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Shaco Build Guide by DEasom

Support [10.22] In-Depth Shaco Support Guide

Support [10.22] In-Depth Shaco Support Guide

Updated on October 28, 2020
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League of Legends Build Guide Author DEasom Build Guide By DEasom 22 2 54,869 Views 5 Comments
22 2 54,869 Views 5 Comments League of Legends Build Guide Author DEasom Shaco Build Guide By DEasom Updated on October 28, 2020
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Runes: (AP Shaco) Arcane Comet

1 2 3 4 5 6
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
Aggressive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
AD Shaco & AP Shaco


AP Shaco:

This playstyle comes with time. Experience in both Shaco as a champion and reading the enemy are key when it comes to making plays with AP Shaco. You must know your limits! You look to control your enemy and control their decisions with your own. Positioning, Predicting, and Hallucinate control are the key skills to work on when mastering AP Shaco.

AD Shaco:

This playstyle is much more intuitive. If you have played other assassins then you should be able to pick up AD Shaco quickly. It is still very important to know your limits, but plays revolve around quicker decision making and picking off targets. Positioning, Decision making, and Target choice are the key skills to work on when mastering AD Shaco.


Patch Notes


Recent Change(s):


V10.14
Hallucinate
BUGFIX: Now properly receives assist credit in takedowns where only his clone assisted.

V10.13
Jack In The Box
BUGFIX: Boxes are now able to properly activate Manaflow Band.

V10.10
Hallucinate
BUGFIX: Clone now properly does 60% of Shaco's AD from items with on-hit effects.

Past Changes (Click to View)
Abilities

(Passive) Backstab

Shaco's basic attacks and Two-Shiv Poison deal additional damage when striking from behind. Basic attacks deal bonus physical damage and Two-Shiv Poison deals bonus magic damage.






Backstab provides a ton of extra damage early. To maximize damage you should look to build a habit of positioning yourself behind enemies when possible. You will find that you are behind enemies most of the time anyway as it lines up this way naturally as they run from you. If you are building AD, it is vital to apply Backstab damage in the early stages of the lane. Because it applies constantly with no cooldown, it synergizes very well with Hail of Blades. it is a little trickier to force the Two-Shiv Poison bonus damage. Look to hold your E until they are low health and you are positioned behind them. While uncommon, there have been a number of situations where flashing over someone to get behind them and get the bonus damage has been necessary to win the fight



(Q) Deceive

Shaco becomes Invisible and teleports to target location. His first attack while Invisible is empowered, dealing bonus damage and critically striking if he attacks from behind.






Deceive is Shaco's only form of escape. It is very important to use this ability only when necessary. Control Wards do not give vision of you while invisible. You can use this to your advantage against opponents that are not aware of this. When traveling back to lane, you should Q out of base to get to lane quicker. When Deceive is down, play passive and space yourself away from the enemy while you have no escape tool. Jack In The Box and Hallucinate will not reveal you from stealth and should be used while invisible to trick your enemies. While in laning phase you should look to Q from out of vision into the lane and place a Jack In The Box a short distance behind the enemies. Make a quick trade afterwards and then retreat until your Q comes off cooldown. Deceive can be used to stall for time as well. When in sticky situations or stuck in an ability like Mordekaiser's Realm of Death or Camille's Hextech Ultimatum look to Q and just sit invisible out of harms way. Deceive deals physical damage and should be maxed last in AP builds and second in AD builds.



(W) Jack In The Box

Shaco creates a hidden animated Jack In The Box. When triggered, it will fear and attack nearby enemies.






Jack In The Box is the key to AP Shaco. Boxes should be placed nearby in small groups creating venn diagrams with the activation circles. The primary goal of these boxes are to be use as a safety net. If you are to be engaged on, you should look to lead the enemy through the boxes and turn to fight them if possible. A Jack In The Box can be placed to block projectiles, most notably Thresh's Death Sentence or Blitzcrank's Rocket Grab. When engaging in lane with Deceive you should look to place a box a short distance behind the enemy before exiting stealth. Boxes can be used to trigger certain abilities like Maokai's Sapling Toss or Teemo's Noxious Trap. You should look to place boxes as often as possible (off cooldown) in choke points on the map. A Jack In The Box can be placed under tower to tank a tower shot while diving as well. This ability does take a moment to become invisible, but once invisible the box is untargetable and cannot be damaged by abilities of any kind. Boxes can be seen and destroyed if in range of a Control Ward or a player with an active Oracle Lens. Jack In The Box deals magic damage and should be maxed second in AP builds and last in AD builds. In certain match-ups Jack In The Box can be maxed first in AP builds.



