Shen - The Eye of Twilight

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The Eye of Twilight
Region: Ionia.png Ionia
Role: Tank.png Tank
Release: 03/24/2010
Cost: 3150IP 790RP
Resource: Energy
Health: 540 (+85)
HP Regen: 10 (+0.75)
Energy: 200
Energy Regen: 50
Move Speed: 335

Attack Damage: 60 (+3)
Attack Speed: 0.625 (+2%)
Range: 125
Armor: 25 (+2.6)
Magic Resist: 32.1 (+1.25)

Overview   Match History    

Shen, The Eye of Twilight is a melee energy-based champion, most commonly played in the toplane and the jungle. With his ultimate Stand United he is able to teleport to a teammate, also giving him a temporary shield. This can be used to turn the outcome of skirmishes and also allows him to splitpush a sidelane later in the game, without leaving his own team outnumbered when a teamfight erupts. Moreover his ability to taunt multiple champions makes him a powerful tank and a highly contested pick in professional play. However he is lacking abilities to clear minionwaves fast, which is often compensated by building Sunfire Cape. Also his ultimate, as all global ultimates, has a relatively high cooldown.

Champion Spotlight


Lore: Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.

An enigma to the shadowy realm of the spirits, as well as the mortal territories of man, Shen belongs to neither. Within him exists an uneasy fusion of human soul and arcane power. He is seen by both sides as someone to be feared. He is immovable. He is constant. He answers to nothing but his purpose.


Although his birth within the most revered of Ionian clans marked him as destined to serve, it was his iron will that made Shen the chosen leader of a shadowed order. Wielding his spirit blade – the symbol of his duty, as well his connection to the spirit realm - Shen roams both worlds, unerringly drawn to any place where one side threatens to overwhelm the other.

There are countless legends recounting Shen’s battles across the realms. From his innumerable clashes with the Seven Demon Clan throughout Ionia’s physical and ethereal planes to Shen’s brutal scourging of the loathsome skin devourers from the Black Steppes of the Freljord, the truth is lost among the tales told in his wake.

One of the most fanciful stories recounted by Ionians is of the day Shen suddenly appeared in the central court of Noxus. Standing in the very heart of his enemy’s stronghold, onlookers watched in rapt horror as he appeared to fight a terrible battle against a threat they could not see. To the crowd, Shen seemed to flash in and out of existence, wounds blossoming all over his body from nowhere. Unknown to the Noxians, he singlehandedly defended their entire empire from an incursion by the spirit world.

Though Shen walks a lonely path on both this plane and beyond, he does not always walk alone. Other members of his hidden sect - the mortal shadow warrior, Akali, and the lightning-quick yordle, Kennen - always stand ready to assist him.

Though he has allies, Shen is solely entrusted with his father’s blade and the responsibility it carries. The Eye of Twilight is forbidden from allowing passion to sway his judgment. While he still unswervingly executes his duty, Shen struggles to contain his anger over the murder of his father at the hands of Zed, a man he once considered his brother.

With the fate of the world of men, as well as the spirit realm, resting on his shoulders, Shen struggles to maintain the balance between his human emotions and his spiritual focus. How long can one man balance two worlds on the edge of a blade?
The Eye is blind to fear, to hate, to love - to all things that would sway equilibrium.

- Shen, the Eye of Twilight


PassiveKi Strike
INNATE : After casting a spell, Shen gets a shield. Affecting other champions reduces the cooldown of this effect.

QTwilight Assault
ACTIVE : Shen recalls his spirit blade to attack with it, dealing damage based on the target's max health. The attacks are greatly empowered if it collides with an enemy champion, and all collided enemies are slowed while running away from Shen.
MAGIC DAMAGE : 5 / 5.5 / 6 / 6.5 / 7 (+2% OF TARGET'S MAXIMUM HEALTH)
COST : 130/120/110/100/0 Energy
RANGE : 400

WSpirit's Refuge
ACTIVE : Attacks that would hit Shen or his allies near his spirit blade are blocked.
COST : 40/40/40/40/0 Energy

