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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
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
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is experience, along with a passion for overanalyzing builds and interactions, something which is really useful for an outdated and bug ridden champ as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.












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










40 (+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

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.







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








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

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



As mentioned in the Notes section at the start of the guide, your **first back should ALWAYS be**


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




âą If the clone autos while






âą If




Third item options:
âą Generally, you should default to


âą



Post-core utility items:
âą

âą


âą




âą

Last Item (my absolute GOAT):
âą



There really only are two keystones that work for AP











































At the very start of the game, make sure to start with

The second reason is that you can use the


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





















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


The exact placement doesnât matter much, as long as all three are in range of the red buff. Remember to use


Then, level up





After that, proceed to






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





Since





From there, kill gromp (putting a point into






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





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



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

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








You mightâve already figured this out while reading about the









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

The image below shows how you should ideally set up for



Generally, you want to leash the drake slightly out of the pit, keeping it near the yellow-marked area. Meanwhile, placing one

The rest of the



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

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


Another great tactic is to cover jungle utility spotsâsuch as Blast Cones, Scryer's Blooms, and, on the




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



By the time the enemy team actually walks into a fight, they should already be missing half their HP from traps, have blown their

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