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Introduction
My guide is an argument for taking



*This is not a guide on who Shaco is or how to play him, I'm not telling you what you already know. It is a single proposed strategy.


1. Why does






2. Why does

Because Shaco's abilities result in him falling off late game, his task is to be a split pusher and help clean-up team fights. A hard CC team composition will allow Shaco to put out DPS in team fights. The example team composition(below) supports his objective to split push as well, as it is very difficult to engage on, and allows time to teleport(





As I mentioned in the previous chapter, lanes with inherent crowd control abilities make up for the lack of exhaust or ignite on Shaco. But what's more important is how the team composition in the late game enables shaco to 1. split push and 2. have enough time to teleport into a fight.
Here is an example of an ideal team:




Champions who can disengage, like







Place your ward in lanes that will allow for counter ganks. Choose top or bottom, as they will assure the most success.


Supports wave clearing for split pushing.


A great choice on junglers, particularly Shaco as he can ward relatively safely.


An integral aspect to the objective of split pushing, counter ganking, and finishing team fights.






Very clever items that make you slippery while adding to your damage.

1. Maxing

3.? It is common to see


2. I've decided on maxing


The only thing worth pointiong out here is the point in
Destruction
, which strengthens your late game role as a split-pusher.

The only choice that stands out here are the

They are also more beneficial than the flat attack damage if seen from a new perspective. Do the Attack damage Quints provide 6% MORE damage to the lane you are ganking? Do they even provide 6% MORE damage to you? And in effect, will the AD Quints increase your gank success by 6% or more?
No.
The 6% experience gained from Quints are a great choice for Shaco, especially one looking to assure his relevance in mid-late game.
Below is a comment that was posted by LordPickleton and I've decided to add it in my guide. I chopped it up in order to reply more easily, but you can see the original here.
LordPickleton wrote:
To me the exp runes aren't really worth it unless you also have the masteries and Zilean in team to really bump it (19% increased exp will give you a nice edge on your opponents)
Hey, good input. I really forgot about the
Awareness
point in the utility tree, and I'm glad you pointed that out. I'll disregard Zilean's
Heightened Learning as a factor for now, because he shouldn't have to be in every team for this concept to work.
Having that extra 5% experience from
Heightened Learning is a great idea, but on the other hand I believe going down the utility tree, and sacrificing 12 points in offense to get it, is not worth it. Maybe it's possible, but that is one hell of a trade off.
The experience-per-level Quints up your mid-phase a little but once you hit 18 they serve no purpose anymore. 6% exp increase is not enough to really get ahead on levels until around mid-phase
Missing your Quint of Attack Damage is not a statistic to be regretted at level 18, when a mere 6.75 attack damage is minute in your total AD build. The time to consider their contribution is early on. And mid-late phase is what I'm banking on with choosing
Greater Quintessence of Experience.
and you're sacrificing a bit of damage in early game to get it (which could mean the difference between a successful gank or a failed turret dive)
It could, but it has to be quantified. How many ganks will fail because of it? That's not easy to figure out, because so much needs to be considered. Will Shaco really forfeit a 6% success rate on his ganks? But in relative comparison, a poor 6.75 AD does not seem to outweigh 6% bonus experience.
If you were to sell insurance to anyone in the League of Legends, who would be your highest risk client? It would be The Clown. And because of that,
Shaco is one of the greatest, if not THE greatest, benefactors from it.
Also, when killed the enemy gets exp based off of how much the target had, so it can backfire if you get ahead in levels and then the carry kills you.
This is a strange argument. I mean, by that logic, why ever get ahead at all? With experience gained you benefit from increases in all your statistics. What I think you're saying is that gold in particular is not accompanying the bonus xp, and perhaps you interpret the champion in this scenario as being inflated in a sense. But the experience itself is very consequential.
Hey, good input. I really forgot about the


Having that extra 5% experience from

The experience-per-level Quints up your mid-phase a little but once you hit 18 they serve no purpose anymore. 6% exp increase is not enough to really get ahead on levels until around mid-phase
Missing your Quint of Attack Damage is not a statistic to be regretted at level 18, when a mere 6.75 attack damage is minute in your total AD build. The time to consider their contribution is early on. And mid-late phase is what I'm banking on with choosing

and you're sacrificing a bit of damage in early game to get it (which could mean the difference between a successful gank or a failed turret dive)
It could, but it has to be quantified. How many ganks will fail because of it? That's not easy to figure out, because so much needs to be considered. Will Shaco really forfeit a 6% success rate on his ganks? But in relative comparison, a poor 6.75 AD does not seem to outweigh 6% bonus experience.
If you were to sell insurance to anyone in the League of Legends, who would be your highest risk client? It would be The Clown. And because of that,

Also, when killed the enemy gets exp based off of how much the target had, so it can backfire if you get ahead in levels and then the carry kills you.
This is a strange argument. I mean, by that logic, why ever get ahead at all? With experience gained you benefit from increases in all your statistics. What I think you're saying is that gold in particular is not accompanying the bonus xp, and perhaps you interpret the champion in this scenario as being inflated in a sense. But the experience itself is very consequential.

The


So that was my first guide. I hope you liked it as much as I had fun thinking about and writing it, and not to mention playing it!
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