WR:Shen




Shen is a champion in Wild Rift.

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Abilities[edit | edit source]



- The Spirit Blade spawns with Shen, teleports closer to him if he gets too far away, and instantly blinks to him if he uses any global
blink (
Teleport,
Recall, or
Stand United). It will also dissappear if Shen dies and reappear upon respawning.
- Enemies see an arrow pointing from Shen to the location of his Spirit Blade even if it is not visible.
Twilight Assault will grant the shield if the Spirit Blade successfully reaches Shen. It will grant the cooldown reduction upon hitting an enemy champion.
Spirit's Refuge will grant the shield and/or the cooldown reduction after the protective zone disappears. It does not need to block attacks to trigger the cooldown reduction, just touch an ally champion at any point of the duration.
Shadow Dash will grant the shield when the dash ends. It will grant the cooldown reduction upon hitting an enemy champion.
Stand United will give the shield and/or the cooldown reduction upon completing the channel.


- Slow:
- 15 / 20 / 25 / 30%



- Bonus Magic Damage:»
- 12 – 40 (based on level) (+ 2.5 / 3 / 3.5 / 4% (+ 1.5% per 100 AP) target's maximum health)
- «Total Damage:
- 36 – 120 (based on level) (+ 7.5 / 9 / 10.5 / 12% (+ 4.5% per 100 AP) target's maximum health)
- Increased Magic Damage:»
- 12 – 40 (based on level) (+ 5 / 5.5 / 6 / 6.5% (+ 2% per 100 AP) target's maximum health)
- «Total Increased Damage:
- 36 – 120 (based on level) (+ 15 / 16.5 / 18 / 19.5% (+ 6% per 100 AP) target's maximum health)

Blocked

Blocked

See Notes
- PENDING FOR TEST: The Spirit Blade will stop in place upon colliding with
Wind Wall or
Unbreakable. If this occurs, Shen will not receive the empowered attacks even when nearby.
- When it is called, the Spirit Blade also checks for units which's
gameplay radius it overlaps which (equal to a
0 radius check) before flying off, allowing it to hit enemies whose center is behind the missile origin.
- The Spirit Blade will not inflict
Serylda's Grudge Bitter Cold.
- Spirit's Refuge will also block damage from abilities that use
basic damage (
Lunge,
Mystic Shot,
Steel Tempest etc).




Blocked

Disabled

Interrupted
- Casting
Flash during Shadow Dash will end the dash prematurely, but the end-of-dash collision check will hit enemies at the blink location.
- This still cannot affect the same enemy more than once.



- Minimum Shield Strength:»
- 170 / 340 / 510 (+ 135% AP) (+ 15% bonus health)
- «Maximum Shield Strength:
- 272 / 544 / 816 (+ 216% AP) (+ 24% bonus health)
- Shen will turn to face towards the target ally at the start of the channel.
- Shen will channel so long as the target is alive (even if the granted shield is broken). If the target dies, the channel is canceled and Stand United goes on cooldown.
- Shen finds the nearest visible enemy champion within 2000 range from the ally or the nearest invisible champion within 600 range to place himself 175 units from his ally towards that enemy.
Patch history[edit | edit source]
- For the expanded patch notes, see here.
- Stats
- Base armor increased from 40 to 46.
- Base health increased from 570 to 630.
- Health growth increased from 105 to 112.
- Magic resistance growth increased from 1.6 to 2.
- Stats
- Base movement speed increased from 340 to 350.
Twilight Assault
- Damage against monsters reduced from 200% to 150%.
- Maximum damage against monsters reduced from 250 to 225.
Twilight Assault
- Damage against monsters increased from 100% to 200%.
- Maximum damage against monsters increased from 125 / 150 / 175 / 200 to 250 at all ranks.
Ki Barrier
- Base shield reduced from 60 – 109 (based on level) to 51 – 100 (based on level).
Twilight Assault
- Empowered health ratio reduced from 5.5 / 6 / 6.5 / 7 maximum health to 5 / 5.5 / 6 / 6.5%.
Stand United
- Cooldown reduced from 130 / 115 / 100 seconds to 110 / 100 / 90.
- Stats
- Base energy regeneration increased from 25 to 50.
Ki Barrier
- Energy restoration reduced from 15 / 17.5 / 20 (based on level) to 10 / 12.5 / 15 (based on level).
Twilight Assault
- Energy cost increased from 65 / 60 / 55 / 50 to 75 / 70 / 65 / 60.
- V3.1 - Added
- Released March 24, 2022 (00:01 UTC).
See also[edit | edit source]


Wardens are defensive tanks. Wardens stand steadfast, seeking to hold the line by persistently locking down any on-comers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.
- Examples
Braum
Shen
Tahm Kench


Suitable champions include Juggernauts,
Divers,
Battlemages,
Skirmishers, and
Vanguards.


