Normal order: R whenever possible, then Q > E > W.
N/A
предметы / Процент побед / Популярность
N/A
26.9N/A
- Полная цена
- 3,300
- Цена
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Полная цена
- 3,100
- Цена
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Полная цена
- 3,300
- Цена
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
- Полная цена
- 3,300
- Цена
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
- Полная цена
- 1,200
- Цена
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Полная цена
- 3,100
- Цена
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
N/Aпредметы
- Полная цена
- 3,300
- Цена
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
55.38%- Полная цена
- 3,100
- Цена
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
53.58%- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
56.90%- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
57.88%- Полная цена
- 2,450
- Цена
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
54.28%- Полная цена
- 1,200
- Цена
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.00%- Полная цена
- 2,800
- Цена
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
54.43%- Полная цена
- 3,100
- Цена
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
55.48%- Полная цена
- 3,300
- Цена
- 1,000
+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.
56.52%- Полная цена
- 2,900
- Цена
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
60.19%- Полная цена
- 2,700
- Цена
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
49.17%- Полная цена
- 2,900
- Цена
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
55.72%N/A
- Полная цена
- 900
- Цена
- 500
+350 Health
59.51%- Полная цена
- 400
- Цена
- 400
+150 Health
59.51%- Полная цена
- 900
- Цена
- 500
+350 Health
54.63%- Полная цена
- 400
- Цена
- 400
+150 Health
54.63%- Полная цена
- 50
- Цена
- 50
Consume Restores +120 Health over 15 seconds.
54.63%- Полная цена
- 150
- Цена
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.53%N/A
- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Полная цена
- 2,800
- Цена
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Полная цена
- 2,800
- Цена
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Полная цена
- 3,100
- Цена
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
N/Aпредметы
- Полная цена
- 3,000
- Цена
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
54.32%- Полная цена
- 1,250
- Цена
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.44%- Полная цена
- 2,450
- Цена
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
51.36%- Полная цена
- 2,800
- Цена
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
54.97%- Полная цена
- 3,100
- Цена
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
55.46%- Полная цена
- 3,300
- Цена
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
55.11%- Полная цена
- 2,800
- Цена
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
55.90%- Полная цена
- 1,200
- Цена
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.42%- Полная цена
- 2,700
- Цена
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
55.50%- Полная цена
- 2,900
- Цена
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
55.53%- Полная цена
- 2,700
- Цена
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
49.17%- Полная цена
- 3,200
- Цена
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
51.08%N/A
- Полная цена
- 900
- Цена
- 500
+350 Health
55.22%- Полная цена
- 400
- Цена
- 400
+150 Health
55.22%- Полная цена
- 900
- Цена
- 500
+350 Health
55.47%- Полная цена
- 400
- Цена
- 400
+150 Health
55.47%- Полная цена
- 50
- Цена
- 50
Consume Restores +120 Health over 15 seconds.
55.47%- Полная цена
- 400
- Цена
- 400
+150 Health
50.43%- Полная цена
- 150
- Цена
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.43%- Полная цена
- 800
- Цена
- 100
+200 Health 100% Base Health Regen
50.43%Аугменты
Аугменты / Процент побед
| Имя | Редкость | Тир | Популярность | Игры | |
|---|---|---|---|---|---|
Выбирайте Upgrade Thornmail, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 57.79% | 4.99% | 770 |
Выбирайте Quest: Icathia's Fall, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 57.23% | 6.13% | 947 |
Выбирайте Tank Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 55.98% | 20.02% | 3,092 |
Выбирайте Quest: Steel Your Heart, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 55.67% | 14.84% | 2,292 |
Выбирайте Transmute: Prismatic, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 54.84% | 6.29% | 972 |
Выбирайте Celestial Body, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 54.29% | 13.12% | 2,026 |
Выбирайте Slow Cooker, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 54.14% | 7.20% | 1,112 |
Выбирайте Heavy Hitter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 53.99% | 11.46% | 1,769 |
Выбирайте Dropkick, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 53.21% | 7.97% | 1,231 |
Выбирайте Gash, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 52.76% | 4.22% | 652 |
Выбирайте Goliath, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 52.43% | 8.11% | 1,253 |
Выбирайте Perseverance, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 51.27% | 12.48% | 1,927 |
Выбирайте Upgrade Immolate, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 51.11% | 5.25% | 810 |
Выбирайте Slap Around, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 51.07% | 13.33% | 2,058 |
Выбирайте Apex Inventor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 51.00% | 4.20% | 649 |
Выбирайте Self Destruct, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 50.96% | 4.38% | 677 |
Выбирайте Demon's Dance, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 50.77% | 7.10% | 1,097 |
Выбирайте Adamant, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 50.45% | 4.37% | 674 |
Выбирайте Shrink Engine, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.75% | 3.85% | 595 |
Выбирайте Soul Eater, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.72% | 15.97% | 2,466 |
Выбирайте Impassable, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.53% | 6.83% | 1,054 |