EShadow Dash
PASSIVE : Dealing damage with Shadow Dash or Twilight Assault recovers 0 Energy.
ACTIVE : Shen dashes in a direction, dealing 15 [+0] physical damage to enemy champions in his path and taunting them for 50/75/100/125/150 seconds.
COST : 150 Energy
RANGE : 600~

RStand United
ACTIVE : Shen shields target allied champion from incoming damage, and soon after teleports to their location. Shen grants a shield to a target allied champion that absorbs up to 5 (+135% ABILITY POWER) damage for 175 seconds. After channeling for 0 seconds, Shen and his spirit blade teleport to the ally's location.
COST : No Cost
RANGE : 35000

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LCSlogo small.png 2014 EU LCS Summer Playoffs 0 2 0 2 0 7.7
Ogn logo.png HOT6iX Champions Summer 2014 Playoffs 0 3 1 2 33.3 8.8
LCSlogo small.png 2014 NA LCS Summer Regular Season 0 1 0 1 0 0.9
CS NA logo.png 2014 NA Challenger Series Summer #2 0 1 1 0 100 4.8
Ogn logo.png SK Telecom LTE-A LoL Masters 2014 0 3 2 1 66.7 3.9

Patch History

Patch Notes 7.9

Heading off what would’ve been an unintentionally harsh interaction with Maokai’s updated passive.

VorpalBlade.jpg Q - Twilight Assault

  • CAN’T SAP THIS MAGIC: Twilight Assault’s empowered attacks no longer count as spell hits

Patch Notes 7.8

Q does less damage to minions but more to champions. R shield scales with missing health.
Quote.png Shen is one of those champions who always performs considerably better in organized play, thanks to the top-tier roaming power Stand United affords him. At the moment, his built-in waveclear gives him consistent map-pressure (which significantly decreases any costs he might face for leaving lane). We’re trimming both his waveclear and his roaming pressure but adding baseline damage and more crowd control consistency to compensate. Unquote.png

VorpalBlade.jpg Q - Twilight Assault

  • EMPOWERED ATTACK BONUS DAMAGE: 30/50/70/90/110 against non-champions (at ranks 1-5) ⇒ 15/20/25/30/35/40 against any enemy (at levels 1/4/7/10/13/16)
  • NEW MONSTROUS DETERMINATION: Deals double damage to monsters (still has a cap though)

ShadowDash.jpg E - Shadow Dash

  • COST: 180 energy ⇒ 150 energy
  • THICC: Width increased from 100 ⇒ 120

StandUnited.jpg R - Stand United

  • COOLDOWN: 80/150/120 ⇒ 200/180/160
  • SHIELD: 250/550/850 ⇒ 175/350/525, scaling up to 280/560/840 based on ally’s current health (shield maxes out at 40% health)

Patch Notes 6.23

Armor and health growth increased.
Quote.png Shen brings a lot of unique tools that other tanks lack (global teleport, anybody?) but at the moment his base stats are pretty low for the job. His dueling power spikes pretty hard at level 9, thanks to the power of Twilight Assault, but we want to make sure he scales past that into the late game as well. Unquote.png
  • General
    • ARMOR GROWTH STAT: 2.6 ⇒ 3.0
    • HEALTH GROWTH STAT: 73 ⇒ 85

Patch Notes 6.18

Passive shield and Q damage decreased.
Quote.png Shen’s global presence should come at a tradeoff: when he teleports to defend his allies, he’s sacrificing his own success. If his presence doesn’t turn the tide of a fight, Shen should return to lane at a disadvantage - after all, his opponent was collecting uncontested gold and experience while Shen was elsewhere. At present, however, it’s almost impossible to put Shen on the back foot due to how much dueling strength is baked into his kit. Shen will still be able to out-trade his opponents if he can purchase the damage to do so, but will no longer be as successful without offensive items. Unquote.png
  • KiStrike.jpg Passive - Ki Barrier
    • BASE SHIELD: 52-120 (at levels 1-18) ⇒ 50-101 (at levels 1-18)
  • VorpalBlade.jpg Q - Twilight Assault
    • DAMAGE: 3/3.5/4/4.5/5% of the target’s maximum health ⇒ 2/2.5/3/3.5/4% of the target's maximum health
    • ENHANCED DAMAGE: 5/5.5/6/6.5/7% of the target's maximum health ⇒ 4/4.5/5/5.5/6% of the target's maximum health

