Shaco Build Guide by Kadoobie54
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Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Pros vs. Cons
+ Strong Map Presence
+ Great Escapes
+ Strong Ganks in Both Lanes
+ High Burst Champion
+ Extremely Fun!!!
- Typically Squishy
- Takes Some Practice
- Build Can Vary Greatly
- High Priority Target
Shaco has a few options in how he can build his masteries, which one you should use depends greatly on your playstyle.
Greater Mark of Lethality
Greater Glyph of Attack Speed
Greater Seal of Health
Greater Quintessence of Attack Damage
These are the runes that I would recommend which provide ideal damage and slight survivability.
Greater Mark of Desolation These are pretty standard on any AD champion. The Armor Pen they provide is enough to make a strong impact on your damage against champions.
Greater Glyph of Attack Speed These attack speed glyphs are a strong boost to Shaco's damage, and can allow you to get more hits off during a quick hit and run encounter.
Greater Seal of Health As I have said before, Shaco is pretty squishy so the Health provided from these are much needed.
Greater Quintessence of Attack Damage I take raw AD for the quints for straight damage on all targets. These help especially when it comes to last hitting minions.
Greater Mark of Attack Damage These are another viable choice for marks which will increase your damage to minions and last hitting potential, but compared to Armor Pen marks these will deal less damage to enemy champions.
Greater Glyph of Armor As Shaco is an assassin, going toe to toe with a bruiser can be difficult, which is where these armor runes would help greatly.
Greater Quintessence of Desolation These Quint's will greatly increase your damage verse champions for a tradeoff in AD, which can reduce your last hitting potential. If you don't have trouble timing your last hits these are very viable.
Greater Mark of Critical Damage These crit damage marks will add some burst to your deceive, and they work in well with a build focused on crit chance.
These two Summoner Spells allow Shaco maximum mobility which can be used to dominate the map.
Ghost This is an especially strong Summoner Spell on Twisted Treeline due to the small size of the map and the large distance between turrets, this spell can be used defensively or offensively and combined with Shaco's passive slow can make you an incredible chaser.
Exhaust Exhaust is another strong pick on Shaco and can allow him to get kills off close to turrets or to pick off a single enemy close to an enemy team. Also the attack speed reduction on this is invaluable when used on a strong AD carry.
Flash I personally rarely use this spell because I find deceive provides all the wall jumping I need but many swear by this spell even on Shaco. It can be helpful to make the clutch escape walljump when deceive is unavailable.
Ignite Ignite is a strong choice, which can guarantee a kill on a low health fleeing enemy, however this shouldn't be too much of a problem as Shaco is a strong chaser. I find Ignite to be especially useful for getting first blood, and the heal reduction can not be forgotten and can destroy some champions such as Warwick and Soraka.
Heal Heal is a reasonable pick on any champion really, however I wouldn't recommend it unless you're new and unconfident. While Heal does have a place in skilled play as it can be used to bait turret dives and give your enemy a false upperhand, I find that Elixir of Fortitude is just as effective and allows you to take another Summoner Spell.
Cleanse Cleanse seems to be a highly underrated skill, which is ever more effective on a champion with such great escapes like Shaco. The problem with Cleanse and 3s however is that due to no Draft pick unless doing ranked, which is an underrepresented bracket, you cannot be sure of how CC intensive the enemy team will be, and it's possible it will go to waste on a team without CC.
Surge I rarely use surge because I'd prefer the utility of other spells over the raw damage provided by surge. It is a decent pick however as attack speed is beneficial to Shaco,
and while there are better stats for Shaco than AP, he still benefits from it on his Jack In The Box and his Two-Shiv Poison.
Keep in mind that while I believe these spells are weak that is by no means definite, while I personally never use these spells and find them to be weak, it does not mean that you cannot do well with these. As a matter of fact I would love to be shown wrong and see some strong usage of these Spells.
Revive This spell really shouldn't ever be taken, as it really does not benefit your effectiveness in the game. Even as a new player who is dying frequently this spell is weak because of the immense cooldown. The only viable usage of this spell I can see is to recover after an Ace, but still after that assuming the enemy team is mostly alive and pushing as a group Shaco is not the champion that can run alone into a group and expect to have much of an effect.
Clarity While Shaco is a mana user, and he doesn't have an infinite pool of mana I still believe this spell is weak, and any mana problems can be easily solved by a few mana potions.
Smite Now this may be a little controversial, and keep in mind if you disagree feel free to take it, but even as a dedicated jungler I would not take Smite in 3s due to the rarity of junglers. In 5's a typical jungler is required to take Smite to last hit buff minions, so the enemy jungler will not steal it. However due to the fact that you will most likely not face an enemy jungler your buffs are mostly safe from stealing. Two-Shiv Poison should still be used to confirm the kill in case of an enemy attempting to steal with an ability.
Promote Generally a rather weak spell, due to the fact that a promoted minion is usually focused down quickly by the enemy it has limited effectiveness.
Teleport While not the worst spell, I would not recommend it on Twisted Treeline as the map is pretty small, and it takes no more than 15 seconds to switch lanes.
Clairvoyance This Spell does have some effectiveness and can be used to scout for a suspected gank, or to locate a low health enemy. But once again, the small size of the map makes this not so effective as 4 well placed wards can effectively give vision of the entire map.
