Shaco Build Guide by A D1R7Y SANCH3Z
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My name is A D1R7Y SANCH3Z, and I am here to show you how to absolutely dominate in 3v3 with Shaco.
I guess it is custom now to say that I am NOT a professional, I am NOT the best Shaco player and I am NOT saying that this is the only way to play Shaco. I am saying that this is how I manage to fight the most powerful champs such as Tryndamere and Xin Zhao and come out with x kills/0 deaths/x assists.
I play Shaco as an Attack Damage champion. I find that Shaco is extremely item dependent and I have played at least one hundred games with him and I believe that I have developed a great build and strategy to keep Shaco fed and the enemies starving.
I have written a guide like this before, but I decided that I would rather talk about one type of gametype at a time, and I chose: 3v3.
So without further adieu, let's begin to learn:
The Way of The Shaco, 3v3 Style.
Shaco, The Demon Jester
Information About Shaco's Skills:
Backstab: (Innate): Shaco deals 20% bonus damage when striking a unit from behind with his autoattacks or abilities.
Deceive: (Active): Shaco instantly stealths for 3.5 seconds, blinking to a target nearby location. If he uses an autoattack while stealthed, the attack is guaranteed to deal increased damage.
Cooldown: 11 seconds after stealth fades
Cost: 90 / 80 / 70 / 60 / 50 mana
Increased Damage: 40 / 60 / 80 / 100 / 120 %
Jack in the Box: (Active): Shaco creates a Jack in the Box at the target location with 150 health. It will stealth after 2 seconds and trigger when an enemy comes near, fearing nearby enemies for a few seconds and attacking them. It deals magic damage, and lasts 90 seconds stealthed or 5 seconds while firing. Casting Jack In The Box breaks stealth.
Cooldown: 16 seconds
Trigger Range: 325
Sight Range: 700 (estimate)
Jack in the Box attack speed: 1.359
Cost: 50 / 55 / 60 / 65 / 70 mana
Fear Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds
Magic Damage: 35 / 55 / 75 / 95 / 115 (+0.25 per ability power)
Two-Shiv Poison: (Passive): Shaco's attacks debilitate his targets, reducing their movement speed for 2 seconds. It also gives affected minions a chance to miss their attacks.
(Active): Shaco throws a dagger to target enemy dealing magic damage and applying his slowing poison to them for 3 seconds. The passive is deactivated during the cooldown.
Cooldown: 8 seconds
Slow: 20 / 22.5 / 25 / 27.5 / 30 %
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 40 / 80 / 120 / 160 / 200 (+1.0 per ability power) (+0.5 per bonus attack damage)
Hallucinate: (Active): Shaco creates an illusion of himself nearby which deals 25% less damage and receives 50% extra damage. This illusion deals half damage to towers and inhibitors. On death the illusion explodes dealing damage to nearby enemies. Lasts up to 18 seconds.
Cost: 100 mana
AoE radius: 250
Leash radius: 1125
Cooldown: 100 / 90 / 80 seconds
Magic Damage: 300 / 450 / 600 (+1.0 per ability power)
Why Not AP?
Why AD? Why not AP?
I have run Shaco as three players. An AP, an AD and a hybrid (mix of both). I have found that the most functional is the AD. Now AP is just as viable, but I find it is limited. In a few choice games, I have come to verse enemy Shaco's in 3v3. I would go for this AD build, while they would go for an AP build. (I don't think a tanky Shaco is viable [sorry!!]).
They would have an amazing early game. But, when you play Shaco you learn where and when you would set up ambush traps. The main area is in the two bushes boadering the Lizard Elder (red buff). The way to counter the traps is to place your trap in the bush.