Patch Notes 6.15

Health regen down.
Quote.png Given how many defensive tools Shen has at his disposal, opponents that manage to crack his health bar should be rewarded with an actual chance of pushing him out of lane. Right now, that damage is too quickly erased as Shen’s health regen ticks in the background. Shen should be earning his stay in lane through careful rationing of his defensive cooldowns, rather than relying on base stats to bail him out of unfavorable situations. Unquote.png


  • BASE HEALTH REGEN: 10 ⇒ 8.5

Patch Notes 6.5

Quote.png Shen's still a little too subtle when letting his allies know he's coming to save them in the heat of battle, even for a ninja. Clarity! Unquote.png
  • StandUnited.jpg R - Stand United
    • NOT VERY NINJA-LIKE: Increased the visibility of Shen's shield when channeling
    • STOP RUNNING AWAY: The targeted ally's screen is now color-tinted during Stand United's channel
  • Bugfix
    • Shen’s R - Stand United no longer continues channeling through the revive effect of Zilean’s R - Chronoshift

Patch Notes 6.4

E affects monsters
Quote.png Jungle Shen's having a disproportionately harder time finding success than his support and top lane Shen cousins, so we're adding damage to his early clear and allowing him to control certain passive freshwater crustaceans. Unquote.png
  • ShadowDash.jpg E - Shadow Dash
    • RIVER CONTROL: Now affects monsters (including Rift Scuttler)

Patch Notes 6.3

  • Similar to last patch's bugfix for Malphite, the following abilities no longer trigger their effects at the start position when interacting with displacement spells like Trundle's E - Pillar of Ice. Apologies in advance for the super-dense formatting here:
    • Ahri's R - Spirit Rush, Corki's W - Valkyrie, Fiora's Q - Lunge, Gragas's E - Body Slam, Hecarim's R - Onslaught of Shadows fear, Irelia's Q - Bladesurge, Jarvan IV's E - Demacian Standard/Q - Dragon Strike combo, Jax's Q - Leap Strike, Jayce's Hammer Form Q - To the Skies!, LeBlanc's W - Distortion, Maokai's W - Twisted Advance, Pantheon's W - Aegis of Zeonia, Poppy's E - Heroic Charge wall stun, Quinn's E - Vault, Renekton's E - Slice and Dice, Sejuani's Q - Arctic Assault, Shen's E - Shadow Dash, Shyvana's R - Dragon's Descent, Tryndamere's E - Spinning Slash, Zac's E - Elastic Slingshot

Patch Notes 6.2

Shen, the Eye of Twilight, will be updated with the release of patch 6.2! To learn more, check the following links:

Patch Notes 6.1

  • Liandry's Torment now properly deals increased damage to enemies affected by Ahri's E - Charm, Rammus's E - Puncturing Tauntand Shen's E - Shadow Dash

Patch Notes 5.19
E reduces the damage of targets affected.

"When tinkering around with some of Shen’s scripts, we realized that this functionality’s actually been gone from him for quite a while now, so we’re putting it back where we found it."

  • ShadowDash.jpg E - Shadow Dash
    • THE UNSEEN BUG: Fixed a bug that caused taunted enemies to not deal reduced damage to Shen

Patch Notes 5.11

Passive and E are better late-game. Also, Shen finally has magic resistance per level.

"Ah, Shen. Once the poster-child of split-pushing, Shen finds himself in a rough spot - a world where his strategic niche (global pressure) is now shared by a vast majority of top laners due to Teleport's presence in the modern metagame. Teleport allowing such a wide group of champions to participate from such an isolated position is a pretty neat thing, so while we aren't necessarily solving that today, we're hooking Shen up with some late-game goodies to keep up the pressure where he falters most. While there's other changes that are self explanatory, Ki Strike's the biggest of the few here. Tanks in LoL require some amount of sustained threat (or they aren't worth being so hard to take down), and by significantly upping the output of Ki Strikes, Shen can return to being a map-wide nuisance and a tower-taking threat that demands an answer."