Выбирайте Frost Wraith, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 49.33% | 5.29% | 817 |
Выбирайте Scopier Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.33% | 4.81% | 742 |
Выбирайте Guilty Pleasure, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T1 | 49.21% | 5.36% | 827 |
Выбирайте Rabble Rousing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 49.03% | 5.02% | 775 |
Выбирайте Courage of the Colossus, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T1 | 49.01% | 4.93% | 761 |
Выбирайте Shrink Ray, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.64% | 4.12% | 636 |
Выбирайте Grandma's Chili Oil, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 47.58% | 5.61% | 866 |
Выбирайте Critical Healing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T1 | 46.47% | 4.68% | 723 |
Выбирайте Red Envelopes, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 59.03% | 2.40% | 371 |
Выбирайте Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 56.50% | 2.14% | 331 |
Выбирайте Transmute: Gold, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 54.97% | 3.32% | 513 |
Выбирайте Snowball Roulette, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 54.28% | 2.65% | 409 |
Выбирайте Nightstalking, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 54.10% | 2.13% | 329 |
Выбирайте Growth Spurt, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 53.76% | 2.24% | 346 |
Выбирайте Restless Restoration, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 53.70% | 1.66% | 257 |
Выбирайте Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 53.31% | 3.33% | 514 |
Выбирайте Dive Bomber, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 52.68% | 2.05% | 317 |
Выбирайте Protein Shake, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 52.60% | 2.12% | 327 |
Выбирайте Erosion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 52.40% | 1.76% | 271 |
Выбирайте Tap Dancer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 52.27% | 2.28% | 352 |
Выбирайте Bread And Cheese, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 52.19% | 3.10% | 479 |
Выбирайте Divine Intervention, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 51.78% | 2.73% | 421 |
Выбирайте Transmute: Chaos, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 51.60% | 2.42% | 374 |
Выбирайте Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 51.09% | 1.79% | 276 |
Выбирайте Pinball, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 51.01% | 2.88% | 445 |
Выбирайте Deft, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.61% | 2.67% | 413 |
Выбирайте First-Aid Kit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.59% | 2.20% | 340 |
Выбирайте Swift and Safe, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.59% | 1.65% | 255 |
Выбирайте Goredrink, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 50.54% | 1.79% | 277 |
Выбирайте Prom Queen, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 50.42% | 2.32% | 359 |
Выбирайте Mighty Shield, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 49.78% | 2.90% | 448 |
Выбирайте Cheating, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 49.65% | 1.85% | 286 |
Выбирайте Biggest Snowball Ever, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 49.55% | 2.17% | 335 |
Выбирайте Cruelty, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 49.42% | 2.23% | 344 |
Выбирайте Snowball Upgrade, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 49.40% | 3.25% | 502 |
Выбирайте Donation, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 49.36% | 2.02% | 312 |
Выбирайте Dawnbringer's Resolve, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 49.36% | 2.52% | 389 |
Выбирайте Mountain Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 49.12% | 3.30% | 509 |
Выбирайте Firebrand, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 48.67% | 2.67% | 413 |
Выбирайте Mystic Punch, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 48.07% | 2.68% | 414 |
Выбирайте Lightning Strikes, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 47.75% | 2.16% | 333 |
Выбирайте Upgrade Sheen, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 47.19% | 3.23% | 498 |
Выбирайте Tormentor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 46.15% | 2.53% | 390 |
Выбирайте Scoped Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T2 | 45.95% | 1.92% | 296 |
Выбирайте Vampirism, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 45.42% | 1.84% | 284 |
Выбирайте Spiritual Purification, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T2 | 43.39% | 2.60% | 401 |
Выбирайте Master of Duality, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T2 | 43.37% | 2.54% | 392 |
Выбирайте Stats on Stats on Stats!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 55.30% | 1.41% | 217 |
Выбирайте Giant Slayer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 54.07% | 0.87% | 135 |
Выбирайте Poro King, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 53.38% | 0.96% | 148 |
Выбирайте Outlaw's Grit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 52.28% | 1.28% | 197 |
Выбирайте Bread And Butter, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 51.64% | 0.79% | 122 |
Выбирайте Speed Demon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 51.14% | 1.14% | 176 |
Выбирайте Typhoon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 50.91% | 1.07% | 165 |
Выбирайте Holy Fire, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.72% | 1.35% | 209 |
Выбирайте King Me, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 50.67% | 1.46% | 225 |
Выбирайте Slow and Steady, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.43% | 0.76% | 117 |
Выбирайте Get Excited, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 50.26% | 1.25% | 193 |
Выбирайте Laser Heal, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 50.26% | 1.26% | 195 |
Выбирайте Flashy, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 49.58% | 0.77% | 119 |
Выбирайте Scopiest Weapons, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 49.53% | 1.39% | 214 |
Выбирайте OK Boomerang, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 49.02% | 1.32% | 204 |
