IntroductionHello! I'm xtreme_tuna, and this is my jungle Shen guide. I noticed that there aren't too many updated jungle Shen guides on solomid.net, and this build has worked wonders for me, so why not post it? Shen is a great support tank, and while he isn't the fastest jungler, he is insanely beneficial to your team, especially after 6. Not only can he save your teammates and tank, but he can split push, while still being able to ult in to a team fight. I hope this guide helps!
MasteriesThese masteries give Shen alot of beefiness, in and out of the jungle. Because of this, you can run boots/pots rather than cloth/pots, and still allow for safe ganking. Using these masteries, you may find that Shen's jungle is rather slow. This is easily made up for in his powerful ganks. Keeping a defensive build, you'll be able to safely farm, and still have enough health to gank. That being said, adding health to shen will not only increase his defensiveness, but also his damage, do to his passive. These masteries will add a nice bit of health for safe and quick jungling.
RunesAs I previously stated, bonus health works great with shen, which is why health quints are killer on shen. This will make up for his early game jungling by obviously adding health, but this will also increase the damage, especially from his passive. Attack speed reds seem to have the most monumental effect on shens jungling speed. Shen's key to jungling is his passive, and if you can activate more often, then your jungling speed will significantly decrease. My yellows allow shen for a safer jungle, while blues give him some added magic resist late game, which allows you to build more health/armorg
Smite is obvious, and flash is huge on Shen. Not only can it be used as an escape, but it also can give you a good chase, or surprise an enemy by flashing over a wall. Flash can save your life, and get you the kill on bad ganks.
Ghost the best alternative to flash, also I love flashes offensive capabilities, which I feel ghost lacks. Also, it's harder to baron steal with ghost.
Other than ghost and flash, most of the other summoner spells are too dangerous to take on Shen. His dash is short range and requires alot of energy (which you'll frequently lack), and being that Shen isn't a huge killer, taking a defensive summoner spell works much better.
Passive: Ki Strike
Every 8 seconds, Shen's next attack will deal 8% of bonus health point as bonus magic damage (base damage of 10). Each time a champion hits Shen with an attack, Ki Strike activates 2 seconds quicker.
This is Shen's main jungling tool. Ki Strike allows for a faster jungler, more damage, and energy gain, which is very usefel in team fights.
Q: Vorpal Blade
Deals 70/115/140/175/210 (+75% of ability power) magic damage to target unit. That unit becomes life tapped for 5 seconds, healing any champions who attack it for 18/26/34/42/50 health over 3 seconds.
Cost 70 / 65 / 60 / 55 / 50 energy
Vorpal blade gives Shen a safer jungle, bonus harass damage, and support for his allies. Maxin Vorpal Blade will give Shen a much quicker jungle, and the harass is huge. Max Vorpal blade first.
Shen enters a defensive stance, shielding the next 50 / 100 / 150 / 200 / 250 (+75% of ability power) damage. Lasts up to 1.5 seconds.
Cost 45 energy
With feint, Shen will rarely go below 50% health in the jungle. This ability gives Shen even more defensive potential, making him an invincible brick wall. Max Feint second.
E: Shadow Dash
Shen rapidly dashes to a target location, Taunting enemies he collides with for 1/1.25/1.5/1.75/2 second(s).
Restores 50 Energy if you hit a champion.
Cost 120 / 115 / 110 / 105 / 100 energy
Shadow dash is huge for ganks, chases, and occasionally escape. The energy cost is very high, so make sure when you gank to lead with it (making sure you get the taunt off) then hit them with a ki strike. This makes sure you're never out of energy while ganking. Also, during a gank on a melee opponent, once the enemy is hit with shadow dash, walk towards your toward (or towards and ally). A taunted enemy will always walk towards you if you are out of attack range. Of course, this only works against melee opponents. Max shadow dash third.
R: Stand United
Places a shield on both a target allied champion and Shen, absorbing 200/475/750 (+150% of ability power) damage for 7.5 seconds. After channeling for 2.5 seconds, Shen teleports to the target's location.
This is why Shen is a tier 1 jungler. This allows him to save teammates and change the outcome of battle. This is especially useful when split pushing, as you can jump into a 4v5 at any moment, making it a 5v5, plus the bonus shield. The shield on Shen's ult allows any initiator/tank to tank tons of damage from the other team, or from a turret.
Item BuildsShen is a natural tank. He can jump into battle and agro the other team, shield himself and teammates. Because of this, you want to build him like a tank.
When you first spawn, you'll either want to pick up cloth/5 or boots/3. 70% of the time, I'll go boots. This helps make up for Shen's slow jungling speed, increases the effectiveness of his ganks, and doesn't waste gold on unneeded pots. The alternative, cloth/5, is a much more defensive start. Being that this Shen build is already pretty defensive, you'll most likely want the boots for bonus spend. Although, when playing against someone with a quick jungle speed who will likely counter jungle you, go cloth 5. You always want to have enough pots so that you have enough health to gank, and if you come face to face with another jungler, your going to take alot of damage, no matter the outcome.