  • General
    • BASE MAGIC RESISTANCE: 30 ⇒ 32.1
  • KiStrike.jpg Passive - Ki Strike
    • COOLDOWN: 9 seconds ⇒ 9/8/7 seconds (at champion levels 1/7/13)
  • ShadowDash.jpg E - Shadow Dash
    • COST: 100 energy ⇒ 100/95/90/85/80 energy

Patch Notes 5.8

Shen is a better bodyguard (but still not that great at being a ninja).

"Already a potent guardian, Shen's leveled up his teleport game to naturally position himself in the best spot to defend his teammates."

  • StandUnited.jpg R - Stand United
    • WHAT A GENTLESHEN: Now places Shen between his target and the closest visible enemy champion

Patch Notes 5.7


"Once hailed as the map presence pick in the toplane, Summoner Teleport steals some of Shen's identity when it comes to saving your teammates from the shadows (we never said he was a great ninja). Making Stand United more available for cross-map action, especially in the late-game should help Shen find his place among the Tanklords."

  • StandUnited.jpg R - Stand United
    • COOLDOWN</smal> 200/180/160 ⇒ 180/160/120

Patch Notes 4.21

Check out this awesome summary: Shadow Dash costs less energy. 20 less.

"Though Shen is no stranger to the shadows, we all remember how crazy this ninja gets when he's gets out of control. That said, we think loosening some of Shen's larger energy constraints is a nice place to push his power without instantly putting him on top. We're still assessing where he's at, but hopefully this allows us all to see a little more Shen in our lives. Or not? (He's not a very good ninja)."

  • ShadowDash.jpg E - Shadow Dash
    • ENERGY COST: 120 ⇒ 100

Patch Notes 4.13
"This was one of the toughest and longest-standing bugs to track down. Yeesh."

  • StandUnited.jpg R - Stand United
    • "NEW" SEE YOU IN THE LCS: Fixed a bug where Shen would occasionally fail to teleport to his protected target for no reason

Patch Notes 4.7

  • StandUnited.jpg R - Stand United
    • BUGFIX: Fixed a bug where Stand United would occasionally cancel itself

Patch Notes 3.14

Context: We hit Shen's end collision radius just a little too hard last patch, so we're increasing it a little.

  • Shadow Dash
    • Collision radius at the end-point has been slightly increased

Patch Notes 3.13

Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.

  • Shadow Dash
    • Collision radius has been reduced at the start and end points of the dash

Patch Notes 3.12

Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.
Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.

  • Shadow Dash
    • Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)

Patch Notes 3.10a

Summary: Shen’s Feint shield has been weakened, while Stand United can now be interrupted by root effects.
Context: As a dominant force in the competitive scene, Shen gets just a little too tanky in the late game – to the point where even primary damage dealers have a tough time eating through his shields. This small nerf should reduce some of Shen’s strong dueling potential. Additionally, our Stand United change has been brought in to increase the consistency with which we handle delayed movement abilities. Specifically, Shen’s Stand United channel will be interruptible by root effects, similar to Twisted Fate’s Gate. We’ll continue looking at other cases in the future.

  • Feint
    • Shield amount reduced to 60/100/140/180/220 (from 70/115/160/205/250)
  • Stand United
    • Can now be interrupted by root effects

Patch Notes 3.09

  • Ki Strike
    • Fixed a bug where the visual effect wasn't properly appearing at the start of the game

Patch Notes 3.06

  • Ki Strike
    • Fixed a bug that caused Ki Strike to be consumed when attacking wards

Patch Notes 3.01

  • Ki Strike
    • Cooldown reduction per attack reduced to 1 second from 1.5
    • Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3

Patch Notes

  • Base Movement Speed increased by 25.

