Shinbi Jungle Full Guide
Shinbi build by
KronoKinesis
2,626
predecessor.pro/builds/1705280106-shinbi-jungle-full-guide

Introduction
Ability level order




Crest Selection

Occult Crest
+10 Magical Power
Occultist: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, evolves into Warlock Crest.
Creep Slayer: Deal 20 extra basic damage to Minions.

Typhoon
+25 Magical Power
+15% Attack Speed
+4% Omnivamp
Cyclone: Basic attacks grant a stack of Cyclone for 3s, increasing your attack speed by 3 (+3% Magical Power)%. Cyclone stacks up to 4 times.
Active - Mirage: When at maximum stacks of Cyclone, dash a short distance - 20s CD.
Creep Slayer: Deal 40 extra basic damage to Minions.
Item Build
Full Guide
I DON’T WANT TO READ ALL OF THIS
Then don’t. I’ll explain the basics quickly for those of you who already know what to do. If you are new to Shinbi or the jungle, skip this section.
Start with Codex and clear your jungle camps fast. When you are level 5 head back and buy a Blood Tome and anything else you can afford that builds towards
Lifebinder. If you get an early kill you might be able to afford a second
Blood Tome, but you don’t need it.
Sneak a Fangtooth kill solo. You can do this without any problems with that Blood Tome. Once
Lifebinder is done, build into
Prophecy and enjoy your first major power spike when it is done.
Typhoon will help a lot with those two items as well. As you continue to build you will be able to solo Fangtooth at every stage of the match, as well as Mini Prime should you find the opportunity.
Next is Oathkeeper and
Magnify for the great passives and stats they offer. You will be getting a lot of extra Ability Haste and Attack Speed from them as well, since our first two items grant bonus stats for everything else we are building. Last item to build is situational but I almost always go with either
World Breaker or
Oblivion Crown, depending on whether I need to be more sticky or have more burst damage.
This build does have mana sustain issues, so be careful during extended teamfights because you can easily find yourself without any mana to cast your ult or even dash away. Sneaking the first Fangtooth helps a lot with this so you can rely on your Blue Buff for longer. If you want to read about more specific reasoning for each item choice, as well as a selection of situational items, skip down to ‘the build’ section below.
MY NAME IS SHINBI AND I LIKE TO WINBI
So you've decided to play Shinbi and take her into the Jungle. Good choice! Shinbi is an incredibly effective assassin that can secure kills from well outside the range of many other assassins with her Ultimate. She is hard to either catch or escape from and when built properly can trade with nearly anyone as long as she isn't behind. But how do we accomplish this? First let's look at her abilities.
THE BASICS
Her passive is Biting Melody. This provides extra damage on an auto-attack, as well as x4 extra damage and applying a stack of Track every 16-7 seconds depending on level. On top of this, successfully hitting an enemy hero with an ability lowers the cooldown by 1 second for each ability hit. This means that she benefits tremendously from extra attack speed, synergizes with any other damage-on-hit effects, and can proc this extra damage much more often with good Ability Haste.
Her basic attack is Cutting Edge, a melee slash that scales with physical power. It is the only thing that uses physical power and we won't be building that stat at all.
Her right-click is Rushing Beat. She can dash forward in the direction she is looking and then do it again for no mana cost within the next 3 seconds. It also damages enemies you pass through and applies a stack of Track on them. This is your tool for chasing or escaping. An important thing to note with this ability is that you do not fall while dashing, and can use the second dash mid-air. That means that there are many spots on the map you can dash over that other people can't get to, such as dashing from the staircase behind Fangtooth directly into the lair, or dashing from the Red Buff platform directly into the fog wall next to T2. Abuse this!
Her Q is Line Tempo. This sends out a wolf to damage the enemy at long range, but is very dodgeable. You can open with this as you run into melee range, and hit fleeing enemies with it to apply more damage and stacks of Track before you finally use your ult. Also use it as often as you can while trading since it deals more damage than an auto-attack. The cooldown on this ability is incredibly low and benefits tremendously from Ability Haste.