Mid Game Goals:
If you didn't start books, pick those up as soon as possible. Otherwise, purchase a heart of gold. This is a huge early game item, especially for Shen. The bonus gold is really nice, and the health bonus also give him more damage. Pick this up right after your level 1 boots. Next, you'll most likely want to run phage. I rarely get boots first, as they typically aren't needed early on, while the phage provides huge stats for it's price. Only buy merc treds before if the enemy ap is fed and causing you problem, or it they other team has alot of cc. If you're going tabi, wait until after phage.
With level 2 boots, HoG, and phage, you should have significant offensive and defensive stats for the time being. Soon, though, the AP and AD carries will be buying their big toys, and you'll need to be sufficiently tanky. This is why you buy Agis. It's super cheap, and the aoe buff is legendary. Ulting into a team fight with this will very likely win your team the fight. The earlier the better, as you never want to lack defensive stats.
Next, you'll typically want to buy a frozen mallet. You should have enough armor/mr for the time being, and getting a frozen mallet is relatively cheap, and gives you health and damage. If you aren't the main tank or your team needs damage, buy this instead of your Agis. If you're not the main tank, you won't need this defensive buff as much, and it would be better for some early game damage.
Sometimes, the enemy ap carry will be uncontrollably fed. When this happens, you'll want to buy an Agis then Force of Nature. If their mage is tearing right through you, you not only lack damage, but also the needed tankiness. This usually won't happen, as the normal build gives you a good ammount of mr, but buying a FoN instead of Frozen Mallet can save you the game.If your team needs more damage, buy a Frozen Mallet then Wits End. Wits's End is a nice offensive item as it gives you good split pushing with mr.
In most cases, you're third late game item will be a Randuins. It's probably the most effective defensive item. The health bonuses and armor are, and the aoe slow can disrupt the enemy team or allow yours to escape. The only instance where I wouldn't get Randuins as your third item is if your team needs more damage. Rushing a Warmogs early allows for more damage and tankiness, but because of the lack of armor and a slow, Randuins will more often be a better item.
When it comes to your last few items, you'll want to make sure you have enough resistances. This means having a randuins, warmogs, and sometimes a Force of Nature. Once you have a good set of resistances and health, you can either get one last tanky item or an offensive one. Gaurdian Angel give a nice set of defensive stats, and of course, the passive is fantastic. A fun alternative is Atmas Impaler. The bonus damage from health basically doubles the damge you have from your passive, and the crit chance allows for nice split pushing. Warmogs/Wits End/Impaler will allow for insane split pushing and damage, but being that it lacks defense, you'll only want this if you aren't the main tank.
Early Game/JunglingWRAITHS-->RED-->GANK-->GOLEMS--WOLVES-->BLUE(or give it to mid)-->GANK
You'll always want to start Wraiths then Red, rather than Blue then Wolves. Having red early allows for much better ganks. Make sure to have your bot lane watch blue for you, as it can be easily stolen.
After red, try to gank. Ganking is how Shen stays equally leveled with other fast junglers. You can always take Shadow Dash before your level 2 gank, but I wouldn't recommend it, since a level 2 gank with red should work. Try to gank top or mid for the first gank. If you gank top, make sure you know if it's warded or not, so you can decide between a river gank or lane gank. After your first gank, go back in your jungle and farm. If your mid needs blue, give it to them, other wise you can take it for the experience. After blue is gone (hopefully it wasn't stolen), then you can gank mid or bot. At this point, you will still have red and Shadow Dash, which makes for easy ganks. After this, there's not much of a strict routine. Continue farming and try to gank once or twice more before your first back. After your first back, you'll want to repeat these same steps, but you will likely be getting into bigger fights. At level 5,6 or 7, try to gank bot again, and hopefully it will be succesful, allowing you an early dragon.
Mid GameShen's mid game still Involves farming in the jungle and ganking, but you'll want to be making bigger plays. Try tagging along in groups of 3 to 4, picking up easy kills, and racking in the assists. Shen will be relatively tanky and still do some good damage, so this is one of your strongest times. You'll want to also help push or split push. Destroying two towers before late game will give you a large advantage. Try to split push when you can, and never forget about your ult.
Late GameThis is when Shen becomes a pain in the ass for the other team. You pretty much wont die. If early and mid went well, you can tank alot of what your enemies can dish out at you. So, you'll frequently be wanting to team fight. If your other team members lost lane or underfed, help split push. if you can get all tier 1 towers down (and even better a tier 2) before they can, you will be ahead of your opponents. There's not much special about late game. Split push, then ult into your team, or simply tag along with your allies. The main thing to remember is that at this point, your tanky enough that you can be very aggressive with the support of your team. And of course, ward baron. If the other team gets baron, any lead you may have had will shrink drastically. Try to force them away from baron, and if they are getting aggressive, it's an easy way to bring the power back into your team's hands.
Above all else, WARD!Warding wins games. It's as simple as that. Until you have all six slots full, always carry around 2 or 3 wards with you. This gives you safe split pushing, protection over baron/dragon, and the more wards you have, the less likely you'll be to get caught over extended.
If you need help warding, or don't understand, go here :http://www.solomid.net/guides.php?g=14856
Final CommentsThanks so much for reading my guide! I hope it has helped you, and I'm always wanting to improve this guide for others! Good luck!