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Invade early, the biggest problem with amumu is that even if he gets set behind and he can't even afford tanky items he will STILL be useful to his team. This is because he has high raw damage and a lot of reliable cc. EVEN if he misses this, he can catch your team off-guard with a flash over wall and ult. So do NOT underestimate the usefulness of this little yordle!
Aatrox
Reason why Aatrox is relatively hard is because if he decides to counterjungle you, he can do so with ease. There isn't that much that you can do in a surprise duel against him until later on in the game. Try to just forget about him unless the odds are completely in your favor, or his passive is down (A little redundant, lol).
Akali
Early invades will destroy her. She can be clingy on you though, but that's mid-game. And assuming you're ahead (which, chances are, you will be!) you can simply stick around and fight her, box yourself and ult right after her jump.
Alistar
It's not easy for Alistar to run away from you, and he can't do much to prevent you from stealing his camps because of your movement speed. He can't (shouldn't) be able to 1v1 you at any point of the game. Only thing I should point out is that if he DOES look like he wants to 1v1 you, chances are, there's somebody really close by to assist him.
Blitzcrank
Blitz jungle isn't strong at all early game (1v1), try as much as you can to fight him in the jungle, you can also box his jungle's exits, slowing his ganks down. If he gets set behind he's just a cc box (careful on this when the game reaches mid-late).
Cho'Gath
Abuse his weak early game, it'll be extremely hard for him to catch up to you if he runs into you and you're lower. But be VERY careful if he decides to ward your jungle, his full combo can devastate you!
Darius
Be careful early game if you both decide to fight, his bleed actually deals quite a bit of damage. Otherwise, he has nearly no way of catching up to you or running from you. His ganks are pretty predictable because of his lack in the mobility department too.
Dr. Mundo
Counterjungle him as soon as you can, with the new jungle, Mundo will be really low and will be a breeze to kill. You don't have to be too careful of his invades, but do try and ignore him if he's got an advantage and just get away. His sustain will prevent you from hurting him too much and you'll take unnecessary damage.
Elise
This spider has a LOT of burst on you, even if she doesn't build damage. She'll most probably be tanky as well, so just try to forget about fighting her. Only go in on her if you're ahead/she's building barely any sustain and you have some dmg. The last tip would be to go in on her if you know that she just switched to human form, seeing as she will barely have anything for you beside her stun.
Evelynn
Counterjungle her early, she can't catch up to you or 1v1 you at any point of the game (considering you both have same amount of gold spent).
Fiddlesticks
Counterjungle him early, he has no escape, and just an annoying fear. He'll be really squishy and have pretty low dmg. If you're worried about his spellvamp, just start hitting him (don't q yet) and once his cc is down he should start using his w. As soon as cc is down put your box either behind him or on him and this will cancel channel. Use my early invade!!
Fiora
Problem with Fiora is that even if you set her back, she'll just ult you and then auto you once and you'll be dead. What I'd recommend is avoiding 1v1's and try to box yourself if she does ult you, your ult will also cancel (if timed correctly) one of her jumps and will then split the rest of her ult procs, reducing the dmg. She's squishy though, so if you catch her out and have a decent amount of damage, you'll blast her.
Gangplank
Invade early, he's squishy and has low damage. His ult can give some map control and some decent gold, but it's mostly just annoying. He has absolutely no chance of dueling you.
Gnar
Try to pick him off when he's not in beastmode, or at about 90% of his bar. Otherwise, you're gonna have to be very careful because he can chain cc you and you'll die to raw damage. His mini form is the main reason why he's not any higher on this list, it'll be extremely easy for you to pick him off. Also, he can't really counter jungle you since his mega form isn't very reliable in the jungle.
Hecarim
Hecarim is very easy to counterjungle early game, even mid game. Only problem I'd see is that he's a lot faster than you, map awareness and good wards should really help your team out. You might not be able to be there whenever he ganks, but your wards and YOUR map awareness will save lives, since you'll be able to ping that he's coming. In teamfights he's mostly just an annoyance, not nearly as much as mumu though.
Irelia
Be very careful of duels with her. If she's lower than you at mid game she can stun you and kill really fast. Ambush her early game and try to ward her jungle so it's easy to avoid her ganks.
