Shaco Build Guide by Eagzey
[10.25] DESTROY SOLOQ SEASON 11 WITH AP SHACO! 3x ChallengerBy Eagzey | Updated on December 8, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Dark Transcendence
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Easy af to pressure him early. Invade and dominate.
His kit makes him extremely hard to killl as AP Shaco. The fact he's really overpowered makes it almost impossible. He shouldn't be able to kill you, but he is literally untouchable.
Dodge her cacoon you win. Can also block her E with your box.
Pre 6, easy. Post 6, aids. Post 6 she can just R away but also does a lot of damage to us because we're not building any/much resistance.
Very close to being as aids as Karthus. Insane clear, we don't do enough damage to trouble him, he can heal off our W.
Because Gragas players now go AP it's a lot easier of a matchup. His abilities are easy to dodge, can block his E with our W, R his R...sometimes hard to kill because of passive, but one of the most playable.
One of the worst matchups for Shaco. Any champ with a dash is hard to 1v1, makes it even harder with emberknife (red smite), his W gives him time to reposition/damage, can one-shot us with a proper combo.
His kit just does well against our playstyle. Hecarim has good clear speed, good 1v1, and can impact the map as well as anyone. They can outgank and outfarm you. You can Q and R his E and R.
All about the first couple of levels. Make sure team protects Level 1. After that he's easy to play against 1v1, but he makes his carries very hard to kill. Focus him in fights to weaken his teammates.
He clears well, strong early-mid - but shouldn't be able to touch us. You can Q/R his E+Q and R.
Time your R to dodge his E stun.
I love playing against Kayn. It's all about his W and dodging it, especially if he has red form when it knocks you up. You can R when he comes out of his R too. The reason he's at 'EVEN' is just because he's impossible to kill.
I ban this champ every game. Clears 10x quicker, doesn't matter if you kill him. You can R his R and use stopwatch too, but you don't want to be using your R to evade a Requiem.
Easy enough matchup but Riot's love affair with this champ makes him somewhat annoying as well. Instant invisibility cucks us and he might be able to turn it around with his ridiculous isolation damage.
Squishy but any champ that can kite Shaco is good against us, this is one. Try to avoid early game unless your lanes have prio - ward jungle entrances if you're full clearing and try to track. Try to prevent her from getting stacks.
Love this matchup but still fairly difficult. You can box his Q, Deceive his Q, even R his R if you time it right. He's also squishy for the first 15-20 minutes of the game.
Good farmer, can kite around our boxes, pretty annoying.
Pressure early. We can stop his W with our W and he does no damage until 2-3 items deep. We can also R his Q if you time it right.
Play against a Challenger Nidalee. Won't be an issue in lower elos, but more skilled Nidalees are impossible to play against. Good ones will always make sure to keep their distance and poke us down, and when behind it is very hard to have an impact on the game. Possible ban.
Good matchup but can be annoying. You can't dodge his E (fear), and Nocturnes usually Red Smite so they're hard to duel.
Nunu & Willump
Should never be able to kill us but you can't do anything against him. He can take advantage of our weak early clear speed.
His Q kills our boxes, and he's a strong dueler at every stage of the game while being tanky. His R gets him out of sticky situations other junglers would find themselves in against us. Try to avoid.
I don't mind this as much as other tanks - we can evade his Q easily with our kit. Important to pressure early - that will negate any presence a Rammus should have early on.
This champ is the hardest matchup for AP Shaco in my opinion. AD it's not that bad because it's all about who can one-shot the other, but AP we can't one-shot, he can out-sustain us with his empowered W, has great mobility (to avoid boxes and R), and his R cucks us. Possible ban.
As AP Shaco if enemy champs are melee and engage on us it's easy and simple to outplay. Her passive is still a cuck but most of the time we're not looking to jump onto Rek'Sai so it's not an issue, nor is her knock up.
Similar to Rammus, pressure early. Easy to dodge her R.