Within a drafted team, the Jungle position pushes into the Jungle. Having control of the Jungle ensures rapid reinforcement between the lanes, and safeguards key objectives that greatly bolsters the team's power.
Suitable champions include Divers,
Assassins,
Skirmishers, and
Vanguards.




Energy has a maximum of 200 (except for Shen, with 400), and regenerates rapidly, at a rate of 10 energy per second. This means that energy champions are not at risk of depleting their resource over a long period of time, however the small capacity restricts the rapid usage of multiple spells.


Melee champions have a basic attack range usually within 200 units. A melee attack does not use a projectile to deal damage, therefore not subject to effects that mitigate projectiles, like
Wind Wall. Some champions can shift between a ranged and melee form, and certain items/runes differ for melee characters.

The Attack speed ratio (AS ratio) adjusts the effectiveness of bonus AS from all sources. It is usually equal to the unit's base AS (level 1 with no bonuses), but tuning to a higher or lower relative value translates to more or less bonus AS received compared to other units with the same base AS.
(All values in decimal form)
The ingame stats HUD displays the AS ratio instead of base AS to communicate this comparative effectiveness. The Wiki opts to always list both stats and show the AS ratio as "N/A" if the two are equal.


Within a drafted team, the Support position is one of two champions pushing into the Dragon lane. Securing the Dragon lane will allow access to the Dragon, an objective that can influence the rest of the game. However, the Support may not be able to grow at the same rate of other positions due to a lack of income, and will instead prefer efficiency to their power.
Suitable champions include Catchers,
Enchanters,
Vanguards
Wardens.



Incoming shields can trigger bonus effects from Shield Bash. Outgoing shields can trigger bonus effects from
Summon Aery,
Ardent Censer, and
Staff of Flowing Water. Shield reduction effects, exclusively
Serpent's Fang, reduce all incoming and outgoing shields.


Champions are the player-controlled characters in League of Legends. Each champion possesses unique abilities and attributes.


A blink refers to a form of movement whereby a unit displaces from point A to B without traversing the space between.


Interrupt is a quality of crowd control that interrupts an in-progress effect, preventing its completion or causing the effect to go off at an interrupted state.
The following crowd control effects interrupt channeled and charged abilities (unless otherwise noted by the ability):
Airborne
Forced action (
Charm,
Flee,
Taunt)
Silence (
Disrupt,
Polymorph)
Sleep
Stasis
Stun (
Suspension)
Suppression
The following crowd control effects interrupt dashes:
Basic attack windups are interrupted by all forms of crowd control that inhibit attacking. Ground and
Root only interrupt channeled and charged movement abilities.


A unit that is disabled is affected by a status effect that prevents certain actions – such as movement, attacking, casting and/or seeing–blocked, reduced or controlled.


- Edge range is mostly used for basic attacks; skill shots; and point-blank areas of effect (including auras).
- These become more effective against large champions, as the source gains more reach against them. This may be favorable or unfavorable: durable champions tend to be larger and thus easier to hit, and frail champions tend to be smaller and more difficult to hit.



Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will only do so if provoked (with the exception of the
Rift Scuttler, which simply runs away when attacked).





Many effects are triggered whenever you deal an instance of spell damage. For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Arcane Comet's current cooldown is reduced by 20% per instance of spell damage you deal to a champion.
Effects triggered by damage sub-types will occur (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


- Applies:
- Triggers:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Magic resistance
Magic shields


A unit's gameplay radius is a stat that most closely resembles the concept of a 'hitbox', and is the radius used for edge range effects, which include basic attacks, line collision missiles, rectangular AOEs, and others. The gameplay radius determines the reach of both incoming and outgoing effects: for example, enemies are within a unit's
basic attack range based on the edge of their gameplay radius and vice versa.


