Shaco Build Guide by MeowfaceMcGee
| Health | 2153 |
| Health Regen | 17.35 |
| Mana | 990 |
| Mana Regen | 14.5 |
| Armor | 185.69 |
| Magic Resist | 82.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 347.93 |
| Attack Speed | 71.048 |
| Crit Chance | 55%S |
| Crit Damage | 70.07% |
| Ability Power | 0 |
| Life Steal | 32% |
| Spell Vamp | 0 |
| Armor Penetration | 10 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Ok folks, Here's a basic build for Shaco, The Demon Jester. This Guild includes Skill Order, Runes, Items, Masteries and the explainations of the choices I have made with regards to these options for both jungle Shaco and AP Shaco. This is how I generally play shaco but these are NOT THE ONLY WAYS TO BUILD HIM. I am open to comments and new ideas or styles to play Shaco and will give all suggestions a fair trial.
PLEASE READ THE ENTIRE GUIDE BEFORE DOWNVOTING AND INSULTING IT!!! Some of my ideas may seem strange to you but I explain myself later on so bear with me.
JUNGLE SHACO GUIDE
If you are reading for AD jungle Shaco then continue, if not the scroll down to AP SHACO GUIDE
Pros / Cons of AD Shaco
PROS
|
CONS
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Skill Sequence
Basic Shaco jungle skill setup based around first boxes for quick first buff then emphasizing slow then increased damage over maneuverability.
- Cooldown: 11 seconds after exiting stealth
- Range: 500
- Cost: 90 / 80 / 70 / 60 / 50 mana
- Critical Strike Damage: 140 / 160 / 180 / 200 / 220 %
- Cooldown: 16 seconds
- Range: 425
- Trigger Range: 300
- Sight Range: 700 (estimate)
- Jack in the Box attack speed: 9 times in 5 seconds
- Cost: 50 / 55 / 60 / 65 / 70 mana
- Fear Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds
- Magic Damage: 35 / 50 / 65 / 80 / 95 (+0.2 per ability power)
- Slow: 20 / 22.5 / 25 / 27.5 / 30 %
- Miss Chance to Non-Champion Units: 20 / 22.5 / 25 / 27.5 / 30 %
- Cooldown: 8 seconds
- Range: 625
- Cost: 50 / 55 / 60 / 65 / 70 mana
- Magic Damage: 50 / 90 / 130 / 170 / 210 (+1.0 per ability power) (+1.0 per bonus attack damage)
- Cost: 100 mana
- Leash radius: 1125
- AoE radius: 250
- Cooldown: 100 / 90 / 80 seconds
- Magic Damage: 300 / 450 / 600 (+1.0 per ability power)
Masteries
I build a 21/0/9 based around attack and damage in the offensive tree and movement speed plus buff duration in utility. However you could shift all the points from utility in the defensive tree based around physical defense, health or health regen to provide a safer jungle and more durability. This comes at the cost of the buff duration though and as a jungler having longer buffs is a rather large advantage. I grab
Summoner's Wrath
to just buff up ignite, exhaust or surge (depending which one you pick) and as it is a much better pick to get to the next level than any of the others.
Runes
Grab 9
You could also grab
I take 9
You should grab some
I grab
Summoner Spells
Ignite is a general spell that I use on Shaco, it allowed you to reduce healing and gives u those last extra bars of health to get you that hard to reach kill.
Smite is a standard jungling spell but is not really required on Shaco due to his quick and powerful jungle route. I take smite just to ensure a quicker and safer jungle or invasion. I highly recommend taking smite as, even though he CAN jungle without it doesn't mean he SHOULD jungle without it. Just take it if your jungling.
Ghost is a good option for Shaco as it gives him that extra movement speed which could allow an escape, quicken your jungle route or invasion or even provide an easier gank due to the increased movement range while stealthed due to
Deceive.