Her E is Circle Rhythm, which gives her a significant HP shield and damages everyone around her, while rapidly applying stacks of Track. It then gives her the same HP shield again. This is your bread-and-butter ability, it should be leveled up first and will be the main source of your sustain as well as providing stacks for your finisher. Similar to Line Tempo, this cooldown is also somewhat low and Ability Haste will allow you to cast it multiple times in a fight.
Her ultimate is All-Kill, a strong finisher with unlimited range that does more damage the more you have hit an enemy before casting it. All of her abilities apply stacks of Track to an opponent, up to 8, and when cast the enemy with the most current stacks will take damage based on how many stacks they have. Don't wait too long though because after 8 seconds of not taking ability damage from you, all the stacks disappear. This means she benefits from being sticky in a fight, i.e. the more time you have to damage your opponent the more damage your finisher will ultimately do.
Put all this together and you have a very effective assassin. Flank into a fight, deal a lot of damage with your Q and E, then chase them down as they flee from the sudden burst. Even when this fails, your ult can secure the kill anyway. There is nothing more satisfying than watching someone flash away from you and then die to an All-Kill.
THE JUNGLE
Now that we understand Shinbi's abilities and how they combo together, how do we use them in the jungle?
The basics of the role are the same for her as most junglers, but will differ slightly because of the build we are using. I'll talk more about that later.
Starting Off
Buy a Codex as your starting item. The first thing a jungle Shinbi wants to do is take Blue Buff. Use the time before it spawns to ward somewhere you think the enemy might come through to steal or invade, like the river. We will have mana sustain problems, but this will largely be remedied by Blue Buff and timing when you go back to base correctly - if you rotate well, you'll only be forced to go back for mana when you have plenty of gold to spend anyway.
Take your E first so you can stay healthy while clearing the first few camps. Use your Hunt item on the Blue and Red buffs. Clear them as fast as you can - obviously if there is an opportunity for an early gank you should go for it, but Shinbi has some trouble securing kills before she has her ult as there is not enough burst damage early game to gank successfully without it unless the enemy laners already used their flash or are very out of position. Ganking before level 3 when you do not yet have your dash is almost always a complete waste of time.
Don’t just stand there and slug it out with jungle camps when you clear them. Try to back up and circle around them between your basic attacks so that they are forced to run to you between their own attacks, therefore attacking you less and causing less damage per camp. Practice the timing so that you never miss your own basic attacks while doing this. You should also be abusing the cooldown reset on your basic attacks, using abilities immediately after landing an basic unless it is your Q as you approach a camp. This will allow you to deal more damage in the same amount of time by not interrupting your basics with ability channels. Always abuse this when clearing camps.
In case it was not clear enough, I will say it again. ALWAYS ABUSE THIS WHEN CLEARING CAMPS. The more efficient you are with your damage, the faster you will clear a camp. The faster you clear a camp, the more health you will have when leaving it. And the more health you have, the more ganks you can set up. This is less important once we reach mid-game and you can clear camps without taking damage at all, but it is very important in early game to manage this.
You should be able to clear both sides of your jungle within the first five minutes. If you can get a kill during this time, that is fantastic but not entirely necessary. If you don’t manage to get a kill you may have to go back to the blue side of your jungle and clear another camp or two, the goal is to get to level 5 before your first back.
Early Game
Now we can move on to the point of this build, which is sneaking a Fangtooth kill solo. This is the reason we build Codex into
Blood Tome first. With an early kill you should be able to afford two of them, but just one is enough to sneak the Fangtooth. The Magical Lifesteal paired with her E will provide you with all the damage and sustain you need to kill it by yourself. Make sure you have both charges of
Hunt saved for this; use one charge shortly after you start, save the other for securing the kill, and be sure to ward so you can bug out if the enemy jungler catches you doing it. Remember to watch the lanes too, if the enemy duo suddenly makes their way into the jungle then you are likely getting collapsed on. If you've managed your time well you should be doing this at just about 6 minutes, and have the first Fangtooth buff by 7 minutes into the match. This will allow you to more heavily rely on Blue Buff for your mana sustain and have more freedom in choosing when to back.
