Shinbi Deck

A standard and yet flexible deck for Shinbi. Has something to respond with to an early pressure and strong cards for a long match. CC-heavy compositions will not be a problem in the Late Game either. The deck is based on Growth and Death affinities and relies on Vitality and Agility as the main Attributes.

This article focused solely on the Shinbi Deck. It assumes you are familiar with the specifics of playing this Hero and if you aren’t then you might be willing to read through Shinbi Guide. It describes the details of Shinbi’s abilities and his play-style in general.

CARDS IN THE DECK

           

GEMS

 Vitality

  • 1 Level – Healing Towers.
  • 7 Level – Mana Reactor or Damage Reduction.
  • 13 Level – Damage Return.
  • 19 Level – Reflexive Purify.
  • 25 Level – Armor Aura.

 Intellect

  • 1 Level – Auto Mana Potion.

Final build

  

FIRST CARD

One of the following cards is what you take first. Coinmaster is a safe choice with faster attributes progression. You instantly have the first Gem unlocked and a passive Gold income. Cull the Weak will not give you a Gem and will make your transition to one of the 3-vitality-points cards a little slower. On the other hand you will be able to clean minions a bit faster and secure more killing blows. Highwayman is a way to go if you feel confident. It’s a clear investment into Mid and Late Game for the cost of more difficult game start.

  

FIRST PICK

In case you face early pressure and find it hard to survive – go straight into Possessed Spry-Kin. It will help you survive a lot of punishment early on but you have less flexibility in Late Game.

If you are holding on well, then you may bypass that Cursed Card and transition into The Mother Tree and Greenspring. They will support you with HP regen and boost your armor against Basic Damage.

  

Both of the approaches above are investing into VItality. Alternatively you may want to invest into Agility and equip Veil Stepper. Which will not only give you a significant HP regen boost, but also enable surprise attacks and/or another way to escape by running through a Fog Wall. And you will need to have some Agility anyway for Late Game cards.

 

MID GAME

Your next goal is Growth Totem and Vital Waters. Ideally you keep Totem till the end of your game but this may be possible only if you don’t have Possessed Spry-Kin already equipped.

So the options could be

  

  

or

  

  

LATE GAME

It’s time to choose. Unbroken Spirit if you cafe CC-heavy compositions. Numbing Rogue against compositions relying on damage from Basic attacks and Sorvukk Initiate to deal with any enemy.

Numbing Rogue with Vital Waters will give you an insane about of armor.

Sorvukk Initiate and Unbroken Spirit will do the same against Ability Damage. So it’s up to you to decide what the late game is going to look like. Assuming you didn’t take the Cursed card.

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