Shaco Build Guide by theblackfang
Not Updated For Current Season
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Not Updated For Current Season
Hello and good day boys and girls~
Today i would like to share my shaco build..
pls try it 1st and do not troll vote this build..constructive criticism is much more better :)
Jungle Respawn Times
If you are planning to improve and properly control the jungle, the times for when the buffs, dragons and creeps respawn is very important. I am placing this near the top of the guide, so that everyone looks at this before anything else, it is pretty much the most important part of the guide!
Dragon respawns in 6 minutes
Baron respawns in 7 minutes
Blue Buff respawns in 5 minutes
Red Buff respawns in 5 minutes
Wraiths respawn in 1 minute
Wolves respawn in 1 minute
The masteries given here will provide optimum jungle speed, ganking power and overall damage and utility you need to strike fear to the enemy team.
Summoner's Wrath - The reason we get a point in this mastery is because we run Ignite, getting 5 Ability Power and 5 Attack damage for 1 point is great. It is better than spending 1 Mastery point on Mental Force which will only give you +1 Ability power. We want that Ganking power!
Brute Force - Additional +3 Attack damage, provides us a bit more power for early game harassment.
Alacrity - More attack speed for a faster jungle clear and allows us to get more DPS on targets.
Weapon Expertise - Dat ArP. Big AA+ Deceive Damage.
Sorcery - The CDR will help place boxes faster, being able to place boxes quicker can prove to be very useful in the jungle more than anything.
Arcane Knowledge - Dat Mpen. Big JiTB+Shiv Damage.
Deadliness - Adds some Critical Strike. Allows you to be a little bit scarier early game.
Lethality - Dat CritDamage. Big Critz (Plus it will take advantage of that Zeal and Infinity Edge
Sunder - More ArP, works well when you stack it with Weapon Expertise and those Greater Mark of Desolation runes. We get just 1 point on it, we don't need much.
Executioner - TheyLow? LOLTheyDead.
Good Hands - 1 Point because you do not want to die. Even if you do die, a few seconds off the death timer will not help you save anything. You are a Glass Cannon, not a Tanky DPS.
Expanded Mind - Shaco get's low on mana pretty quickly, this Mastery will help you have more mana to manage. Make's quite the difference.
Swiftness - Help's you stick to targets. You don't want champions who have points in this mastery to get away, do you?
Runic Affinity - Longer Buffs = More Ganking. YES!
So, I have been looking at other Shaco guides quite alot, for mainly inspiration and I have to admit I am quite shocked to see that the guides have left out a section about his abilities. Understanding Shaco's abilities are very important since they have many uses and due to the painful cooldown's it also must be conducted with utmost precision.
Backstab - 25% more damage... if you attack the enemy from the back. This can make a massive difference in your DPS and also will make the enemies dig their own grave when running away from you. When playing Shaco it is very important to install a psychological advantage to your enemies, make them fear you. Make them scared. Shaco feeds off this fear and it only will make him stronger, consider this idea: if you scare the enemy, his natural instincts will be to run away from you, an attempt which is quite foolish when you think about all the abilities you have to catch up to them, whilst the enemy is running away his back is turned to you... this means when auto-attacking you will deal 25% more damage so you kill them faster.
Also, I hear rumors that Deceive damage gets increased when attacking from the back, I personally am not too sure about this, so feel free to correct me if I am wrong.
Deceive - With the changes to Shaco, a couple of patches ago Devceive got the buff it needed and deserved giving shaco a special critical strike that will stack additively with the bonus damage from a normal critical strike. What this means is that not only is this skill powerful for trickery but it also deals significant damage!
This skill is for trickery, escapes and initiates. This skill in short is a spammable flash with motherf***ing stealth. Many Shaco's panic a little and think their stealth will not last long so they just Deceive and attack instantly, this is a decent move but you should understand that the effect lasts is 3.5 seconds long, you can deceive in and like the mad twisted clown you are get out of stealth by placing a box behind the enemies escape route (which will break stealth) but you will still be able to land the "special critical" on the target enemy!
Jack In The Box - Right about now this section is looking like a motherf***ing rainbow with all these colors, but I can't help it, I want you to understand the proper uses and understand how to play Shaco. This now comes to his hardest skill to master, the dreaded JiTB.