Shyvanna does well 1v1ing Shaco - her W can kill our box and with Tabis and red smite she's almost impossible to kill. Dodge her E and focus on fighting her early - don't let her free farm camps. AP Shyv is also a thing and this is the same, don't let her full clear.
Haven't played against many Skarners but his head alone makes it tough. I don't think there's much to worry about though. Just don't headbutt him when he's 6.
Q/W/R his E chains. Hard to kill because of his sustain but fun and easy.
Good for AP Shaco. Dodge her E and play around cooldowns, should be easy. Pressuring early game is important too - she has long cooldowns.
Can Q our box, strong dueler. Even though he's a melee he's very hard to kill even when he does run into us.
Similar to Shyvanna, hard to kill at a certain point and does well 1v1ing us. Shouldn't die to him though.
Weak early and we can dodge her R with ours and Q out of the way of her Q.
Warwick was a bit of a cuck for AD Shaco, but AP is good for us. If he engages we can just R and Q away...we can try bait him with our clone...key early game is to avoid him when he E's. After that just react to his R.
Not an extreme threat, but he's close. Like the other 'major' threats, Xin Zhao is usually tanky and deals good DPS. Dodging his W I feel is key.
Pile the pressure on and make sure he can't gank freely. Easy to dodge his abilities and bait him.
Any champ with hard CC is great to gank for, Ali is one of them. If they have their Flash look to make a play with them.
Great to gank for and can pressure the map with you because of her strong roaming potential.
CC allows us to set up box and get to the fight.
Orianna's ball on an invis champ...someone's getting nuked.
Any tanky top laner is ideal for a Shaco team comp. I hate playing with Riven, Camille, Irelia, because they're squishy and don't provide enough CC in teamfights. Ornn is one top laner I'd like to see on my team.
When we stealth in he can R, and he can also help secure kills top with his taunt - especially early game if we clear top side and gank top straight after level 3.
Double stealth, double aids.
I'll list some of my achievements on Shaco just to enhance the credibility...
◦ 3x Challenger Shaco
◦ Rank 1 Shaco World Early Season 8
◦ Highest Shaco KDA World for 3 Successive Seasons
◦ Hit Master Season 9 with a 6KDA
◦ Hit Diamond V on KR Server with a 6KDA and a 90% Win Rate on 180+ Ping
◦ Rank 16 Peak Season 8 (600LP)
◦ Best Shaco Mechanics World
If you do end up ENJOYING & LEARNING from this guide I'd really appreciate it if you could UPVOTE it to help it get out there!
COACHING: As of recently I've started coaching full-time and made a website at the start of this week to help me organise everything. Of course, Shaco is my speciality but all roles and elos are accomodated for.
20% OFF ORDERS AT THE MOMENT
The aim of the sessions is to get you thinking like someone in Challenger, and to teach you the habits of high elo. Clients climb divisions and tiers post-coach.
On top of coaching I also STREAM 6 nights a week so come check us out if you haven't already!
I also upload videos to my YouTube every week!
If you want to get in contact with me/join my community then click the Discord link HERE! I post when I go live, have client testimonials, and answer any questions that your heads throw at me!
Want to become the best AP Shaco you can be? WATCH MY SEASON 10 SHACO MONTAGE BELOW! (leave a like or reported no cap)
This guide will hopefully teach you guys, regardless of elo, something new and give you a newfound impetus for when you play Shaco. I will go over abilities, runes, builds, skill order for Season 11, but HOW you play the Jester is the most important thing, and that's my aim.
Before anyone says 'OCE', I'd just like to say that SoloQ is SoloQ. The best players from OCE have attained Rank 1 in NA, Rank 3-5 in KR, so if you really can't read this guide because I play on a server less competitive in high elo than others then no worries, I'm still going to sleep at night. But Summoner's Rift is the same, the champions are the same, nothing changes.
Alright, enough of the preamble, let's start with playstyle.
