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Shaco Build Guide by manlymeatman

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League of Legends Build Guide Author manlymeatman

AP Shaco JITB First Blood

manlymeatman Last updated on November 3, 2011
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Team 1

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Jungle Role
Ranked #8 in
Jungle Role
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

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This is my AP Shaco build. I also play AD Shaco but AD is no where near as fun to play as AP. Also just in case you prefer AD Shaco i have included an AD build but i will not go in depth because this is mainly an AP build. AP Shaco is one of the funnest champions to play because of the insane damage from your clone exploding, JITB's, and you can spam shiv nukes. I hope you enjoy AP Shaco as much as i do and do just as good with him as me. Also don't forget to vote up my guide.

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Pros / Cons

Very good for baiting into JITB
Shiv has insane damage
Clone explosion does great damage
First blood is almost guaranteed with JITB's stacked in bushes
Not that squishy late game with Abyssal, Zhonya's, and Rylai's

Squishy early game
Minions can set off JITB's in bush and ruin 2 mins of stacking
Reliant on lane partner to get enemy into bush
Hard to chase down and finish enemies early game because of weak shiv
Relies on JITB's early game to get you fed to be useful late game

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Magic penetration marks and one magic penetration quintessense for 10 magic penetration plus sorcerer shoes makes you do true damage (or close to true damage) to most squishy champs
Flat armor seals for early game survivability against physical damage dealers
Magic resist per level glyphs for late game mag resist because you already have 30 starting mag resist so you don't need much more
2 move speed quintessenses so you don't need to finish boots right away and you can get a fiendish codex earlier

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Standard mage masteries 9/0/21
in offense take improved exhaust for quicker JITB kills, ability power per level also because crit strike is useless, then cooldown reduction and 15% magic penetration because your a mage
In utility take good hands because perseverance is not that great because it only gives 4% when maxed and that is only an additional 4hp per 5 seconds if you have 100hp per 5 seconds so the returns are very weak while good hands is extremely helpful late game by taking about 7-8 seconds off your death timer which can be a game changer. then i take extra experience because expanded mind only helps base mana and 50 mana per 1000 is not that great especially because we have good mana regen with fiendish codex and later morrellos evil tome. i take extra mana regen, increased buff duration, greed, increased move speed, more cooldown recuction, and summoner spell cooldown reduction because all the other masteries are for summoner spells we dont have.

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Start with Doran's Ring for AP, HP, and some nice mana regen for stacking JITB's. Then i lane until i get enough for Boots of Speed and a Sheen. Then i finish my Sorcerer's Shoes and rush a Rabadon's Deathcap. Then i get an Abyssal Mask for more magic penetration from the aura and some magic resist and a Zhonya's Hourglass for armor and a very nice active that works well with baiting into JITB's when your low. Then i end with finishing my Sheen into a Lich Bane and a Giant's Belt to build into a Rylai's Crystal Scepter for a slow that works with your JITB's and a nice chunk of health for survivability.

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Summoner Spells

I take Exhaust because it works perfectly with JITB's by keeping them in their range for longer and reducing their magic resist for extra damage. I take Ignite to finish kills if they have Flash and use it to get out of your JITB's range.

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Skill Sequence

Deceive - Shaco stealths himself instantly and teleports to target location. His next attack is guaranteed to critically strike.
Shaco instantly stealths for 3.5 seconds, and teleports to target nearby location. If he attacks while stealthed, the attack is guaranteed to crit for 40/60/80/100/120% bonus physical damage.
90/80/70/60/50 Mana

This Skill is your main escaping skill, but many new shaco players make the mistake of jumping where it is expected. For example if you are being chased towards your tower and you are over extended and get ganked jump towards the gank instead of the tower. That way you will escape towards the mid lane and they will wonder where you went.

Jack In The Box - Shaco creates an animated Jack-in-the-Box at target location, which will wait, stealthed, to Fear nearby units and attack them when some come nearby.
Shaco creates a Jack in the Box at the target location. It will Stealth after 2 seconds, and pop out when an enemy comes near, fearing nearby enemies for 0.5/0.75/1/1.25/1.5 seconds and attacking them.

Its attacks deal 35/55/75/95/115 (+0.25) magic damage and it lasts for 90 seconds while stealthed or 5 seconds while firing.
50/55/60/65/70 Mana

These boxes are your main damage tool in early to mid game. That is because they do insane damage when maxed and cause the enemy to be feared for 1.5 seconds. That allows you to bait into a bush with low health and almost instantly kill the enemy and if not then 1 shiv and ignite should do the job (unless they are a tank).

Two-Shiv Poison - Shaco's Shivs passively poison targets on hit, slowing them and applying a miss chance to minions. He can throw his Shivs to deal damage and poison the target.
Passive: Shaco's attacks poison his target, reducing their movement speed. If the target is a minion, it reduces their chance to hit by 20/22.5/25/27.5/30% for 2 seconds.

Active: Deals 40/80/120/160/200 (.5 ad+) (1 ap+) magic damage to target enemy, and poisons them for 3 seconds. Upon activating this ability the passive is removed until Two-Shiv Poison becomes available again.
50/55/60/65/70 Mana

This skill is your 2nd damage skill, its good to get kills, good to deal dmg in lategame, good to slow and chase, and in combination with JITB's amazing burst from a bush. Late game you will be nearly two shiv killing the enemies squishies

Hallucinate -Shaco creates an illusion of himself nearby, which deals 75% of Shaco's damage and receives 150% increased damage. (Deals half damage to turrets.) On death, the illusion deals 300 / 450 / 600 (+100% of ability power) magic damage to nearby enemies.

Lasts up to 18 seconds.

This skill is the most damaging one of shaco's but also the hardest to use. It is very useful for getting people to enter a bush when they see it and think you are really squishy and can kill you quickly. the explosion is also good in the laning phase if you are low and so is your enemy because they will try to kill you and if you send it out, decieve ,and then shiv they will almost always die from the explosion. It is also possible to dodge attacks with your ult if timed right before they hit like when Requiem is about to hit you ult and take no damage.

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Team Work

You need to tell your team where your JITB pile is so they know where to run to if they are getting chased down. You have two jobs, one is to stack JITB's in order to create uneven team fights, the other is to spam shivs at their main source of damage during team fights while dropping JITB's whenever possible to cut off escape routes or an AOE fear.

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If we don't have jungler (in normal mode a lot of times there is no jungler) i start on blue buff and stack 4-5 JITB's behind the blue buff before it spawns (otherwise it will set off) so you can spam JITB's in bushes and shivs for harassment or last hitting minions if they have control of the lane and don't let you get close enough to melee. Late game you can clear entire minion waves with a JITB and a few auto attacks

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Jack In The Box Placement

Obviously the red circles are the places you can stack JITB's but the most important part to remember is that if you use a bush twice in a row the third time they will most likely bring their team to kill you which means that you should try to switch between places every kill (or attempted kill if they escape) and at least after the second kill in the same bush.