You should be gaining your Ult and upgrading your crest to Typhoon shortly after this, which means you can start being more aggressive. Now you can gank more confidently, but leave Fangtooth as your top priority. Controlling Fangtooth and soloing it every single time it is up is an incredibly powerful strategy that denies the enemy many important buffs and gold while providing your own team with early ramp and objective control. Provided you follow the item build you can even solo Primal Fangtooth at its strongest, which is also very powerful in that you can take important late-game objectives without pulling your laners away from their positions, providing extreme pressure across the entire map. You can even solo Mini-Prime and - if you are fed - Orb Prime is not out of the question to solo either.
That being said, how do we gank? The process for Shinbi is rather simple. First, identify whether or not a gank is possible - This part is probably the hardest part to master and will mostly rely on your raw experience with Shinbi and how she matches up against other heroes at every stage of the game. Pay attention to the scoreboard to see who is strong compared to you and be careful about ganking such players. On the same token, any players that are weak compared to you should be aggressively punished whenever they are out of position. Only move in to gank when you are sure you cannot extract more value elsewhere on the map, for example by taking an objective or just continuing to farm. Either way you never want to gank if you are unsure it will work (unless you are still learning), as a failed gank means you have 1) wasted your time that the enemy jungler is farming with, 2) wasted your laner's time they could have been farming with, and 3) splitting any of the passive minion XP in lane during your failed gank, putting your laners even farther behind.
The only situation in which you should go to a lane without getting a kill is if your laner desperately needs relief. Don’t ignore their calls for help when they are being pushed up to tower and at 100 health or less - they need to back and you can prevent them from losing their tower while they do so. Otherwise, just keep farming or look at sneaking a Fangtooth or Mini-Prime kill. Making sure that you are maximizing the value of every second you spend on the map is of top priority, even more so for junglers than the rest of your team. Much of the time this means ignoring a completely gankable lane because you cannot get to it in time, or because you want those enemy laners busy while you take an objective, or because you know the gank will end in a stalemate, or many other reasons.
Your laners will flame you. Let them. Your job is to help secure objectives, not explain every detail of your actions and get everyone to agree with them.
So how do we identify a gank opportunity? As a rule of thumb, you usually want about half a lane of distance between the enemy and their tower to secure a kill if they are at full health. Some matchups will demand more or less distance, you will learn this with time. But if you have your ult and there is at least this amount of distance, you can usually succeed with a gank. Try to flank in behind them. Shinbi always wants to be flanking, whether it's a lane gank or teamfight or any other situation; pushing with her head-on is usually a waste of your time, and she fares very poorly trying to enter teamfights while the enemy tank is looking at her. Now that you have pinched your enemy between your laners and yourself, move in for the kill.
Now - and this is very important, do not ignore this tip - walk, don't dash, into the fight. If the enemy uses their mobility after you have used yours, the gank will almost assuredly fail. Use your dash to catch them after they are trying to escape, preferably dashing through them so you can apply another stack of Track and body block them for a second or two. Saving your dash also means you can bail in case you need to leave the fight. Open with your Q as you approach, then use your E as soon as you are in melee range. Keep hitting Q and E every time they are up and slice away with your autos. Then, if the enemy still manages to escape to their tower after all of that, press R and finish them off.
When, exactly, should Shinbi cast her ult? There are two general situations; either cast it very early or as late as possible. If you misjudge your opponent and are going to lose the trade without some extra damage in the middle of the duel, then use your ult early. In such a situation you are very likely going to die anyway and the cooldown on the ult is short enough that it's worth trying to save yourself with it even if it fails, while the extra magical damage will also give you a chunk of health back since we build magical lifesteal which can help you win the trade. If your opponent is outclassed and trying to run from you, don't use it until they have fully and successfully escaped from you. The reason for this is that oftentimes you won't have all 8 stacks of Track by the time the enemy has reached safety, but you can still poke them with your Q for a bit of extra damage and another stack of Track, which will increase the likelihood that the ult will actually finish them off.