These boxes are very fragile and have a terribly long and boring cooldown, the damage they deal is pretty good early game but just slack off mid-late game without ability power. The best feature of these boxes are the AOE fears, which is basically an AOE stun. When ganking, after you deceive attack the enemy place a box right infront of the enemy or behind the enemy, basically try and interpret the path he will be taking as an escape and place the box there for hopefully a fear which will secure the kill for you. Use these boxes as a map ward also 90 seconds of stealth is a great way to ward the map and control your surroundings! The sheer number of uses this ability has is limitless!
Two-Shiv Poison - The best part of this skill is the inbuilt phage effect that stacks with phage (trinity force) and Red Buff. Your auto-attacks will slow the enemy so you will be able to land more auto-attacks and reduce the chances of an enemy running away. The active however is difficult to use because once you throw the dagger you have 3 seconds of a strong slow to finish the enemy off, if you fail you cannot slow with auto attacks for 8 seconds (or how long it takes for the two-shiv poison to get back up).
Use the active when the enemy flash's away, ghost's or uses some escape mechanism. You can also use it to finish off a kill since it does Magic Damage: 40 / 80 / 120 / 160 / 200 (+1 per ability power) + (+0.5 per attack damage). As you can see the sheen will greatly help since it gives ability power.
Hallucinate - *Sigh* I honestly don't know how good this skill is. I mean once you think about it the clone deals 25% less damage, receives 50% extra damage and deals half damage to towers. All that **** for a long *** cooldown. Even the animations are messed up! It doesn't show the Buffs or sheen proc's, so you stand out really hard, no point using this skill for trickery since you will just make a fool of yourself.
The only practical and good use of this skill (WHICH EVEN THEN IS EFFING HARD TO TIME) is he immunity it will grant you. Hallucinate has a slight delay before the illusion spawns, allowing Shaco to evade damage and projectiles, including things such as Karthus's Requiem or 1 tick of Ignite.
Another use is when tower-diving, using Hallucinate will reset tower aggro from you to the clone, so if your planning on a dive, try and plan when to use his ultimate, I think the best time to use it is for escape purposes. This ultimate can also be used to tank towers when backdooring but considering how fast it dies off I question how useful it really is.
Depending on your skill level if you are able to control yourself and the clone you can also use the clone as a projectile blocker - a.k.a "Human Shield". However becareful about this, since it can be a problem when you are low on health and running away since some champions like the ever so popular Akali can "R" to your clone in order to catch up to you.
Controlling the clone is simple, HOLD ALT+RIGHT CLICK
Reminder: I will keep updating this section, adding pictures.. basically polishing it off later on, it can be quite boring to update guides.
ArP runes, will greatly increase the DPS you deal, it is more efficient for Jungling too.
Attack speed yellows, for a faster jungle and also to deal more DPS when ganking.
MP5/s, Shaco is VERY mana hungry pretty much all game.. thus it has become a requirement that Shaco maintains his blue buff, however if you do not get the blue buff you don't want to be completely shut down. These runes will help you out in those situations, you can also place more boxes.
I choose to take 2 Health Quints to survive better and it also allows me to play a bit more aggressively. 1 ArP Quints to boost my already strong damage.
These runes are based more on the risky side, Seals and Glyphs being attack speed will speed up your jungle to ridiculous levels, not to mention boost your general DPS against enemies. Sadly you will have to be more careful with these runes.
Generally a great selection of runes for a jungler, its very safe and allows most junglers to jungle relatively fast, purchase these runes if you cannot afford the best and most optimum runes for Shaco.
Searz's Rune Page For Shaco
We all know who Searz is, and what runes mean to him... but for those of you who don't, Searz is a veteran on Mobafire who seeks to find the optimum runes and items for champions, he is never satisfied until he finds the right statistics, charts and evidence to prove that his rune selection is the best. It would be silly of me to ignore his recommendations which he proved are very powerful runes for Shaco.
10 ArP, 5% AS, 6.75 AD and 12.69 armor
x 6 x 3
Searz also states that you don't need the CDR, you can replace the blue glyphs with attack speed.
The Searz Has Spoken!
Items-Core And Sitiuanal
Items - Core and Situational
Wriggle's Lantern - Must have, it gives you a boost in armor, damage and lifesteal! But the most important part of this item is how cost-effective it is, for 1600g with a steady build-up makes this pure gold. Not to mention the ward, to help you always have eyes on baron or dragon.