Exhaust is also viable on Shaco as it totally shuts down their damage, always a good thing with a low health champ like Shaco, and slows them down allowing you to catch up and apply even more slow with
Two-Shiv Poison's passive. Also extremely helpful for counter-jungling or other 1v1 situations.
Surge is an interesting choice on Shaco and not one to be ignored. It gives you much needed life regen from the extra life steal gained from the increased damage and can be used in stealth, really bringing up that first crit damage from
Deceive.
Flash is also an interesting choice on Shaco and can be used as a quick harassment or bailing tool. It can be used after a
Deceive in for the crit damage as a second deceive, making Shaco much more slippery. This however becomes redundant after purchasing
Guardian Angel as your
Deceive will have refreshed once the resurrection has completed.
PROMOTE IS USELESS FOR A JUNGLER!!! Seriously, don't get this spell :P
You are an AD jungler. For a majority of the game you will not run out of mana. If you are in the jungle for a long time early then you generally have blue clearing all your mana problems. This is basically wasting a slot that could be used for more slipperiness or damage.
Shaco is a stealth based jungler. If someone sees the teleport ring they will become aware of your existence. You do not want that. A good jungler will make sure the enemy has no clue they are there until you appear behind them and their screen turns grey making them think "what the sh** just happened..? oh... Shaco...". Teleport will put you in danger of being annihilated as they can set up to gank YOU! do not take this.
It is not your job as a jungler to take this skill. If anyone gets it it should be a support character. Now, this is useful for setting up invasions, ganks, and for seeing where the opposing jungle is at (buffs and camp timers and jungler position) HOWEVER this slot could be better used for
No... Just no... This would only ever be useful if you got ganked at your first blue buff at lvl 1 because for the rest of the game you can EVADE EVERYTHING WITH All other non-mentioned spells are viable depending on the situation and are not particularly useful or useless for jungle Shaco.
(Please note,
REMINDER: This is MY opinion. Anything I have said is not absolute! If you always carry a
Items
I generally start off with
Cloth Armor and five
Health Potions because it gives greater jungle survivability and I find that I use 2-3 potions before my first gank, leaving me 3-2 to recover the damage from that gank and it also allows for ganks one after another, constantly harassing all the lanes.
Some junglers prefer
Boots of Speed and three
Health Potions for a faster jungle and this may be an option if you got more defense based masteries or runes for survival instead but this is by far a more risky approach for little gain as shaco is a fast enough jungler anyway.
Now it comes down to how the match is going. You have some lovely damage from
- Someone with too much health? Grab madred's bloodrazer and burst down that health wh*re.
- Is there someone with too much armor that your just not hurting? Grab
Last Whisper of if your whole team isn't hurting them a
The Black Cleaver. - Want to attack more and crit more often? Or shift around the map with AMAZING speed? Get a
Phantom Dancer or even Two! - Do you like throwing your Shivs? Grab a
Frozen Mallet and keep that passive slow! Or use it to buff up your own passive slow. - Do they have too much CC on their team? Can you not use the full advantage of being a zombie because of
Guardian Angel? Buy a
Quicksilver Sash and cleanse those pesky stuns and silences. - Feel like some AOE damage that DOUBLES with your clone? Twin tank it with
Sunfire Cape.
REMEMBER: Whatever you buy your clone gets too so having double slows, double armor reduction, double percentage health burst really kicks butt! Item effects are really handy on Shaco as he technically has two of any unique passive's effect under his control.
Jungling
Now for the interesting bit. The Jungle Route.
- Blue Buff Golem
- Red Buff Lizards
- Wraiths
- GANK!
OK, game starts and you grab you armor and HP and run down to Blue Buff. Grab a team mate and get them to stand in river to give you vision in case your opponents don't like Shaco and decide to gank you. This is all the leash you need. Blue Spawns at around 1:52 so start stacking your boxes behind where the golem will spawn (place them at the back of the cove) at around 0:56 just to make sure the first box survives until the buff spawns. Wait for the traps to gain aggro a use your passive
Backstab to smash down the golem. Finish off the ranged minions and you'll bump up to level two and grab
Two-Shiv Poison. DO NOT USE SMITE OR POTIONS HERE!!! You shouldn't need to.