Mid Game
Now that you know how to gank and how to control jungle objectives, what's next? Keep building your items and get more aggressive when you have Prophecy, your first power spike. Mid game you should be looking for any opportunity to steal jungle camps from the enemy jungler. Shinbi has a very fast camp clear when she has her abilities and first item, so this is fairly safe to do as long as you know where the other jungler is. Alternatively, Shinbi can simply win most duels against enemy junglers so if you know the enemy laners can't collapse on you in time then just invading frequently is an option as well. There are a few matchups where this is not ideal, which I will go over later, but in most cases Shinbi can very successfully harass her enemy jungler. Remember to leave one (small) minion alive in the larger camps so they don’t reset and you can deny the enemy jungler a lot of farm this way. Try to keep your own camps always on respawn timer so you don’t miss out on gold or XP yourself, and gank as much as you can. Don't stop controlling Fangtooth whenever you can and take Mini Prime if you manage to create an opportunity for it.
Late Game
Late game the ganks will slow down a lot as people start grouping up more, but you should still be flanking. Keep building your items and backing only when you have a significant amount of gold to spend. We mostly want the passives from these items though so if you have enough to finish one, even if you are only spending 100 gold, immediately do it. Don't siege with your team unless they absolutely need you to secure the tower/inhibitor, it's better to split-push with Shinbi instead. If your team is not sieging, or your team is getting sieged, coordinate with your team to engage right as you flank them from behind and take out their mage or carry. When timed right you can easily wipe teams this way. Timed poorly, you give the enemy a free kill! Practice a lot to know your limits and when you can push those limits to secure a teamfight. At this phase, don't be afraid to die if it means you win the trade - rushing in to kill the carry and mage, then dying yourself, is still a very good play since it means the rest of your team can easily mop up now that the enemy comp has no more damage and then they can push a lane or take an objective.
Always remember - kills are the means, not the ends. You want to snowball to help your team win teamfights and secure objectives, not for the kills themselves. If you have a choice between getting a kill/surviving the fight or securing an objective, always choose the objective.
ADVANCED TACTICS
Now that you have the basics of jungling with Shinbi, it's time to talk about some of the trickier maneuvers she can pull.
Stealing
Shinbi is particularly suited to stealing objectives. With high mobility and the possibility to go over certain walls, she can suddenly appear in the Fangtooth/Orb Prime pit as an enemy team fights it and use Hunt to take the last-hit, giving her team the buff instead of the enemy team. This tactic works best when the enemy jungler is not there to contest it, but it can still be done if you desperately need to steal an objective.
The basics of this tactic rely on your jungler item. Hunt can deal 500 true damage against neutral monsters, while
Wild Hunt deals 1000 true damage. It is cast instantly. This means that if you time it well, you can flash or dash into range of Fangtooth or Orb Prime to cast it when the monster is at or below 500 or 1000 HP respectively, giving you the last-hit and therefore giving your team the buff for the objective before the enemy can react.
When the enemy jungler is contesting the objective as well this becomes more a test of who has better reflexes since they also have the Hunt item and will most assuredly use it the instant it will last-hit the objective to prevent you from stealing it. As I mentioned before though, this incredibly risky and desperate play can still sometimes be worth it if letting them get the objective will then allow them to end the match. If you are going to lose once they have that Orb Prime buff, you might as well try.
For both Fangtooth and Orb Prime, there is a small gap in the upper part of the wall and a platform nearby with which Shinbi can dash from and into the pit. Since the enemy team cannot see you from the other side of the wall, as long as they have not warded there then you can reliably enter the pit as a surprise and steal the objective. If your flash is still up and you are quick enough, you can even flash back out and survive!
Diving
With her shield, dash, and ultimate, Shinbi can dive fairly well.
What is diving exactly? This means running under an enemy tower and taking the damage from its shots in order to secure a kill and then escape to not die yourself. This is not a tactic you should do without knowing her limits extremely well, but can be a very valuable tool when you pull it off successfully. If this sounds difficult, that's because it is! But Shinbi has a few options at her disposal to help with this.
