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Shaco Build Guide by Oppacaliptic
Shaco Jungle [Updated - New Jungle] w/ Dominion!
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My Opinion on Shaco
Shaco, is a currently in the Top Tier of Junglers and is extremely strong early game due to his versatile kit, giving him damage, crowd control, and a great escape.
Shaco, when I had purchased him, I did it for only one reason; he was a Jester. I did not know how to play him and once thought he was not a viable champion at all. But that was level 21, and after seeing Reginald stream himself playing as Shaco, I decided to start to play him once more. I have fell in love with him for many reasons after discovering his extremely strong ganks from Deceive to his built-in Frozen Mallet from Two-Shiv Poison. All of that being said, Welcome to the first step in learning Shaco
Most would say that death isn't funny. It isn't, unless you're Shaco - then it's hysterical. He is Valoran's first fully functioning homicidal comic; he jests until someone dies, and then he laughs. The figure that has come to be known as the Demon Jester is an enigma. No one fully agrees from whence he came, and Shaco never offers any details on his own. A popular belief is that Shaco is not of Runeterra - that he is a thing summoned from a dark and twisted world. Still others believe that he is the demonic manifestation of humanity's dark urges and therefore cannot be reasoned with. The most plausible belief is that Shaco is an assassin for hire, left to his own lunatic devices until his services are needed. Shaco certainly has proven himself to be a cunning individual, evading authorities at every turn who might seek him for questioning for some horrendous, law-breaking atrocity. While such scuttlebutt might reassure the native inhabitants of Valoran, it seems unimaginable that such a malfeasant figure is allowed to remain at large.
Whatever the truth of his history might be, Shaco has joined the League of Legends for reasons only he knows. He is a terrifying figure, typically shunned by both his fellow champions and the media at large. Only the summoners in the Institute of War know why such a creature was allowed into the League, but most Runeterrans suspect it to be a means that allows the power that be to keep an eye on the ever-elusive Shaco. Unsurprisingly, this champion is popular in places where madness can openly reign, such as among the power-hungry summoners of Zaun and Noxus.
Whatever you do, don't tell him you missed the punch line.
+ // Tier 1 Jungler
+ // High Mobility
+ // Great Ganking Strength
+ // Excels Early Game
+ // Perma-Slow with Two-Shiv Poison
+ // Very Versatile Kit
+ // Pushing Strenth with Hallucinate
+ // Can Take out Carries Easily in Team Fights
+ // Allows Teammate to Win Lane (Successful Ganks)
- // Squishy
- // Item Dependent
- // Wears Down Late Game
- // Difficult to Master
- // Oracles is a Great Counter
- // Often Banned in Draft / Ranked
- // Susceptible to CC (Quicksilver Sash)
- // Melee Champion
- // Did I say Squishy?
21/9/0This is my most used Mastery Page. The 21 points in the Offensive Tree is used to greatly increase your jungling and ganking strenth. I put 9 points in the Defensive Tree instead of Utility to help you maintain your HP while counter-jungling. Now, the 4 Points in Sorcery and 1 Point in Arcane Knowledge is to let u stack boxes at the red buff faster. This will greatly increase your jungle speed overtime and also helps while ganking if u need an extra Two-Shiv Poison.
9/21/0This Mastery Page is for my Tanky-DPS Build (Build #2). I take 9 Points in the Offensive Tree for the 10% Armor Penn from Weapon Expertise and the 21 Points in the Defensive Tree for the sustain and health provided. You wont be dealing as much damage with this page but you will be lasting longer in fights and in the jungle. Always remember, if you are facing a strong counterjungler like Nunu & Willump, Skarner, Udyr; prioritze and pick up these masteries so they dont ever find you with 1/4 HP.
21/0/9This Mastery Page is for Dominion. The 21 Points in the Offensive Tree is too greatly boost my Ability Power and Magic Dmg. Your boxes will hit like a truck and by lvl 18 you will have 22 Ability Power added from Mental Force and Blast . The 9 Points in Utility is for the Mana and Mana Regen. Some people wonder why the 1 point in Runic Affinity since there are no neutral buff camps on Dominion. Well don't overlook the 20% increase in shrine, relic, and quest.