Run over to Red Buff and place two boxes out of activation range. Run in and hit the Lizard once, gaining aggro then drag him into your traps. Once again let your traps get the aggro after the fear and backstab the Red Buff. Finish him off with smite then take down his pets. Shaco holds the fastest solo double buff obtaining in the entire game due to this technique. REMEMBER YOUR SHIV'S PASSIVE and hit one minion with it then kill the other, giving both a chance to miss you. Use a health pot and let it work while you head on to Wraiths.
Walk over to Wraiths place a box in the middle of them and take down the big one. Your box can solo one minion so use that to take down the others and you will bump up to level three.
Grab
Deceive and look for an opportunity to gank. Is anyone low? Is anyone over extended? Is any lane having trouble? If you answered yes to any of those then go help out that lane. If not then gank mid for a 2v1. A fed mid is the bane of the other team's existance, feed your mid kills whenever you can. Even wasting a flash or forcing a recall is a successful gank. Anything to give your champion the edge over the opponent.
If a champion dies or recalls, cover their lane for them. Harass the enemy with
Deceive and
Two-Shiv Poison. You have blue buff, waste mana. Grab some farm but don't take it if your lane could use it. You have the jungle to farm.
KNOW YOUR ENEMY!If you are versing another jungler then you should disrupt them whenever you feel like it. If you want a level 2 invade then grab
Deceive instead of
Two-Shiv Poison, grab blue buff then gank them at red. place boxes in bushes forcing them to take the long way round, throw off their jungle timing. Killing them is the most efficient way of doing this but even just wasting their time or stealing their creep camps is enough to ruin most jungle routes. When you steal a camp however, always leave one minion so the camp takes longer to respawn. For example: During
Warwick free week I had a ball. Having owned that champion I was well acquainted with the Top Jungle Guide for that champion and knew his jungle route extremely well.
Warwick goes Golems, Red Buff, Wraiths, Wolves then Blue Buff and repeat until level six. Attain kills. Knowing this I grabbed HIS blue buff (I still have plenty of time to get there for the 0:56 schedule such as for getting MY buff) then stacked boxes just around from Wolves. What do I know and he comes along, unwittingly into my traps. I pop ignite to destroy his life steal and
Deceive over for the kill and then bailing before their mid champ came along. One health pot and Wraiths later and I was ready to gank, double buffed with the other jungle completely ruined. That
Warwick lost 2/9/5 and if anyone knows anything about warwick thats TERRIBLE. This just shows how much you can destroy their ganking opportunites and thus laning and teamfight capabilities just by knowing and ganking your enemy jungle. Remember! Both jungles... are Shaco's jungles!
IMPORTANT NOTE:
Lee Sin's reveals totally destroy your ability to escape or hide and must be approached with caution. Do not gank him if he knows you are there or if he may use his AOE reveal
Tempest / Cripple. That said try to shut him down with an early surprise gank to slow him down but there is really nothing you can do against him late game. Just make sure to ward lanes to alert allies and to make sure he doesn't get fed. He normally starts at red then ganks bot so you can counter-gank him bot or jungle trap-gank him on his way to his blue.
Pros / Cons of AP shaco
PROS
|
CONS
|
Skill Sequence
Depending on how intelligent your enemies are will affect the skill order you choose. For a majority of matches start with
Jack In The Box because of it's fear and damage output. However, most opponents will expect an AP Shaco to do this and so if you ever feel like mixing it up you can chuck a point in
Two-Shiv Poison first to make initiations easier or to give them a false sense of security then baiting them into boxes once you hit level two.