1. You won't get in range for the enemy boxes to fear you.
2. Your box will pop all of their boxes (if any in the bush)
3. You will have wasted their time while you got experience and they were 'beating around in the bush' so as to speak.
An easy way to tell if a Shaco is setting up a trap is to go full out and attack him and if he runs towards a bush, then there is at least a 75% there are roughly 4 AP Jitb's waiting to own you. Just deceive near the bush and place a Jitb in the bush and run back. He will have wasted his time setting the traps and that is time that he could have been famring. (How can he farm fast without AD anyway?) Even if there wasn't a nest of Jitb's there, he will be hauling *** away from you and you get some time to push your lane while he gets no Experience and no money :D
Now, late game, you dominate them hands down. They have no chance against you.
Attack Damage and some knowledge of Shaco (the champion) > Ability Power Shaco.
Pros and Cons
- Map domination
- Counter enemy ganks
- Extremely strong/powerful
- Easy farming
- Squishy champs melt fast
- Amazing lifespan (spend entire game alive)
- Crazy escapability
- Fairly squishy
- Focused quickly
- Item dependent
For my runes, I run 9 x Attack Speed Glyphs , 9 x Attack Speed Seals , 9 x Armour Penetration Marks Greater Mark of Desolation and 3 x Armour Penetration Quintessences Greater Quintessence of Desolation.
This gives Shaco a nice %13 Attack Speed buff from the start of the game and a tasty 25 Armour Penetration from the start!!!
These runes could easily be swapped around for either Critical Chance/Damage runes etc, but I prefer this set. :D
My build starts off with Boots of Speed, 2 x Health Potion and 1 x Mana Potion. This is important for the move speed and the ability to lane stay hard. Being Shaco, you need to be moving all the time, you are a melee champion and the chance to get last hits will often give the enemy free fire upon you. The boots let you get in and out quickly and the health potions can save you from having to back to base and therefore you will get more experience. As stated earlier, Shaco is item dependent and won't deal serious damage until you have your first two items, then he just snowballs from there.
From there you buy Wriggle's Lantern, Berserkers Greive's Berserker's Greives, Madred's Bloodrazor, Infinity Edge, The Bloodthirster and finally (if the game even gets this far) an item depending on your situation in game. I leave this slot free so for example: if they are a heavy AP team, I can buy some magic resistance earlier like a Force of Nature and still have most of my build. Otherwise, I usually go for a Frozen Mallet, but you can choose ANY item you want.
By the way, you don't have to follow the build to the 'T', I am just showing you my favourite way to play Shaco. (And the way I think works best).
The Spells of Choice:
My favourite Summoner Spells to use when running AD Shaco are Flash and Exhaust.
I love this spell. Now I know you are all out there groaning, saying that Shaco already has a flash ability which has the capability to stealth him at the same time. I know that. But the number of times this spell will save your *** or allow you to hit a kill that you never would have reached is almost uncountable.
For example: An enemy on low health hides at his tower. You deceive in, hit and shiv him then flash over the wall to safety. Or you deceive in to a gank but you are focused, just before death, you flash over the wall while decieve is on cooldown.
I think these kind of scenarios speak for themselves...
Another great spell. I don't find it has as many uses as flash, but I chose this because it compliments flash in every way! It can slow them as they chase you just before you flash to safety. It can slow them as you flash ahead of them to maximise your damage upon them as they run.
Basically, this gives you the final hit of slow that you may need to finish an opponent. You have a slow in your basic attack, then slow from the shiv, and then, when they think they can finally get away, they are slowed by Exhaust. Beautiful.
Other Good Summoner Spells:
- Ignite - Replace exhaust. Good for getting in that last bit of damage.
- Heal - Again replace exhaust. Low on health? No need to b, you have an instant heal!
- Clairvoyance - " " ". This can check brush for enemies, not as good as exhaust though...
Other Bad Summoner Spells:
- Revive - You aren't going to be dying that much. Bad cooldown time as well. So no.
- Fortify - Let the tank or support take this, you are an assassin.
- Rally - It's not bad, but it is more useful in 5v5. Also for support/tanks.
Ok, you have passed the loading screen and you are in the game at the Fountain. Shop and buy your Boots of Speed and the 2 Health Potions and Mana Potion. As fast as possible, head for the middle grass in the bottom lane for the level 1 gank. Select the Jack in the Box (Jitb) as your first ability.
