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Shaco Build Guide by Crystal-scar-miner

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League of Legends Build Guide Author Crystal-scar-miner

Shaco Jungle S5, Juking to Victory!

Crystal-scar-miner Last updated on April 15, 2015
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Cheat Sheet

Juke Master Build

Shaco Build

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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

Legendary Guardian

Defense: 6


Utility: 0

Threats to Shaco with this build

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Threat Champion Notes
Amumu Easy match-up. Ammumu is only tanky late game and is blue dependent. Counter-jungle away!
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Hi everyone, today I will be bringing you a short and sweet guide to Shaco jungle. I will explain how to jungle with Shaco and why he is such an OP season 5 jungler. I am not very highly ranked, but I have experience with Shaco and he is one of the champions who helped me climb to level 30 and above. Enjoy, like and comment please! If you have suggestions please comment.

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Pro's and Con's

Here are the pro's and cons with Shaco.

High burst damage.
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.

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Skills and Abilities

Shaco 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.

RANGE: 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 Box
RANGE: 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 Poison
RANGE: 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.

COST: 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.

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Items/Build Explanation

Let's talk about why this build suits Shaco so well and why this is better than playing AP Shaco. The item's in this build give shaco a chance to deal major damage and have sustain at the same time. These items give Shaco clear time, crit chance, and the ability to stay alove if he is focused by more than one champion. With AP shaco, your only chance is to burst the champion you want and then escape without doing anything more. This is a good method for 1v1's and ganking, but for winning teamfights and the game... not so much. But enough about that, let me explain all the items.
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.

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Summoner Spells

You're a jungler. You need Smite. It's that simple.

Works best with shaco so you can do much more damage and finish off enemies.

Another 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.

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To start this chapter of my shaco guide, I would like to say that how you start is all up to you. Staring Raptors or Krugs is rather useless, but getting Red, Blue, or toad is all your choice. My recommended start is getting Toad and then getting Blue in order to have enough mana to spam your boxes around the jungle.
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.

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.

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There is not too much to say about teamfights. Stack boxes around the area to fear champions and give your team a burst advatage. Dropping your ult and bursting squishy ADC's that are a threat to your team is a game changer. Your ult makes most champions very confused and it is much harder to kill you. Also remember, if you go in, do not hesitate and let your team down. If you run in then you are #IN-IT-TO-WIN-IT!!!

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Advanced Mechanics and Tips

Now, here are a few tips and combos going into advanced Shaco mechanics for you to win.

!. 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.

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Overall, this is my Shaco jungle guide. Remember, everyone has their unique style, and this guide is just a suggestion at how you should play. Please like and comment your suggestions and hopefully positive feedback. Good luck! :)