Shen Rework

Awnold··2 votes·2,110 views

Shen is one of my favorite champions, and thats why I have come up with this thread. I've played Shen over 100ish times in normals and 40ish times in Ranked. Shen is probably one of the best champions I love to play but now sadly he's going out of the meta. I have come up with a way to make him viable again while giving him his tanky shen playstyle.

Vorpal Strike - This ability will cost NO energy if he kills an enemy unit or champion. If he kills an enemy champion with it it will go off cooldown and can use it again.

W changes basically entirely. Shen's shield lasts for ten seconds, and will grant him extra movement speed while it is up. HOWEVER (the good part) if the target doesn't destroy the shield then Shen will retain all energy. Same scaling as before, a buff definitely.

E and R don't change, perfectly fine. These were just my ideas for what Shen could have. A straight buff definitely and giving him a good amount of power.

4 Comments

Marthian2 votes

Just a reminder why he's hard to balance: Because he has his global teleport ult. A straight buff would just make him top tier again.

ExecutorDill1 votes

Shen should have some other form of attack damage apart from his passive and q. Some champions can deal damage with all thier abilities including passive and other tanks can dish out way more than shen. This kit is keeping shen the same way he is only thing making him more interesting, difficult and situational along with making ability power more viable on him. Buffing and nerfing each ability, nicely balancing him out. As shen is not a stealthy ninja but more of a "in your face beat him up brawler who is tanky xD".

Passive- Ki Strike [Unchanged] but in addition shen takes 10% reduced total damage from critical strikes and or shen gains 0.10 magic resist upon killing enemy unit, 0.50 if champion.

Vorpal Blade- Cost 65 energy. Deals 65/105 /145 /185 /225 +65% AP scaling. (Range increased to 500 from 475). Healing values untouched. If shen dashes to a target marked with Vorpal Blade the cooldown of shadow dash is reduced by 2 seconds .

Feint- Cost 40 energy. Absorbs 60/100/140/180/220 +40% AP scaling and 1/2/3/4/5 every 5% health missing. (Basic attacks on shield reduce the attacker's attack speed by 5% for 3 seconds). After the shield breaks for 3 seconds shen is able to cast Crescent Slash damaging all targets in front of him [work on minions and monsters as well as champions].

Crescent Slash- Cost 25 energy. Deals 50% of the shield as magic damage in a 115 degree cone with a range of 300 slowing enemies hit by 10% for 1.25/1.5/1.75/2 seconds. Damaging a target marked with Vorpal Blade will consume the mark and cause them to bleed for the same values of the heal on vorpal blade.

Shadow Dash- Cost 120/115/110/105/100 energy. Deals 20/40/60/80/100 +100% AP scaling as true damage. Shen is healed for 10% of the damage dealt per target hit. (Range increased to 625 from 600). Taunt duration increased to 1.75 seconds from 1.50 seconds.

Stand United- Unchanged [No complaints there!]

Everyone who agrees with my changes share this everywhere because i really want riot to change shen's kit :)

sincerely, another Shen player Shen

Shahamut1 votes

Here are my thoughts: Increase MS to 345, gains MR per level, small boost to HP/HP per level.

Passive:Feint

Shen is a ninja, and is thus a difficult target to pin down in a fight. His quick reactions and movements and keen senses allow him to roll with the punches and avoid damage.

Shen takes 6/8/10% less damage from basic attacks (levels 1/6/11) and Area of Effect Skills. After taking damage from 10/9/8 such attacks (levels 1/6/11) Shen gains stealth and the ability to move through units for 2 seconds. Activating a skill or attacking breaks this effect immediately.

Passive: Shadow Strike

After Shen enters stealth, his next attack within 5 seconds deals dmg to all nearby enemies (range: 250?), slowing them by 50% for 2.5 seconds.

Thoughts: This new passive allows for Shen to remain tanky, while also having the ability to reposition in combat. It rewards him with "ninja flare" for doing his job, being the front line and protecting his allies.

Q: Vorpal Blade_____Cost: 50 Energy________Cooldown: 8 seconds

Shen throws one of his swords in a straight line (Im thinking 600 range) that deals 80/120/160/200/240 (+50% Bonus AD)(+30%AP) magic damage to the first target hit, marking them and revealing them to Shen for 5 seconds. While marked Shen may reactivate this skill to cast Retrieval.

Q: Retrieval_______Cost: 25 Energy (Q's cooldown starts after this is cast, or the target is no longer marked)

Shen appears behind his target and rips the Vorpal Blade from them, dealing magic damage equal to 6/7/8/9/10% of the targets max health and healing Shen for the same.

The vorpal blade drinks the life of its targets and returns it to its weilder

THOUGHTS: This makes the skill more dynamic and fun to use. Grants him some fun uses, potential engage, escape, and feels ninja like when you just appear behind him. It gives him some decent sustain, but not over bearing and not as constant.

W: Ki-Strike_____ Cost: None____________Cooldown: 10/9.5/9/8.5/8 seconds

Shen's next basic attack deals bonus magic damage equal to 50% AD plus 10% Shen's bonus health. Hitting an enemy champion will restore 20 energy. Basic attacks against non-structures reduce the cooldown of this ability by 1 second, doubled vs Champions. If used in conjunction with Shadow Strike, the duration and power of the slow is increase to 65% for 3.25 seconds. Hitting multiple enemy champions does not restore more energy.

THOUGHTS: As an auto-attack reset, this should increase Shen's dueling power, as he can save his Ki-Strikes for the right moments. He can use it immediately for 1v1 dmg output, or save it for when his passive stealth procs to try and get a bigger slow on targets.

E: Shadow Dash________Cost: 120/110/100/90/80

Shen dashes a short distance (450) and deals 50/80/110/140/170(+60%AP) magic damage to all enemies he hits. Hitting enemy champions refunds 50% of the energy and taunts them for 1/1.25/1.5/1.75/2 seconds. While taunted, enemy champions must auto-attack Shen and Shen takes 50% reduced damage from them (DR applies to auto attacks only). Hitting multiple enemy champions does not refund more energy. The distance Shen dashes is increased by 50% of his bonus movement speed.

THOUGHTS: Ghost synergy anyone? :P Mobility tank is what I like here. Running from a ninja should be difficult.

R:Eye of Twilight/Shadow Protector

Passive: Eye of Twilight: Whenever Shen is stealthed (via his passive) he reveals invisible/stealthed units and traps within 500/550/600 range.

ACTIVE: Shadow Protector: Shen enters the realm of shadows, becoming untargetable and granting a shield to nearby allies (1000 range) equal to 10% of his max HP for up to 5 seconds. While he remains in the shadows, shielded allies can see invisible/stealthed units and traps within 300 range of themselves. The first time an allies Shield is broken, Shen leaves the shadows and appears next to ally.

THOUGHTS: This new ultimate would keep Shen as a team fight protector. The rest of his skills would still make him an effective split pusher, but doing so means his ult has less use. If Shen is supposed to be a ninja tank/protector, he should need to be with his team to do so. Split pushing should have a trade off.

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