Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: DOT/Box Heavy

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Ignite
Scorchclaw Smite
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Karthus
Matchup is extremely unplayable. Outfarms you, out-objectives you, makes your Q useless for escaping with his aura (he can see you since its constantly dealing dmg), and oneshots boxes. Only thing you have over him is that you can dodge his ult with enough practice since spawning clone gives you some i-frames. Apart from that, just an unfun matchup, gotta play with your team to beat him up in his jg and objectives.

Shaco
fren
Synergies

Shaco
fren
Champion Build Guide
Hello, Everynyan! Iâm Painter, an avid League player who has peaked at Diamond III, and hasn't reached those heights ever since. So⊠I'm neither the best nor the most consistent player, but what I do have is experience, along with a passion for overanalyzing builds and interactions, something which is really useful for an outdated and bug ridden champ as
My personal cup of tea has always been bruisers and draintanks; things like




Auto attack backstab deals 20â35 (based on level) (+30% bonus AD) bonus physical damage, and it benefits from critical strike.
Tips for Using Backstab

blinks him to the target location and makes him invisible for 2.5 to 3.5 seconds, depending on the ability rank.The invisibility is canceled if you cast
It is not canceled when you place
The first auto attack after using
25 / 35 / 45 / 55 / 65 (+65% bonus AD) physical damage, further enhanced by
This ability is your lifeline. It can be used both offensively and defensively, and mastering its timing and positioning is key to playing
Unlike camouflage abilities (like
Tips for Using Deceive

box becomes invisible, lasting up to40 (+10% AP) seconds. It has a trigger radius of approximately 300 units. When an enemy enters this radius, the box
This slow is important because fear causes enemies to run directly away from Shaco. Without the slow, champions with high movement speed could escape faster than intended. Once triggered, the box remains active for 5 seconds, attacking every 0.5 seconds. Each attack deals 10 / 15 / 20 / 25 / 30 (+12% AP) magic damage. Damage is increased by 50% if it's only attacking one target. It also deals an extra 20â80 magic damage to monsters.
While
Its large trigger radius makes it harder for melee champions to avoid, and its hard CC allows for reliable lockdown. Compared to other traps like
Mechanically, it's coded as a pet, not a trap. This means:
- It can be damaged by abilities if itâs visible (unlike traps like
Noxious Trap which can only be hit by autos).
- This lets it block skillshots, but also makes it vulnerable to AoE spells and objective damage (e.g. Dragons).
Boxes are only vulnerable while visible â that includes:
- When first placed (during their 2-second arm time)
- When revealed by
Control Wards,
Oracle Lens,
Teleport, etc.
- When triggered by enemies
You typically take this ability at level 1 so you can pre-stack multiple boxes on a jungle camp before it spawns, greatly speeding up your clear (specific timings are in the Early Game section).
Just like
Shrooms, they can be used for vision control as well.This ability is core to Shacoâs identity â especially AP Shaco â and can be used in countless ways: for offense, defense, vision, jungle clear, zoning, peel, and more.
Tips for Using Jack in the Box

70 / 95 / 120 / 145 / 170 (+ 80% bonus AD) (+ 60% AP) magic damage. This damage is increased by 50% if the target is below 30% max health (this is the abilityâs âexecuteâ mechanic). Its also further amplified by
Tips for Using Two-Shiv Poison

blinks a short distance and spawns a
clone in the opposite direction from where he
blinked .The clone:
- Inherits all of
Shacoâs base stats (AD, AS, Armor, MR, MS). - Takes 50% increased damage from all sources.
- Is treated as a champion, allowing for special item interactions (covered later).
- Lasts for up to 18 seconds or until killed. This is tracked by a timer only visible to allies.
It then spawns three
boxes dealing 10 / 20 / 30 (+ 10% AP) magic damage (50% more if hitting a single target). These boxes share a combined health bar and have double the HP of normal boxes.The clone has a leash range: if it gets too far from
This ultimate provides a huge amount of outplay potential, utility, and deceptive power, even though it's not as central to AP
Tips for HallucinateAs mentioned in the Notes section at the start of the guide, your **first back should ALWAYS be**
boxes AoE damage.From there, youâll typically build into either
âą
âą If youâre only building one DoT item, go
I generally prefer to build tier 1
As with tier 1
For your second item:
âą Build
âą If you're going the ult burst build (just one DoT item â
Thereâs also a neat interaction with
âą
clone recieves a copy of your items, and is treated as a champion, so the
clone can both activate your mark and put the mark on an enemy.âą If the clone autos while
clone, technically the damage is done by the
clone's âą If
Third item options:
âą Generally, you should default to
âą
clone greatly through extra pen and basically permanent uptime through ultimate haste.Post-core utility items:
âą
âą
âą
âą
Last Item (my absolute GOAT):
âą
clone's box and ult burst into truly lethal territory. Essential for full damage scaling into late game. Makes
boxes last so much more, making your ability haste more efficient by allowing you to have more boxes around the map.There really only are two keystones that work for AP
boxes aren't usually gonna bring enemies low in one go. While
shrooms do do a heck of a lot of damage, and will usually be able to get a
shroom, you will just be doing poke damage until you either make the enemy retreat, or are able to follow it up with your 