(E) Two-Shiv Poison

Shaco's Shivs passively poison targets on hit, slow ing their Movement Speed. He can throw his Shivs to deal damage and poison the target. The thrown Shiv deals bonus damage if the target is below 30% health.





Two-Shiv Poison has become Shaco's primary source of damage after his most recent rework and the nerfs to his Jack In The Box stealth life span. Two-Shiv Poison is an execute and Shaco's best method of securing kills. This ability provides powerful poke when paired with Arcane Comet and powerful burst when paired with Dark Harvest. Shaco's and his clone's ( Hallucinate) basic attacks apply a slow while Two-Shiv Poison is off cooldown. You should look to hold shiv until you are positioned behind the target and they are at low health. Two-Shiv Poison deals magic damage and should be maxed first in both AP and AD builds. In certain match-ups Two-Shiv Poison can be maxed second in AP builds.



(R) Hallucinate

Shaco creates an illusion of himself near him, which can attack nearby enemies (Deals reduced damage to turrets). Upon death, it explodes, spawning three mini Jack in the Boxes fear ing and dealing damage to nearby enemies.





Hallucinate is Shaco's toughest ability to master. In an AP build it is vital to understand and properly utilize Hallucinate. While still important in an AD build, this ability is primarily used to dodge or block damage rather than to deal damage. When you activate the ability initially, Shaco becomes untargetable for a brief moment. This brief invulnerability can be used to dodge almost anything in the game. This includes, but is not limited to, Caitlyn's Ace in the Hole, Karthus' Requiem, Veigar's Primordial Burst, tower shots, basic attacks, ticks of damage over time, and many more. Hallucinate can be used to mislead, distract, and bait out enemies. This ability and Deceive allow good Shaco players to remain fairly safe at very low health. If activated while in Deceive your clone will appear first without revealing you. This trick can be used to place your clone in the middle of large team fights and set off a massive fear and strong area of effect damage. When facing some champions (like Karthus or Caitlyn), Hallucinate should be held to dodge their ultimate abilities. The real key to effectively using your clone is to practice making its movements look convincing. When mastered, Hallucinate can be used to completely fool an enemy and even draw out major advantages in baiting abilities and summoners. Hallucinate deals magic damage and should be leveled up when possible.



Summoner Spells

(Summoner Spell) Ignite
Cooldown: 180 seconds

Ignites a target enemy champion, dealing true damage over 5 seconds, grants you vision of the target, and reducing healing effects on them for the duration.




Ignite should be taken into every lane. The kill pressure it provides is too valuable to pass up. Look to Ignite early in fights against high sustain or prior to the enemies using heal to reduce its effectiveness.



(Summoner Spell) Flash
Cooldown: 300 seconds

Teleports your champion a short distance towards your cursor's location.





Flash is highly recommended for Shaco support. While Deceive provides very similar mobility, having Flash allows you to look for riskier plays and still be able to escape after engaging with Deceive. If you do not take Flash, it becomes even more vital to hold on to your Deceive for safety.



(Summoner Spell) Exhaust
Cooldown: 210 seconds

Exhausts a target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 3 seconds.




Exhaust can be taken instead of Flash if you do not plan on playing a carry role. This summoner provides powerful utility and extra peel for your ADC. If you are taking Exhaust instead of Flash, you must play more reserved.



(Summoner Spell) Heal
Cooldown: 240 seconds

Restores Health and grants 30% Movement Speed for 1 second to you and a target ally champion. This healing is halved for units recently affected by another Summoner Spell Heal.




Heal can be useful in very select team compositions. If your team is full of high damage carries or assassins and your ADC is taking a summoner besides Heal, you can take it to provide a little more sustain to your laning phase and your team in later stages of the game. I do not recommend taking this summoner.