Выбирайте Leg Day, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 48.54% | 1.33% | 206 |
Выбирайте Holy Snowball, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 48.09% | 1.19% | 183 |
Выбирайте Zealot, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 48.00% | 1.13% | 175 |
Выбирайте Symphony of War, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.50% | 1.04% | 160 |
Выбирайте Infinite Recursion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 47.18% | 1.26% | 195 |
Выбирайте Executioner, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 46.53% | 0.93% | 144 |
Выбирайте Buff Buddies, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 46.15% | 1.01% | 156 |
Выбирайте Tank It Or Leave It, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 46.05% | 0.98% | 152 |
Выбирайте Twice Thrice, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 44.93% | 1.47% | 227 |
Выбирайте Firefox, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 44.91% | 1.08% | 167 |
Выбирайте Thread the Needle, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 44.00% | 0.97% | 150 |
Выбирайте Final Form, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 43.79% | 0.99% | 153 |
Выбирайте Upgrade Hubris, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 42.86% | 1.50% | 231 |
Выбирайте Windspeaker's Blessing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 42.65% | 1.32% | 204 |
Выбирайте Phenomenal Evil, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 42.14% | 0.91% | 140 |
Выбирайте Escape Plan, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T3 | 41.95% | 1.13% | 174 |
Выбирайте Bread And Jam, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T3 | 41.94% | 0.80% | 124 |
Выбирайте Dashing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 40.66% | 1.18% | 182 |
Выбирайте Cerberus, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 40.29% | 0.90% | 139 |
Выбирайте Quantum Computing, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 39.46% | 1.44% | 223 |
Выбирайте Pandora's Box, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T3 | 38.38% | 1.28% | 198 |
Выбирайте Feel the Burn, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 60.71% | 0.36% | 56 |
Выбирайте Missing Ping Augment, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 59.65% | 0.37% | 57 |
Выбирайте Homeguard, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 56.90% | 0.38% | 58 |
Выбирайте Omni Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 56.70% | 0.63% | 97 |
Выбирайте Mad Scientist, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 55.56% | 0.70% | 108 |
Выбирайте Infernal Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 54.93% | 0.46% | 71 |
Выбирайте Double Tap, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 53.73% | 0.43% | 67 |
Выбирайте Searing Dawn, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 53.57% | 0.36% | 56 |
Выбирайте Shadow Runner, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 53.51% | 0.74% | 114 |
Выбирайте Veil of Warding, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 53.49% | 0.56% | 86 |
Выбирайте Dual Wield, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 53.21% | 0.71% | 109 |
Выбирайте Ultimate Unstoppable, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 51.56% | 0.41% | 64 |
Выбирайте Clown College, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 51.46% | 0.67% | 103 |
Выбирайте Blunt Force, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 50.59% | 0.55% | 85 |
Выбирайте It's Critical, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 50.52% | 0.63% | 97 |
Выбирайте Watch Out Grapefruit, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 49.53% | 0.69% | 107 |
Выбирайте Back to Basics, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 48.81% | 0.54% | 84 |
Выбирайте Ultimate Revolution, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 48.53% | 0.44% | 68 |
Выбирайте Earthwake, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 47.69% | 0.42% | 65 |
Выбирайте Hat on a Hat, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 47.31% | 0.60% | 93 |
Выбирайте Quest: Urf's Champion, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 47.30% | 0.48% | 74 |
Выбирайте Upgrade Collector, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 46.81% | 0.61% | 94 |
Выбирайте Weighted Popoffs, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 44.44% | 0.47% | 72 |
Выбирайте Soul Siphon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 44.32% | 0.57% | 88 |
Выбирайте Fan the Hammer, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 43.68% | 0.56% | 87 |
Выбирайте Goldrend, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 43.64% | 0.36% | 55 |
Выбирайте Ultimate Awakening, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 43.55% | 0.40% | 62 |
Выбирайте Marksmage, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 42.59% | 0.35% | 54 |
Выбирайте Droppybara, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 42.53% | 0.56% | 87 |
Выбирайте Vulnerability, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 42.00% | 0.65% | 100 |
Выбирайте Upgrade Sword of Blossoming Dawn, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Призматический | T4 | 41.98% | 0.52% | 81 |
Выбирайте Hextech Soul, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 41.27% | 0.41% | 63 |
Выбирайте Light 'em Up!, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 41.00% | 0.65% | 100 |
Выбирайте EscAPADe, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 40.74% | 0.52% | 81 |
Выбирайте Magic Missile, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 38.89% | 0.35% | 54 |
Выбирайте Ethereal Weapon, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Золотой | T4 | 37.50% | 0.57% | 88 |
Выбирайте Repulsor, когда эффект подходит урону, выживаемости и роли в командном бою. Открыть детали аугмента | Серебряный | T4 | 32.35% | 0.44% | 68 |
Shen Skill Combos
Extracted from the skill order guide
R > Q > E > W when your team needs Shen to frontline, punish oversteps, and still have enough damage to matter after the taunt.