Whenever an enemy has survived a trade and made it to the safety of their tower, consider diving them. This should only be done if 1) you are healthy, 2) you can kill them in a few seconds or less, and 3) most or all of your abilities are not on cooldown. Like ganking, walk to the enemy and save your dash. The tower won't hit you until you have applied some form of damage to them while in its range, so abuse this to hit them with your Q as you approach before in the tower's range, then get as close as possible before dealing more damage. Use your E to survive a bit of extra damage from the tower as well as apply more stacks of Track to your enemy, then dash through them and out of tower range once it is about to kill you. You can then use your ultimate to finish them off if all of that was not enough.
The reason this tactic is so risky if you don't know your limits is because it is easy to overstay. You truly don't have a lot of time to kill someone under their own tower and once you commit to the dive it feels like a waste to back out before securing the kill, but you should be more cautious than aggressive when doing this. One well placed CC, one enemy rotating that you didn't notice in time, one second too long under their tower and you will die for your efforts with nothing to show for it. So if it feels like the dive is getting risky, just bail early - a failed dive is still much better than a free kill for the enemy.
Backdooring
Your team and the enemy are in a stalemate. Nobody can definitively win teamfights, everyone backs off from Orb Prime because only two people are left to take it on either side after contesting, and pushing seems fruitless. But not to worry, because you know how to backdoor!
What is backdooring? In essence, you take advantage of an opening to push a lane by yourself while your own team plays defensively. Usually this is done while an inhibitor is down and the enemy core is at low health, so us Shinbi junglers can take advantage of our shields and high attack speed to bust down the enemy core before they can recall and fight us off. But we can still do this to quickly take a tower or inhibitor in the same fashion, since our girl has such insanely good wave clear.
Either way the process is the same - coordinate with your team so they know to play defensively. Have them push a lane and force the enemy team to respond. Hopefully the entire team shows up for this, causing a 4v5 while you are off sneaking through the jungle. As long as your team knows what is happening, they can play defensively and on the retreat, making the enemy team think they are successfully pushing. Meanwhile, you suddenly show up at a tower/inhibitor/core and hurt it so fast that the person they send to respond doesn't have time to stop you, and your team turns up the aggression as they try to recall and staggers them in lane.
If the core is open but at full health, this likely will not work - you need a wave with you to lower the core's resistances enough to have the damage for this. If the core is open and at around 30% health or lower, proceed directly to it in the path that gives the enemy team least vision on you and bust it down while they are busy. If the core is not open, then proceed to the lane that is pushed farthest to the enemy side and clear waves with extreme prejudice. Unless you have to work all the way across the map, our high attack speed means we can usually take that tower or inhibitor when we get there even if enemies arrive to defend it - remember that towers/inhibs will only target you if you damage an enemy hero in their radius and will otherwise focus the minions first, so if you circle around it while an enemy tries to push you off, you can keep it between the two of you and completely prevent them from stopping you before it's gone. Then you can either leave and rejoin your team, or simply kill the poor fool who came to defend a tower and now has none.
THE BUILD
The reasoning for the itemization on this build is very specific. Feel free to switch out items or build order, but your mileage may vary. The main focus of this build is to stack Attack Speed and On-Hit effects, while getting some nice synergy out of Max Health and Magical Power for more Ability Haste.
Occult Crest is the only real viable option for Shinbi junglers, as the health is far more valuable to her than the mana from
Magician Crest and the evolutions are much more useful as well.
Obelisk can provide some nice burst and overall higher Magic Power, while
Tempest provides us with a lot of stats we want - Max Health, Ability Haste, Magic Power and an active that provides even more sustain and damage. However, I've noticed that
Typhoon provides the most synergy here.
The extra attack speed compounds all the value from on-hit effects both her passive and the build provides, and the extra dash and omnivamp are tremendously useful for remaining sticky and having good sustain. I've tried them all and found Typhoon to be the most effective, but all are viable options.
Codex comes first since it means we can build a
Blood Tome earlier for the cheeky Fangtooth stealth clear. As I mentioned earlier, it's possible to start that clear with two of them if you managed to get an early kill, but you only need one.
Lifebinder should be built as soon as possible. Starting with
Prophecy gives more damage but a lot less sustain, and therefore makes you a lot less sticky, which seems to be the more important factor in whether or not an early Shinbi gank is successful. Also, sneaking Fangtooth without an early
Blood Tome is very difficult which is one of the main points of this build. You will not scale very well until you have
Prophecy, but you won't scale poorly either and if done successfully you will have strong objective control while still benefiting from great itemization by mid-game and beyond.