Runes




Arcane Comet should be taken into a low sustain lane. This rune page focuses heavily on poking the enemy down hard and then looking to all in. Arcane Comet and Scorch synergize well with Hextech Rocketbelt and Everfrost. You should look to hold your Two-Shiv Poison until you have Manaflow Band off cooldown. Transcendence, Cosmic Insight, and scaling cooldown reduction provides 25% of cooldown reduction just from your runes. You can reach 45% cooldown reduction by building Everfrost allowing you to build into items like Liandry's Torment and Void Staff, two very powerful items, but not sacrificing cooldown reduction. Between Spellthief's Edge, Manaflow Band, and Biscuit Delivery you do not run into mana problems after your first back.






Dark Harvest should be taken into a high sustain lane. Champions like Senna and Nami will out heal your poke you can achieve with Arcane Comet so it is better to look to burst the enemy champions down in one all in. Dark Harvest, Scorch, and Cheap Shot look to deal as much damage in one Two-Shiv Poison as possible. When paired with a Hextech Gunblade or a Luden's Tempest you can deal close to 80% of a squishy target's health bar. This rune page gets to around 30% cooldown reduction in most games from Luden's Tempest and Zhonya's Hourglass.






Hail of Blades should only be taken when you are looking to build AD. Shaco has very powerful damage output early on and with Hail of Blades, he can look to burst down squishy targets quickly. You should avoid building much attack speed when going this rune page as you already get so much from Hail of Blades. Hail of Blades, Sudden Impact, and Coup de Grace synergize early on and can pick up free kills when paired with another high damage ADC like Draven or Lucian. This rune page is best taken in a lane that Shaco is outclassed in sustain or poke, the enemy champions are squishy and immobile. This page along with an AD build does very well into champions like Janna, Soraka, Xerath, Jhin as well as other ranged squishy targets. Look to roam often with Relentless Hunter and Mobility Boots to impact other lanes each time you recall .






This page focuses heavily on Utility. The massive area of effect slows that both Everfrost and Twin Shadows apply synergize very well with Liandry's Torment. Glacial Augment can be taken when your team lacks any form of engage or pick potential. On top of that, the slows you can apply dramatically increase the peel that Shaco can have for another carry on your team. It is vital that you build Everfrost early on to maximize the benefit this rune page provides you. Glacial Augment has a weaker lane phase, but can do just as much damage late game, especially once you pick up a Liandry's Torment.






Similar to Glacial Augment, Unsealed Spellbook should be taken for utility. This page opens up your ability to split push without being punished too hard. Look to pressure side lanes with Teleport when you can and take Smite to secure objectives. The biggest issue with this page is that you sacrifice a lot of early game pressure that Shaco really needs to scale well into the game. Focus on map pressure when you can and pick up spells like Exhaust or Heal to play defensively while you can not viably split the map. Cleanse or Barrier should only be selected when nothing else is available. They are not the most useful spells for Shaco but can come in handy when needed.






Guardian should almost never be taken if you are looking to improve and carry games. The rune page does very well in a high poke lane and can help keep other carries on your team alive. This rune page is mostly "for fun" but does come with some very interesting interactions. First off, Guardian can be activated by Shaco and Hallucinate when they are near each other. This will catch many people off guard and lead to some very interesting outplays. In addition, Zeke's Convergence can be attached to Hallucinate immediately after you use it and it's passive will activate creating the storm around you. Font of Life synergizes well with every part of your kit and can be very powerful in a team fight if you are able to get a large Hallucinate play off. Look to take this page when you are not focusing on being the carry but rather keeping other carries alive. Items like Redemption and Locket of the Iron Solari can be built and you can take the summoner Heal as well for further lane sustain.



Itemization


AP Shaco:

Start every game off with a Spellthief's Edge, 2 Health Potions, and your Stealth Ward. The alternative Relic Shield provides health regeneration instead of mana regeneration so do not take it for any reason. After some poking and trading in lane you should have roughly 650 gold at your first recall . If you are confident in your play, you should always look to grab a Dark Seal and Boots as well as an Oracle Lens. Otherwise, pick up a Sapphire Crystal instead of the Dark Seal. The ability to scan the lane bushes for pressure is vital. If you ever back with extra gold pick up a combination of Control Wards and Amplifying Tomes as you will end up building at least 4 by the end of the game anyways. If you are able to purchase an early Sorcerer's Shoes, do so for a strong early power spike. As the game progresses build the components of your chosen first item. This first item should primarily be decided by whether you are far ahead or far behind (how much gold you have). I strongly suggest Everfrost as your core for Arcane Comet and Luden's Tempest for Dark Harvest. After picking up your first item you should work towards either a Liandry's Torment or Morellonomicon depending on the enemy team composition. If you finish your first item and end up having 1600 gold still, pick up an Oblivion Orb for an early power spike, but do not complete it into a Morellonomicon until needed. At this point, you should decide if you want to build towards a Zhonya's Hourglass or commit to full damage. If you are the only magic damage dealer on your team it may be a good idea to pass up on the hourglass unless you absolutely need it. By late game, you should be looking to pick up a Mejai's Soulstealer, Elixir of Sorcery, and finishing your Morellonomicon if you purchased an Oblivion Orb early. Shard of True Ice can be sold for a Void Staff in the later stages of the game if needed. Alternatively Void Staff can entirely replace Oblivion Orb if heal cut isn't needed. An extra Stopwatch can be picked up if you didn't use it before purchasing Zhonya's Hourglass.

AD Shaco:

Start every game off with a Spectral Sickle, 2 Health Potions, and your Stealth Ward. The alternative Steel Shoulderguards provides health regeneration instead of mana regeneration so do not take it for any reason. After some poking and trading in lane you should have roughly 650 gold at your first recall . You should always look to grab a Long Sword and Boots as well as an Oracle Lens. The ability to scan the lane bushes for pressure is vital. If you ever back with extra gold pick up a combination of Control Wards and Long Swords as you will end up building at least 4 by the end of the game anyways. As the game progresses start building both a Serrated Dirk and Tiamat first. These items are extremely cost-efficient and provide a ton of early game burst when paired with Hail of Blades. Afterward, look to finish your choice of lethality item. I strongly suggest Umbral Glaive as its passive synergizes with Zombie Ward and allows for stronger vision control when roaming. At this point, you have a much broader item pool that you can choose from. If your team has very powerful scaling and you expect the game to last a long time, try to purchase a Manamune as soon as possible. If the enemy team has a ton of magic damage, Maw of Malmortius is a very good defensive choice. You should always shoot to pick up an Infinity Edge if you have the gold for its components at any point in the game. Infinity Edge provides a massive power spike and can often close games out quickly. By late game, you should be looking to pick up an Infinity Edge(if you have not already), Elixir of Wrath, and finishing your Tiamat item. Black Mist Scythe can be sold for a Last Whisper in the later stages of the game if needed. Alternatively Mortal Reminder can entirely replace Tiamat if heal cut is needed.


Key Items

(3100) Liandry's Torment
Haunting Guise + Blasting Wand + 750 gold
UNIQUE - Madness: Damaging champions increases the damage you deal by 2% per second until exiting combat (up to 10%)
UNIQUE - Torment: Spells burn enemies for 3 seconds, dealing bonus magic damage equal to 1.5% of their maximum health per second. Burn damage is increased to 2.5% against movement-impaired units.



Liandry's Torment is by far the strongest item currently for AP Shaco. The bonus burn damage can be triggered by all of his kit and the increased damage per second makes extended trades even stronger. This item has wonderful synergy with Everfrost and can help when fighting powerful tanks that would otherwise tank no damage. If you are building AP, you must pick up a Liandry's Torment at some point in the game.



(2800) Hextech GLP-800
Lost Chapter + Hextech Revolver + 450 gold
UNIQUE - Haste: +10% Cooldown Reduction
UNIQUE - Frost Bolt: After a 0.25-second delay, fires over 0.2 seconds a spray of five icy bolts in a cone, which each bolt dealing 100 - 200 (based on level) (+20% AP) magic damage and slowing by 65%, decaying over 2 second, to the first units hit (40 second cooldown, shared with other Hextech items).



Everfrost gets most of its power by pairing it with Liandry's Torment. It can be used to effectively poke at all points in the game and does good damage to waves. Everfrost is relatively cheap and both of its components ( Lost Chapter & Hextech Revolver) are really strong early power spikes for Shaco. When paired with the Arcane Comet rune page, you can reach 45% cooldown reduction with only the Everfrost. It provides amazing utility.