Tank, protection, or anti-dive augments: R > Q > E > W in most games, or R > Q > W > E when W is clearly deciding fights.
Full peel setup: R > E > Q > W only when your team has a hard carry and you are not expected to deal damage.
Shen Counters
Counters and threats extracted from the matchup guide
Counters
5Shen counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Shen is countered by these champions in ARAM: Mayhem.
Read counter detailsShen Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy mechanism: Shen is at his best when an ally commits first and forces the enemy team to look one direction. His shield lets that diver survive the first burst, and his arrival turns a risky dive into a numbers advantage. The taunt then locks targets in place long enough for the diver to finish the job instead of getting peeled off. Combo: Let the diver start when a priority target steps past their front line. Shen shields the diver during the enemy’s burst window, lands near the fight, then taunts across the carry or the peel support. If the diver has reset damage, Shen should hold taunt until the first target is low or trying to flash out, not waste it on the tank at the start. Best scenario: This pairing shines against poke or backline-heavy teams that rely on spacing. Once the diver reaches their carries, Shen makes the engage much harder to punish. Champions that want to jump deep, clean up low-health targets, or force chaotic skirmishes gain huge value from having Shen cover their first mistake. Enemy answer: The enemy can disengage the diver before Shen arrives, spread out so taunt only hits one target, or save displacement and silence effects for Shen’s landing. They can also bait the shield with a fake engage, then re-engage after Shen has committed. Failure risk and recovery: The play fails if the diver goes in without damage nearby or if Shen channels onto someone who is already doomed. Recover by treating the first dive as a pressure tool, not a death pact. If the ally is too deep, Shen can instead stay with the backline, taunt the counter-engage, and look for the next engage after enemy cooldowns are spent. 2. Hypercarries and sustained DPS marksmen Synergy mechanism: Shen gives carries room to stand and hit. His defensive zone is especially useful when enemies need basic attacks to finish a target, and his taunt punishes assassins or bruisers who overcommit onto the carry. The carry supplies what Shen lacks: steady ranged damage that converts his peel into kills. Combo: Shen should position slightly ahead and to the side of the carry, not directly on top of them. When an enemy diver enters, Shen drops protection around the carry’s fighting space, then taunts through the diver toward the enemy team if possible. That angle both peels the first threat and threatens the second wave of engage. Best scenario: This is strongest when your carry has enough range or ramping damage to punish enemies walking forward. Shen does not need to force every fight. He can let the carry hit the front line, then use taunt only when the enemy commits hard enough that they cannot easily back out. Enemy answer: Enemies will try to split Shen from the carry with long-range crowd control, poke the carry before the all-in, or attack from multiple angles so one taunt cannot cover everything. They may also wait for Shen to use taunt offensively, then dive the carry while he is displaced from his team. Failure risk and recovery: The main failure is over-engaging while the carry is still clearing minions, low on health, or zoned by poke. If that happens, Shen becomes isolated and the carry cannot follow. Recover by slowing the fight down: body block, protect the carry’s next few autos, and save the next taunt for peel instead of chase. 3. Area damage mages and wombo follow-up Synergy mechanism: Shen’s taunt is a clean setup for delayed area damage. He does not need to kill targets himself; he needs to make enemies stand in the wrong place for just long enough. Mages with ground zones, delayed bursts, or narrow skillshots love a target that has to path predictably after being taunted. Combo: The mage places damage where the enemy must move, then Shen taunts through the front edge of that zone. If Shen goes first, the mage should cast on the taunt endpoint rather than the starting point, because enemies often get dragged into a new position. The cleanest version is Shen threatening from fog or brush, forcing enemies to choose between dodging mage damage and eating taunt. Best scenario: This pairing is brutal on narrow bridge fights where enemy carries hide behind tanks. Shen can punish the front line stepping too far forward, and the mage can layer damage so the enemy team cannot simply walk past him. It also works well when your team has wave clear, because Shen gets more angles once minion pressure is handled. Enemy answer: The enemy can hold spacing, bait Shen’s taunt with a tank, or use shields and disengage after the first damage zone appears. Mobile carries may dash out after Shen commits, leaving him inside enemy range with no real follow-up. Failure risk and recovery: The combo fails when Shen taunts before the mage is in range or when the mage throws damage too early and zones nobody. Recover by using Shen’s threat to herd enemies instead of forcing the hit. Stand in a flank pocket, make the enemy respect taunt, and let the mage win the poke war until a better angle appears. 