Boots of Speed - The choice of boots are very situational, get Boots of Mobility if you feel like you will be roaming more and need the speed in stealth to reach your target. It is useful against certain mobility champions such as Kassadin and Riven. Berserker's Greaves are good to boost your DPS, a viable choice against squishier opponents. Mercury threads against CC heavy champions' such as Ryze, Amumu, Kennen.
Trinity Force - This item is just so good on Shaco, it is absolute core. I cannot stress how core this is, before I used to give a choice of Bloodrazor's, Infinty edge, or Trinity force but now... I realized... that this item is a MUST HAVE. The benefits of this item is the constant upgrade, rest assured that everytime you die in a good game you can buy some sort of item that will make you stronger.
The Zeal will give you much needed mobility and also boosts the speed of auto-attacks which will help you deal damage faster. The critical strike will not show as much but when it does, it will be a very noticeable burst! If you are lucky enough to get a critical after [Deceive], with the addition of the sheen effect. Lol gg damage.
Sheen gives Mana, Ability Power and a strong Base Damage boost. This item is what will make you "burst"! Mana is very useful on Shaco because he is usually Mana-hungry. Ability Power scales with Two-Shiv and JiTB, so yes they will hit much harder. Q + The Sheen Effect + Auto-attack will give a huge burst, sadly Q doesn't stack with the effect.
Phage will boost your survival a little, by giving some health. It also will give you a small bit of extra attack damage which is always good to have on shaco. The main positive of this item is the slow effect, combine this with Two-Shiv or Redbuff (maybe both) and a perma slow will be applied in combat to the enemy.
Shaco is very reliant on his early game power, and this item will keep a constant powerful - early to mid game.
The order I like to buy it usually is: Phage - Sheen - Zeal... you can also purchase it in this order: Sheen - Zeal - Phage.
Infinity Edge - This item is going to make the enemies cry. Plain and simply put, this is the best damage dealing item on Shaco, not only will your critical hit like a truck, but your general auto-attacking DPS will hit the roof. You will be eating squishes alive before they can even retaliate. I get this as an Optional Core item because it's effectiveness will depend on the enemies you face, note that this item is much stronger against carry champions, or supports (basically anything it a low health pool).
Madred's Bloodrazor - A very strong item to get, pick either this or infinity edge. This item will give you higher sustained DPS and will eat off-tanks and tanks alive (or anything with a big health pool). It also will add magic damage, so you will deal two sorts of DPS which can be very scary for enemies. Not only does it increase your damage to ridiculous amounts, but it will also massively boost the speed of your jungling allowing you to take down Baron and Dragon MUCH faster than expected.
Guardian Angel - Absolute Core item to get after you build your high priority DPS items. This is an item that will help you escape and live through Team-fights, ganks and all those other forms of combat. It will additionally give you more Armor and some nice Magic resist which are well sync'd with your other items. The passive is great on shaco because once you revive 90% of the time your Q is back up to make a quick flash-out escape. However don't think your god with this item because the 5 minute cooldown is pretty damn long.
The Bloodthirster - If you ever get this far, Welcome to Late Game. Shaco is probably the weakest champion Late game, because he dies way too fast, on the other hand... He is one of the best 1v1 champions at this stage of the game. At this point you will want to maximize the damage he deals and the Lifesteal he receives.
Hexdrinker - Pretty much the only real situational item I recommend. This an item barely seen in solo-games, and low to mid ELO. However this item is one of the most used in high ELO. This item benefits not only Shaco but many AD Carries, it basically reduces the Nuke/Burst damage you take. So it is very useful against Karthus, Anivia, Malzahar, and many other bursty AP nukes! It's a bit like a ... mini-banshee's. If you are planning on purchasing this item, get it early, preferably before your phage.
Pretty good jungle path that allows you to start wth boots + 3hp pots making your ganks much stronger and more effective.Place a JiTB at Wraiths (44 Second Mark), 3 JiTBs at Red Buff after that. Focus the Blue Wraith after it is killed, focus 1 Red Wraith and then go to Red Buff. Place 1 JiTB behind the Red Golem, and kill (Do not use smite here).
lvl 3 double buff by 2:45
//OUT OF DATE//
Now we get to the stuff that actually matters.
This Jungle route is probably the fastest and also the safest, allowing you to get both buffs at level 2. Due to the rapid rate you get the buffs you have more time to do what you do best - Ganking. Thank you C4k3CooKieZ for the route!