It's not about one-shotting or power farming until 3 items...it's about COOLDOWNS and LONGEVITY. AP Shaco isn't meant to be played (in my opinion at least) like an assassin, he's meant to be played like Shaco was designed to be played - a pain in the enemy's rear-end. AD Shaco was about stealth and nuking enemies; AP Shaco is about micro and IQ. I'm sure you guys know who Pink Ward is - that playstyle is very similar to how I go about my business.
Here's one clip utilising most of what AP Shaco has to offer...
The next two chapters revolve around AP Shaco's identity: COOLDOWN & LONGEVITY.
There's ONE rune page I'm running.
If you watched the Season 10 montage I linked in the 'Introduction' section, you'd notice how many times I got Dark Harvest stacks from AoE (Area of Effect) damage and from my boxes spawning when my R dies, or from random boxes I placed prior to a fight. Remember, because we're not one-shotting enemies Electrocute is a lot less useful - we're more about AoE damage rather than just single target damage.
Taste of Blood gives us sustain in fights so we can stay around longer and throw more two-shivs, place more boxes etc. Eyeball Collection is easier to stack in my opinion, and Ultimate Hunter is better than the other three. When every other champion is level 6 Shaco is pretty useless without his ultimate. If a big teamfight breaks out and I don't have my R, might as well ff. Great with cloud drakes.
The new Transcendence gives us 5 ABILITY HASTE (which is the new version of cooldown reduction) at level 5 and level 8. This is the equivalent of 9%CDR, so it plays towards our champion's identity. After we hit level 11, assists and kills on enemy champions reduce the remaining cooldown of basic abilities by 20%. This = more stealths, more boxes, more shivs, and if the fight goes long enough...more ultimates! Gathering Storm has always been a favourite for me - enhances our mid-late game spike.
The minor runes stay the same for all pages. Attack speed lets us clear efficiently early game and duel if we have to. Without it our clear is Iron IV. Adaptive Force as the second choice, kind of obvious, and Armor/Magic Resist as the last option depending on enemy comp.
For Season 11 the only jungle items available are the starting jungle items - Hailblade (which is essentially blue smite), and Emberknife (essentially red smite).
EARLY GAME ITEMS
Early in the game I want to start building toward Fiendish Codex and Ionian Boots of Lucidity. Why? ABILITY HASTE! You get 25 Haste from these two items which is the same as 20%CDR. The reason for Fiendish Codex is because it gives us enough power (30AP) for the first 10 minutes to clear camps and fight. We don't actually build this into anything for a couple of items, we sit on it and you'll find out why soon enough.
In terms of boots, I'm not sure why you wouldn't run Ionian Boots of Lucidity - my aim is to increase my Haste as soon and as much possible (ABILITY HASTE HAS NO CAP!) They're only 900 gold, and boost our early game. Sorcerer's Shoes seem okay, but my playstyle doesn't require me to build Magic Pen early in the game. If I ever wanted Magic Pen I'd buy a Void Staff later in the game.
MYTHIC & CORE LEGENDARY ITEMS
Night Harvester is our mythic item. This into Nashor's Tooth into Cosmic Drive is the core of the build and we build this EVERY GAME.
NIGHT HARVESTER (3200G) BENEFITS
◦ 80 AP - pog
◦ 250 HP - increases our survivability on Shaco
◦ 15 Ability Haste
◦ 'The Reaping' passive effect: damaging an enemy champion deals an additional 175-250 magic damage based on levels (+ 15% AP)
◦ 'The Reaping' passive effect: grants 25% movement speed for 1.5 seconds (60 second cooldown) (utility is great on the Jester)
◦ The mythic passive: grants all other Legendary items 5 Ability Haste (at full build this gives us an extra 20 Haste)
NASHOR'S TOOTH (3000G) BENEFITS
◦ 100 AP - POG
◦ 50% Attack Speed
◦ 'Icathian Bite' passive: attacks apply on-hit magic damage (15 + 25% AP)
◦ Easier to take objectives (towers, drake, baron etc)
◦ Easier to clear camps
◦ On-hit damage for us and our clone
COSMIC DRIVE (3000G) BENEFITS
◦ 70 AP
◦ 200 HP
◦ 30 Ability Haste
◦ 'Spelldance' passive: dealing damage with abilities (QWER) grants move speed for 4 seconds (10 + 20% Ability Haste)
Night Harvester and Cosmic Drive is a sick combination not just due to the insane stats, but also because the movement speed from the passives stack...they cannot touch us!