After level three once you have all your skills its time to determine the intelligence of your enemy. After this amount of time you may be fairly sure of their standard and style of play. How many times has the enemy fallen into your traps? What kind of escape mechanisms to they employ to survive those traps? Can they bait your boxes into wasting their active? If they don't even bother giving your trapped bush a second glance and no matter how low you get your health down to they refuse to be baited, if they can fake out your boxes then evade most of the damage, or if they have pets or minions at their disposal that they can use to scout out bushes and spring traps then max
Two-Shiv Poison first. Giving a skill sequence of:
Seeming as you may not have read the skill explainations in the AD Jungle Guide above here they are again:
- Cooldown: 11 seconds after exiting stealth
- Range: 500
- Cost: 90 / 80 / 70 / 60 / 50 mana
- Critical Strike Damage: 140 / 160 / 180 / 200 / 220 %
- Cooldown: 16 seconds
- Range: 425
- Trigger Range: 300
- Sight Range: 700 (estimate)
- Jack in the Box attack speed: 9 times in 5 seconds
- Cost: 50 / 55 / 60 / 65 / 70 mana
- Fear Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds
- Magic Damage: 35 / 50 / 65 / 80 / 95 (+0.2 per ability power)
- Slow: 20 / 22.5 / 25 / 27.5 / 30 %
- Miss Chance to Non-Champion Units: 20 / 22.5 / 25 / 27.5 / 30 %
- Cooldown: 8 seconds
- Range: 625
- Cost: 50 / 55 / 60 / 65 / 70 mana
- Magic Damage: 50 / 90 / 130 / 170 / 210 (+1.0 per ability power) (+1.0 per bonus attack damage)
- Cost: 100 mana
- Leash radius: 1125
- AoE radius: 250
- Cooldown: 100 / 90 / 80 seconds
- Magic Damage: 300 / 450 / 600 (+1.0 per ability power)
Masteries
You should be building a generic AP damage build in the offense tree with 21 points in it grabbing
Executioner
and then placing points in mana, mana regen and G/per 10 because you want some lane endurance however AP Shaco doesn't get much farm and needs a bit of a gold boost. The is pretty much no point to chucking anything in the defense tree because any minimal sustain he would gain would be lost in the main scheme of things and could be put to better use in terms of helping him spam his moves.
Runes
Grab 9
I take 9
When choosing what runes you have always think about it. Use common sense and do the maths (or just look it up on the internet if you're lazy, I'm sure its there somewhere) to find the best runes for your tactics or strategies.
Summoner Spells
I grab ignite for the reduced healing effect and the extra AP while its on cooldown with the mastery. This is a fairly generally used skill as it could just nab you that 10 hp remaining kill after they get out of box range and you'v tossed your shiv.
Some people claim that grabbing heal is a waste of space or a cheap and/or noob tactic. Truth be told its one of the best summoner spells there is and will help you to bait enemies while you're low or give you just that much more time to chuck another box down to grab some space to escape.
If you find that your playing style causes you to run out of mana quickly or you didn't get the mana regen runes and don't know how to conserve your mana then grab this and spam away. Grabbing
Heal and
Clarity pretty much makes your lane invincible or just very hard to push out of lane allowing both of you to harass and take damage with no worries about how long you have to conserve your mana or health for. This skill has saved my skin a couple of times and just makes the laning phase just that little bit more cruisey.
As mentioned earlier in this guide this is an interesting but not unheard of choice for Shaco. Having two flashes, one of which makes you invisible is a rather nice idea but not strictly required for his survival. It would make more sense for the skill to be used on an AD shaco as his first flash is used to initiate but AP Shaco should be slippery enough without it.
Always a nice skill to have, it just lets you get where you're needed faster or escape further with your stealth.
This skill is surprisingly good on an AP Shaco and is not the shame of the family if you grab it as opposed to on jungle Shaco because it lets you move around the map and teleport to your boxes for a sneak attack (if you're quick on doing what you did once you set the box). AP Shaco is also an amazing defender of one certain point (if that point attacks) against any number of opponents and teleport allows him to get there with enough time to set up a few boxes before they get there.
