Build Guide by Ippytraxx
Champion Build: Shaco
| Health | 2731 |
| Health Regen | 17.35 |
| Mana | 990 |
| Mana Regen | 14.5 |
| Armor | 155.69 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 334.7 |
| Attack Speed | 109.048 |
| Crit Chance | 65%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 7.47% |
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Mastery Tree Is Outdated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
About this build
I decided to write this build because i felt that all the Jungling Shacos i have played with really have no idea how to effectively jungle. When i went onto Mobafire to see whether there were any guides, i found that there were some but none were very comprehensive and not the way i would play Shaco. So anyways here is my version of how to play Shaco. Hopefully you learn something from this build and manage to become a better Shaco player. I am always open to critique and suggestions but please do not start flaming as your comments will be ignored.
Why Shaco?
Shaco is a great champion and is often used in games as a assasin type champion to come and attack when they least expect it.




Pros
Assasin
Great pusher
Insane damage both early and late game
Can stealth to gank and escape
Farms like a crazy
Tanks aren't a problem
Cons
Squishy
Can be hit while stealthed (ex. Mundo's cleaver)
Low mana pool
Acknowledgements
☆Juggernaughty for helping with runes
☆StaticFX for helping with runes, creatively coming up with masteries and coming up with a better name :P
☆Mobafire for the awesome website
☆Ideas for the guide, scheme and layout, inspired by Apotheosis' Tryndamere guide (Guide here) and Restrictines Udyr guide (Guide here)
☆All of your positive feedback which i am really grateful for!
Patch Notes
v.1-0.0.1013
*
Banshee's Veil refresh time increased to 45 seconds from 30 seconds.
v.1-0.0.1012
*
Ghost duration decreased to 10 from 14
v.1-0.0.1010
*
Greater Quintessence of Health reduced in effectiveness by about 20%
v.1-0.0.108
*
Phantom Dancer
Attack speed increased to 55% from 50%
*
The Black Cleaver
Damage reduced to 55 from 75
Now adds 30% increased attack speed
Unique Passive - Now shreds 15 armor per stack from 12 but has a maximum of 3 stacks from 5.
v.1-0.0.107
*
Last Whisper
Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword. Upgrade cost increased to 700 from 500. Now provides +40 Attack Damage and 40% Armor Penetration
*
Infinity Edge
Attack damage reduced to 75 from 80
*
Phantom Dancer
Upgrade cost reduced to 400 from 900. No longer provides Dodge Chance
Changelog
29/12 New item and skill pathing
25/12 Added an acknowledgements section
25/12 Added an achievements section
24/12 Added some christmas spirit
22/12 Fixed broken links to the patch notes (you can't use periods and numbers so that it looks like and ip address)
22/12 Added quick links to the table of contents and to every chapter to come back to the table of contents
22/12 Changed color scheme from yellow and orange to cyan and orange
22/12 Changed Masteries
22/12 Changed Runes back to my original set up
20/12 Added a Patch Notes section to make it easier to keep up with patches that affect this build
20/12 Removed Last Whisper
Last Whisper from the situational items because of it's nerf in patch v.1-0.0.107
17/12 Added an embed to my stream.
26/11 Removed standard DPS build (might put it in later)
15/11
Greater Quintessence of Health to
Greater Quintessence of Critical Chance
15/11
Greater Glyph of Critical Chance to
Greater Glyph of Cooldown Reduction
15/11
Greater Seal of Critical Chance to
Greater Seal of Health
Achievements
☑92% rating (18/2/2011)
☑90% rating (30/1/2011)
☑100,000 views (15/01/2011)
☑70,000 views (06/01/2011)
☑60,000 views (02/01/2011)
☑50,000 views (29/12/2010)
☑40,000 views (26/12/2010)
☑80% rating (19/12/2010)
☑30,000 views (4/12/2010)
☑20,000 views (30/11/2010)
☑10,000 views (22/11/2010
Acronyms
JiTB = Jack in The Box
Shiv = Two Shiv Poison
NPC = Non Player Creature/Character (Creeps in the jungle)
Buff = Aura from an NPC (ex. Lizard Elder, Baron Nashor)
Clone = Hallucinate
Pot = Potion (ex. Health pot = Health potion)
Tele = Teleport
Critting = Critical Striking
Regen = Regeneration (ex. Health regen = Health regeneration)
CDR = Cool Down Reduction
Pen = Penetration (ex. Armor pen = Armor penetration)
Squishy = Low Health
Gank = To gang up on 1 or 2 enemy champions (ex. 1 vs.5)
Summoner Spells
Masteries
Archmage's Savvy 3/3 (0.6 ability power per level): Not that much of a gamechanger but it's better than nothing
Sorcery 4/4 (reduces cooldown by 3%): You can get offensive mastery instead but i find that kind of a waste
Archaic Knowledge 1/1 (magic spells penetrate 15% of targets magic resist): I've actually discovered this to be a wonderful mastery in combination with JiTB.