Skill SequenceDecieve as it's your main escape and greatly increases your survivability. Two-Shiv poison should be rushed early as the slow is essential to chasing and ganking. I prioritize Deceive over Jack In The Box because Deceieve can be a real mana hog at it's early ranks, and the rest of Shaco's moves only increase in cost, also the increase in burst damage is great for ganking.
Jack In The Box. Because you'll likely be using your JitB's more often and you'll be using an unranked Deceive this sequence will be a bit more mana intensive, so if you choose to run this make sure you grab a few mana potions.
Backstab: Shaco deals 20% addition damage when striking his target from behind. One of the best passives in the game. 20% damage is huge, don't undervalue how important it is to stay behind your target.
- As cheesy as it sounds, Shaco really does need to instill fear into his opponents. When an enemy is afraid of you and he starts retreating upon combat he really is putting himself at such a disadvantage.
- Be sure to use this at any and all times, including against minions. Using your Hallucinate to taunt an enemy while the real you is attacking from behind can put out immense amounts of damage on any target.
Deceive(Q): Teleports Shaco to a nearby location and places him in stealth for 3.5 seconds, in addition Shaco's next attack deals additional damage. This move makes for both a strong opener, and an escape.
- This is one of the best wall jumping abilities in game, you can jump walls even thicker then the range circle displays as possible.
- Keep in mind that if you use this ability to initiate a fight, it will most likely still be on cooldown if you need to use it to escape. So if you Deceive into a fight be sure you are going to win it.
- If you are quick enough, you can use this to sidestep skillshots.
- This spell can provide some pretty amazing jukes, be creative with its usage. For example running up to a wall the enemy thinks you are going to jump over, but then instead doubling back in the location you came from can be a great escape, and if you are at low health and the enemy believes he can kill you that will probably even lure a Flash.
- The stealth provided from this ability can be very useful for scouting bushes, deceive right into the bush and run out so you can get see if or how many enemies are in the bush, this is especially useful during the first minute, as typical strategy involves both teams rushing for the bush in the middle of bottom lane.
Jack in the Box (W): Shaco places a turret which will stealth after 2 seconds, any enemies that get in range will trigger the trap causing it to unstealth, fear nearby enemies and begin attacking the nearest target.
- These boxes provide a small amount of vision, which can be used to locate enemies.
- Placing these boxes in common escape routes can fear them and give your team enough time to catch up and hopefully finish them.
- Placing multiple boxes in a commonly passed bush or area can cause devastating damage to any enemy unlucky enough to step into your trap.
- These can be placed into bushes you suspect an enemy may be in and it will provide vision into the bush.
- Placing these boxes behind an enemy which you go to gank will cause them to trigger when he reaches it, fearing him and giving you more time to kill.
- The passive slow is what makes Shaco a great chaser, most enemies that are slowed cannot outrun Shaco.
- The active on this should be used only if a kill is guaranteed by it's use or if it can slow the enemy down to allow your team to catch up. Use it wisely because for the next 8 seconds Shaco will not slow targets on attack.
Hallucinate (R): Shaco will stealth for a short duration (.5 seconds) and reappears with a clone of himself which deals 75% of Shaco's damage and receives 50% increased damage.
- The clone's movement and target can be controlled by using Alt + Right click
- Using an ability when your clone is up can cause the enemy to be able to tell which Shaco is the real one.
- The short stealth is very useful because as you are stealthed, you are also invulnerable as you basically don't exist for a fraction of a second. This can be used to dodge some abilities such as Karthus's Requiem or Nunu's Absolute Zero.
- The clone can be used to tank turrets or buff monsters like Dragon.
- By sending yourself and your clone in a different direction you can get an enemy to chase your clone which will provide you with an escape. When doing this you should send your clone in the most obvious and direct path to safety while you run in a more unexpected path.
- Your clone can be sent out near an enemy and if he chases it then you can lure the enemy into a trap.
Warding / Wall Jumping
Warding on Twisted Treeline is essential, because with the close distance of the two lanes cross lane ganks are constantly occurring. Ideally Shaco should not be the one buying wards, and if you have a support or tank they should be, but if you need to take matters into your own hands to not be afraid to drop some money on wards, they're well worth it. The Twisted Treeline map is small, so it does not take many wards to get almost full map vision as this image shows:
2. Red - Dragon, which will allow you to interfere with them and possibly killsteal if they try to take dragon, also will show if anyone is lurking around in the upper jungle
3. Black - Lane Bushes, wards in these bushes should not be placed unless you already have wards in Blue and Red areas. Wards here will allow your lanes to not be taken by surprise by enemies in the bush.
Shaco is able to jump practically every wall on Twisted Treeline, which is the main factor making him so agile and deadly. Wall Jumping should mostly be used defensively, but can also be used to save time and quickly gank an enemy. This image displays which walls Shaco can, and can not jump:
Red - Can't be Jumped
Well, we finally made it to the end. Thanks for reading my guide, hope you enjoyed it and learned some new things from it. I enjoyed making this guide and contributing to the community that taught me so much. Please vote and comment, any feedback is greatly appreciated.
Special Thanks To:
- Jhoijhoi, for her amazing guide on how to write a guide which you can find here.
- The Mobafire community, for schooling me through my noob days and for allowing me to post this guide, along with the experience that came with it.