Strong Ganks and Fast Jungle
greater Mark of Desolation: I take 6 Mark's of Desolation for the Armor Penn it provides. This helps you deal good damage even if they stack armor.
Greater Mark of Attack Damage: The 3 Mark's of Stength for obvious reasons. It helps in the jungle and your ganks early game.
Greater Seal of Armor: This together gives you a nice +12 armor. These seals are important to take on Shaco because they provide you with the defense you need before you get Guardian Angel.
Greater Glyph of Magic Resist: Same with the concept above, I take these to give you the magic resist until you get Guardian Angel. You can replace these with Greater Glyph of Scaling Magic Resist if they don't have strong early game AP Carries.
Greater Quintessence of Attack Damage: I take these 3 Quintessences because it will make you, and your deceive hit like a truck early game. With these Quints you can crit over 200 which is a big deal early on. These can be replaced with Greater Quintessence of Movement Speed if you are going to take Ghost as a summoner spell to make u catch up to anyone.
greater Mark of Desolation: For my Off-tank build I take 9 Marks of Desolation for the increased damage throughout the game. You can trade these for 9 Greater Mark of Attack Damage.
Greater Seal of Armor: Again, this gives you a nice +12 armor from start to end. It will really help you tank the hits from the enemy AD Carry.
Greater Glyph of Scaling Magic Resist: You are getting a good amount of magic resist early game from Mercury's Treads and Wit's End so these help you with sustained defense from those AP Carries through lvl's 1-18.
Greater Quintessence of Health: +52 HP, how can you not like that? I take 2 of these to help me survive the counterjungling and counterganks.
greater quintessence of Desolation: 1 Quint of Desolation coupled by your marks is more than enough. Your damage output will get a nice boost versus those nasty armor stackers.
Fastest Jungle Route/CDR
greater Mark of Desolation: I take 9 of these marks to slice right through armor. Since most solo top champs are off-tank, for this build, I take armor penn to do as much damage as possible. You can trade these for 9 Greater Mark of Attack Damage if you wish to do so and think its more useful to your playstyle.
Greater Seal of Armor: Again, this gives you a nice +12 armor from start to end. It will really help you tank the hits from the enemy AD Carry.
Greater Glyph of Cooldown Reduction: For our glyphs, we take Flat CDR reduction so we can place 5 boxes at Red Buff at a much faster time. This also allows our Deceive to come off cooldown quicker if we are getting counter-ganked or just in some trouble. Do not trade these for anything if your going for this route, they are essential!
Greater Quintessence of Ability Power: +5.00 AP combines with the +4 from our offensive page gives us 9 AP at the start. This is ONLY for our boxes to be assured of killed red since our entire jungle basically relies on it (Spoiler Alert: Taking Red is a Great Counter to Shaco.
Greater Quintessence of Movement Speed: 2 Quints of Swiftness and lets us fly through the jungle. This again is an important aspect of this jungle route because running to and through the jungle takes about 30 sec of time, maybe even more if you don't take Boots.
Smite: Every jungler needs this spell. It speeds up your Jungle time greatly, Maintains Buff, Dragon, and Baron control, aswell as allows you to counterjungle/steal neutral camps.
Exhaust: This summoner helps you secure kills than any other. You go in, exhaust them when they try to escape and it allows you and your teammate to get multiple hits on them. Plus the armor reduction is very nice.
Ghost: After the small nerf on exhaust I now consider Ghost as a very viable spell. I take this spell when my teammates have atleast 2 or 3 exhaust's since this allows the lanes you gank to exhaust the enemy themselves. Ghost helps you out of sticky situtations and works wonders vs. enemies w/o Boots
Other Viable Spells:
Heal - An underestimated summoner spell, it is a very good pick on Shaco. This is one of the strongest baiting tools and allows you to turn the tides of a fight or gank early game. Late game it isen't as significant but heals you for a decent amount (697 HP).