Patch Notes

  • Shadow Dash cooldown increased to 16 / 14 / 12 / 10 / 8 seconds from 10 / 9.5 / 9 / 8.5 / 8

Patch Notes

  • Ki Strike damage reduced to 4 + 4 per level from 4 + 6 per level

Patch Notes

  • Stand United cooldown increased to 200 / 180 / 160 seconds from 180 / 150 / 120

Patch Notes

  • Ki Strike cooldown increased to 9 seconds from 8 seconds

Patch Notes

  • Vorpal Blade
    • Damage reduced to 60 / 100 / 140 / 180 / 220 from 60 / 105 / 150 / 195 / 240
    • Cooldown increased to 6 / 5.5 / 5 / 4.5 / 4 from 5 / 4.5 / 4 / 3.5 / 3 seconds
    • Fixed a bug where last hitting with Vorpal Blade healed for less than intended.

Patch Notes

  • Fixed a few bugs with ability sounds
  • The following changes were hotfixed out on 2/21:
    • Base armor reduced to 19 from 23
    • Vorpal Blade health scaling lowered to 1.5% from 2%
    • Feint Energy cost increased to 50 from 40 at all levels
      • Base shield value reduced to 70 / 115 / 160 / 205 / 250 from 70 / 120 / 170 / 220 / 270

Patch Notes

  • Ki Strike
    • Damage increased to 10-112 (+10% bonus Health) from 10-95 (+8% bonus Health)
    • Cooldown is now reduced by 1.5 seconds whenever Shen attacks instead of 2 seconds when being attacked
    • Now grants Shen 10 / 20 / 30 energy when he Ki Strikes
    • Damage now scale correctly with all sources of bonus Health (% health runes, Juggernaut mastery)
    • Added a buff timer for Ki Strike's cooldown (like
      ' Short Fuse)
  • Vorpal Blade
    • Energy cost adjusted to 60 at all levels from 70 / 65 / 60 / 55 / 50
    • Damage adjusted to 60 / 105 / 150 / 195 / 240 (+0.6 ability power) from 70 / 105 / 140 / 175 / 210 (+0.75 ability power)
    • Heal effect changed to 6 / 10 / 14 / 18 / 22 (+2% of Shen's maximum Health) from 18 / 26 / 34 / 42 / 50
    • If Vorpal Blade deals the killing blow, it will now trigger 33% of the heal effect for Shen
    • Allied damaging spells can now trigger the heal effect, in addition to attacks (Vorpal Blade cannot trigger itself)
  • Feint
    • Duration increased to 3 seconds from 2.5
    • Energy cost reduced to 40 from 45
    • Shield amount adjusted to 70 / 120 / 170 / 220 / 270 (+0.6 ability power) from 50 / 100 / 150 / 200 / 250 (+0.75 ability power)
    • While Feint is active, Ki Strike’s cooldown reduction on hit is increased to 3 seconds from 1.5
  • Shadow Dash
    • Cooldown reduced to 10 / 9.5 / 9 / 8.5 / 8 seconds from 10
    • Energy cost increased to 120 at all levels from 120 / 115 / 110 / 105 / 100
    • Restores 40 energy per champion affected (rather than a flat 50 energy if you affect one)
    • Now deals 50 / 85 / 120 / 155 / 190 damage (+0.5 ability power) to Champions
    • Taunt duration adjusted to 1.5 seconds from 1 / 1.25 / 1.5 / 1.75 / 2
    • Shadow Dash now grants Shen 50% physical damage reduction from taunted targets
  • Stand United
    • Channel time increased to 3 seconds from 2.5
    • Shield duration reduced to 5 seconds from 7.5
    • Shield amount increased to 250 / 550 / 850 from 200 / 475 / 750

Patch Notes

  • Base damage increased to 57.875 from 56.875
  • Damage per level increased to 3.375 from 3.075
  • Base armor increased to 23 from 22
  • Vorpal Blade
    • Base damage increased to 70 / 115 / 140 / 175 / 210 from 50 / 90 / 130 / 170 / 210
    • Heal increased to 18 / 26 / 34 / 42 / 50 from 10 / 20 / 30 / 40 / 50 (over 3 seconds)
    • Damage ability power ratio increased to 0.75 from 0.65
    • Heal amount no longer increases with ability power
  • Feint ability power ratio increased to 0.75 from 0.6
  • Shadow Dash taunt duration increased to 1 / 1.25 / 1.5 / 1.75 / 2 seconds from 0.8 / 1.1 / 1.4 / 1.7 / 2 seconds
  • Stand United
    • Ability power ratio increased to 1.5 from 1.0
    • Energy cost reduced to 0 from 50

