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Shaco Build Guide by KingPudding

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.


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League of Legends Build Guide Author KingPudding

Shaco: The Harlequin Man

KingPudding Last updated on January 5, 2013
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Shaco Jungle

Ability Sequence

3
7
10
13
14
Ability Key Q
1
9
15
17
18
Ability Key W
2
4
5
8
12
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


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Shaco


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Introduction

Hi I'm KingPudding I decided to create a Shaco guide on my free time. I started playing Shaco on my secondary account because he was one of the few junglers I haven't played before. Shaco is an assassin/jungler/melee champion. He is one of the descriptions of a jungler. A jungler is a champion who begins in an area not in the lane and ambushes enemies when the team needs help. They are the wildcard of any game and are constantly feared. In a sense they are the support of MID and TOP lane.


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To clown or not to clown?



Pro's
  • No need for flash
  • Doesn't need a leash
  • Can start RED or BLUE
  • Stealth, fear, and a slow
  • Early game ganks are really strong
  • Strong counter jungler
So overall he is a strong jungler.

Con's
  • Hard to master
  • Falls off late game
  • Squishy
  • Oracle's elixir wreck's his escape ability
  • No teamfight capability


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Masteries

Masteries
4/5
4/1
3/1
1/1
2/5
2/5
1/1
3/
1/
3/5
4/1
1/5
1/1

I use this set of masteries for a very specific reason. Because Shaco mainly deals physical damage.

OFFENSIVE

4/4: I use Fury because Shaco lacks attack speed and opens the other parts of the mastery tree up.

4/4: Attack damage

1/1: armor penetration allows you to kill those tough tops.

3/3: Damage.

2/2: Critical Strikes with Shaco are important especially with Deceive.

2/2: Damage.

1/1: This helps Shaco with ganks, the attack speed allows him to dish out more damage that can lead to first blood.

3/3: It's a crucial mastery for those tough tops.

1/1: It can lead to that first blood and can get your team snowballing.
DEFENSIVE

4/4: As a squishy jungler it's neccesary to have enough health.

3/3: The health regen helps before you get life steal.

1/3: The magic resist is nice for ganking MID.

1/1: Health, enough said.


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Runes


Runes

Greater Seal of Scaling Armor
9

Greater Mark of Scaling Attack Damage
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3

9X I get this because it allows you to withstand more damage in the jungle and gank bot and top lanes easier.


9X This helps to cushion the blow of magic damage.


9X Shaco is based off of a strong early game and this helps to keep his damage up late game.

3X This is for early game damage.


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Summoner Spells



Recomended



Smite: Without this spell you risk dying. But, with it you can jungle safer and counter jungle your enemies along with make a few major plays late game such as baron and dragon steals.

Flash: It can be used but your deceive is up faster.

Ignite: allows for that early first blood and can earn you a few nice kills counter jungling too.

Exhaust: its viable to use as well

Ghost: its also a viable spell.

Not Recommended



Teleport: Don't use this on a jungler this is a spell used for laning.

Clarity: Your not a character who is mana hungry

Heal: Its viable but a good player won't need it.

Revive: also viable but, there are better spells.

Barrier: better spells.

Clairvoyance: Leave this for the supports if they want to use it.

Cleanse: I have never found a good use for this spell ever.


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Abilities



Backstab (passive): Shaco deals 20% bonus damage when attacking from behind.
This passive is underated by most players. But if you think about it for a second it is actually a really good passive. After an enemy burns their Flash they have to run back. And what happens when the run back? They expose their back and Shaco wrecks them.


Deceive:
Cooldown: 11
Cost: 90/80/70/60/50
Range:500
Shaco instantly stealths for 3.5 seconds, and teleports to target nearby location. If he attacks while stalthed, he is GUARANTEED to Crit for 40/60/80/100/120 %bonus damage.

This is pretty much a free Flash.This is the ability that allows Shaco to be one of the best junglers/gankers in the game.REMEMBER placing a Jack In The Box behind an opponent will reveal you.


Jack in the box:
Cooldown:16
Cost: 50/55/60/65/70
Range:425

Shaco creates a jack in the box at the target location with 150 health. It will stealth after 2 seconds, and will pop out when an enemy comes near it (300 range), fearing nearby enemies for .5/.75/1/1.25/1.5 second(s) and attacking them. It deals 35/50/65/80/95 (+20% ability power) damage, and lasts 60 seconds while stealthed or 5 seconds if firing.Casting jack in the box will break stealth.

This should be your first skill to get. It's what allows Shaco to not need a leash. I believe you should max this last because they are very fragile late game and are susceptible to AOE damage.


Two shiv poison:
Cooldown:8
Cost:50/55/60/65/70
Range: 625

Passive: While two shiv poison is ready to cast: Shaco's attacks poison his target, reducing their movement speed by 20/22.5/25/27.5/30% for 2 seconds.