You get there first. Place a Jitb in the middle of the grass, as close the the bottom of the map as you can get it. This is so that if the enemy does not come for the gank, the minions hopefully won't set it off. Stand on top of the Jitb and wait. (May i just say here, we are still going AD, I don't really use the Jitb's for their damage, more for the fear which can really ruin enemy ganks and pushes etc.) Place more if time allows and you will have a great chance for the fist blood. If an enemy enters the grass, choose your target and auto-attack them. Place a box behind them when they are feared and you may get First Blood! If not, don't sweat it. If you placed more than three Jitb's, back to base. If you placed three or less, stay in the lane. If you got First Blood, I would reccommend buying the Vampiric Scepter on the way to the Wriggle's Lantern for the sustainability in lane. Or equally viable, which I have changed to recently is to go straight for the Berserker's Grieves. This is your choice though, both work basically the same way.
They were already there. Depending on the enemies which are in the bush, either run straight back or flash back. If there is a Tryndamere or any such champion, exhaust them, so they deal minimum damage. Pop a health potion if needed and make your way back to base. If you die, don't sweat it. You are going to make up for it later!!! :D
1. Don't use the mana potion in Scenario 1 when placing Jitb's. You need to save this for a more important time (like lane pushing), back to base if you need mana.
2. Don't use the health potions in either Scenario UNLESS it will affect whether or not you get a kill/die/survive.
Moving on. Lane hard, get Two-Shiv second and Deceive third. Jitb fourth, Two-Shiv fifth and then your ult, Hallucinate sixth (no-brainer). You may be wondering, why only one level of Deceive? Isn't it Shaco's greatest tool? Yes, Deceive is his bread and butter skill, the skill that gets you into fights, catches you up to fleeing enemies and lets you escape ganks with relative ease (in comparison to other champions with no escapability like Annie). The reason I don't get more levels in Deceive until late? It's because the levels only increase the amount you hit the critical for. But it also adds extra mana cost which you don't want this early in the game and because it is fairly early, you don't really need to be dealing as much damage until you have the items to support the critical damage (Infinity Edge). Anyway, you need to have the Wriggle's Lantern by now, and moving towards the Zerk's or if you already have that, the Madred's Razor.
When in lane, you want to take the bottom lane (2v2). This is imperative, never go top. It is susceptible to ganks and just a very unsafe area. It ruins the purpose of this build so stick to the bottom.
Why Wriggle's Lantern?
Why? *Facepalm* This item has got to be the best item for Shaco early, mid and halfway through late game! It has so many wonderful effect which boost the effectivity of Shaco.
1. Armour boost (always welcome)
2. Attack damage boost (ditto)
3. 18% Lifesteal (plain sexy)
4. Passive on hit 20% chance to deal 500 damage to minions (OMGWTFBBQ!)
5. Active: unlimited 3 minute ward (HOLY ****!!!!!!!)
Let me put this straight to you. By the time you have Madred's Bloodrazor. That extra attack speed (coupled with the runes for attack speed) is going to work in your favour entirely. How? Well firstly, you are going to stomp your way through minions. Low health? Hit a wave of minions and watch your health go way back up! Low on cash? Hit a wave of minions and watch your money go way back up! Simple as that lol. Trust me, 20% doesn't sound like much, but you are going to hit that 500 damage more often than not. This will be your main and ultimate source of farm.
Map Domination - Early Game
You are Shaco. You are squishy, but you are also one of the greatest gankers in the entire game. This puts a lot of focus on you. In the bottom lane, you are going to be the number one target of the top lanes champion.
How many times have you been happily farming bottom and suddenly the top champion dives out and then horridly rapes you? No mia, just a dirty rape in the ear canal. This is not a problem when you are running Shaco, and even less of a problem with this build.
As soon as you have Wriggle's Lantern, use the active ward and place it in the middle of the jungle (on top of the Lizard Elder buff which is red). Then, place Jitb's in both brush that come out from the red buff and onto the bottom lane. This is the ultimate map domination in 3v3.
