Shen; Gameplay Update

Stacona··2 votes·328 views

Shen, the ninja tank that uses swords. Current identity: smack around minions for a long time to eventually kill them to get to a turret and very slowly use your toy hammer to chip away at it - it will go down eventually guys! Did I forget to say that he is a ninja that does a dash which intimidates his foes in wanting to attack him, after that, he does not really do much besides taking punches like a man! Shen does all this in hopes someone will go to him and pay him a visit; he has been lonely ever since Zed killed his father you know (sorry)...

Okay, seriously though Shen has a few issues, but besides talking about them for right now I am just going to list my concept ideas. Afterwards however we can have Shen talk and talk all about him.


Basic Attack Range: 125 units

Ki Strike (Passive): Static Cooldown: 8/7/6/5/4/3 seconds @levels 1/4/7/10/13/16; Range: 475 units Shen's next basic attack he will throw a blade at his target instead to deal 60(+3 per level)(+40%AP)(+5%max health) magic damage which deals 75% of this damage against structures if it was used against structures. Additionally, Shen heals for 100% of the damage dealt by Ki Strike over 2 seconds if the target was not a structure.

Vorpal Slash (Q): Cooldown: 6/4.75/3.5/2.25/1 seconds; Cost: 50 Energy; Range: 350 units Passive: Shen restores 6/7/8/9/10 Energy for every unit that was executed by Vorpal Slash.

Active: Shen slashes the area in front of him to deal 60/80/100/120/140(+40%AP) magic damage to all enemies struck (double damage against minions and monsters) and slowing them down by 18/21/24/27/30%(+1% per 200 bonus health) for 2 seconds.

Equilibrium Slash (W): 9/8.5/8/7.5/7 seconds; Cost: 80/75/70/65/60 Energy; Range: 400 units Shen shields himself for 40/50/60/70/80(+60%AP)(+8/9/10/11/12%max health) for 3 seconds. If the shield does not break before the shield duration runs out then Shen will let out a powerful slash around him to stun struck enemies for 1.25 seconds and deal 80/110/140/170/200(+40%AP)(+5%bonus health) magic damage when the shield ends.

Shadow Dash (E): Cooldown: 16/14/12/10/8 seconds; Cost: 100/95/90/85/80 Energy; Range: 600 units Shen dashes in the target direction to deal 60/90/120/150/180(+50%AP) magic damage to struck enemy champions and taunting them for 1.1/1.2/1.3/1.4/1.5 seconds. Taunted enemies deal 70% less damage while taunted.

Shen restores 40 Energy for every enemy champion he taunts.

Stand United (R): Cooldown 180/150/120 seconds; Range: Global Shen may teleport to an ally champion or turret after channeling for 3 seconds, while channeling the target gains 200/250/300(+100%AP)(+5/10/15%max health) as a shield for the next 5 seconds. If Shen finishes his channel he will be granted 120/150/180% bonus movement speed that rapidly decays over 2.5 seconds when moving towards an enemy champion.

If Shen teleports to a turret Stand United's cooldown is reduced by 30 seconds if the channel finishes.


Hope you guys appreciate the ideas and have a nice day everyone! ~ Stacona

One thing I just want to leave mention is my Vorpal Slash, which you may look at first glance and think the spell is really overpowered with a 1 second cooldown and a 2 seconds slow. You need to remember that Shen is an energy champion and this idea is to give Shen a true energy dump spell when at max rank in order to add more of a skill element because Energy champions typically just use spells off cooldown and do not need to worry about their energy. So by adding an energy dump spell means the Shen user cannot mindlessly spam spells off cooldown but need to manage his energy and think "should I spam Vorpal Slash? or should I use it sparingly so that I always have it available for the slow? or should I spam Vorpal Slash to clear this minion wave super quickly, potentially leaving me vulnerable for no energy to Shadow Dash away?" Basically the spell by max rank is limited to his small Energy pool rather than limited by cooldown to make more advance judgement and advance gameplay decisions adding more of an element of difficulty to Shen while still keeping him simple and easy to play I just ended up adding another layer of complexity to his skill ceiling and raising his skill ceiling by quite a bit because of such a small element of change of an energy dump spell.

3 Comments

ZileanUltJesusOP1 votes

I like the idea however this would make jungle shen basically freelo unstoppable. Cinderhulk plus the health scaling on his shield and passive would make him borderline unkillable. his passive would give him 250-300 health every 3 seconds with 0 ap. With most of his abilities having a max health scaling he could be 0 ap and ad and still obliterate people while giving his adc a 1000 shield late game. This would just be plain ridiculous. Most of this applies to top lane shen as well. no one focuses tanks in a fight so they wont usually be able to pop his late game 600 shield on a 7 second cooldown, so he basically gets an aoe 1.25 sec stun for free, with a built in perma slow? The idea is cool but maybe a little over the top. I'm not sure though i would actually have to see this in gameplay to actually make a correct judgement

Stacona1 votes

i was just going to make it double damage against minions for the waveclear - but i figured people like jungle shen so made it double on monsters too- could always remove the bonus damage against monsters Vorpal Slash does

The perma slow is still restricted - because 50 Energy a cast with a 200 Energy pool means only 4 slashes in quick succession and this is without using his other spells; hence a true energy dump spell and gives him decisions in fights in the late game of what he wants to do--- this is why this "perma slow" is fine on a balance standpoint because it has a very obvious restriction

The passive heal is based on the damage he deals with Ki Strike- magic resist will lower the heal value- also the base damage should be the same as his base attack damage, instead of an on-hit effect it will replace his basic attack entirely


my approach was remove the toxic playstyle of split push dueling shen and make him about go to the opposite side of the map to push a wave out and when someone responds he ults to his team to fight a 5v4 as well as give him split sieging rather than split pushing hence less damage for his passive but he has range to throw a blade at a turret every so often

Also make, or keep, Shen has a late game hyper tank similar to Sion and Mundo are; so on a balance standpoint if he has a weak early game to compensate for a strong late game he will be balanced in this regard as well and it is not so much "he has a monstrous late game" because the goal is have him be a super ninja hyper tank with swords and shields, the problem only lies if his early game is strong too


anyways, i will constantly adjust values on my ideas - also i did increase the shield cooldown than what it currently is because it is stronger with a potential second effect; but there is still a 3 seconds delay before the stun and damage goes off if the shield does hold so there is plenty of heads up before the stun goes off - and if he misses his taunt more than likely he cannot get the stun off unless you ignore him in which case yes he gets a free stun then i want more utility and less damage for Shen so his role as a tank is impactful for the late game and he is not simply a thing to be ignored; and have him not be soloing people out as a tank

Stacona1 votes

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