for the heal :P

I think simply adding the synergy with Ki-Strike should suffice.

Shahamut1 votes

Honestly though, it would go a LONG way if all they did was changed the energy costs to my suggested costs and lower the time between ki-strikes at levels 6, 11, and 16.

Just that would do so much for him. Without making him OP.

ExecutorDill1 votes

I would like Riot to add a "Blind" to shen's E making taunted enemies miss their auto attacks for the 1.5 secs duration.

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