Patch Notes

  • Ki Strike
    • Bonus damage now scales off 8% of Shen's bonus health instead of 3.5% of his maximum health
    • Base damage reduced to 10 from 15
  • Vorpal Blade damage reduced to 50 / 90 / 130 / 170 / 210 from 50 / 95 / 140 / 185 / 230

Patch Notes

  • Stand United shield strength reduced to 200 / 475 / 750 from 300 / 525 / 750

Patch Notes

  • Ki Strike
    • It can now be cancelled mid-attack (and will not say 'Cannot Move While Casting').
    • Fixed a bug where it could kill a target and not trigger Vorpal Blade's heal effect.
  • Updated Feint's tooltips to properly match the functionality and adjusted the playing tips referencing it.
  • Fixed a bug where Shadow Dash could move a shorter distance than intended if Shen was greatly slowed.

Patch Notes

  • Fixed a bug with Shadow Dash where the taunt particle sometimes played on targets that blocked the taunt

Patch Notes

  • Shadow Dash can no longer be cast while rooted
  • Stand United can no longer be cast while rooted

Patch Notes

  • Feint duration increased to 2.5 seconds from 1.5
  • Stand United no longer shields Shen

Patch Notes

  • Fixed a bug with Shadow Dash where it would play the Taunt sound when dashing over Null Zone

Patch Notes

  • Vorpal Blade heal reduced to 10 / 20 / 30 / 40 / 50 from 15 / 30 / 45 / 60 / 75

Patch Notes

  • Feint has been changed to work like a normal shield. It absorbs up to 50 / 100 / 150 / 200 / 250 damage, 0.6 AP ratio
  • Fixed a bug with Stand United where Shen was able to teleport while he is taunted

Patch NOtes

  • Ki Strike
    • Damage gained from health reduced to 3.5% from 4%
    • Cooldown reduction on champion hit reduced to 2 from 3
  • Vorpal Blade damage reduced to 50 / 95 / 140 / 185 / 230 from 50 / 100 / 150 / 200 / 250
  • Feint base block amount reduced to 40 / 70 / 100 / 130 / 160 from 40 / 75 / 110 / 145 / 180
  • Stand United cooldown increased to 180 / 150 / 120 seconds from 150 / 135 / 120

Patch Notes

  • Vorpal Blade
    • Damage modified to 50 / 100 / 150 / 200 / 250 from 60 / 100 / 140 / 180 / 220
    • Ability power ratio increased to 0.65 from 0.6
  • Feint
    • Energy cost modified to 45 at all levels from 60 / 55 / 50 / 45 / 40
    • Cooldown increased to 9 / 8 / 7 / 6 / 5 from 3 at all levels
    • Now blocks damage from every hit for 1.5 seconds
    • Blocks 40 / 75 / 110 / 145/ 180 damage form all non-turret damage sources
  • Shadow Dash
    • Energy cost upon hitting a champion increased to 50 from 40
    • Cooldown increased to 10 seconds from 9
  • Stand United
    • Shield decreased to 300 / 525 / 750 from 400 / 600 / 800
    • Duration reduced to 7.5 seconds from 8.5
    • No longer refunds the cooldown when interrupted

Patch Notes

  • Fixed a bug where Ki Strike was not displaying properly with death recap

Other Contents


  • Classic Shen
  • Frozen Shen (Legacy)
  • Yellow Jacket Shen (Legacy)
  • Surgeon Shen
  • Blood Moon Shen
  • Warlord Shen
  • TPA Shen (Legacy)

  • Classic Shen
  • Frozen Shen
  • Yellow Jacket Shen
  • Surgeon Shen
  • Blood Moon Shen
  • Warlord Shen

  • Classic Shen
  • Frozen Shen
  • Yellow Jacket Shen
  • Surgeon Shen
  • Blood Moon Shen

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