(1100) Serrated Dirk
Long Sword + Long Sword + 400 gold

UNIQUE: +10 Lethality





Serrated Dirk is an incredibly valuable item early. Because Shaco already has very high damage early, when the lethality is paired with [hail of blades]], he can nearly one-shot targets at very early levels. The biggest struggle with putting together an effective AD Shaco support build is that most (effective) AD items are very expensive. The early power from Serrated Dirk allows you to snowball and afford the more expensive carry items like Infinity Edge.



(1325) Tiamat
Long Sword + Rejuvenation Bead + Long Sword + 350 gold
UNIQUE - Cleave: Basic attacks deal (+20 to 60% total AD) physical damage to units around your target (lower damage near the edge) (350 units radius).
UNIQUE - Crescent: Deals (+60 to 100% total AD) physical damage to units around you (lower damage near the edge) (400 units radius) (10 second cooldown).



Tiamat is an incredibly valuable item early. Because Shaco already has very high damage early, when the active is paired with [hail of blades]], he can nearly one-shot targets at very early levels. Tiamat provides you an auto-attack reset to further burst targets early. It is very important to get ahead when building this way.



When to go AP or AD?


AP Shaco can be played into any enemy team composition. It scales quite well and has a variety of very powerful items that can deal with almost every type of champion. If you wish to, you can definitely stick to strictly playing AP Shaco. That being said, there are a select couple of matchups that AD Shaco does much better in.

The main point you want to look at to decide if an AD build path is viable is the enemy team composition. Avoid excessively tanky enemy teams. You should never build AD into champions like Shen, Urgot, Dr. Mundo, or Volibear as it will be nearly impossible to kill them and you will quickly fall behind or slowly become useless as the game progresses unless you are remarkably ahead. Avoid anti assassin enchanters. Champions like Lulu, Yuumi, or Karma will completely negate your engages and cause you to again fall behind or become useless.

Your second focus should be your own team composition. To put it simply, Avoid full AD team compositions. The enemy will more than likely stack armor and it puts an unnecessary disadvantage on your team.

The third and final point to check is the bot lane match up specifically. Avoid low pressure and low damage ally ADCs. The goal of AD Shaco support is to snowball and early advantage. Trying to force plays with an unwilling ADC like Ezreal, Xayah, or Kai'Sa will only result in a slow and often painfully lost game.

Once these major points have been accounted for, you can then decide if it's worth building towards AD or just safer to path AP instead. Champions listed below are the champions I would recommend building AD Shaco support into as an option:








Laning as Shaco Support


When playing the early stages of the lane, you should first decide if you are the aggressor in the lane. If you feel you have control of the lane, you should look to put out constant pressure by poking with Two-Shiv Poison and "gank" your own lane over the walls available to you bot side. The walls that you will use to get behind the enemy while in lane are as follows:



Blue Side (Bottom Left)




When playing Shaco on Blue Side, through the use of the Tri-Bush, you have very good potential for setting up ganks with your Jungle . Look to keep control over vision with an Oracle Lens and Control Wards in the bush. When a Jungle comes, they can path around into the lane as you go over the wall. Blue side has many more options to engage over the walls. If you have the advantage in lane, repetitively Deceive over those locations (marked by the yellow line) and place a Jack In The Box a short distance behind the enemy before exiting stealth (marked by the green circle). Once out of stealth, auto-attack the enemy if possible and toss a Two-Shiv Poison to disengage. This is the basic trade combo for Shaco Support.



Red Side (Top Right)




When playing Shaco on Red Side you have much less pressure on the lane unless pushed under your tower. If you are being shoved in constantly, look to hop over the wall near gromp and make trades over and over. If the enemy is not pushing to tower (or they start to learn that you are coming over the wall), roam to other lanes. Shaco has stronger roam potential on both Mid and Top lane when playing Red Side. It is a good habit to start looking to roam to other lanes every time you back. Learning to read and predict the enemy's behavior is vital when playing Shaco.