Cleanse - If the enemy team has a CC up the arse* then Cleanse is your best option. Ganking a lane with Ghost for example wont do **** if you are stunned. It allows for new possibilities while ganking so take this spell if you feel there CC will just shut down your ganking presence.
Flash - If your just starting with Shaco and you feel the flash on Deceive isen't enough of a escape mechanism then flash is your new best friend.
Ignite - I used to take Ignite, but I found that it's not needed at all to secure a kill. Plus its useless late game where Ghost and Exhaust still excel. Take this if your new and need it to help you with the early firstblood.
Garrison - Dominion, Dominion, Dominion.
Our first priority is going to be Hallucinate because the damage dealt when your clone dies will increase by 150 Magic Damage each level.
Next comes Two-Shiv Poison for the increased movement speed slow and damage for the active by each level. This will be our main damage spell so we want to max this first.
Ahh, the beautiful and hated Jax in the Box is the next ability we decide to max. Each level increases the time the enemy champion is feared aswell as again the damage dealt. We want to be using these to disrupte team fights so the longer the fear the better it is.
Lastly we have Deceive. The 120% bonus damage increase at max level is not needed for these reasons. First, Shaco players should be using Deceive to gank, initiate a 1v1 fight, or to escape. It isen't sustained damage and the bonus damage provided comes with a decently long cooldown. Max this last.
Backstab: This passive doesn't need much explanation as its pretty self-explanatory. But many Shaco players forget to utilize it to the fullest. The 20% extra damage really helps, and don't forget it activates on enemy champions AND neutral buffs. So use this in your jungle.
- All your skills except Jack In The Box, item actives, and the clone from Hallucinate will be affected by Backstab.
Deceive: Ow how I love this skill; Deceive makes Shaco one of the best gankers in the game. A free flash and 4.5 second stealth? What more can u ask for! It makes a wonderful escape mechanism and opens a variety of things you can do. The bonus damage is also a nice edition.
- To jump over almost any obstacle, before you cast the spell, have the circle go over the half point of the wall and you can Deceive over it. [Thx to Teodur for Tip]
- When trying to escape from someone and there isen't a wall nearby, simply Deceive behind them. 99.9% of the time they will continue to chase forward as your recalling in a bush behind them.
- If you are 1v1 an enemy champ and you are both at low health, Deceive behind them and hit them to proc the bonus damage from your passive and the ability.
Jack in the Box: If you've watched the video above you'll know why I love this spell. This spell is your only real CC with it's fear proc. It has so many uses that so many players forget utilize and that's why im here :D. Jack In The Box is what makes Shaco such a good jungler and if he didn't have it, I don't think he could jungle at all.
- Use Jack In The Box to ward for your teammates and protect them from ganks [Check Warding Section]
- When going in for a gank, place a box where the enemy is likely to run for the fear proc. You can also use this to cut off an enemies escape route when chasing.
- Place a box infront of you to fear the enemy chasing.
- When jungling, the neutral camps only aggro the boxes if you are FURTHUR away from the camp then the boxes are.
- Make sure to smart-cast Jack In The Box. Go into Key Bindings and scroll down till you see smart casting.
Two-Shiv Poison: The passive is what makes this skill truly great. It provides Shaco with a perma slow, and the active does decent damage early game. Late game, after you get your items, the damage skyrockets. But theres one very, and I mean VERY important part of Two-Shiv Poison. The passive is deactivated during cooldown, which means if you use the active, then the slow will not proc.
- Always save your active as the last skill to use when engaging 1v1 or ganking.
- If the opponent is facing away from you and you use the active, Backstab procs and it will deal 20% bonus damage.
- Use smart-cast for this ability. It will take a few games to get used to, but I assure you, you won't go back.
Hallucinate: Shaco's ultimate is too fun, but with saying that, my heart breaks everytime a beginner player uses it wrong. Try your best to trick the enemy into not knowing which is you or your clone. Dont simply use it infront of them. For example, if your fighting someone 1v1, go into the fog of war - Press R - and turn around and start destroying him. Remember if they kill your clone, it will deal 300/450/600 AoE damage.
