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Shaco Build Guide by HeAt

Not Updated For Current Season

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League of Legends Build Guide Author HeAt

HeAt Presents - Shaco, The Demon Jester

HeAt Last updated on November 27, 2011
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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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Shaco: The Demon Jester

Presented by: HeAt

Hey all, HeAt here, it's been a long long time so I thought I'd go and release a few new guides, there will be a few more coming out within the next couple of days. I took a long break from making builds so I really hope you like the ones that I'm about to release :) I'll try to go more in-depth than usual, and possibly include some interesting tips+tricks :D

*** i would LOVE to include that this build is in NO way cheap and i wouldn't expect this build to be fully completed unless the game went into the deep endgame. I usually get to the cleaver or banshees.****

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-- [Deceive]

Shaco teleports nearby and becomes stealthed for 3.5 seconds.

His next basic attack within the next 6 seconds will critically strike, dealing 140/160/180/220/240% damage (normal critical strikes deal 200% damage).

90/80/70/60/50 Mana

-- [Jack In The Box]

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 (+0.2) magic damage and it lasts for 90 seconds while stealthed or 5 seconds while firing.

50/55/60/65/70 Mana

-- [Two-Shiv Poison]

Passive: Shaco's basic 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 (+) (+1) 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

-- [Hallucinate]

Shaco vanishes briefly and reappears with a clone that lasts up to 18 seconds. The clone deals 75% of Shaco's damage and receives 50% increased damage.

On death, the clone detonates, dealing 300/450/600 (+1) magic damage to nearby enemies.

100 Mana

-- [Backstab]

Shaco deals 20% bonus damage when striking a unit from behind.

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Skill Usage:

Deceive is the skill that makes and breaks a good Shaco player. Knowing when and how to use deceive is so crucial in teamfights. The cooldown is short enough not to need to use flash as a summoner but if you'd like to use Flash I'm all for it. Since deceive gives you an automatic crit on your first hit after using it (for 6 seconds), the new cast allows you to place a box and still get the crit, and the two shiv slow provides enough for your box to get time to proc, it is wise to initiate on a single person by dropping a box behind them when near enough to hit them then auto attack them, forcing them to run into the box. Box positioning will be mentioned later.

Two-Shiv Poison is a really interesting and unique skill. When available for use (up), it provides a small amount of passive slow, very strong for chasing enemies down, and dealing as Phreak would say: Tons of Damage. This is because while an enemy is running, your Backstab is in effect, dealing 20% bonus damage, attacking enemies from behind.

Hallucinate is also a very highly maneuverable skill. Why do I say this? Because, sure, it can be used to make a clone and take a turret, or kill someone from brush, etc. But also, you can use it to escape spells being projected at you, focused on you, or even passing through you. There is a split of a second where Hallucinate splits you into two, where nothing can target you. This can dodge anything from Karthus Requiem, to Ashe Enchanted Chrystal Arrow, to even Sion's Cryptic Gaze. Using this skill wisely puts you one step closer to being a good Shaco player

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Jack in the Boxes (JITB's)

-- [Jack In The Box]

*Though a funny name, Jack in the Box will be abbreviated as JITB in the rest of the guide for me, to save time when writing this, sorry for the inconvenience*

Why Does This Have It's Own Section?

In my opinion, the JITB's are the strongest placeable skill in the game. They can act as wards, escapes, they can derail teamfights, they can start teamfights, then can help ganks, they allow shaco to jungle, and almost anything else imaginable. Even I do not know every use of the JITB but I will be sure to tell you of as many as I can.

Placing JITB's before fights:

When placing JITB's to prepare for a teamfight, don't place them where you think people will come from, place them where you think your team will run to, reasoning: Jack In The Box's have fears. Fears, are taken literally as well as figuratively. Mentally, a team will not walk into a fight after being feared 3 times approaching it, but they WILL chase someone through 3 fears to pursue a kill AFTER a fight. Adrenaline gets the best of people, abuse that.