Prophecy as your second item is your first major power spike. Every item you build after this will provide you with many extra bonus stats between the passives of our first two items, and you now have a lot of sustain and damage to work with. By this point you should also have
Typhoon up, probably right after you finish
Lifebinder, and these three items together will make you a sticky bruiser nightmare with much more HP than her health bar seems to indicate due to the high sustain.
The next two items we go for are Oathkeeper and
Magnify for the extra On-Hit effects, Magical Power, Max HP and Attack Speed. These items are your second major power spike. The Magical Power and Max HP will further increase our Ability Haste from
Lifebinder, and the extra Ability Haste will further increase our Attack Speed from
Prophecy! Since our cooldowns are so low and we are casting our Q and E many times in a fight,
Oathkeeper is dealing a lot of extra damage for us. And since our Attack Speed at this point is around or above 200%,
Magnify is providing us with an incredible increase in damage as well. Since we are dealing damage so fast now, it also means the Magical Lifesteal we have is doing a lot of work by this stage, making us able to clear two or three jungle camps to quickly go from 1 HP to full! Or more importantly, providing us with a lot more HP than the opponent we are fighting thinks we have and causing them to overstay and give us the kill. The order in which you build these does not seem to matter much, but I usually go with
Oathkeeper first just for the Ability Haste spike it provides.
The last item is more situational than the others, and should be either World Breaker or
Oblivion Crown. At this point there are not many other items we can take that will synergize with the rest of our build very well, so we want to go for maximum value.
World Breaker is a good choice if the enemy team has a lot of CC and you are having trouble surviving long enough to actually reach the fight before getting killed.
Oblivion Crown is better if you simply need more damage, especially if the enemy is able to burst you down before you can do the same to them. Considering our item synergies, they are roughly equal options with the difference that
World Breaker gives some more HP and thus Ability Haste, while
Oblivion Crown provides marginally better damage and burst. Therefore we are looking at more sustain vs more burst for our final item.
If you have opted for a crest other than Typhoon the choice is much simpler.
Tempest pairs better with
World Breaker and
Obelisk pairs better with
Oblivion Crown.
Other options can include Caustica if the entire enemy team built too much Magic Armor.
Golem's Gift can be good if the enemy comp is heavily Physical Power focused. You can even take
Spellbreaker if you are having trouble with that one pesky ability (probably a Riktor pull, let's be honest) and the enemy comp has a lot of Magic Power. I find these to be highly situational however, and would not use these unless you know your limits and the limits of the enemy well enough to know that it is objectively a better option. If in doubt, just use
World Breaker or
Oblivion Crown. Usually flanking the enemy and deleting them before they can respond is a better tactic to trying to survive their kits.
What is the final result? At maximum build, we have a Shinbi with 300% Attack Speed, 400-500 Magical Power, 80 Ability Haste and over 3.4k Max HP. On top of all this, every auto-attack she lands has four different On-Hit effects attached to it. The damage is unreal, the sustain is absurd, and the kiss she blows at the end of it all is just rude.
Now go forth and dazzle your audience, then play an encore for their corpses.
MATCHUPS
Now that you are an expert Shinbi Jungler, the last step is to get into specifics matchups and situations. For beginners, you may want to read this section later after you are comfortable with her kit and build. For veterans, hopefully this can provide you with a few useful tips.
Strong Against: Countess, Feng Mao, Kallari, Khaimera, , Zarus
This build should have you facing these junglers fairly confidently. They do not have the damage to trade with you, nor do they have the mobility to escape you. Unless Kallari is right next to a wall or something. Just let her run and eat her camps.
Neutral: Greystone, Sevarog, Rampage
These heroes are just way too tanky for Shinbi to reliably kill. Most often, you'll be fighting them for so long that their laners will collapse on you before you can secure the kill. I don't normally try to invade these heroes for that reason.
