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Patch 16.3.1
Win your lane or stay even while using to snowball your Bot or Mid lane. In the late game, split push the lane furthest from the active objective to force the enemy to choose between stopping you or losing the objective to your 5-man presence.
Global protector and lane bully who wins by out-trading opponents and turning cross-map skirmishes into 5v4s.
Provides a shield after casting an ability. To maximize this, wait for the internal cooldown before using your next spell. Hitting an enemy with or reduces the cooldown of , allowing for multiple shields in a single extended fight.
Recalls your blade. If it passes through an enemy, you get increased damage and attack speed. Always position your blade behind the enemy laner so the recall triggers the empowered state. The slow it applies is crucial for sticking to targets.
Creates a zone around the spirit blade that blocks all basic attacks for 1.75s. This is centered on the blade, not Shen. You must use to move the blade to your allies to protect them from the enemy ADC.
A dash that taunts enemies. It is your only engage and escape tool. Hitting a champion restores energy; if you miss, you will likely run out of energy and be unable to cast or in the same fight.
Channels a massive shield onto an ally regardless of distance, then teleports you to them. The shield value scales with the ally's missing health. Use this to turn ganks into counter-ganks or to join a dragon fight while you are top lane.
Your priority is using to peel for your carries. Position your spirit blade with so that your backline is inside the zone to block enemy ADC or Assassin autos.
If you see the enemy carry out of position, use + Flash to start the fight. Only do this if your team is close enough to follow up instantly.
Your primary lane interaction. Dragging the blade through them ensures you win the trade via empowered damage and the shield.
Used to catch enemies off guard. By Flashing at the very end of the animation, you extend the hitbox and give the enemy almost zero time to react.
The full commitment combo. The taunt from ensures the pull-through is guaranteed, maximizing your burst damage.
Standard procedure after teleporting. Drag the blade to yourself immediately to get empowered autos and prepare your block zone for the ally you just saved.
| Spike | Why |
|---|---|
| Level 2 | Having access to both and allows for a very strong ignite all-in that many top laners underestimate. |
| Level 3 | With unlocked, you can now take zero damage from champions like Renekton or Jax during their most important attack sequences. |
| Level 6 | You gain global map pressure. Even if you don't use , the threat of you using it forces the enemy team to play passively. |
| Level 11 | Second rank in significantly reduces the long cooldown, allowing you to influence the map more frequently. |