- Hold down the Alt key while right clicking to move your clone.
- When activating this spell, you disappear from the map for around 1 second. What does this mean? Lets say you just killed your foe but he places an ignite on you and your sure of dying, cast Hallucinate and you can remove one dot of ignite.
- This also means casting your ult enables you to evade every single damage dealing ult or skill [Except AoE]. For ex: Caitlyn just used Ace in the Hole on you, if you time it correctly [And don't get me wrong, it's difficult] you can survive. Works for champs like Brand, Ashe, Karthus.
- If you ping Shaco before he ults, the ping Mark will stay on top of the real
Boots Health Potion Health Potion Health Potion - Your going to start the game with these items and run straight to your jungle.
Wriggle's Lantern - After you gank and pick off a few kills, start working on this item. Build it in this order, Long Sword- Cloth Armor- Madred's Razors- Vampiric Scepter
Berserker's Greaves - Finish this item then start working on your Trinity Force.
Trinity Force - This is an amazing item on Shaco because it gives him everything he needs to maintain his success through midgame. Get this item as soon as possible unless you have to go a different route [Explained below]. Build it in this order, Phage- Zeal- Sheen.
Youmuu's Ghostblade - You should already have a Brutilizer built and now its time to finish Youmuu's Ghostblade. This item combined with Trinity Force will start dealing rediculous amounts of damage. Also keep in mind. that your clone gets the active aswell.
Frozen Mallet - An awesome item that I get on Shaco if I feel that it's going to be for eternity till I get Trinity Force. It provides you with a slow almost every hit and with Red Buff, no one is getting away. Aswell as the slow, it grants you with a good chunk of health and damage.
Madred's Bloodrazor - Is there Offtank getting fed? Are they starting to get HP Items like Warmog's Armor? This item will tear right thru their health and they will be shocked at how fast a Shaco just killed them.
Infinity Edge - I used to not get this item on Shaco but now I have changed my mind. This item makes your damage skyrocket and your Deceive to hit like a truck. Just remember to decide on whether to get this before, or after Madred's Bloodrazor
Black Cleaver - I don't like this item because you need atleast 3 hits until you do maximum damage. But, if you see the enemy start buying Chain Vest to counter your allies, then this can be a solution.
Wit's End - Is the mid lane AP Carry completely getting fed? Here's your solution. Replace Wriggle's Lantern with this item and make sure to also pick up Mercury's Treads to deal with there CC.
Hexdrinker - I havn't personally used this item on Shaco but I can see how it can be usefull against AP Carries also. Its shield can help you in a lot of situations. FUUUUUUUUUU Karthus.
Malady - A pretty good on-hit item. Rarely seen on Shaco but if your looking for some more attack speed and their not building magic resist, feel free to take this item. Malady + Madred's Bloodrazor is a deadly combo.
Phantom Dancer - I don't get this item for a couple of reason's. You already have great attack speed from Youmuu's Ghostblade, Trinity Force, and Wit's End so I don't see the use at all. The crit boost is not needed on Shaco and the movement speed is already provided through your Zeal. But, if you decide to completely disregard my item build and go Berserker's Greaves + Infinity Edge for your Core, take this item.
Last Whisper - An awesome item! This maxes out your Armor Penn rating and is fantastic late game when players usually start building armor. Malphite will come to tears as your just slicing through his armor. You can always get this early game if they're armor is giving you a real problem! You can replace this with Madred's Bloodrazor or Infinity Edge.
Zeke's Harbinger - Your support should pick this up if your team needs it, so ask them if they can incorporate it in their build. It has a great passive that helps AD carries in teamfights. But, in case you don't have a support and more than 3 ad on your team, then pick this up.
Bloodthirster - The lifesteal provided from this item is for players [Mostly Ranged AD Carries] who need some sustain in fights. I don't get this item for 2 reasons. 1) The lifesteal itself is not enough sustain for Shaco and you loose all stacks upon dying. 2) The survivability from Trinity Force, Madred's Bloodrazor, and Guardian Angel is much more reliant.