boxes by a lot, and with At the very start of the game, make sure to start with
The second reason is that you can use the
boxes to âward offâ enemy invades right as the game starts by placing a trap at your jungle entrances. I usually default to placing one at the red-side entrance through mid, as thatâs where invades most commonly happen (see image below â the image comes from Zefathâs stream, a solid AP Remember to place it similarly to how itâs positioned in the image â just above the line I drew. Donât place it out in the river, but rather slightly deeper into your jungle. If opponents rush an invade through mid and youâve placed the box in the river, theyâll likely see you setting it up. This can either lead them to reroute through another entrance or avoid the trap entirely, preventing you from punishing them.
If the box is triggered inside the jungle instead, your teammates will find it much easier to follow up than if the trap were out in the river.

As for how to clear the jungle, the biggest tip I can give you is to remember this timestamp; 00:50. The first camps to spawn are
boxes last 40 seconds without any additional AP, placing a box at any of these camps at around 00:50 will make it activate as soon as the camp spawns in. Generally, I recommend starting at either
wolves or
red buff. This is because you are one of the only junglers who can get his clear disrupted; if someone invades, activates one of your
boxes that you left on a camp, and leaves, you are pretty screwed. This generally doenst happen unless the enemy team is familiar with
blue buff or
raptors sets you up for failure. Since these camps are right next to the jungle entrances, enemies might be able to go in, activate your
boxes, leave, and hinder your clear. Putting the
boxes in
wolves or
red buff wont prevent them from activating the traps, but it means they really have to commit, and since they have to go so deep in your jungle, it provides your team with an opportunity to collapse on them. Theres also the fact that starting
raptors is generally suited better for AD
krugs, its a long way to your blue quadrant, so this clear is better suited for quick level 3 ganks or invades, whose lethality is boosted by you having
red buff. These are AD Since you have a makeshift ward against invades with your traps, I generally go
Unlike AD
When deciding where to start, there are three key things to consider:
Your laners â how well can they set up or follow up a gank?
Their opponents â how difficult will they be to catch or kill?
The enemy junglerâs playstyle.
For example, you usually donât want to path bot if the enemy bot lane is something like

For your red quadrant full clear, I recommend putting your three
boxes in the
red buff camp. (There are three because, assuming you place a box right at 00:50, youâll get two more box uses before 1:30 â assuming you place them immediately.)The exact placement doesnât matter much, as long as all three are in range of the red buff. Remember to use
boxes most of the time. Once you get your next box, place it immediately â and thatâs the red buff done with, no Smite needed.Then, level up
blink over to the
krugs, making sure to
krugs low before placing your box, so it can finish off the small ones efficiently.After that, proceed to
raptors (put a point in
wolves â
gromp â
blue buffâ
scuttle crab.I donât have any special tips for the remaining camps â just make sure to make use of


For your blue quadrant full clear, as always, start by putting a point into
boxes in one camp, you should put two traps in
wolves and one in
gromp. This is because buffs tend to tank more damage, so you need more boxes for them. If you were clearing
raptors first, youâd also just use two boxes.Since
gromp and
krugs spawn a bit later than the other camps, by the time you're done with wolves (assuming you used
blink over to gromp, who should be spawning.From there, kill gromp (putting a point into
blue buff, then proceed to clear
raptors â
red buff â
krugs â
scuttle crab, using your second smite whenever you find it optimal.As mentioned earlier during the red-side clear, make sure to use


After your first clear, you generally want to look for quick opportunities, then return to clearing. Is X laner overextended? Punish them. You play very much like a
Iâll elaborate more on this in the Mid Game section, but your objective clear is downright abysmal (well, maybe not that badâbut you get the point). Because of that, whenever an objective is about to come up, try to get priority in nearby lanes through ganks or pressure, so your teammates can help secure it. Meanwhile, cover the area with traps across river paths and jungle entrances to deny vision and protect yourself from getting collapsed on.
Now we get to the midgame. In this section, Iâll cover a few things that technically also apply to the early and late gameâspecifically important
blink range using walls). Remember, since the ult
blinks you in the target direction while spawning a clone in the opposite one, you can use it to teleport over walls.There are also
Most of the jumps I show here are ones I learned from the

So, you may be askingâwhat does this image mean? Basically, it's a summary of what I consider the most important hops to know. The red lines represent the most crucial
I wonât go too in-depth on each of the
I mainly wanted to include this because thereâs an astounding number of
Below is an example of a typical ult wall hop. As you can see, itâs just a matter of standing close enough to the wall and placing your mouse on the other side. You can usually hop over anything around the width of that wallânothing more.