Jarvan IV
You're gonna hate Jarvan. He can stick to you nearly as hard as Lee can and he has very high raw damage which will blast you. Try to avoid him and box entrances to your jungle. Always keep an eye on yourself so that you can q away the moment he tries to go in on you.
Jax
You can kill jax 1v1 fairly easily, just run around him if his e is up and once it's about to go down either q away and then run towards him or time your ult and dodge it completely. You're stronger than he is.
Karthus
Invade early, over and over and over. There's nothing he can do about it, you can even blink over his wall and he has no cc on you, lmao. Your ult does not ignore his.
Kha'Zix
If you're gonna 1v1 him, try to do it while he's fighting a camp (don't tank camp either though) so that he doesn't isolate you, if this isn't possible, your boxes also cancel his isolation. Run from him if he's fed, since his ravenous will pop your ult really fast so that'll destroy most of your chances to fight him head on.
Kayle
Invade early, be careful of her later on in the game, her ult will last long enough for you to die. BUT, she's really squishy, try to catch her while she's walking somewhere and she'll die to your burst (do this with ambushes). Try not to q into her, because if she does see you, she'll ult and you will be done.
Lee Sin
Lee was the bane of Shaco's existence, but since his e (attack speed) nerf he can't really fight you very well early game, once his spells are done there isn't much for him to do. Be VERY careful once he gets his "Stalker's Blade - Warrior" he'll have enough damage at any point in the game to kill you in less than a second. Always be on your guard once he gets it, because he could be trying to ambush you. He can't stick to you as hard as he used to also because of the new cooldown on his w btw!
Malphite
It'll take you forever to chip down this rock, if you're not focusing on him early game, try to just steal his camps since he'll be too tanky for you to actually kill him. If you do decide to fight him, remember that his ult can be COMPLETELY denied by ulting.
Maokai
Try to take this tree down early game, even mid game it'll be possible for you. Consider him a weak mumu that trades damage for stickyness and disruption.
Master Yi
Lol, at EVERY single point of the game Shaco can kill yi, be very careful though to ult as he begins his q's jump. If it's lategame he can pop your clone just from his q's damage. Ult after he lands and q right after. Lategame you both can 1-shot each other, so make sure you have an eye out for him.
Nautilus
Nautilus goes into the same category as mumu and maokai. He's pure disruption, just be careful if he's trying to coordinate counterjungle ambushes with his teammates, because his ult will follow you everywhere and the further you go the faster it gets. So it's easy to zone in on you if his teammates are around.
Nasus
Nasus can't 1v1 you early-mid game. Early game, steal his camps and try picking him off, he's squishy and he'll be low relatively often.
Nidalee
Only thing I see that could be a threat from Nid is that she'll trap your jungle entrances and most probably bushes too. She'll try to gank you here as well, which can be annoying. When fighting her if she has you marked, wait until she jumps and is really close to landing before you ult so you can avoid two of her spells. After that she'll be easy to pick off. Also, you can place your boxes on top of her traps (gives away box position, but your boxes won't die, they'll lose 2/3 of their health though, but mid-game they die in nearly one hit anyways.
Nocturne
Noc can be very clingy and he has high damage, try to avoid 1v1'ing him, unless it's early game or you're ahead of him / know his ult is down.
Nunu & Willump
Nunu is just very annoying, it'll be very hard for you to kill him because of his tankyness and he's actually kind of fast, while slowing you down. Don't be too worried about dying to him, but worry about your camps being gone if he sees you somewhere in the map. Ward your jungle, and catch him out. You COULD box, but that would let him know you know his position, so ward > box (ward greater than). Take advantage of how squishy he is early game, he has to make an impact early-mid game since this is where his utility is mostly noticeable. Also, be very careful of smite battles because his q when timed with his smite can make it very hard for you to steal dragon/baron/buffs from him.
Olaf
He'll never catch you out, and you can easily 1v1 him at any point of the game, just be careful and don't get too cocky around him, his ult gives him a lot of extra ad so he might seem weaker than he really is.
Pantheon
Pantheon can countergank you with his ult, he also has high damage and his passive will be a hinderance to your q. Try to avoid him, but if you can, ward his jungle and catch him off-guard with your boxes. Mid-late game you win.
Rammus
Rammus is another one that falls into the mumu category. Except he'll be a little on the very mobile side. Try to ignore him in fights, and get your ap's to tone him down.