LATE GAME ITEMS
Our choice here is dictated by the enemy team composition and their items.
DEMONIC EMBRACE (3000G) BENEFITS
◦ 70 AP
◦ 350 HP
◦ 'Azakana Gaze' passive: dealing damage burns enemies for 1.5% max health magic damage every second for 4 seconds
◦ 'Azakana Gaze' passive: gain 10 armor and 10 magic resist while a champion is affected (+2.5 armor and magic resist for each additional champion affected)
Great all-around item. Great against tankier compositions because of the burn. Also great against high-damage compositions because of the armor and magic resist.
ZHONYA'S HOURGLASS (2500G) BENEFITS
◦ 65 Ability Power
◦ 45 Armor
◦ 10 Ability Haste
◦ 'Stasis' active
Another great item for our playstyle. Stats are great, cheap as chips, and the active gives us playmaking potential and survivability.
BANSHEE'S VEIL (2500G) BENEFITS
◦ 65 Ability Power
◦ 45 Magic Resist
◦ 10 Ability Haste
◦ 'Annul' passive: grants a spell shield that blocks the next enemy ability (40 second cooldown)
Exactly the same numbers as Zhonya's Hourglass but swapping the armor for magic resist. Build into compositions that have big ability power threats with game-winning skill-shots (eg. LeBlanc, Lux, Ahri etc.)
VOID STAFF (2500G) BENEFITS
◦ 65 Ability Power
◦ 40% Magic Penetration
Build this when those enemy carries start building magic resistance (eg. Maw of Malmortius, Wit's End, Mercurial Scimitar).
LICH BANE (3000G) BENEFITS
◦ 80 Ability Power
◦ 10% Movement Speed
Synergises great with Nashor's Tooth but that's about it. It lost its cooldown from the 10.23 changes. Movement speed is nice, but better options in my opinion. Build if you're really head and want to one-shot enemy carries who have no magic resist.
RYLAI'S CRYSTAL SCEPTER (3000G) BENEFITS
◦ 90 Ability Power
◦ 350 Health
◦ 'Rimefrost' passive: damaging abilities slow enemies by 30% for 1 second
Great chunk of AP and health, and the passive is also useful. If the enemy champions are slower we're essentially quicker = survivability = more cooldowns. Again, I think there are better options but still useful with our kit.
FULL BUILD IN MOST GAMES
Level 18 stats with 100 ABILITY HASTE/50% COOLDOWN REDUCTION!
Blue Buff adds another 10 Ability Haste (52%CDR).
◦ Red + Raptors > Small Wolf > Blue (Level 3) (EAGZ CLEAR)
◦ Red + Raptors > Krugs (Level 3)
In every game run to your red buff entrance and place a box - this discourages the enemy team from invading. Your setup is very important as Shaco - you struggle to clear jungle camps without multiple boxes in the early game.
***YOUR FIRST BOX NEEDS TO BE PLACED AT 50 SECONDS***
***YOUR 4TH BOX NEEDS TO BE PLACED OVER THE WALL WHEN YOUR 3RD BOX IS LESS THAN HALF HP - THIS IS THE KEY PART OF THE CLEAR***
BLUE SIDE BOX PLACEMENTS
EAGZ CLEAR - BLUE SIDE
KRUGS 3 CLEAR - BLUE SIDE
RED SIDE BOX PLACEMENTS
EAGZ CLEAR - RED SIDE
KRUGS 3 CLEAR - RED SIDE
As aforementioned, I stream 6 nights a week for a few hours - everything from ranked, theory-crafting, QnA's...you name it, so come check us out HERE!
Good luck in Season 11 fellow Jesters!