General (Both Sides)


As mentioned above, the basic trade combo for Shaco support is to position out of sight, Deceive behind the enemy, place a Jack In The Box a short distance behind the enemy, Two-Shiv Poison a target, and then disengage. Poking with Two-Shiv Poison can be good, but most of your damage will come from these repeated trades from stealth. Preserve mana for these trades and do not go in if you do not have mana for at least Deceive and either Jack In The Box or Two-Shiv Poison. You should try to keep at least 2 - 3 boxes placed behind you and your lane at all times to flee to when engaged upon or ganked by the enemy jungle . Managing your mana is important, but if you have enough mana, you should be placing Jack In The Box every time it is off cooldown.

Stay out of vision when you can. Keeping the enemy guessing will make them play safer even when you are not in lane. They tend to be less likely to ping that you're missing or all in your ADC when you leave lane to roam. If you do not feel confident in the lane, roam often, but keep in mind that you do not want to fall behind in level. Every time you recall you should look to roam to another lane if possible. Keep an eye on Mid lane always! Especially when your ally Mid lane just died. Very often you can pick up free kills on the enemy Mid because they are low health after fighting. Take rift scuttler when it is up and not already being taken by your ally jungle . Keep control of the river when possible and look to place a Jack In The Box to prevent the enemy lane from rotating as easily.

Ultimately, Shaco's laning phase depends heavily on the enemy making errors. Abuse the missteps when you can, but do not try to force plays on a smart player. Roam and scale with time. Most of your decision making will be based around setting up boxes and reacting to your enemy's positioning.

Even the best players make mistakes eventually. Capitalize on these mistakes as often as possible.


Mid-to-Late Game


Your role as Shaco support in the late game becomes primarily disengage. At this point in the game, your Jack In The Box should never be off cooldown. Boxes should be placed in key points throughout the map and all along the lanes as you push them with your team. While your Jack In The Box is mostly defensive, keep an eye on your boxes and engage on enemies that walk (or are pressured) into them. Your boxes should be placed in small groups unless the enemy has invested in multiple Oracle Lens. If so, keep boxes more spread out so they cannot be cleared quickly and easily.




Key Jack In The Box locations indicated by the red dots.



Shaco has the strongest set up for objectives of any champion. It is often ideal to get to dragon or baron a minute or so before it is spawned to set up Jack In The Box around the entrances to the area. Prepping for these objectives is very safe for Shaco as well as long as he has some combination Flash, Deceive, or Hallucinate off cooldown.

Shaco's Hallucinate is a very powerful team fight ability for both AD and AP builds. When ahead on AP Shaco, you are able to Deceive into a team or onto an enemy and use Hallucinate while invisible. This will place your clone in vision near the enemy. Most enemies (especially when caught up in a team fight) will immediately kill the clone, fear ing everyone nearby and dealing massive damage. When playing AD Shaco, your Hallucinate is still a very powerful ability. You should look to use it to dodge major enemy abilities and can still be placed within team fights to fear the enemy team and allow you to safely assassinate a target amidst many enemy champions.

Look to pick off low health targets with Two-Shiv Poison when you can to put your team at a numbers advantage. By late game, your Two-Shiv Poison will be doing a good amount of damage regardless of which build path you selected. Poke the enemies down constantly with your E when you have the mana to do so.


Tips & Tricks


General



  • Avoid invading with your team level one. It is very important to take Jack In The Box level one. This leaves you without Deceive to get out of a sticky situation. If your team goes to invade, just ignore it and set up boxes as normal. If your team begins you disengage, you can look to place a box if needed to assist them. It is better overall to just get your jungle a box at his buff and get to the bushes to place boxes for the level one trade.

  • If you did not activate your Stopwatch prior to buying a completed Zhonya's Hourglass, you can purchase an additional Stopwatch. The activations as separate for the two items and can be used to put yourself in stasis for twice is long. This trick can be used to bait out major abilities as the enemy will try to hit you with everything when your first stasis ends.

  • Shaco can afford to use his wards more aggressively because of how safe he can make his lane for himself and his ally. Because of this, look to ward immediately in the two locations shown below to prevent an invade.



Abilities




(Q) - Deceive

(W) - Jack In The Box
  • Boxes can be used to block most projectiles. Most notably, look to block hook abilities like Rocket Grab and Death Sentence.

  • Jack In The Box can activate and target turrets , inhibitor , The Nexus, dragons , and baron .