In addition: Using Jack In The Box can give you really good sight of the immediate area around a team fight, and help you call where is safe or not safe to run to after the team fight. Placing a few in the key bushes around team fights can result in a win or a loss of a fight.

Ganking with JITB's

JITB's with the new Shaco "nerf" made ganking with him a heck of a lot easier. THANKS RIOT! When ganking with Shaco, use your deceive, place the jack in the box behind the enemy in the direction you think they will run, and hit them for your o so lovely critical strike. Try to hit them from behind if possible but make sure NEVER to pop up behind them! (reason being that they will not run into your JITB but rather, try to run AROUND you, avoiding it completely). If the enemy hits the JITB, and you have red buff, they are approaching impending doom, level 1-5, or they will surely blow flash, making it an even easier gank later (as long as they aren't full blown tank).

Derailing Teamfights with JITB's

It is fairly easy to derail a teamfight with JITB's. When enemies see Shaco, a hidden passive comes on called [TARGET ME] and a funny large red crosshair appears above your head for the enemy team. When this happens, they will chase you. Running them through a few JITB's can turn the tides for an easy team fight win. :D

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as annoying as he is I must refer to Reginald for the Jungle Path. Or start at least

Things to add:

When completing Lizard buff, gank either top or bot, if you are purple or blue respectively.

When hitting level 6 and completing wriggles. Go Kill the dragon by yourself, use boxes for adequate vision. The way to kill dragon is to drop a box next to it and let dragon attack it first when it pops, start attacking dragon from behind for backstab.
When the box dies,pop your clone and move it forward so dragon targets it and they fight and walk behind dragon and continue attacking it.
When clone dies dragon should be a few hits and a smite off. You have successfully completed dragon! :D w00t.


- mini explanation
---- If bottom lane is won, that means both your support and your AD carry are ahead of their support and ad carry. This is huge because endgame scales largely on AD carries, and having yours in the lead puts your team at an advantage. :D


- I am not a fan of exclusively counter jungling as Shaco since his chances, are less effective than just keeping pressure on lanes. Also, many junglers can beat shaco 1v1 now, so there are large risks involved. To counter jungle effectively, have your support use Clairvoyance on areas of the map which reveal multiple enemy jungle camps, such as on Lizard , or between Lizard , Dragon , and Mini Golems. This lets you know if they are alive, or if not alive, resets your jungle timer so the little yellow skull with crossbones we all know and love pops up when they are :D as of the upcoming patch there will be little to no point in counter jungling other than farm, as the spawns are up so fast, the enemy jungler will be there in time to get them anyway.

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Wriggles Lantern - Possibly the most effective item for Shaco. Shaco early game only needs small amounts of damage, as the damage stacks with his crit from Deceive and Backstab. Also, it allows him to solo dragon early due to the small amount of lifesteal given and gives him a ward which can be placed anywhere you find convenient at the time.

Berserker's Grieves - Easily replaceable by Mercury Treads, or Boots of Mobility. The zerker grieves are great in Teamfights for adding to your total attack speed.

//OPTIONAL Youmuu's Ghostblade - Youmuu's ghostblade gives Shaco a VERY large amount of early game damage output. Armor pen, attackspeed, movespeed, crit chance, cdr, etc. Makes for a VERY strong item

Wit's End - Wits end gives both Shaco and his clone higher MR, and his clone does raise the stacks on the wits end (meaning if his clone attacks he gets stacks) as well as dealing wits end damage. Its good early-mid game for caster heavy teams.

// OPTIONAL Trinity Force - The Triforce may or may not be the most debated item on Shaco it provides him with a LITTLE bit of everything he needs, and if he's having a bad game it is a good catch-up item. Damage, attack speed, mana, crit chance, hp, another slow, movespeed and a pretty good bonus slow is mostly what Shaco can take advantage of.