Exhaust is also an interesting choice as it allows Shaco to take minimal damage while slowing the enemy and stopping them from escaping your boxes. This would only help with box traps as you stand no chance 1v1 if both are full health even WITH this move. Would be used purely in a support role during teamfights late game.
Items
Start off with an amplifying tome to start you on the way to
Kage's Lucky Pick. If you didn't grab clarity then you may want to grab a
Mana Potion just to give you that little more sustain otherwise grab the ever important anti-ignite:
Health Potion.
archmage'sNow that your build is nearly complete you can top it all off with some extra mana and AP to help buff up your
Strategies
When you start the match and if you don't have a jungler, head to the lane that is closest to your blue and enter the grass near the edge of the map. place three boxes at the edge and get your ally to check the other bush and bait your opponents into your traps. If no one is there then head down to blue buff and stack boxes in the bush near it. Once you have 4 boxes set it should have spawned already, hit it and drag it into your boxes and grab the blue buff. Don't worry about the minions there but get back to your lane as soon as possible. Stack boxes in any bush of your choice; River gives you sight and anti-ganking mechanisms but the outer bushes are more traffic prone early game. Once you hit level two spam your shiv toss... you have blue buff so mana isn't a problem and you'll be able to harass the hell out of your opponents. If you get low on health then try dancing or recalling just outside of a trapped bush. It may just bait your enemies into your traps giving you a free kill for nothing. Keep this up all through early game. Remember to head back to base for your
Kage's Lucky Pick to buff up your gold unless your REALLY good at last hitting and your lane partner doesn't need it.
Once you get your ultimate then the game becomes even more of a game. Send your clone in to die, run it under the tower, pretend its you so they jump on it... Its your own personal suicide bomber, use your imagination and play with your opponent's minds a little. Soon they'll learn to not initiate on you as you may be the clone which allows you a hell of a lot more freedom.
Once it becomes late game when everyone is tankier, you'll NEED to use your boxes to deal much damage to anyone at all. Try and get your team-mates to initiate a teamfight then bait them back into your boxes. The fear and damage is sure to pick up a win. Either that or become extremely proficient at baiting yourself, they'll come if your enemies are stupid or over confident.
Dominion
Shaco is an extremely strong dominion player due to his massive amount of defensive power, his disruptive abilities and his maneuverability around the map. As you should know, towers stop attacking when the start being captured by a champion who in turn is stopped when they receive damage from another champion. Shaco has the ability to force enemies to follow him or target him instead of the point due to his long range and AoE fear and damage created by his jack in a boxes and can hold a point indefinitely against up to three people for a reasonable amount of time. His abilities to duke and trap opponents really comes into play with his clone and boxes to protect him during captures and, with both having AoE effects, disrupting enemy captures.
Grab
Ghost and
Heal or
Ignite for your spells and grab a
Kage's Lucky Pick and
Boots of Speed when you spawn. Once the barrier goes down run over to your enemy's closest point (run through the middle). Evade the champion who stayed back to capture it and place 2 boxes in the bushes just inside the jungle circle then start grabbing the point. This may cause the champions up the very top to split up giving your team the advantage or they may ignore you, giving your team a free point. If they do choose to come for you they will often be given the shortest route by the computer... through your boxes, possibly giving you enough time to grab the point or deal enough damage to them that you can finish them with a shiv.
Continue the rest of the game harassing low health players causing them to stop capturing points or going to the points where they aren't and stealing them. Just generally be a nuisance. It's what Shaco does best.
Chapter 19
Massive thanks to jhoijhoi for her guide-making guide which really helped me compile my ideas and put them out in an interesting way. Hope you guys liked my Shaco guides and if you have any questions or queries don't be afraid to chuck a comment down below or pop me a PM. Have fun with your new found ownage character :P
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