Rek'Sai
Rek is one of the strongest Shaco counters, your ult will be blasted by her q's. She has great map control due to her ult and her full combo can melt you easily. Try to pop her caves as soon as you see them. She can stop your split-push, 1v1 you, and out teamfight you too. There really is very little you can do, beside warding her jungle so your whole team can be more careful and prevent dying to her. Try destroying her tunnel entrances whenever you see them.
Rengar
Rengar has high burst, be very careful of your jungle because he will try and counterjungle you. This match really works the same on both ways, whoever gets ahead will be most useful. Try to catch him off guard in his jungle and keep yours warded. In teamfights, he can easily be focused since he doesn't have a reliable escape.
Renekton
Counterjungle him all game, he can't 1v1 you, and he can't burst you either at any point of the game. If he doesn't get ahead early game he becomes a tank with nearly no cc and relatively okay damage.
Riven
Kill her early-mid game. Mid-late game she can catch you off-guard and kill you if you're not looking. So, at this point try to keep an eye out. Your ult can dodge hers and you can also q over it.
Sejuani
Sej is pretty much an improved version of Amumu, be careful of her because her raw damage can kill you relatively fast and she'll take forever to kill. She can also run away due to her mobility. You can split-push against her and after she engages she can't react fast enough to save her carries from you, so that's good too!
Shaco
Same as all mirror-matches, whoever has the more opportunities and/or higher skill level will win.
Shen
Kill early, your boxes will break his ult channeling if you put it at his feet the moment he starts it. He can't catch up to you, and it'll be hard for him to run from you. You can have your way with his jungle as much as you want too since you can clear faster than he can and if he decides to run after you he'll lose his only escape/engage/cc.
Shyvana
Shyvana can steal your whole jungle and 1v1 you. She can also teamfight/engage/splitpush. What you want to do against her is try to delay her as much as you can early-mid game. You CAN split against her since she'll never catch you in the jungle.
Sion
Kill him early and mid game. He can't 1v1 you, and it'll be very hard for him to catch you out. Also he can't burst you lategame. He cannot stop your split push either, and if he does try just hang around for a while. His teammates will cry for him to come back and take your turrets. If he stays for too long go and pick some carries off and take another turret.
Skarner
Skarner is pretty fast, has good raw damage and can catch you out if you're not careful. He can't outpush you, but he can 1v1 you, so be careful of this. Reason he isn't any higher is because his cc is on a long cooldown and he relies on surprising your team for it.
Trundle
Forget about dueling Trundle, he's never gonna catch up to you though, so feel free to split.
Tryndamere
This one is annoying because the lower he is, the lower he hits and he also has that crit chance. He can sometimes get very lucky, so be careful early game. Mid-late game he'll ult in a 1v1 against you, so you won't burst him. Simply q to a side (so he doesn't spin into you) and wait his ult out a bit then just poke him.
Udyr
Udyr is a very big pain for Shaco, he'll walk into your jungle and steal everything he sees. If you bump into him and he decides he doesn't want to fight you, he'll punch you in the mouth and run away, there really isn't much for you to do if he decides to do this. If he wards your jungle, he can kill you pretty fast too. Try to ward your jungle and have your lanes help you out if he decides to come in. After being chased out a few times, he'll get the message and should stop. You could also place boxes on entrances to deter him. KEEP DRAGON WARDED, he can solo it very early on in the game.
Vi
A lot of people don't think this one is possible, but you can actually ult out of her ult (LMAO). DON'T ULT when she's coming at you, you have to ult when she's right about to touch you and it ignores the damage and she doesn't even push you aside, lol (also ignores (knock?) up).
You can also ult through her q if she decides to engage on you with that. You can kill her throughout every phase of the game.
Volibear
Be careful with his passive, otherwise you can just steal his jungle and 1v1 whenever you like.
Warwick
A LOT of people believe warwick is a hard counter to Shaco. The reasoning behind this is because he can easily ult you, q, and then he'll smell you in-case you want to run. Problem is, you're Shaco, and you've got insanely good map awareness, you'll never get caught by him (hopefully). If you see him coming box yourself so his ult gets cancelled or it stops him in his tracks. You can pick him off early and mid-game since you have enough burst for it. Late game, after his first two items he'll be way too tanky and your burst won't go through. Your ult cannot ignore his.