Quicksilver Sash - Get this item if they have a ****load of CC on their team. Alistar+ Leona on the same team for example is when you get this item. Its removes EVERYTHING used on you. It's Gangplank's oranges but better; because I don't like oranges.
Force of Nature - A good item against Magic DPS. It also gives you a good amount of movement speed and health regen. Take this if they have more than 2 or more AP casters, or if 1 is really fed.
Banshee's Veil - Provides you with nice MR, Health, and a Spell Shield every 45 seconds. This is a GREAT counter to champs like Nidalee, LeBlanc, Veigar who have single shot nukes; this can stop them in their tracks.
Sunfire Aegis - This is an ok item versus AD carries early game, but I don't think its a very good pick on Shaco as it gets out shined by Frozen Heart and Warmog's Armor. But this is not a horrible item, it allows you to hit enemies for 45 dmg every second when they are around you and gives you nice armor/health.
Frozen Heart - Second highest armor rating in the game (+99). Take this if they have 3 or more AD carries on their team because it gives you a great slow affect, armor, and increased mana. Swap Warmog's Armor out with this item.
Thornmail - This item is overrated in my honest opinion. It gives you only 1 more armor than Frozen Heart but not the benefits of getting a Frozen Heart. Yes, its passive is very nice but to be honest the only thing this has over Frozen Heart is it costs only 2000g. If you feel this item works better for you than feel free to get it.
This for when the game is not going your way and you are behind on gold, xp, and are just getting killed constantly.
Heart of Gold - Avarice Blade - Philosopher's Stone
1) Finish your Berserker's Greaves or Mercury's Treads
2) Start on your Gold/10 Items. Perferably in the order above ^.
3) Build Sheen or Brutilizer
4) Deciding on what you built first above, build the second item.
5) Finish Youmuu's Ghostblade
6) Build Randuin's Omen
7) Game going better? Build Trinity Force. Still not doing well? Start Shurelya's Battlesong
8) Not dying as much? Black Cleaver. Still being targeted? Guardian Angel
9) Deciding on what you built first above, build the second item.
If your early game got shutdown and you have died very often, It's very hard to comeback. Plus, after having a ruff start, it's not beneficial for your team to still try to be their AD Carry.
You need to start supporting your team and split-pushing. Your items stated above coupled with Hallucinate will allow you to take down turrets in mere seconds. Constantly buy Sight Ward- Vision Ward- Oracle's and be there for team fights; The active from Shurelya's Battlesong and Randuin's Omen can turn the tides of team fights. Become the leader of your team and don't be a d***! Encourage your teammates and help them out through decisions. FARM FARM FARM. Keep farming. Your team might say "/all Wow Shaco Noob! No Damage.." but they don't know how [If you play it right] you can turn the game around.
Now. What is split-pushing?
- When: If you can't 5v5 them underneath one of their turrets without dying. Team Comp > All for this. You have baron buff? Doesn't matter. It's a very common mistake to get baron and think "Oh, we have baron buff, we must 5 man push down mid" when even with baron buff the towers are still too strong at that point.
How: Take your strongest tower pushers/pokers and split them up in multiple lanes. Usually push in a 2-3 configuration. Split your team up so that even if they split react 2-3 themselves, your ability to siege a tower in both groups is strong enough that you'll kill their towers momentarily. If they decide to 5man gank one of the groups, that is, if at /any time/ one group goes MIA, the threatened group stops sieging and backs off while the safe group destroys a tower. Rinse and repeat until you reach inhibs. Make sure, like I said to ward, to have enough map awareness to recognize when they are coming to gank you.
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
* Jack In The Box Duration Reduced from 90 Seconds to 60 Seconds*
Double Buff/Lvl.3 2:45
- Place 1 Jack In The Box at the Wraith Camp at :44 seconds.
- Then run to the location shown in the video above, and place 3 Jack In The Box.
