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Shaco Build Guide by Simmoexd

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League of Legends Build Guide Author Simmoexd

Now you see me, now you don't!

Simmoexd Last updated on December 11, 2011
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Jungle Role
Ranked #8 in
Jungle Role
Win 53%
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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: 0

Strength of Spirit

Utility: 9

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Hello and welcome to my Shaco Guide. The guide will be containing everything you need to know in how to be a good Shaco player. As you can see the guide only contain 1 way to play Shaco, i will add more ways to play him, like AP Shaco and AD laning. But i thought that jungling would do it for now, at the moment the Jungling guide is my favorite.

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Pros / Cons

- Shaco is a very mobile champion when used correctly.
- Very good 1vs1.
- Mid price champion.
- Crazy damage output.
- One of the best junglers.
- Fun to play.

- Quite squishy.
- Can't contribute a lot in team fights.
- Relatively hard champion which takes some time to master.
- Can be encountered with oracles.

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Deceive is Shaco's first ability - his Q. Shaco instantly stealths for 4 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 damage.

The best use of Shaco's Deceive is to get stealthed hit someone in the back and directly after use your
Two-Shiv Poison.

Shaco creates a Jack in the BoxJack in the Box at the target location. It will Stealth after 2 seconds, and pop out when an enemy comes near, fearing nearby enemies and attacking them.

It deals an amount of magic damage based on the skills level, and lasts 90 seconds while stealthed or 5 seconds while firing. Casting Jack In The Box does break stealth.

Passive: While Two-Shiv Poison is ready to cast: Shaco's attacks poison his target, reducing their movement speed and chance to hit by an amount of % for 2 seconds.

Active: Shaco trows one of his knifes and deal an amount of magic Damage to target enemy, and poisons them for 3 seconds.

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 an amount of magic damage to nearby enemies. Lasts up to 30 seconds.

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I won't go in to deep on runes just because they are personal preference.
These are the runes that I currently use:

Greater Mark of Strength

Greater Seal of Alacrity

Greater Glyph of Alacrity

Greater Quintessence of Strength

I Choose these runes because i wan't as much early game domination as possible, i strongly disagree with using runes that scale per level. I only use flat runes because then u can dominate early game and get fed and get good items. But if u get runes that scales better into late game, your early game won't be as strong and your chance of getting fed is smaller.

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My mastery page is pretty standard. I use a 21/0/9 build and i focus armor penetration, attack speed and attack damage in the offensive tree and increased buff duration in the utility tree.

The masteries are the same as runes, you can get whatever you want. These are the masteries i go with and these are the once that i think suites a Jungle AD Shaco best.

And i don't think it's worth to waste 1 point in the defensive tree for improved smite to waste your increased buff duration or the increased damage in the offensive tree.

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Now it's time to talk about my items choices.

Core Build:

These are the items that i always get, no matter what. After them i get some situational items.

Against a Balanced Team:

If u find yourself dying a lot more than you should, go ahead and get the Trinity Force before the
The Bloodthirster. Also your Deceive works great in synergy with your Guardian Angel. If you have to be revived, use your Deceive Immediately to get away safely.

Against a AD Heavy Team:

I myself would probably go with the Frozen Heart because the Sunfire Cape does reach it's full potential unless you stay in the fight for a longer time.

Against a AP Heavy Team:

Not to much to say here, when you think of CC, you mostly think of AP champions. That's why i added the Banshee's Veil for some extra survivability. It also gain plenty of hp and magic resist which is good against AP Mages, because they spam all their abilities to get you down as soon as possible. But if u build some magic resist and hp they will overestimate their damage and then have all spells on cooldown, that's when you use your abilities and basic attack to pin them down, when all their spells are on cooldown.

Against a HP Tanky Team:

I take Madred's Bloodrazor and The Black Cleaver Because The Madred's Bloodrazor will slay that Health bar in no time, but in order to do so, you'll need something that removes the tanks armor, a tank usually build armor too that's why i indcluded a The Black Cleaver but if you want to you can get your
The Bloodthirster if u rather like that. As always, it's personal preference.

Against a Armor Tanky Team:

Facing a team who stacks armor as an AD is never funny. I'm Not sure if building armor penetration items would be the best option when facing an armor team. I would leave those champions to the AP's in your team, because they will most likely buy a Thornmail so your pretty dead anyways, but if your whole team is AD and they are full Thornmail then i would say, it's probably gg.