Predecessor Builds > Shinbi > My approch to Shinbi

Build Updated at: 2024-02-21 00:19:15 UTC
My approch to Shinbi
v0.14
Author: Kant (Platinum I)
Role: Offlane
5
1
Skill Order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Notes

#General stuff
I've played this build for a while and have had good results in off and mid, usualy with both high dmg done and tanked.

Some things to note: this build allows you to do high dmg as well as easy engage (and sometimes disengage) with dreambinded, furthermore the health stacking allows you to survive for longer but a stun will still get you killed a few times over. Hence I find myself dashing in a out of fights curtasy of the short rmb cooldown. This is helped by the healing from lifebinder and orb as you can stay near full hp for your re-engage.

Item order is not fixed by any means but orb first is next to required imo. Dreambinder second can be quite good if you feel that you are in the mood to kite a lot in lane. Worldbreaker is kinds crap if it is earlier than 3rd and caustica should be one of the last items imo.

Regarding the flex items, I generally stick to the main items as there is seldom a reason to deviate. My most common change is dreambinder for tainted scepter but that only happens 1 in 10 games or so.

#Ability Leveling
Leveling the q is never bad per se but against champs like grux I prioritise the e. Overall I go: q/e --> e/q --> rmb followd by getting the e to lv.2/3 before q equalling that with the e. Which to max out first depends on how the game is going: which ability are you using more / getting more use out of? Always level ult and max rmb last.

In the midlane I go: q --> e --> rmb --> max q --> max e --> max rmb. Leveling ult when possible.

#Items
The most essential items in this build are lifebinder, worldbreaker and caustica. This is because they are the foundation of the build. Sustain in fights, dmg, and pen so that tanks can not ignore you.

If you are switching items out for one of the flex items I'd recomend taking dreambinded out first as it only emphasises shinbis ability to stick to targets (which she is generally quite good at). Switch to:

  • Soulbearer: if you feel like you need a bit more mobility (laning against a greystone or grux for example) or if you feel the more time specific healing provided is more useful to you (shinbi ult + soulbearer can be quite hilarius). In general, sadly, I find that tempest seems to to more for me in a game -- soulbearer is more fun to play with though.

  • Tainted scepter: if your team is lacking in anti-heal though shinbi, I've found, is not the best at applying it though tempest helps a lot in this regard. Imo shinbi should be one of the last people in a team to get anti-heal as there is nearly allways more sutable champs for it.

  • Golm's gift: if you are taking an exesive amount of basic dmg especially in the laning-face, e.x. laning against an adc. This card usualy slots in for orb.

  • Megacosm: if your opponents are very tanky, although I rarly do this as I usualy find caustica does a good enough job.

  • Oathkeeper: you will do more dmg -- quite simple honestly.

  • Other:

    • wraith leggins + soulbearer + Dreambinder can be quite fun though not that good imo.
    • Azure core is a brave choise which can give you a lot of dmg though I think there are 2 problems with this line of thinking. Orb does kinda the same think and synergises better with wordbreaker and gives more sustain and if you want dmg picking Oblivion crown is better (or just build oathkeeper).
    • Obilivon crown is great for dealing dmg but lacks the utillity of the other cards but if you want dmg go for it.
    • Flux matrix... I like how you are thinking but no... does not do enough on shinbi... play kwang instead!
Flex items
Core items
Stats
Level: 18
Physical Power
100.6
Magical Power
370
Physical Penetration
0
Magical Penetration
0 (+0%)
Critical Chance
0%
Attack Speed
133.8%
Lifesteal
0%
Magical Lifesteal
15%
Omnivamp
0%
Physical Armor
78.25
Magical Armor
49.8
Tenacity
20%
Max Health
3888
Max Mana
1310
Health Regeneration
+0%
Mana Regeneration
+75%
Heal & Shield Power
+0%
Ability Haste
18
Movement Speed
+0%