Wukong
Wu is very squishy early game, exploit this, ward his jungle and pick him off. Forget about fighting in teamfights if this monkey is around. He cannot 1v1 you so you can easily split push.
Xin Zhao
He'll try to catch you out as much as he can, ward your jungle. He can be dealt with early and mid game, so don't be too afraid of engaging on him. Your boxes are your best friend against him.
Zac
Invade early game, after mid game he'll become too tanky and will just become a nuisance, he doesn't have enough hard cc to be compared to the other utility tanks.
Zed
Abuse his squishiness early game. At level 6 it becomes a complete skill match-up if you run into each other. You can both juke each other. If you ult at any point during his ult, it won't remove it. You can juke his e and q though since they're usually both casted nearly instantly in a combo.
Yorick
Kill early game, mid game, late game. He cannot 1v1 you at any stage.
Hey, my name's WhiteKhala and this is my Shaco build. I have over 2000 games with him spread over ranked and normals on separate accounts. I began to play him and eventually main him when the Lee Sin nerfs started coming in. What I saw in Shaco was a very very challenging and unforgiving champion. Sure, when you think about it, that doesn't sound pleasant at all! But, the thing about Shaco is that he has such high potential. This made it very interesting for me, since I wanted a jungler that could do two things, mess around with your opponents and split-push. I don't think there's any champion that could be more fun to be bothering your opposing jungler with than Shaco. This is all due to his build, exactly how his q reads, you'll Deceive your enemies!
Pros / Cons
Pros / Cons
Pros
+Arguably the best duelist in the game +Extremely rewarding once you begin making plays +Can kill squishies in about half a second +Will easily turn an opponent's gank back against him thanks to his kit +Can juke all kind of spells with his ultimate +When ahead and people see your true potential they'll start screaming for nerfs!
+/-Very high skillcap-\+
Cons
-Hard to learn, even harder to master -If you get set back you can nearly kiss that game goodbye -Needs you to be very aware of the map
Your role
Your role
A lot of people aren't sure what you're supposed to do with Shaco at different stages of the game, so I'll provide a very simple guide on that.
First things first, let's see what Shaco excels at: +Splitpushing
+Assassinating
+Disrupting
A lot of people think Shaco is garbage at teamfighting, but this absolutely depends on the enemy team's composition. Moreso, on their tanks utility. If their whole cc relies on their squishies, this isn't that much of a problem since you can pick them off extremely fast, BUT, if a good chunk of it is on their tank's hands, you're gonna have a very bad time. So, our main rule for 5v5 teamfighting is to avoid them unless their tanks don't have hard cc Amumu/ Malphite/ Sejuani/ Jarvan IV and instead just rely on being very thick and hard to kill Renekton/ Garen/ Singed.
Early Game
You're going to want to try and only farm your buffs and as soon as this is done, you have to try and pick off the enemy jungler, either this or ward his entrances if you don't find him/aren't ready to fight him. If this is done, proceed to gank the nearest lane that seems to be ripe for a gank. Rinse and repeat.
So, our main focus early game is either to get our team or ourselves ahead, or prevent the enemy team from getting ahead of us. If we're on par with the enemy team, our Shaco will be able to transition to mid-lategame. If behind, you can get mobies (try to only stick to them on early game if you do), these will let you do in-lane ganks. Which are extremely hard to spot since you're running through your lane into the enemy laner. (I will make a video showing this gank and link it in the near future).
Mid Game
In this phase of the game, we're gonna want to try and take control of every dragon and take outter turrets. This will give us more map control, making it very easy for us to do as we please as the game progresses. In this phase, unless you have your core items, don't try to fully commit to 1v1's that you're unsure of the outcome, and don't try to do full 5v5 teamfights either, do small skirmishes (3v3, 2v2).
Late Game
This is the part of the game where a lot of new Shaco's get lost and are unsure of what their purpose is. In this stage of the game you'll try to tear down turrets while your teammates distract the enemy, whoever decides to come and stop you will die since at this time at least your full core build should be done and you will have devastating 1v1 and split-pushing potential. If more than one person comes to kill you, your teammates can push and take a tower of their own, so don't be afraid to tell them this as sometimes they'll just keep turtling. While you're split-pushing, make sure you leave a relay of boxes on the jungle entrances/exits, this way whoever comes for you will be delayed and you'll have a chance to run (if you're not planning on fighting). If you manage to pick anybody off, and no lane's are extemely pushed on your side, force a baron. Even if the enemy team somehow manages to steal it, you should be able to pick most of their team off in that fight since it's a 4v5 and you can decimate any squishy in the first second of the fight making it a 3v5. KEEP BARON WARDED.
tl;dr = Get towers/dragons. Avoid teamfight unless enemy tanks have low cc. Assassinate squishies.