4. Enchanters and anti-poke supports Synergy mechanism: Shen gives protection against hard commit, while enchanters patch his weakness into repeated poke and extended chip damage. Together they create a front-to-back shell: Shen blocks or taunts the all-in, the support keeps the carry healthy enough to keep hitting, and the enemy has to spend multiple tools just to reach a real target. Combo: Shen should not take every poke spell for free. Let the support handle small damage, then Shen steps up when the enemy tries to convert poke into engage. If the support has speed, shields, or disengage, Shen can use that movement to line up a better taunt, then return to the carry rather than chasing past the fight. Best scenario: This works best when your team has one strong damage source that must survive. Against assassins, bruisers, or dive-heavy teams, the enemy often has to enter Shen’s range to win. That gives Shen a clear punish window and gives the enchanter a predictable target to protect. Enemy answer: Enemies can ignore Shen and pressure the support first, or stack long-range poke until both defensive champions are forced back. They can also fake a dive to pull Shen’s taunt, then switch targets once he cannot immediately peel again. Failure risk and recovery: The risk is becoming too defensive and slowly losing space. If Shen and the support only retreat, your damage dealers get trapped under constant poke. Recover by choosing one safe timing to walk forward together: after an enemy misses crowd control, after your wave is cleared, or when your carry can actually hit the closest target. 5. Hook, pick, and displacement champions Synergy mechanism: Shen loves any teammate who can force an enemy into taunt range. Hooks and displacement remove the hardest part of Shen’s job: reaching the correct target without burning his dash into empty space. Once someone is pulled or knocked into your team, Shen can layer taunt to stop the rescue attempt or lock the victim down for the kill. Combo: Let the pick champion threaten first. If they land the pull, Shen taunts across the target toward the enemy backline so he either extends the lockdown or catches the teammates trying to peel. If the hook misses but makes enemies dodge sideways, Shen can use that movement to find a cleaner engage angle. Best scenario: This is high value against fragile carries, immobile mages, and teams that rely on one frontliner standing between you and their damage. A single pick can open the whole lane because Shen can immediately stand in the gap and stop the counter-engage. Enemy answer: The enemy can hide behind minions, send tanks forward to absorb hooks, or punish the hook champion after a miss. They may also collapse on Shen if he follows a bad pull too deep without damage behind him. Failure risk and recovery: The failure point is chaining crowd control onto the wrong target while the enemy carries free-hit. If your team hooks a tank, Shen should not always commit everything. Recover by using the pulled tank as terrain: stand near them, threaten taunt on anyone who steps up to save them, and wait for the next hook instead of diving past the kill zone.
Draft note: Shen fits best as a protector-engager beside real damage. Give him one reliable carry, one source of wave clear or poke, and one teammate who can either start fights or punish his taunt. If the team lacks damage, Shen’s saves only delay losses. If the team lacks wave control, he gets poked before he can choose an engage. Build the comp so his shield and taunt turn enemy commitment into a losing trade.
Shen ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Shen plays as a peel tank or secondary engage, protecting carries and punishing enemies who overextend with well-timed taunts. | Shen becomes a tempo breaker who decides when the enemy is allowed to fight, creating uneven fights through proactive engages and split damage. | Shift from passive protector to active fight controller who forces enemy into bad engagements. |
| Spirit's Refuge Timing | Dropping W during a brawl is often good enough since fights are more predictable and damage patterns are easier to read. | You must save W for real punish windows when basic-attack carries commit or melee champions are forced to finish damage inside your zone. | Hold W for critical moments against auto-attackers rather than using it on fight start. |
| Shadow Dash Risk | Shen has room to miss an E and walk back without severe punishment, allowing for more exploratory engage attempts. | Missed E is far more dangerous since enemies with strong augments can instantly punish the gap and delete you during taunt animation. | Confirm E angles with Snowball hits, ally crowd control, or after enemy mobility is used. |
| Stand United Usage | Typically used to save the teammate who gets caught or rescue the lowest-health ally in danger. | Use proactively to turn a diving ally's aggression into a real engage, creating two-sided collapses and numbers advantages. | Treat ultimate as an engage tool, not just a rescue button for low-health allies. |
| Tempo and Initiative | Shen can wait for minion waves, absorb poke, and fight around enemy mistakes since one good taunt stabilizes the fight. | Waiting too long lets enemies stack advantages through repeated skirmishes; Shen must create controlled starts and threaten backline space. | Stop playing passive; walk up with blade placed well and force enemy to respect taunt threat. |