Early Notice: Use pots where you feel is the best time, Usually shaco can jungle with just 3 pots fine. Just try and stay over half life, and always use a pot when attacking Golem (blue) or Lizard (red).
I start by grabbing boots and 3 health potions and rush to red. You have to reach red before the announcer says "Welcome to Summoners rift". Once at red you should place 5 JiTB's in this position:
The reason why the boxes are placed there is due to the unfortunate random focus the boxes have, at times it could target the small lizards instead of the big one (which is our primary target). Placing the boxes there will allow the boxes to focus the big lizard. Smite should not be used here, neither are the health potions.
Once you have the 5 boxes at red in that position you can either play safe or take a risk in order to speed your jungle.
Playing Safe: Wait until the Big lizard spawns and kill the big lizard to obtain the red buff, then put a point in Deceive and rush to the blue buff.
Risk: As soon as the 5 JitB's are at red, rush to the blue buff and start it. What should happen is the you get the Red Buff when the Blue buff Golem is at 3/4 Health.
Once at the blue buff place 2 JiTB's in the bush near the Golem, then aggro the Golem towards your boxes. If the boxes aggro the little lizards, place another box behind the big Golem and smite it once it reaches 445 health.
Ignore the items, since this is before the jungle remake. However the box position is still the same.
Remember that ganking should be consistent during Early and Mid game. If shaco has a **** early game, he's gonna be **** all game. When ganking look for easy targets first. Your aim is to get a kill, support or make them waste a summoner's. After you make the easy gank, ALWAYS HELP THE SOLO LANER AT TOP. I cannot stress how important this is, and even at times, I get so greedy for easy ganks that I completely ignore the top lane, what then usually happens is we lose an early tower or the top solo laner dies/fears recalling.
If you feel like the ganks are going bad and you are not making enough gold income start jungling at random camps, I prefer to go from Wolves - Wraiths - Mini Golems. This will help me still get some cash flow whilst I go gank other lanes.
The Brave Clone V.s THE ultimate Dragon
After finishing off your initial jungle route, you will want to constantly monitor and set a huge priority to grabbing Dragon when ever you can!
Sometimes it will be just impossible since the enemy team has better team co-operation, but usually you can finish dragon very fast, as early as level 6!
Attempt to do dragon only when you have a Wriggles Lantern (people who run Bloodrazors.. Meh, get a Wriggles, then a Bloodrazor)
Get your clone to attack dragon first, (Holding Alt and right clicking will send your clone to where you click). Whilst your clone is tanking dragon, attack from behind (this will allow you to deal more damage!), place a JiTB where you are positioned also, it helps in increasing DPS. Finally Smite the dragon when he is low on health and a Smite will insta-kill him, this prevents people from stealing your dragon.
Reminder: Always ask your team for help when you are doing dragon! I understand that you will want to be sneaky, but if anyone catches you... your pretty much screwed. GET YOUR TEAM TO DEFEND YOU/HELP YOU, the enemy will most likely want to dodge a teamfight and let you take dragon!
Warding And Oracle
Warding is very important through-out the game. Shaco is very lucky to be gifted with a free ward his JiTB! The obvious downside however is that it attacks and eventually dies off. "Permanent" (time-based) wards such as the Wriggles Lantern ward are also key to control the jungle and provide more map awareness.
Warding the map for your team can save them from getting ganked (even though a few might be blind and not see the ganker, etc.) It gives them a better chance to react to the situation.
There is a guide on Mobafire which gives an excellent in-depth look at warding:
For quick reference, check out the little awesome mini-map picture below
ORANGE= Most Important (REQUIREMENT)
GREEN= Important (OPTIONAL)
Oracles on Shaco, IS A MUST. I am very very tempted to add it to the item builds, however I feel that when you get it can be situational. In a good game, I rush it after I get my Wriggle's Lantern whilst in a bad game I get it when I notice I am dying less often.
You see there are Vision Wards that can SHUT YOU DOWN, they will cause you to be exposed and reveal you whilst stealth, this destroys your element of surprise and can ruin a gank/escape for you. Oracles also counter wards being placed by the enemy team, there is nothing more satisfying that making the enemy team WASTE 75 gold for wards.
Grabing an Oracle can also counter other stealthers.. and an interesting fact about stealthers is that they are REALLY SQUISHY, so if you reveal a stealther.. they are pretty much D.E.A.D. Stealthers include: eve, akali, twitch and shaco.