Abilities
Abilities
Backstab Your passive greatly increases your damage once you position yourself to proc it. In banks, your enemies almost always will begin to run from you once they see you as to prevent a death, making your passive proc over and over!
Deceive This is your escape/engage/disengage/juke. This spell will take a bit of practice before you can get into the mindset of where you should juke so enemies don't predict your location. It's also extremely useful in 1v1's against auto attack champions that will try to win the figh
Jack In The Box It might take a little practice to get used to how much damage these boxes do, but every single box shoots 9 times before it dies. Also, every box lasts for one minute, if somebody touches it at 58 seconds, it doesn't mean it'll die in two seconds (before it's able to shoot all 9 shots). It WILL survive until all shots are fired or it's killed. Also, these boxes can (surprisingly) tank 3 dragon hits. If you set up a small trap, you can chain 2 fears on an enemy which at any point of the game can be devastating. When ganking, make sure to lay this wherever your enemy is going to run to, don't forget that they take 2 seconds to activate, so try to place them accordingly (the faster the enemy, the further you'll have to place them).
Attention! Enemy Jungler can smite your boxes if he sees you place them anywhere!
Two-Shiv Poison This is your most reliable cc, it'll add an on-hit slow as long as you don't throw the knife, we max this first because it's got the most burst early-mid game from all your spells. It provides some nice sustain in the jungle since it'll cause camps to miss if they're under it's effects. If your enemy has to run a bit before they get to safety try not to throw the knife, so that you can stick to them for a good amount of time.
Hallucinate This spell combined with your Q is what will make you a very feared duelist. It can absolutely ignore most spells (for example Syndra ult and Vi). Although timing this correctly can be tricky, specially when you consider that some spells are extremely fast, or require you to ult at a certain phase of the spell. Against most champions, if you manage to ignore their most powerful spell, the fight will be yours. You can also use it to try and get your enemies to put themselves in a dangerous situation or waste spells on it.
Attention! Your clone can be smited by the enemy jungler!
Summoner Spells
Summoner Spells
Ignite is a must-have once you get the hang of what you're doing. It'll provide that extra damage so that you can secure your kills and will tone down the 1v1 capabilities of champions that rely on their lifesteal to 1v1 you.
ALL junglers require smite, no questions asked specially considering that this season it provides additional gold and cc/sustain/even more gold/dueling power/burst.
If you're a beginner Shaco there's nothing wrong with going with exhaust, it'll really help you out on your ganks and in case you're counterjungled. After you get some experience, you will no longer need to get exhaust since you'll know how to pick your fights. In a few situations where you think that your lanes don't have enough cc or you need to keep somebody in control once you reach lategame or if they're prone to snowball, it could be used ( Fizz Riven Tryndamere Aatrox).
I wouldn't really recommend using this unless you're still getting used to your Deceive. It's just taking an extra safety spell instead of a utility/dueling when q will be enough (again, after a little practice).
It could be useful to split/stick to enemies, but splitting should be a breeze even without this.
By taking this, you give up dueling capabilities, but you will greatly enhance your ability to control the map. You could hide some boxes on uncommon areas just for teleportation purposes. I'd recommend taking this if you feel that the enemy team has great map control, for example a Pantheon top and a Nocturne jungle.
Runes
Runes
After a lot of games I've come to the conclusion that Shaco needs his movement speed and attack speed in order to make the most of his early game.
/ Combined with the glyphs it'll give massive early game attack speed, this'll help clear jungle faster and also throw that damage unto your enemies, since we're gonna be trying to trap them in their second buff, chances are, you'll have at the very least one extra hit on them before they realize you're on them. This can really make a difference. Also, as we progress through the game, they'll let us throw more hits in while the enemies are running. Last season these weren't really required on Shaco, since jungle monsters weren't that strong and his boxes could tank them. This season though, these are absolutely essential since they're a lot stronger (specially those pesky birds). Also, they'll protect you when you're going for that early blood in case the enemy jungler decides to put up a fight. +4.5% Movement speed is a very high increase, once it's combined with static and boots you'll have an insane amount of movement speed. This will permit you to be all around the map and will let you have almost complete control over the fights that you participate in. Also, it lets Shaco stick to his enemies once he's chasing them.