Alacrity 3/3 (4% increased attack speed): Great for taking down NPC's slighlty quicker
Sunder 3/3 (ignores 6 of your enemies armor): Works wonders when attacking those low armor minions
Brute Force 1/3 (1 increased base damage): Nice early game for some extra damage but not necessary. You can trade this for Offensive Mastery for more damage against minions
Lethality 3/3 (10% increased critical damage): Absolutely awesome early game as you will do so much more damage
Havoc 1/1 (5% increased attack and magic damage): Another awesome one as it keeps its usefulness throughout the game
Preserverence 3/3 (increases total mana and health regen by 4%): Great for jungling
Awareness 3/3 (increases experience gained by 5%): Another amazing jungling tool so that you can level faster
Utility Master 1/2 (increases buff duration by 15%): The most important mastery as your buffs will last longer
*Optional* Utility Master 2/2 (increases buff duration by 30%): If your don't mind giving up Havoc this is great for longer jungle's
Runes
When picking my runes i used this fan made rune guide which is very usefull and informative: Rune Guide - Mobafire
greater mark of desolation: Armor pen is great for damaging squishy champions and low armor minions
: Will help you keep more of your health early game
: Nothing else really and CDR is always good
: This extra health boost is perfect early game
Build
How to play
This route is by far the safest. It is very unlikely for you to get ganked in the beginning because you are very close to your own turrets and far away from their base it's also a lot faster. If you're playing premade then you can get your friends to help guard the two entrances from the river (highlighted as yellow on the map.
To start off you want to buy a
This route unlike the first one, is not as safe. You start further away from your turrets so it's easier for their team to gank you. Luckily I go some countermeasures to this. If you don't have any runes this one is the easiest and requires less of your health.
'
So like the first route, grab a
Using your tools
Heal is a great summoner spell, that has many uses.
1. Heal can be used when jungling and things go wrong. Like in my video (uploading soon) when i attack blue golem i was on the edge of dying because i placed my JiTB a little bit to late. Luckily for me i had heal and it saved my life. Heal will make jungling a lot more secure.
2. Heal can also be used to tower dive. If an enemy has low health go in and kill them, but on your way out you can use heal to save you from their turret.
3. Heal can also be used to save dying allies. If they are running away you can always heal them to save them from ex. ignite. Likewise it can also be used in teamfights if your team is on the losing side of one.
4. Luring in enemies is another great use of heal. For example; pretend to recall when you have low health just outside your turrets range. Then when they come pop your heal and kill them. Simple and easy.

Deceive is one of the most important spells on Shaco. Not only does he flash a fair distance, but he also becomes stealthed for 3.5 seconds and gets extra damage when he attacks and enemy while stealthed. Deceive has two uses;
Double golem down: Place your JiTB at the flowers that are circled.
Double golem up: Place your JiTB at the flowers that are circled.
Red lizard down: Place your JiTB half way between the edge of the bush and the blueflowers.
Red lizard up: Place your JiTB half way between the edge of the bush and the blue flowers.Alt + Right click: Holding Alt and right clicking will send your clone to where you click. This is really useful as you can do many things with it. The most basic one is just attack with both yourself and your clone so they become confused. Another one is that when your running away you can send your clone in a different direction so that they become confused and either run after the wrong Shaco or split up. Another more advance use of Shaco's clone which i use quite often is to hallucinate before i go into battle and send in my clone first. One thing to remember is that after the clone dies it explodes dealing a fair amount of damage. So i send in my clone on a suicide mission to do initial damage and then explode in their face. After that i deceive in and deal the finishing blow. Don't forget! That after a certain range your clone will automatically teleport back to you so don't send him to far!
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