This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Smite
Items
Ability Order
Backstab (PASSIVE)
Shaco Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Xin Zhao
Stronger early game than you. Ganks as good as yours. PLAY SAFE. He is OP at all times of the game and DO NOT 1V1 HIM.
Synergies
Introduction
Does not need a leash.
Great ganks with his Q.
Unique champion that most people do not know how to play against.
High mobility.
Great escapes.
Awesome passive.
Difficult to master.
Relatively slow clear time.
If he falls behind he is useless.
BackstabShaco deals 20% bonus damage when striking a unit from behind with his basic attacks or abilities.
This is what makes Shaco's ganks and 1v1's so good. This synergizes amazingly with your Q, allowing you to do bonus AA damage to whoever you are ganking. This also allows you to finish people off with your E who have decided to run away from you.
Q:
DeceiveRANGE: 400 COST: 90 / 80 / 70 / 60 / 50 MANA COOLDOWN: 11 seconds after exiting stealth
ACTIVE: Shaco instantly blinks to a target nearby location and enters stealth for up to 3.5 seconds. Dealing damage will break stealth early. His next basic attack within 6 seconds is guaranteed to critically strike for modified base critical damage.
BASE CRITICAL DAMAGE: 140 / 160 / 180 / 200 / 220%
CRITICAL DAMAGE WITH BACKSTAB BONUS: 168 / 192 / 216 / 240 / 264%
Bonus critical damage from items, runes and mastery is applied for the full amount.
This is your bread and butter ganking and escaping skill. This allows you to sneak up behind the enemy undetecdedly and deal tons of damage, synergizing with your passive. For escaping, this is an amazing juke unless you are playing against a Lee Sin.
W:
Jack In The BoxRANGE: 425 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 16
ACTIVE: Shaco summons a box at the target location that stealths after a 2 second delay and lasts for up to 60 seconds. When an enemy comes within 300 units, the box springs open: causing surrounding enemies to turn and Fear icon flee while it attacks nearby enemies for up to 5 seconds.
FLEE DURATION: 0.5 / 0.75 / 1 / 1.25 / 1.5
MAGIC DAMAGE: 35 / 50 / 65 / 80 / 95 (+ 20% AP)
MAXIMUM MAGIC DAMAGE: 315 / 450 / 585 / 720 / 855 (+ 180% AP)
This is why you DO NOT need a leash! Without a leash, most champions will just roll over and die after the Toad spits at them a few times. But you won't! Stack these boxes for vision, jungle clears, or traps that you opponents will run into when chasing you. The fear is very useful if you are running away from an enemy champion with a gap closer.
E:
Two-Shiv PoisonRANGE: 625 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 8
PASSIVE: Shaco's basic attacks poison his targets on-hit, slowing them for 2 seconds and giving minions and monster a chance to miss their basic attacks.
SLOW: 10 / 15 / 20 / 25 / 30%
MISS CHANCE TO MINIONS AND MONSTERS: 20 / 22.5 / 25 / 27.5 / 30%
ACTIVE: Shaco throws a dagger at a target enemy dealing magic damage and applying his slowing poison to them for 3 seconds. The passive is deactivated during the cooldown.
MAGIC DAMAGE: 50 / 90 / 130 / 170 / 210 (+ 100% AP) (+ 100% bonus AD)
MAGIC DAMAGE WITH BACKSTAB BONUS: 60 / 108 / 156 / 204 / 252 (+ 120% AP) (+ 120% bonus AD)
This is what makes escaping from Shaco so difficult. It also increases his jungle survivability and 1v1 potential tremendously. Make sure to remember your basic attacks DO NOT slow on cooldown.
R:
HallucinateCOST: 100 MANA COOLDOWN: 100 / 90 / 80
ACTIVE: Shaco vanishes for 0.5 seconds, then creates a clone of himself that will last for up to 18 seconds.
The clone deals 75% of Shaco's damage and receives 50% extra damage. This clone deals 50% damage to towers and inhibitors. At the end of its duration or when dying the clone will explode, dealing magic damage to enemies within 250-range.
MAGIC DAMAGE: 300 / 450 / 600 (+ 100% AP)
It's already tough to fight one shaco. How about two Shacos that deal insane amounts of damage? In a 1v1, 1v2, or a teamfight this is what makes most champions just go back to base and cry at their slowly rotting KD ratio.
Stalker's Blade:Alright, some people judge me for taking this item but in the end they see how truly useful it is. The slow basically ensures that no champion can escape from you, even if your gank fails, and also can act defensively, because if you are being chased down by an OP champion such as Xin Zhao or Lee Sin, the slow can allow you to get away from their gap closer just in time.
Berserker's Greaves:This adds attack speed and lots of movement speed to your build, allowing you to counterjungle, engage, or escape quickly.
Ravenous Hydra:This item gives you massive burst damage and also allows for quicker farming and clear time. It's active is great for fighting tanks after engaging. RUSH THIS ITEM after your jungle item.
Stattik Shiv:This item gives faster clear time, higher crit, and faster attack speed. This synergizes well with your Q and your passive.
Infinity Edge:This item gives you MASSIVE burst damage and it's crit synergizes very well with you Q and passive.
Guardian Angel:This item gives armor and magic resist (reducing Shaco's natural squishiness), and also allows you to live twice if you are unfortunately locked down or killed by a group of your enemies.
Smite:You're a jungler. You need Smite. It's that simple.
Ignite:Works best with shaco so you can do much more damage and finish off enemies.
FlashAnother viable option on Shaco, and although is Q already does everything that this spell does, it is still great to take against gap closing champions or for MAX JUKES.
Baron: Baron is essential late game for minion pushing power. ALWAYS HAVE BARON WARDED. This is what you get in order to end the game. The team that gets Baron first is a game changer. If the other team gets to Baron first attempt a steal. Steals are relatively simple with Shaco: Q in to avoid their wards, smite the baron, and flash out. If you can drop a box to fear the champions around the baron, it makes it SO MUCH EASIER to steal without worrying about a failed steal.
Dragon:Make sure to get dragon early on by stacking boxes around his camp (he will knock them away if they are too close, and then run around and E/AAing him. ALWAYS KEEP YOUR DRAGON WARDED. The Dragon gives your team pushing power and an advantage in teamfights.
!. When running away from a champion that could kill you when their gap closer comes up, place a box in front of you to fear them .Make sure to place the box as far ahead as possible because they do not activate immediately.
2. Make sure to Q behind the enemy champion in order to burst them down and do maximum damage during ganks.
3. Do not waste your E as an engage during a fight. You already have the Smite from Stalker's blade. Save your E for finishing off running enemies if they are out of Smite range or if your Smite is down. The reason that using your E first is not smart is because your basic attacks do not slow enemy champions on cooldown.
4. In S5, enemies do not know who the clone is during your ult. Use that to your advantage to escape if you are locked down by multiple champions.
5. You can flash during your Q invisibility. Also, when running, activate Q but run to the side or go the opposite way of how you were running to ensure escape if you need to run.
6. Stack boxes at your first clear so you do not need a leash and your teammates get to be in their lane and get all the CS they need.
7. Put a few boxes in a circle or triangle and lead champions into them for an un-escapable fear trap, where champions can be feared for many seconds!
8. 6 seconds after activating a Q, any next attack you do has extra bonus damage. If you burst a champion down with Q and AA then finishing them off with E is easy, and buidling AP is unnecessary.
9. Activating R right after a Q can make your 600 AP damage add to a crit strike that does 220% more damage. This should be able to oneshot any squishy AD or AP carries.
















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