- After placing 3 boxes at Red Buff, go to the Wraiths Camp and kill the Big Blue Creep and 1 of the smaller (red) Creeps. Do NOT Use Smite
- Run down to the Red Buff and place a fourth Jack In The Box where your previous 3 boxes have been placed. Consume a Health Potion here and finish off killing the camp. At Lvl. 2 get Two-Shiv Poison and head to the Blue Buff. Do NOT Use Smite.
- Place 1 Jack In The Box behind the Blue Buff and position yourself further away from the Camp then the Jack In The Box is. This way, the Creep will aggro the Box not you. Throw your Two-Shiv Poison and Finish it off with Smite.
- After clearing the Blue Buff camp, Level Deceive and go Gank a Lane!
If they invade your Red Buff when your starting the route above, or if you feel they will since they have a strong counter-jungler, than this route is for you.
- Place 1 Jack In The Box at the Wolves camp at :44 seconds.
- After placing the box, Run to the Blue Buff Camp and place 3 Jack In The Box.
- Head back to the Wolf Camp, and kill the big wolf PLUS 1 small wolf.
- Run to your Blue Buff once more and place 1 Jack In The Box at the location of your previous boxes. Position yourself further from the camp then the Jack In The Box so the creeps don't aggro you. Use a Health Potion and Smite to finish off the camp.
- Level up Deceive, and run to their Double Golems. Tell your support to use Clairvoyance if it's available. Place 1 Jack In The Box, let the camp aggro your boxes, and finish them off.
- Go Gank Top or Middle Lane!
Ahh, counter jungling, the powerful part of Shaco. Behind Nunu & Willump, I believe Shaco makes one of the best counter junglers. But, it is hard to learn and execute perfectly.
TESTING IN PROGESS! SHACO Jack In The Box NERF HURT HIS COUNTER-JUNGLING. UPDATING SOON!
Spawn : 15:00 Respawn: 7:00
Spawn: 2:30 Respawn: 6:00
Spawn: 1:55 Respawn: 5:00
Spawn 1:55 Respawn 5:00
Spawn: 1:40 Respawn: 1:00
- Why is Knowing Respawn Times Important?
A good Shaco needs to counter jungle and share buffs with his teammates. Knowing respawn times greatly helps with this. With enough practice, and learning the jungle routes of other champs, you can easily predict their position in the jungle, allowing you to safely steal their jungle. Finally, dragon & baron control; it will allow you to know when the next camp spawns and prepare your team to take it.
All Lanes Pushed - Tell your teammates to stop auto-attacking every minion and let the enemy push the lane. Meanwhile, visit the enemy jungler; frustrate him and do everything you can to alter his jungle. Hey, you might even find him recalling on low HP at the end of his route.
Lane Gankable - Inform your teammate you are coming in to gank. Get in a good position, this does not mean go into their bush since these are commonly warded. Deceive from a wall or from the Fog of War. Get behind the enemy and your teammate should be initiating. Place a Jack In The Box where you predict the enemy will go, Pop your Exhaust, Ghost, or Ignite and start attacking. DO NOT use the active on Two-Shiv Poison. Keep attacking till they Flash or run out of your range. Now they should have either died or at around 50 HP, time to use the active on Two-Shiv Poison. Say Nice job to your teammate and continue to another lane or the jungle.
What's so Important about Dragon?
- Killing the dragon grants 190 gold to each player on the killing team and gives experience to killer and nearby allies. The killer receives 25 bonus gold. It is described in-game as "a powerful and dangerous monster who can blow fire on its enemies causing damage over time and slowing attack speed. Slaying this foe grants global gold to your team".
- From http://leagueoflegends.wikia.com/wiki/Dragon
Wriggle's Lantern provides you with a free Sight Ward. Don't forget this! Even though you should absolutely buy wards throughout the game, make sure you use Wriggle's Lantern to it's full potential.
Solo Dragon at Lvl 6
- If you have warded baron and have one of the two items above in your inventory, head over to Dragon. [Grab Red Buff, it helps, but not needed] DO NOT USE Smite ON RED!