From now on. Your guy up top, whether he calls mia or not, you won't have to worry your *** off. You will see any enemies coming down for a gank in advance and you will also give yourself an extra 2 seconds to decieve or run back as they are feared by your Jitb.
This is where I find that Shaco really shines. With your farming and harrassing tools all set up, it is time to gank. Select a weak chapion and either tell your freind to get ready or solo the enemy.
My Way to Gank:
1. Make sure you have more health than they do. (actual numbers, not just the size of their life bar)
2. Decieve first to get into the fight. Make sure you do this from somewhere out of the way, like in the jungle over the wall or from in a bush. Why? Because the casting effect (orange smoke cloud) is visible in fog of war and in bushes, but I find that the enemy is usually too busy focusing on minions or harrassing your friend to be bothered to look in the jungle for a puff of smoke, agreed?
3. Once invisible, run around behind them and hit them in the back with an auto-attack. This is imperative. Don't be tempted to throw the shiv first. You want to proc the critical from the decieve and the proc from your passive of being behind them. Also two-shiv has a nice little passive where if you auto-attack with the shiv still being availiable, it gives your auto-attack a 20% slow.
4. Now you throw your shiv. More damage, more slow.
5. Place a box behind you, towards the enemy's escape route.
6. Ult up and REMEMBER to alt+right-click your target so the fake actually attacks, otherwise he will likely just stand there (has happened to me before).
7. Now that about 5-6 seconds have passed, the enemy will be like oh ****, I'm being raped! They will run back and become feared by the box, the box will add to the rape.
8. Two-shiv again when it is ready and auto-attack until they die.
9. If they didn't die, deceive should be back so you can deceive forwards to catch them up and proc the critical again from being behind them and then shiv again if they still live.
10. If they seriously are still alive I would question why you tried to take them at all, but if they are low just repeat steps 8-9
11. By the way, remember your exhaust!!!
w00t You got a kill nice lol. And the best part, that would have occured in the time frame of roughly 5-10 seconds and if the other enemies come for you, you can just decieve over a wall and to complete safety. (plus you can flash to escape if they chase hard!)
Welcome to Late Game:
This is the part where you should be levels ahead of the opposition and ready to end the game! I find that Shaco is one of the best Turret destroyers in the League. (Also, having AD is great because the buildings go down faster than if you were AP).
To destroy the Turrets it is an easy thing to do. Firstly, you want to tell your freinds to start pushing the opposite lane you are in. All attention should be focused towards them. Now, you should build up a fair minion wave and push it to the turret. Then ult up, place a box near the turret and auto-attack it. Simple as that, it will fall in literal seconds. now you can keep pushing until you hit their nexus and by then they will have backed and you can deceive back home!
Just keep playing cautiously and jumping out when you know you can secure a kill and you will have the game wrapped up easily.
Remember: Deceive can go over EVERY wall in the 3v3 map. If their base is about to fall but no one is there, jump right over their wall and destroy the turrent/nexus. Escape, chase, building destruction, deceive will help you in every case! XD
Quote from the Gradual Report:
I wonder if any of you got it? Anyways, keep in mind, this guide is severely built upon the impression that your teammates are not complete ******ations of society. Also the best kind of opponents you could wish to encounter would be characters with no forms of CC (crowd control). Shaco is ruined by CC because he relies on the constant force of his attacks scaring the enemies away.
When his squishiness is revealed, he can become focused easier. Maybe to counter that, you can build armour as your last item? Go for a Thornmail if they are hard hitters.
Here is something funny to do. If your game lasts long enough, take up the last item space with a Warmog's Armour Warmog's Armour. This give you ****loads of health and turns you into a walking tank. Enemies won't be able to hit you down fast enough due to your lifesteal, and having a lot of health can be an extremely intimidating factor in game.
Ok thats the end of the build, I'm glad you tuned in, I hope this build helps and for the sake of God, if you want to downvote this guide, please try it out first! It may change the way you think. If not then I guess it's not too much of a problem.
THANKS FOR READING MY GUIDE!!!
Have Nice Day!