Centered range is calculated from the center of a source unit's hitbox to the center of a target unit's hitbox.
- Centered range is used for most unit-targeted abilities.
- It is less effective and may seem to have diminished reach against large units.


Blocking an incoming attack will reduce the damage taken to 0, but does not prevent effects that trigger from damage.
Block affects certain attacks specified by the description. Basic attacks and abilities that apply
Block is the signature effect of Shen's
Spirit's Refuge.
Blind overlaps
Dodge, which overlaps Block.


A turret, also called a tower, is a fortification that defends a part of territory. It provides vision of the area and autonomously fires homing bolts at nearby enemies, establishing a defensive ground for allies.
Turrets are most notable in Classic, defending against waves of enemy
Minions from their ultimate goal of destroying the nexus. Champions work to destroy enemy turrets to push their assault into the enemies' territory. Turrets visually fall apart as they take damage.



Many effects are triggered whenever you deal an instance of basic damage. For example:
Wit's End,
Blade of the Ruined King and
Tiamat.
Life steal,
Omnivamp and
Physical vamp (where applicable) heal for a percentage of basic damage dealt.
- Basic damage is negated by
dodge and
block.
Effects triggered by damage sub-types will occur (e.g. The Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).




Champions are the player-controlled characters in League of Legends. Each champion possesses unique abilities and attributes.



Area damage is the damage type dealt by most area of effect abilities, as well as a select few basic attacks, items and runes. Area damage is not exclusive to being applied by purely physical,
magic or
true damage, and instead can be dealt by any of the three damage sub-types.
- Spell vamp heals with one-third effectiveness.
- Many items effects are triggered whenever you deal an instance of area damage (i.e. ability effects).
- For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
- Compared to single target spell damage, area damage does not trigger
Muramana.
- For example:
Arcane Comet's current cooldown is reduced by 10% whenever you deal an instance of area damage to a champion.
- Area damage is reduced by 25% versus
Jax's
Counter Strike.
- Many champion summoned units such as
Elise's
Spiderlings,
Yorick's
Mist Walkers, and
Naafiri's
Dune Hounds take reduced damage from area damage.
Effects triggered by damage subtypes will occur (i.e. physical,
magic or
true).


- Applies:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Armor
Physical shields
Death's Dance




charged channel: The player must keep the hotkey held down to charge and release to end. Unlike normal channels, the caster is still able to move freely and cast movement abilities, unless otherwise stated.
movement channel: A type of channel which also involves the caster moving from their position, usually in the form of dash or
blink.
Ground and
root, which both disable movement effects, can also interrupt them.





The following abilities perform one or more projectile popping events:
- Most abilities and effects that grant
untargetability pop projectiles when the unit gains the status effect.
Master Yi's
Alpha Strike in particular pops targeted projectiles on each game tick for its duration.
Gwen's
Hallowed Mist pops all projectiles (from enemy champions outside of its area of effect) targeted at her that attempt to pass through or be inside its area of effect.
- Upon entering or leaving
Mordekaiser's
Realm of Death.
- Upon successfully completing the
channel of:
Shen's
Stand United
Twisted Fate's
Gate
Teleport


A projectile or missile is any entity not classified as a unit ( champion,
minion,
monster, etc.) that travels at any given velocity.
- Moving units are not considered projectiles under any circumstance (including
dashing units,
airborne units, or units thrown by some abilities such as
Force of Will or
Roar of the Slayer.).
Braum's
Unbreakable,
Mel's
Rebuttal,
Samira's
Blade Whirl, and
Yasuo's
Wind Wall can block, destroy and / or stop projectiles.
- Some abilities will
destroy all currently incoming homing projectiles.


Stealth conceals a unit from enemies' view and prevents them from selecting it, and grants ghosting while not seen. Stealth allows one to avoid and ambush enemies or re-position in a fight.
- There are three categories of stealth, based on the conditions necessary to gain sight of the user:
Camouflage,
Invisibility, and
stealthed traps.
True sight invariably reveals stealthed units.
- Certain actions may break stealth, such as starting an attack, casting an ability, using certain item actives, and others.
- A stealthed unit's character model briefly shimmers for every instance of damage taken while stealthed. This shimmering does not make the unit selectable nor remove the effect, it only compromises the unit's position.
Stealth is not a form of untargetability; units can still be hit by effects that do not require sight of targets, such as auto-targeted, direction-targeted (skillshots) and location-targeted effects.