The Black Cleaver - Black Cleaver is a good purchase on Shaco because Hallucinated clone also stacks up the armor penetration stacks on his enemies. I feel as though it is a strong item, also providing a small amount of attack speed.

//OPTIONAL The Bloodthirster - If you can stack up a bloodthirster it is a really strong item but effectively eliminates your ability to shred armor. You tend to go black cleaver to take armor off your targets, when going bloodthirster you will drastically lower your damage vs. tanks or tankydps (which is current meta) but do more damage to carries.

Banshee's Veil - When using Shaco, the biggest problem you will encounter is magic damage and crowd control. Banshees veil is the quickfix solution, stopping that one stun that prevents you from escaping from hitting you. I couldn't count the amount of times a Banshee's Veil has helped me.

Infinity Edge - Infinity Edge is the BEST item on Shaco, all game, every game, midgame, late game, whenever. Shaco's Deceive scales so well with the Infinity Edge that it is a must buy. Infinity edge midgame allows you to nearly 2 shot most carries in the game, especially with the use of Ignite. The problem with infinity edge is that it makes you give up a LOT of survivability, meaning dont get it unless you're going legendary or something of the sort :D

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Summoner Spells

What I Run:

Smite - A no-brainer for Junglers really, also allows you to steal buffs, which again, I've done on numerous occasions, just steal buff with smite and Deceive out.

Ignite - Ignite is a great spell throughout the game. It lowers healing done to the carries you are attacking, and it can finish kills. The two main jobs you would want any summoner to do on an assassin.

What you CAN run:

Flash - Flash is great for players just starting Shaco, it provides safer escapes and allows you to take bigger risks with less consequences. More experienced Shaco players will slowly use it less and less, as they learn the risks they can take.

Cleanse - Similarly to flash, cleanse + Deceive can get you out of really sticky situations, but even better, it now removes exhaust and ignite.

Exhaust - Helps secure kills, helps lower damage of enemy ap carries while you rip them to shreds, etc.

Ghost - Somewhat popular on shaco, helps maneuverability during fights, initiation, escapes, etc.

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Team Work

When Playing with your team, try to tell them not to have their lanes pushed too far as it makes your life alot easier :D. Also, try instructing them to initiate teamfights properly, so you can safely go after the carries in the back.

If the enemy squishy has an oracle, just request a target on that enemy, or target them yourself, after a fight is initiated your Deceive is pretty much a flash anyway. Just go kill the person yourself ;P

Shaco is a really strong character, never ever underestimate his damage output.

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Oracles and Wards vs. Shaco

When ganking lanes, you should be able to predict where bot and top will have wards, in the respective lane bush. Knowing that, you can easily Deceive stealthily, and almost ninja-like, past the wards and reveal just in time to attack. That or you can deceive over the respective thicker wall, avoiding the ward in that brush.

When fighting teams with oracles, just wait for the fight to start, as you should anyways. I do not find Oracle's Elixir to be an effective counter to Shaco, as he can just approach the fight after the initiation has happened, and the enemy team will lose a LOT of DPS by switching focus to you mid fight. That and of course you will have a few Jack In The Boxes set up in unexpected places, LIKE A BAWS :D

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Well, That is Pretty much all I have to say, tell me how Shaco worked out for you!

Just a few Comments :

- Leave a few comments below I'd be HAPPY to answer some questions.

- Don't instantly trash my build without trying it, or because you think yours is better

- If you think i could add something or would like to see something, feel free to comment OR inbox me!

- It is my first time using the new link system via double brackets, and alot of other stuff, dont critique too hard, this won't be the only update

- I dont say shaco has to be played like this, it is just how i play and how i have found shaco to be most effective, everyone has different playstyles and i just use mine. I tried to make this as interesting as possible and throw a few jokes in here and there :D


- John aka. HeAt @ US

check out for my stream or my youtube @ for some sweet beatboxing :D!



11/26/11 - Changed based on recommendations made by Camera (person who used shaco to get from 0 elo to 1900)
11/26/11 - Published and first edit