  • Shaco has a very powerful level one trick that can be pulled off successfully with minimal risk. Setting up a Jack In The Box at the locations shown below will almost guarantee Summoner Spells or even First Blood. You should place a box at the Blue Sentinel or Red Brambleback at 0:50 after placing your anti-invade ward. You should then rotate to the location shown below and place your first box at 0:22 and the second as soon as it comes off cooldown. You then wait until the enemy lane walks through you and place the third Jack In The Box just behind them before they activate the boxes.

  • Boxes are affected by crowd control. Due to this, you can use a Blast Cone to position a Jack In The Box over walls and throw them onto enemies.

  • Boxes should be placed in Venn Diagram like patterns so multiple activate at one time when an enemy is lead into them. If the enemy team has bought an Oracle Lens, you should spread them out to prevent clearing them quickly.

  • Keep in mind where you have placed boxes in the lane or on the map. If an enemy is pushed up passed a box you have placed prior, you can Deceive behind them and place another just to the side. The enemy tends to try to walk around the placed box. You can use this behavior to force them into another Jack In The Box.


(E) - Two-Shiv Poison
  • You can E -> Flash to position yourself behind the enemy champion to deal the bonus damage from Backstab. This should not be necessary often, but can make the difference in close fights.


(R) - Hallucinate
  • Hallucinate can deal massive damage and single-handedly win a team fight by using Deceive to place yourself in the middle of the enemy team, then using Hallucinate to place your clone next to you within their team. This does not reveal you and will set off your clone when the enemy kills it. fear ing and dealing area of effect damage to everyone nearby.

  • A variation of this combo I have dubbed "The Thing" can be used to dive enemies under their turret . The process is the same except you use the turret 's damage to set off your clone next to your enemy under turret and kill them while they're fear ed. The combo is a bit more effective than on its own because the clone will be killed regardless if it's targeted by the enemy.

  • Similarly to Jack In The Box, your clone can be used to block most projectiles.

  • If you are having trouble keeping track of Hallucinate or making it look like a real player, repeatedly press your R key while it is alive. the constant (and often jerky) movements tend to look more realistic than if the clone is just standing idle nearby.

  • When you use Hallucinate, you can often trick the enemy by sending your clone in the direction of safety while you standstill. The best way to make this look real is to direct the clone as if you really were it trying to survive. This can buy time for your Deceive or Two-Shiv Poison to come back off cooldown.

  • When Hallucinate is activated, the real Shaco appears a short distance in the direction of your cursor. Because of this, you can actually use Hallucinate to blink over thin walls around the map.

    Video by Desperate Shaco on Youtube. Check out his channel for even more information and content.

  • After your clone reaches a certain distance from you it will teleport back to you. This can be used in combination with your Deceive to suddenly make your clone appear next to an unsuspecting enemy.

  • Your clone can auto-attack most everything just like a normal champion. This includes Plants, turrets , wards . However, Hallucinate is unable to target an inhibitor or The Nexus.

The Demon Jester


Crafted long ago as a plaything for a lonely prince, the enchanted marionette Shaco now delights in murder and mayhem. Corrupted by dark magic and the loss of his beloved charge, the once-kind puppet finds pleasure only in the misery of the poor souls he torments. He uses toys and simple tricks to deadly effect, finding the results of his bloody “games” hilarious—and for those who hear a dark chuckle in the dead of night, the Demon Jester may have marked them as his next plaything.

The Demon Jester


Most would say that death isn't funny. It isn't... unless you're Shaco - then it's hysterical. He is Valoran's first fully functioning homicidal comic; he jests until someone dies, and then he laughs. The figure that has come to be known as the Demon Jester is an enigma. No one fully agrees from whence he came, and Shaco never offers any details on his own. A popular belief is that Shaco is not of Runeterra - that he is a thing from a dark and twisted world. Still, others believe that he is the demonic manifestation of humanity's dark urges and therefore cannot be reasoned with. The most plausible belief is that Shaco is an assassin for hire, left to his own lunatic devices until his services are needed. Shaco certainly has proven himself to be a cunning individual, evading authorities at every turn who might seek him for questioning for some horrendous, law-breaking atrocity. While such scuttlebutt might reassure the native inhabitants of Valoran, it seems unimaginable that such a malevolent figure is allowed to remain at large.

Whatever the truth of his history might be, Shaco is a terrifying, elusive figure most often seen where madness can openly reign.


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