Items
Items
Core Items
This is the strongest choice for our purposes. It provides a slow/movement speed/damage. Since we're a burst champion, we want to deal as much damage as we can in as little time as possible. It can also be used as an execution I can't tell you how many times I've been able to pick off running enemies with smite, it's range is massive letting you catch up in case your Two-Shiv Poison doesn't reach. It's been reworked, so now it acts like Malphite's Seismic Shard, USEFUL! The warrior part of it also provides three stats that compliment us. Attack damage, cooldown reduction, and armor penetration. All of these will give a massive boost to our early-mid game and they're all useful throughout the whole game, making this item very cost-effective when rushed.
Berserker's Greaves Your standard boot, you'll want these for your attack speed + movement speed gain.
Ravenous Hydra This'll be what creates a massive split-pushing beast out of you (even more so when combined with Statikk Shiv. It grants attack damage/life steal/turns autos into aoe/auto refresh. This'll give you a very noticeable spike in your damage, considering that it resets your auto, you'll be blasting enemies away in no time! One thing to look out for is that if you're barely out of range from anybody/thing that's right about to die and your Deceive/ Two-Shiv Poison are down, you can activate the proc from this and the aoe range can finish them off.
Statikk Shiv Gives both of our favorite stats and extra burst, what's not to like? Squishies will really feel it's zap. See what I did there?
End-game items
Berserker's Greaves - Homeguard You'll want the homeguard enchantment since it'll let you get back to the action as soon as possible, it's useful when on the offense or on the defense.
Trinity Force This item's passive massively increases your burst, that alone should be more than enough of a reason to get it. But there's still so much more to it. It provides mana/attack damage/ability power/attack speed/critical strike/health/movement speed. And even after all of that, it also provides even MORE stickyness with it's OTHER passive. There's no way anybody should be able to run from us once we have this item, all of our autos will give movement speed that benefits off of all our other movement speed increases. Also, once this item is completed, you'll be able to even tear tanks down!
Infinity Edge This will make squishies seem like they never existed. Great damage increase, decent critical chance, and it's PASSIVE. It procs our passive and off of our q, creating extremely high burst off of your q alone.
Last Whisper If your whole team decided to go full ad (lol) and they're ALL taking armor, you'll want to replace your IE with this beauty.
Randuin's Omen If the enemy team is full ad, or mostly ad and you're getting caught out you could take this massive shield to help you survive.
Maw of Malmortius When the enemy team's ap is either fed or a burst champion like Syndra or Veigar, both of these are very squishy, yet if they see you you're done for. This'll help a lot in those instances.
Mercurial Scimitar When the enemy has that hard cc (can't be a knock-up though) that will get you killed, you'll want to take this with you. For example a Leona that keeps ulting you whenever she gets the chance. This is mostly used if you're participating in teamfights (not full on engaging them either) or the enemy team decides to send a hunting party after you.
Banshee's Veil This item is very similar to mercurial scimitar, but it takes away the damage and movement speed and gains health. Also, you CAN ignore knock-ups with this. The downside, besides the damage loss is that you can't choose what cc you remove.
Mercury's Treads Get these as a replacement if their team has a lot of soft cc (anything that doesn't prevent your spells/autos combined.
Guardian Angel This one will help if everyone is on you all the time and you're forced to help your teammates more often, making it easier for the enemy to focus you. It'll let your teammates pick everyone after you pick off a high priority target and begin to wake up from a nap.
Ranger's Trailblazer A great alternative in case you're behind or you're still not used to how squishy Shaco is. Also, do note that it could be very useful around mid-late game because it will provide a very fast ranged clear which could help fight off pushers. I still believe that after a certain point of practice you'll know how to manage your health and mana, so early game it won't be as useful as Stalker's Blade.