| Snowball Integration | Used for simple engages: mark, fly in, taunt, and hope the team follows up on the play. | Snowball should confirm angles or save E; use it to reposition blade, threaten taunts past frontline, or create two-sided collapses with diving allies. | Treat Snowball as a setup tool for confirmed engages, not a panic button for predictable dives. |
Champion Analysis
Роль / Процент побед
In Hextech Mayhem (ARAM), Shen the Eye of Twilight functions as a melee tank-protector with powerful protective abilities and excellent engage capabilities. His kit centers on mitigating damage for himself and allies while providing reliable crowd control and map-wide presence. Shen's passive, Ki Barrier, automatically triggers when he takes burst damage or critical hits, providing a shield that scales with his maximum health. This passive gives Shen excellent anti-burst capability, making him naturally resilient against explosive damage patterns common in ARAM. Shen's Q, Twilight Slash, serves as his primary damage tool, firing a twilight blade that deals damage and empowers his subsequent attacks if it passes through an enemy champion. His W, Spirit Refuge, is his most distinctive ability, creating a defensive zone around an ally or himself that grants immunity to all basic attacks. In Hextech Mayhem, this ability proves especially valuable for protecting key damage dealers from enemy ADC attacks, effectively neutralizing auto-attack threats during critical moments. Shen's E, Shadow Dash, functions as his core mobility and engage tool, taunting and dashing to a target enemy champion. This ability allows Shen to initiate fights, disrupt enemy positioning, and peel for threatened allies. His ultimate, Stand United, represents his signature capability, granting a shield to any ally on the map and teleporting Shen to their location. In Hextech Mayhem, this ability can protect a focused ally while instantly joining the fight, giving Shen global presence that few other champions possess in single-lane combat. Shen's combination of attack immunity, taunt engage, anti-burst shielding, and global ally protection makes him one of the most reliable tanks in Hextech Mayhem. His protection and global presence allow him to respond to threats across the lane while safeguarding vulnerable teammates. The interplay between Spirit Refuge's basic attack immunity and Shadow Dash's taunt gives Shen tools to both initiate and defensive peel, adapting to whatever the fight requires. His passive sustain through Ki Barrier ensures he remains durable through extended trades, while Stand United enables him to turn remote skirmishes in his team's favor.
Ключевые советы
Блог гайдов / N/A
Shen wins Mayhem fights by choosing the exact moment the enemy oversteps, not by walking forward forever. In the narrow ARAM lane, his threat is the angle between his body, his spirit blade, and his taunt line. Standing slightly off-center instead of directly in front of carries creates better engage angles. When the enemy steps past the minion wave or burns a dash to poke, moving the blade through them and taunting across their escape path gives the team a clean target and makes the enemy punishable before they can spread out. Engage when the enemy frontliner is separated from their backline, as Shen is best when the first target cannot be instantly supported. Using taunt sideways more often than straight forward catches players who think they are safe because they are not standing directly in front of you. Counter-engage after the enemy commits mobility, stepping into the path between the diver and your carry rather than panic-taunting the first body seen. Shen is more valuable stopping the second half of a dive than eating poke before the fight starts. Do not open into full enemy cooldowns unless your team can instantly follow, as a missed taunt in the middle of the lane invites the enemy to walk you down. Shen should hover just ahead of the team when cooldowns are ready, falling back beside carries when taunt is down. Using brush as a pressure tool creates space, but leaving before getting layered by crowd control is essential when the enemy has strong brush control. When your wave is thick, the enemy has fewer clean skillshots and your taunt angle becomes harder to track. When your wave is gone, standing in the open invites damage that weakens your ultimate and defensive timing. Taunt the target your team can actually kill, as a frontliner who walked too far forward is often better than a carry behind a tank line with defensive augments ready. Peel assassins and bruisers before chasing backline champions, and swap targets quickly after defensive tools appear on your primary target. Snowball fixes Shen's range problem when used with team follow-up, and holding the recast to watch reactions creates pressure by itself. Snowball can also save positioning by moving out of a bad angle. Augment trigger windows require patience, waiting for high-value targets or the right moment when allies can damage during the control window. Push after a won trade then reset behind the wave, and pull back when your ultimate target is vulnerable. Do not overpush with taunt down. Dive only after the enemy wave is controlled, place your defensive zone where enemy damage actually happens, and exit as soon as the kill is secured. When behind, stop fishing for hero taunts and focus on denying enemy engage. Give ground in layers and protect the shutdown target rather than the loudest fight. Play Shen like a gatekeeper, opening the gate when the enemy is split and closing it when they dive.