- Cast Hallucinate and command your clone to attack Dragon. [You can control your clone by Holding ALT+ Clicking the direction]
- After your clone starts attacking Dragon, Place 1 Jack In The Box under Dragon, and move Shaco behind dragon.
- Start attacking and use Two-Shiv Poison whenever it is off cooldown.
- Use Smite when Dragon gets around 570 HP.
- Dragon will be up in the next 6 Minutes!
+ Very Disruptive
+ Very High Dmg. Output with Jack In The Box
+ Hallucinate with 1.0 AP Scaling can stop almost any champion from capturing points
+ Can take control of Health Relics and Speed Boosts.
+ FUN! That's why we play right?
- Have to take time to stack at least 3+ Jack In The Box at a location.
- Squishy as usual
Greater Mark of Magic Penetration: I take 9 of these Marks to boost my damage output through out the game. This will give you a really nice amount of Magic Penn. that will help you if they stack some Magic Resist.
Greater Seal of Ability Power: I take 9 of these seals to boost my Ability Power early game. This will make your boxes hit VERY hard before you start building your Deathfire Grasp You can switch these out for greater seal of replenishment if you feel that mana problems are holding you back.
Greater Glyph of Cooldown Reduction: I take 9 of these glyphs because they provide you with great cooldown reduction, something you need to place down the boxes fast and move on to the next location or turret.
Greater Quintessence of Ability Power: I take 3 of these quintessences for the boost in Ability Power pre- Deathfire Grasp. In total they give you 13.5 Ability Power, more than in enough you need to take down champs in mere seconds.
Since the XP rate is much higher on Dominion then Summoner's Rift or Twisted Treeline, I opt to Max my Jack In The Box's first for the longer fear and higher damage output. The more they are feared near your boxes, the more damage they deal. Next I max Two-Shiv Poison for it's great scaling with AP. The Active on Two-Shiv Poison + Deathfire Grasp will drop most squishy's to less then half hp instantly. We hold Deceive for last the time stealth'd doesn't increase by level. Make sure to pick up Hallucinate whenever possible.
When the game start's tell your teammates you are going to be going to Windmill (Top-Middle Turret). Pick up your items and when the game starts, immediately run towards the speed boost and make your way to the turret. Place 1 Jack In The Box or 2 if you can where you predict they will run and pick up kills while your teammates capture. If the enemy team is dead and its free to cap make sure to HELP! The objective of Dominion is to capture and defend turrets, so keep that in mind. Anyway, after succeeding top head down bottom and start holding bot lane (Tell your teammates this). Farm and start stacking boxes on locations on the map, preferably the ones shown below.
You should have your Deathfire Grasp and sorcerer's boots. This part of the game is where you need to benefit your team as much as possible. Keep watch at where the team is located and counter-capture their turrets. For ex: If they are capturing Windmill and you know you can't stop it in time, run to the furthest turret from Windmill and start capturing it. This plus placing boxes at key locations, is your main goal throughout this stage of the game. MAKE SURE TO COMPLETE QUESTS. THEY ARE IMPORTANT.
There's not really a late game in Dominion, but if the game is really close and it's at a consistent, even tie then this is what you need to do. You need to tell your teammates that all of them are going to counter-capture while you use your Jack In The Box's and Hallucinate to deny them captures. This, done correctly, will finish the game in victory.
You want to focus around Health Relics, Speed Boosts, and Entrances to Friendly Turrets.
Well that's it! My first guide complete :]
Thank you so much for reading and I truly hope you enjoyed the guide. If you have any questions, suggestions, or concerns there's a comment box below. I love constructive criticism and any questions that will come my way i'll do my best to answer.
This Shaco guide took me a long time to wright and editing every crook and cranny that ticked off my OCD took some time. That being said if you enjoy'd the guide, please all I ask is to upvote it by clicking the thumps up above. If it's necessary to downvote, make sure you tell me why in the comments.
Thank you all!
Also I would like to credit Teodur for making me look at Shaco in a different way. He helped me change my mind about what works with Shaco and the builds I use. <3
Lastly i'd like to give a shout-out to one of my best bud's in Texas! iBrettBanana mucho lovo :P