Weak Against: Crunch, Grux, Riktor
Both Crunch and Grux have the HP and Damage to burst us down and win trades unless we are significantly ahead. Riktor is not a problem if you catch him out solo, but a good Riktor will almost never be far from help and are tanky enough to survive your invasions until they get that help just like the neutral matchups. He can then lock you down so you cannot escape. If you get pulled by him your dash usually is not enough to save you, so don't get pulled!
GANKING - OFFLANE
These heroes seldomly have the ability to trade or escape if we gank properly.
While Shinbi is obviously a skill check, Sevarog can sometimes escape ganks. He has a lot of HP, a dash and a root, so if you do not dodge and anticipate it all then he can usually get away. On top of that his Ult makes surviving a gank very safe for him, so you need a lot of extra distance to reliably secure the kill.
Difficult: Crunch, Greystone, Grux, Steel
Crunch and Grux you should be wary of in particular, as they can very easily turn a gank into a double kill. Their damage and sustain is usually higher than ours. Greystone and Steel are simply too tanky to reliably kill in a gank, as mentioned earlier we do not want to waste our time on that - only gank those two if your laner has put them at half health or below or when their ult is on cooldown.
GANKING - MID LANE
Easy: Countess, Morigesh, Wraith
Mid Lane is notoriously difficult to gank since most mages have an escape option and the distance to their tower is the shortest in all lanes. However, knowing this means we can more reliably gank on those mid laners without such mobility options. If they have wandered past the river, you can usually kill these heroes with Shinbi and there isn’t much they can do about it.
Moderate: Howitzer, Iggy & Scorch, The Fey
These mid laners have good zoning and so are not as easy to gank, but still have no real mobility. Since we have good burst and a shield we can usually kill Iggy & Scorch before his turrets kill us, and if Howitzer misses even a single CC ability then we can kill him confidently too. The Fey can hinder our ability to reach her but we can dash out of all of her CC so if we time it well, it's not an issue.
Difficult: Gadget, Gideon, Lt. Belica
These heroes have such strong CC or escape options that it is usually a waste of your time to try and gank them unless they are already at low health and can be finished off by partial stacks of an All-Kill. If they manage to catch you with their full burst as you go in, the gank can just be a free kill for them as well.
GANKING - SUPPORT
Muriel cannot provide enough shielding to deal with us and Steel does not have strong enough CC to stop us. Get your laners to engage first and bait out their abilities, then ignore them while you kill their carry.
Moderate: Narbash, Lt. Belica
Both of these heroes have good CC that can ruin a gank if they land it right. That being said, you can also dash around their abilities. Be careful when ganking a lane supported by one of these two, but with good positioning it is very doable.
Difficult: Dekker, Phase, Riktor
These supports are the Queens of Crowd Control. Dekker can wall you in and perfectly stop your dash, making the gank immediately fail. Phase can root you on your way in, then pull her carry to safety even if you make it through and burst them down. And Riktor can pull you away, silence you, and stun you... not a good situation for an assassin. Be very careful when ganking lanes supported by these heroes.
GANKING - CARRY
Easy: Drongo, Revenant, Sparrow, Wraith
Similar to the other heroes we can easily gank, these characters have very little options to get away and usually don't.
These heroes both have mobility and if they use it well, will escape a gank. That being said their mobility is significantly worse than yours and can be played around with proper experience and timing.
Difficult: TwinBlast
This is the only carry in the game with better mobility than you. He has great damage, can kite you much better than you can kite him, can slow you down and doesn't even need to stop shooting you to use his dash. If he manages to get a decent tempo on you and your dash is on cooldown, he'll likely ult you to death and you won't be able to do anything about it. Be very careful when ganking a TwinBlast, make sure your laners have some CC to engage with or the gank will likely fail.
FINAL CONSIDERATIONS
Hopefully this has given you a basic understanding of the hero and role to give you some footing in starting your matches with a Shinbi jungler. She is fast, deadly, and very fun to play. Of course, my build and style is far from the only way to play her so experiment as much as you want! If you have any specific questions feel free to comment, I will do my best to check in every once in a while and answer them. I hope to see you out there on the battlefield!
All-Kill, coming up!
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go Riktor carry and Narbash supp EZ W