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N/A / Аугменты
Shen the Eye of Twilight operates as a front-line stabilizer in ARAM: Mayhem, designed to convert chaotic fights into clean picks rather than win poke wars. His core approach centers on threatening Flash or Snowball into taunt, protecting carries against enemy dives, and using his ultimate to shift the outcome of critical fight moments. Patience is viable when the team has damage, but Shen must create the first real contact without burning defensive tools on empty poke if the team lacks engage. During levels 1 through 6, Shen positions near the front brush or slightly ahead of carries while avoiding open-space poke absorption. He forces enemies to respect taunt range and preserves enough health for the first all-in. Trading requires team coordination; Shen's early damage matters when enemies are locked down, but value drops if teammates are out of range or reloading. Optimal taunt timing follows enemy misses, overextensions past minions, or wasted mobility. Snowball serves as a threat tool early, best used on slowed or zoned squishies rather than tanks. Augments should support survival, reach, or ally protection, saved for post-commitment moments rather than pre-fight poke. Pushing works only with ranged wave clear after won trades; otherwise Shen stalls and preserves health. Levels 7 through 11 represent Shen's strongest control window when team damage is online. He positions just outside easy poke range, moving with the primary carry rather than the lowest-health teammate. Trading targets enemy mistakes such as missed crowd control or overextended tanks. Snowball becomes a delayed engagement tool, taken only when enemy formation splits. Augments sharpen Shen's role: defensive windows protect damage dealers after counter-punches, while engage augments combine with Snowball or brush control. Pushing follows clean kills; stalling occurs when ultimate is down or enemy reset damage is stronger. From level 12 onward, Shen prioritizes protecting carries and punishing oversteps. Low-percentage engages must be avoided since late deaths determine tower and Nexus outcomes. Positioning depends on whether Shen must taunt enemy backlines or peel for carries. Snowball carries high risk and reward, used to punish separated targets or bypass tank walls, but sometimes the correct play is ignoring the mark to shield a collapsing teammate. Augments are reserved for decisive contact moments. When ahead, Shen escorts waves and punishes panicked enemies. When behind, he seeks single mistakes rather than miracle engages, hiding angles and peeling instead of forcing. Before the final fight, Shen must commit to one job: engage the exposed carry, peel the diver, or shield the focused ally. Hesitation between front-line and back-line roles creates openings the enemy will exploit.
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Процент побед / Популярность
Shen the Eye of Twilight excels at controlling space and protecting teammates, but his effectiveness depends heavily on understanding when to engage versus when to hold back. When ahead, Shen should maintain lane pressure by walking forward enough to force enemies to respect Shadow Dash, allowing carries to poke safely while securing turret damage and health relic control. However, ahead Shen throws games by dashing past his own damage dealers or engaging while teammates are still clearing waves or returning from base. In Mayhem, fights can shift rapidly due to augments adding mobility, shields, and damage spikes, making patience critical. When ahead, Shen's fight patterns focus on catching enemy carries after they have used mobility or peel spells, angling Shadow Dash from fog or after Snowball connects. If the enemy frontline dives the backline, Shen should turn on the diver rather than chasing the enemy backline, using his defensive zone to protect carries. After winning fights, Shen should hit structures and escort waves rather than chasing deep without minions, as this creates punish windows where he cannot protect everyone. Stand United usage while ahead requires casting early enough for the shield to matter, not after the ally has already been eliminated. The best ahead ults are simple, early saves on the teammate carrying damage, not cross-map hero plays. Shen should not abandon the front line unnecessarily when the team is grouped and safe. Augment choices while ahead must account for throw prevention. Mobility or engage-range augments help reach carries but tempt bad dives, so Shen should use extra reach to force flashes and spacing mistakes before committing. Durability and shielding augments help Shen survive after taunting, while ability haste augments support longer fights with multiple divers. Tenacity augments help against crowd control but do not fix diving into five champions alone. When behind, Shen must stop trying to be the primary engager and instead play as a wall in front of the wave, using taunt defensively until enemies waste cooldowns. Behind Shen needs only one stopped dive, one saved carry, or one enemy overextension to create value. Fighting under structures, near health relics, or after enemies commit into narrow angles maximizes his effectiveness. Behind fight patterns involve taunting across the diver's path rather than chasing the enemy backline, dropping defensive zones where carries are kiting. Shen should only punish greedy enemies when damage dealers are in range, and hold taunt when the team is low to buy time for waveclear and shields. Stand United usage while behind prioritizes saving the strongest waveclear or damage threat early, arriving ready to peel. Shen should let doomed teammates die rather than wasting the ultimate, preserving it for winnable fights. Defensive augments help Shen survive long enough to complete taunts and peel, while shielding augments stack protection around the one teammate who can enable a comeback. Mobility augments help dodge poke and escort carries, not force long engages. The comeback rule requires Shen to play for enemy mistakes, hold space, save the right ally, and make enemies engage through his strongest defensive tools before moving the line forward again.