Mobility Boots These make it extremely easy for you to make in-lane ganks where you just run through the lane you wanna gank and once you're in enough range as to not be seen q in. It is very hard to notice when a stealthed Shaco is coming towards you if he has these, granting you quite a few kills. If you're gonna get these, get them early game as that's when you'll be needing the ridiculous movement speed it gives the most, later on they just become overkill and need to be replaced with either Berserker's Greaves or Mercury's Treads.
Ability Sequence
Ability Sequence
We're gonna want to max our spells in the following order >>>.
We get points in Hallucinate as soon as we have them since it'll lower it's cooldown, this'll provide the most ease in duels and utility.
We max Two-Shiv Poison second since it provides our most reliable cc and early-mid game burst.
Third comes Jack In The Box, we'll want it since it'll provide a longer fear. It's fear increase might not seem like a lot, but only one extra point would increase the double box fear from 1 second to 1.5 seconds, that's a 150% increase. Chaining two boxes on one person (this one person will very likely be the enemy jungler or anybody that creeps around in your fortified jungle) isn't very hard, since one will be placed while you're setting up your camp/setting up defenses and the other will be placed once you Deceive to them when they're either about to be feared, or just when they're feared.
Last, we'll get Deceive, this is because it's until we have a few items under our belt that we'll even feel the increase in damage that it provides. I've heard a few people debate that the lower mana cost can be useful instead of getting our Jack In The Box before it. But I do not agree since I'd rather have extra cc duration than barely any more mana (each point decreases it by a mere 10 mana, nothing).
Masteries
Masteries
I believe this is the part where most people will be curious as to why I've built this way, so I'll try to provide as much detailed information I can on it. I've tried all kinds of builds before I bumped into this gem, and I believe it's possibly one of the most effective.
Let's start with the Offense Tree
Double-Edged Sword This will increase our damage, pretty standard on any burst-damage champion
Fury Our Shaco's main focus is attack speed and movement speed, it'll help at all phases of the game
Butcher Your boxes proc this, it'll bump your clear speed up a notch on the early game
Brute Force We want that extra late-game damage, we're also putting points in here because we're building towards Martial Mastery
Martial Mastery This will increase our early game damage, 1 point = 6 extra attack damage, yes please.
Executioner We want to max out our burst potential, it's very often in early-mid game that you find (specially the enemy jungler) at around half their total health, this'll assist us greatly.
Warlord We're a lategame champion, so this is future-proof
Devastating Strikes Can't say no to hybrid penetration, specially early game when we have a decent mix of ap and ad damage.
Frenzy You'll really start seeing Frenzy shine once you have your stattik shiv. It's power will be essential for mid-late game, once we start splitting with our Ravenous Hydra/ Statikk Shiv combo.
Next, we'll go with the Defense Tree On this tree, we focus everything on early-game safety.
Block We're gonna want this for the early defense on our invades, also in case we get invaded. Recovery This'll provide us some great sustain, since not always will our boxes tank everything for us. Unyielding Last point that we'll have on our defensive tree, it'll take one step further on what did, and will give us some extra protection.
We're gonna finish up with our Utility Tree
Fleet of Foot Most of our Shaco's utility will come from how well he can take control of the map, this 1.5% increase to his movement speed will do just that.
Phasewalker / Scout These two are exchangeable depending on your play style, if you'd rather be a bit safer on your early game, take . Otherwise, take since it'll help get you to safety after you've juked away from your enemies and hidden. This one's power is way more noticeable throughout the game.
Videos on Shaco's jungling prowess and potential!
Videos on Shaco's jungling prowess and potential!
Sorry, I'm still not able to embed the player directly unto mobafire.
Full Shaco game This video is packed with Shaco plays and tips, give it a watch if you're wondering how to put this build into use, or you'd like a taste of it.
Thanks for dropping by! I hope you were able to learn something from my build and that you enjoyed giving it a try / using it. I will add new information as I bump into it when I'm playing Shaco. If you have any tips or constructive feedback please share them with me, this is my first guide and it'd be great to get some advice!
Please do not downvote the guide just because you don't agree with something, let me know why you'd believe whatever I said would be wrong or how it could be corrected. I'm not trying to push my way of building into others, but I do believe a lot of people would enjoy it and could find my tips and the build very helpful!
I'd like to thank jhoijhoi for her guide on how to make a build, I was really lost while writing this when it came to formatting. If you're looking to write a guide, I'd recommend giving hers a read-through (it's actually quite entertaining!).
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