Active: Shaco throws his dagger at target enemy dealing 50/90/130/170/210 (+100% ability power) (+1.0 per bonus attack damage),magic damage and poisons them for 3 seconds. The passive is deactivated during cooldown.

sadly I'm unalbe to find an image of Shaco throwing his shiv.



Cooldown:100/90/80
Cost: 100
Range: 250
Shaco stealths for half a second and creates an illusion of himself nearby, which deals 75% of shaco's damage and recieves 50% increased damage (deals half damage to turrets and inhibitors). On death, the illusion deals 300/450/600 (+100% ability power) magic damage to nearby opponents. Lasts up to 18 seconds.

I will explain this skill in it's own chapter due to the amount of implications it has.


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Hallucination explained in detail:


So one use for Shaco's ultimate is to escape and use it as a decoy. For this strategy to work you must activate it in the bush and send it out visibly down a path the enemies can see while you either run the opposite directio, or stealth somewhere else. It will leave your opponents like the picture below.
Secondly it can be used to turret dive. First send the decoy in from one side and let the turret and intended victim attack it then sneak up behind either using your Deceive or walking around to the other side of the tower.

Third: it can be used to block the last few ticks of ignite if timed correctly or even dodge a major damage spell.

Fourth: it can be used in teamfights to make it a 6v5 and with Sunfire Cape they will get double magic damaged.


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Items


Early Game



+ X5 : I start with this for it's basic damage and because Shaco has no natural form of sustain.

I get this for increased gank potential and the passive helps with jungling.

Increased attack speed helps with your passive.

I get this after my tier 2 boots because speed is really useful for shaco and damage can be built later.

With the health, attack, and partial slow its a good place to start for Trinity Force.

Mid game




By the time mid game starts you should have your Trinity Force. I get this for it's Sheen passive and the attack speed buff along with the slow.

This gives you a stronger crit chance and a ton of more damage.

Late game



I believe this helps with his Magic resist and attack speed.

due to shaco's squishyness I recommend this item.


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Viable items

OFFENSIVE

I think bloodthirster is viable for certain situations giving you more lifesteal and attack damage. This is really helpful for you as an item giving you more attack damage than a infinty edge but you don't get the critical hits though.

It has the same damage as a B.F sword but adds a cleanse like effect and magic resist.This is great late game if they decide to lock you down with Crowd Control.

It has been seen on a lot of shacos I'm not certain it's the best for him though. The attack speed buff is nice on him but the chain lightning isn't very useful.

This is also viable for those teamfights and It's AOE is quite nice and allows you to dish out a ton of damage along with it's active effect too.

This gives you a really strong critical chance and gives you a lot of damage.

DEFENSIVE

It's a good item overall if you need lots of health and health regen. But, it's expensive and could be replaced with a better item for health late game such as Frozen Mallet

This is good for heavy AD teams. The passive from it wonderful to stop them from focusing you and the health allows you to stay in the fight longer. Then the active effect is great for your team.

I get this for its health,passive, and armor. It's also situational in the fact that Shaco is in a sense an ADC. The only reason I get it besides that is that when you use hallucinate your double has the effect as well.

There is a ton of different other items that are viable its up to you to find the ones you need.


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Jungling

I myself always start BLUE

I follow this route except I go RED instead of double golems.

Ganking



First start by pinging your target and declaring where you are going OMW {insert lane} either TOP MID or BOT. Then Deceive until you hit your intended target. Then proceed to chase them. If they flash away use your two-poison shiv to slow them down. If your team is filled with pushers and you are unable to gank continue jungling and tell them to stop pushing.

When I find the way people jungle RED first I will add this to my guide.

When to counter jungle



When NOT to counter jungle



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Counter jungling tactics.

There are a few decent ways to counter jungle as shaco.

Easy non risk monsters

Double golems: a lot of players forget about double golems and makes it an easy snatch for shaco and your close to a lane being able to gank.

Wraiths: They are a little more risky

Wolves these are the most risky non buff mobs.Because you can have up to four people trying to box you in.

Buff monsters:

Blue: try to take the third blue as it will be forgotten sometimes by junglers.

Red: You can take this after it respawns if you want.

To start counter jungling decieve behind your target and auto attack. Follow up by placing a jack in the box down because it will divert the attention of the monsters for a second allowing you to back stab the monster the jack in the box has targeted. Try not to use your two shiv poison unless you feel it will speed up the process or save your life.


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Counters

Lee sin: his is faster, stronger,tankier, and can see you with his detection if you try to get away.

Vi: she is too tanky and strong to beat.

Xin Zhao: He deals more damage then you and can beat you in a 1v1 dual. I don't recommend going against him at any stage.

Oracle's: this is your mortal enemy


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Conclusion

Shaco can be built in many ways. Some like to build him heavy attack speed and heavy attack damage. I myself prefer to keep him in a balanced way and give him enough sustain to last in fights. The most important thing about Shaco to remember is to have fun. WHY DO YOU THINK HE HAS SUCH A BIG GRIN? BECAUSE HE (SHACO) KNOWS TO HAVE FUN and he wants to share it with you.