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Чемпионы / Роль
Shen the Eye of Twilight brings a distinct identity to ARAM: Mayhem centered on disciplined ability usage and protective playmaking. His passive, Ki Barrier, fundamentally shapes how he must approach trades. Rather than treating the shield as a bonus, Shen players must treat it as an integral part of each ability cast. The shield only provides value when damage is actually incoming, meaning Shen is strongest when he cycles abilities during active brawls rather than casting into empty space. Poor timing leaves him walking forward with no protection, which in Mayhem often means losing substantial health before the next useful action. Twilight Assault serves as Shen's primary damage tool and makes short trades meaningful. The spirit blade mechanic requires Shen to position himself so the blade travels through enemies on its way back to him, not simply toward him. This creates a skill expression where strong players move first and angle the blade properly before pulling it through committed targets. The ability keeps Shen relevant in repeated skirmishes and pairs naturally with his other tools. Spirit's Refuge defines Shen's role as a peel specialist against auto-attack threats. The protective zone appears around his spirit blade, making blade positioning critical before fights even begin. This ability specifically counters basic attacks and on-hit pressure, making it essential to identify which enemies actually rely on autos. Using it against spell-heavy compositions or as a panic button against every incoming threat wastes its value entirely. Shadow Dash is Shen's most versatile tool, serving as engage, peel, escape, and punishment all in one ability. This multi-purpose nature makes wasting it one of the fastest ways to lose control of a fight. The taunt only affects enemies it connects with, so accuracy matters more than rank. Shen must decide before each fight whether to use E for engaging or peeling, as trying to do both often fails. Stand United transforms Shen into a fight-swinging presence who can rescue focused allies and reverse dives. On Howling Abyss-style maps, this becomes less about cross-map pressure and more about saving allies at critical moments and arriving on the correct side of chaotic fights. The ability requires reading whether an ally is positioned where your team can actually fight, as casting on a doomed ally isolated deep in enemy territory can drag Shen into a second death. After arrival, Shen must immediately choose between peeling for the protected ally or engaging forward if the shield bait made enemies stack together.
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Блог гайдов / Тир
Shen punishes sloppy habits harder than most tanks in ARAM: Mayhem. A missed taunt leaves Shen standing in the enemy team with no clean exit, and a late ultimate provides only a cosmetic shield while the targeted teammate dies before he arrives. The most critical mechanical mistakes center on Shadow Dash usage. Dashing in simply because an enemy is in range burns Shen's main engage and lands him in front of five enemies with no reliable way to stop their follow-up damage. Instead, Shen should aim Shadow Dash at targets that are already slowed, cornered, casting, or walking through narrow parts of the lane. If the enemy still has an easy sidestep, holding the ability and walking forward is the better choice. Taunting through the entire enemy frontline without checking team position creates another common error. Shen may connect on targets, but if damage dealers are too far away to follow up, the taunt ends and he gets focused before his team can convert. Engaging only when carries are close enough to attack immediately makes shorter taunts that teammates can punish more valuable than flashy long dashes that isolate Shen. Spirit's Refuge mistakes involve dropping the zone after key basic attacks have already landed, meaning the damage already happened despite the zone appearing useful. The correct timing requires casting when a basic-attack threat commits, not after they finish their burst, and placing it where an ally will stand rather than where they used to be. Sword position mistakes occur when Shen pulls the blade through enemies at random while ignoring where the fight is moving. This causes the empowered trading window to misalign with taunt or team damage, allowing enemies to kite while the setup remains scattered. Shen should think about sword position before fights start, setting up so the pull supports the direction he wants to fight. Stand United mistakes happen when channeling begins on targets already out of danger or dead to the next hit, wasting Shen's biggest map-swinging tool for almost no value. Good targets include carries being dived, bruisers going in with follow-up damage, or allies baiting enemies into overcommitment. Using Snowball and Shadow Dash as separate engage buttons without a plan leads to either taking Snowball into bad crowds or overshooting targets. Snowball works best as a setup tool that Shen can follow with Shadow Dash to lock down priority targets or escape through the fight. Resource management mistakes involve spamming abilities until no defensive tools remain when the real engage starts, leaving Shen unable to taunt, protect, or threaten anyone walking past. Decision mistakes include building or augmenting for damage when the team lacks a front line, engaging every time Shadow Dash is available, and ulting the loudest teammate instead of the most valuable fight state. Shen players who stand permanently in front eating free poke enter actual fights too low to perform their job. Chasing low-health targets past the enemy team trades control and body-blocking for a coin-flip kill, and peeling only after the carry dies turns defensive tools into revenge tools. Shen must decide his role based on the enemy win condition, switching between threatening engages against backline carries or holding taunt to punish divers. Clean Shen games are patient games, where fewer forced taunts, timely ultimates, and protecting carries create bigger plays than diving for highlights.
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Shen
Is Shen a tank or a carry in ARAM: Mayhem? Shen is mainly a frontline controller, not a pure damage carry. Pick him when your team needs someone to start fights, block pressure, and protect backline carries. The tradeoff is that if your team has no follow-up damage, your taunts and shields can look good but still lose the fight. When should I engage with Shen? Engage when an enemy carry steps too far forward or when your team is close enough to hit the target you taunt. Do not dive alone just because you can reach someone. Shen punishes bad spacing well, but he gets punished hard if his team is clearing waves or too far back to follow. Should I use Snowball on Shen? Yes, Snowball is usually very valuable because it gives Shen a cleaner way to reach the backline before using crowd control. Mark first, wait to see if your team can move with you, then take the dash when the target is exposed. The risk is obvious: if you Snowball into five enemies with no follow-up, you become a free engage for them instead.
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