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Shaco Build Guide by Mesamec

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League of Legends Build Guide Author Mesamec

Shaco the Roaming Terror

Mesamec Last updated on June 12, 2011
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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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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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.

This guide will be short and simple. The whole point of Shaco IMO is to counter jungle and roam around grabbing quick and easy kills on squishies. The boots of speed and ward are non negotiable, you MUST get them.

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Early Game

Buy the boots and that ward and haul *** over to enemy blue. Plant the ward, hope no one saw you :D. If they have a jungler, wait until they get to blue, when they start and are about to kill blue, deceive in and ignite and finish off with autoattacks.

OPTIONAL: Proceed to gloat over victory. Also make sure to mention it every few minutes to shame the jungler.

IF NO JUNGLER: Either get in lane or wait for an easy kill in a 2v2 lane or mid.

After killing their jungler, I recommend you port back and buy another ward and get over to red, ward it. Wait for them to go after that. If you kill them twice, you should have enough for boots of mobility, go ahead and buy them. Alternatively, you could have headed back to lane to level up to 6.

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Mid Game

If the enemy jungler hasn't quit yet, keep trying to harass them as they should be underleveled from your harass. By this point you should have started building an IE or if you performed exceptionally well in early game, you'll have an IE already. This is when the true roaming part comes out, travel between lanes searching for easy kills or counter jungling the enemy.

If a teamfight breaks out, make sure you're there, but don't dive in. Wait for the caster/ranged carry to be isolated from the fight, then deceive in, hallucinate, autoattack, set jitb, throw shiv. If done right and with an IE, they should be dead.

At this point it's your decision whether to get a zeal first or build bloodrazor first, I personally go for a zeal first for the added move speed and crit, but either is fine.

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End Game

You should have an IE, Bloodrazor, and Bloodthirster AT LEAST by now. Depending on the game, you could next either build some survivability (Banshee's Veil) or build a Phantom Dancer, if the enemy team is AD heavy Thornmail wouldn't hurt either. The main focus of your endgame is to terrorize squishies into hiding at tower/base. Your other focus is to take down towers with hallucinate and jitb. Really not much to explain here.

EXTRA EXPLANATION: Enemy team has a Veigar or similar squishy nukes/carries? When the teamfight begins and both sides commit, go in for the squishy nuke/carry and neutralize them before they can do significant damage. I realize that not every team will have the ideal tank to take the fire off of you, therefore, you might just want to go in, attract the nuke/carry's attention then draw them away from the fight and have them focus you. Of course you just deceive away or hallucinate then.

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The 9x ArPen marks and 3x ArPen Quints are an obvious choice for someone like Shaco, at low levels, you'll quite possibly be dealing true damage :D

9x MRegen/Lvl Seals are my personal preference but I feel they help with mana starvation when roaming. You could also try replacing these with MR or Armor.

9x CDRFlat Glyphys are also my personal preference, you could probably replace them with MR or something.

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Non negotiable. Magic Pen and 6 ArPen are always good. So is that 10% extra crit damage for your Q.

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Boots of Speed first always, otherwise you won't be able to reach enemy blue in time. Mobility for roaming the map, IE, BT, and BR are self explanatory. Phantom Dancer is optional, I recommend taking this if they are squishy but have something like ghost or flash.

Thornmail and Banshee's Veil are nice if you find yourself being focused in team fights or if the enemy team has someone like Yi or LB.

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Skill Sequence

Maxing Deceive first is the best way to go IMO, you lower the mana cost and increase the damage done. The Q Crit can be devastating early game. Shiv is maxed next because of the all important slow and throw. Jitb are not as important to this build as it is to AP shaco because we're not sitting around laying nests, we're moving around actively trying to secure kills.

The ult is self explanatory. But I'll still explain it because I'm nice.
I myself mainly use the ult while in bushes to initiate a gank by making a lane blow it's spells on the clone. Then you deceive in and attempt to finish them off. Another good use of the ult is to prevent Karthus from killing you or to make a clean escape by fooling them into following the clone.

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Summoner Spells

Ignite and Ghost are solid choices for SS, however Exhaust wouldn't be bad either, but I prefer ignite for the true damage and heal redux which help when trying to take down Master Yi or Mundo :D

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BOOTS OF SPEED FIRST. Roam. Counter Jungle. Piss off enemy jungler. See squishy, stalk squishy, kill squishy.

That is all.