Now onto the
As shown, first place your mouse between the two purple void cracks on the ground and right-click. Then, move your mouse to the small âgrooveâ in the wall. After that, cast
As for entering top through the blue-side quadrant, itâs arguably a bit easier and more forgiving (see the second GIF below). You simply need to right-click the wall slightly above the brush, then place your mouse over the general area shown in the GIF. If done correctly, you should hop over without any issue.


The blueside wallhops are essentially identical, just done on the opposite side. These can be performed as shown in the second GIF, but they can also be done in reverse, allowing you to enter lane from jungleâjust like the redside version.


As for the mid wallhops, the most consistent and straightforward ones involve jumping over the raptor wall. These are easy to execute and can catch people off guard, but you likely donât need me to teach you those.
Instead, I want to focus on two specific jumps that place you in a much riskier positionâclose to the enemy mid tower. That exact element of surprise, though, makes them great for catching people off guard, perhaps landing a sneaky
The first jump (shown in the first GIF) is done from the topside river, going into the blue quadrant. Position yourself in the mid bush, place your mouse on the edge of the wall, and cast
The second jump (second GIF) is done from the botside river, also heading into the blue quadrant. Like the first one, you position yourself in the bush, but this time place your mouse slightly before the edge of the wall. This makes you blink just outside of turret aggro range, allowing for clever gank setups.
Since youâre making these jumps from a heavily warded area (mid river bushes), remember to use



You might be wondering, âBut Painter, all my damage is in
boxes and
clone. Well, to that I sayâyou can still use those abilities while doing drake. You just have to use them wisely. It might seem weird to non-
First, letâs talk about the
boxes.You might try to drop them in the pit, only to watch them get one-tapped by the objective. Thatâs because youâre not placing them correctly. Think of them like stationary turretsâyou want to place them far enough away so that the objective prioritizes you (or your
clone) while the
boxes can freely deal damage from a distance. This constant damage helps maintain 
clone, since most of the time youâll be left low, but not outright killed. If youâre already under half health, though, then do use the clone to tank and help you survive. My biggest recommendation is to âleashâ all the grubs out of the pit so that they line up by the entrance. That way, you can hit all three with a single
box, drastically speeding up your clear.
clone.You mightâve already figured this out while reading about the
boxes, but the cloneâs job during objectives like
Drakes and 
boxes donât get immediately destroyed, so they have time to deal consistent damage. Your
clone should be used to tank hits and help swap aggro, giving you more uptime on Even when doing all of this correctly, your objective-clearing potential is still quite weak, especially against tankier targets like
On top of that, you should be placing
boxes around the objective area ahead of timeâespecially in choke points and behind the pit. This both chunks out enemies who try to contest and gives you valuable vision control over the surrounding area.The image below shows how you should ideally set up for
Drake under normal circumstances. The red circles indicate strong
box placements, the yellow circle marks the usual location of the drake, and the purple-cyan figure represents Generally, you want to leash the drake slightly out of the pit, keeping it near the yellow-marked area. Meanwhile, placing one
box inside the pit can catch enemy junglers trying to sneak in with a dash to steal the objectiveâonly to get feared and shut down.The rest of the
boxes are positioned in common paths or choke points frequently used by the enemy team. These not only give you early warning of enemy movement, but also serve as deterrents and soft zoning tools. You can basically use the same trap placement when setting up in the
baron pit on topside.
Ahh, the late game. For most champions, this is when the stakes are at their highestâone mistake can get you killed for a full minute, and a single lost teamfight might end the game, even if your team was ahead. But for AP
With most (if not all) of your items completed, your
boxes are now on a really short cooldownâaround 8 seconds or soâand they start hitting like a truck, especially against squishy champions.Your job in the late game is simple: light up the map. You want to flood every section of the jungle with boxesânot randomly, but strategically. Placing them just anywhere wonât do much. You should be prioritizing choke points and jungle entrances, as these are routes nearly everyone has to pass through, making them ideal ambush spots. River entrances also become extremely important, especially when an objective like
Drake or
Baron is about to spawn; locking down the entrance to the pit can make it nearly impossible for enemies to safely approach.Another great tactic is to cover jungle utility spotsâsuch as Blast Cones, Scryer's Blooms, and, on the
Hextech Rift, the Hextech Gates. These are areas players frequently interact with, so trapping them with a
box can easily turn a key moment in your favor. Do make sure to not place them too close together, as that means that they can easily be found with just one use of 
Now for what will probably decide most gamesâteamfights. While they occur throughout both mid and late game, I chose to talk about them here because their impact becomes most critical as the stakes rise.
As you may have noticed, AP
Instead, AP
Because of this, you generally want to avoid standard 5v5 teamfights whenever possibleânot because youâre useless in them (far from it), but because AP
boxes, zoning key entrances, harassing with poke, and sending in your
clone to soak resources or bait key abilities.By the time the enemy team actually walks into a fight, they should already be missing half their HP from traps, have blown their



























You must be logged in to comment. Please login or register.