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SHACO BUILD GUIDE: THE COMPENDIUM [Patch 3.10 Double Buff] by TheTrueJoker

by TheTrueJoker (last updated over a year ago)

Featured1,448,194 Views 59 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Attack Speed( +6.84% attack speed)
9
Greater Glyph of Attack Speed( +5.76% attack speed)
3
Greater Quintessence of Critical Chance(+5.58% critical chance)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Backstab
QDeceive
WJack In The Box
ETwo-Shiv Poison
RHallucinate
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Backstab
QDeceive
WJack In The Box
ETwo-Shiv Poison
RHallucinate

Champion Matchups

Tl;DR? Here's all you need to know about Shaco!

________________________________________________________________________________________________________
Are you in loading screen? Did you try to impress your friends and instill fear into your enemies' hearts but don't have time to learn Shaco? Well you're in luck! Here is a quick run down on the basics of Shaco!

Shaco is a Jungler. Take these two spells and / depending on your playstyle.

Item Builds
Start with :
Get these early:
End with this:boots-of-mobilityspirit-of-the-elder-lizardstatikk-shivblade-of-the-ruined-kinginfinity-edgeguardian-angel

Jungling Path: :

1. Rush out of base to either buff that you prefer
2. Drop first box at :56 seconds where the buff would spawn
3. Continue dropping boxes until 1:48
4. Buff spawns
5. Kill the buff without
6. Go to the other buff and drop 1 box and kill it with that box and

Skill Distribution/ explanation: look above for the distribution but I'll explain here how to use your abilities quickly along with the first six levels.

  • Maximize your passive by attacking from behind, especially after you use
  • Throw down your in the jungle to tank damage or throw them down to make an escape pathway, as they fear the enemy, giving you and your crew extra time to escape.
  • Don't be a pussy shit and throw your right when you gank. You need it to apply the perma slow. Throw it after they flash
  • timing this right will remove you from the map for .5 seconds, giving you a chance to dodge any incoming spells. In addition, you can control your clone using the alt button and right clicking.

Last words of advice: Counterjungle the shit out of the enemy jungle man

Introduction: Who am I and Who is Shaco?

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GUIDE OVERHAUL IN PROGRESS
Hello guys I'm glad you wanted to read this far and skipped over my TL;DR section! You're in for a long and hopefully insightful read!
[number]I go by FrozenXFire and I am a Diamond elo player on the NA servers! I've been as far up as Diamond 1 and you can add my smurf Whatthebeep if you would like too as I am leveling him up at the moment.

Shaco is a complete monster in Solo Queue, but no matter how well you do, you won't be able to singlehandedly carry the team on your back. He will need a team to follow up on his plays and to capitalize, so make sure your team knows what you're doing.

Shaco is a niche jungler. His initial clear is amazing because of and his ganks because of can be surprising and devastating. He adds a sense of paranoia to the game, which can give your team an immense lead in the game if you play him well.

Now before we get started, I hope you guys will know that not all tactics that I show you are set in stone. Everything in this guide is dynamic, changing with the game and with peoples' playstyles, so go forth and experiment.


[http://i.imgur.com/m7ANw.png]

Shaco's Lore: 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.



Pros:
  • Scary Ganker
  • Fast initial jungle clears
  • Tons of utility
  • Most fun champion in the game
  • Easy escape mechanisms
  • Pubstomper
  • Allows your team to push freely because of the fear factor
  • Snowballs easily
  • Good objective control
  • Great mobility

Cons:
  • Squishy
  • Slow jungler after initial clear
  • Vulnerable to being screwed for the remainder of the game if the enemy invades
  • One of, if not the most difficult champions in the game to played effectively
  • Easily countered
  • Horrendous teamfighting capabilities and late game
  • High Risk-High Reward

Jungle Vs. Lane

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Well, to start off, Shaco's strongest attribute is his ganking prowess. Playing a lane oriented Shaco will not allow you to take full advantage of this because the enemy has sight of you at most times.

[http://i.imgur.com/sm1iUWk.png]

Jungle Shaco Pluses
  • Shaco can almost take no damage in the jungle because of his and
  • Shaco can gank like a monster in the early levels because he'll outlevel everyone in the game with his initial clear.

Lane Shaco Pluses
  • Shaco is probably played as AP support or AP mid if he's in the lane at all.
  • His acts as a free ward and mini-CC. This can contribute to winning a lane or stopping a gank.
  • has a good AP ratio and can be used to harass and last hit.

Despite the how strong lane Shaco looks on paper, he loses his biggest strength, the element of surprise. Because of that, Jungle Shaco is the go-to path if you want to be a clownmaster.


Masteries

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There are three main mastery pages that Shaco can take.
21/0/9
Twenty-one points are put in offense for maximum damage. In addition, you'll have nine points in utility so that you can run faster, have a lower CDR on your and have longer durations on your buffs. This page I recommend you use most of the time since Shaco doesn't need defense when he has .
[http://i.imgur.com/8nHygGd.png]


21/9/0
I take this page if I am planning on farming a lot in the jungle because your utility tree will be wasted if you constantly fight jungle monsters instead of traversing between and ganking lanes.
[http://i.imgur.com/6bnaP.png]


9/12/9
I like this last set up because it gives you the best of all three worlds. If you're playing blind pick, I'd recommend this. Also if you're new to Shaco, this is a nice page to pick up as well.
[http://i.imgur.com/plJFH.png]

Runes

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Even though I have a definite rune set up at the top of the page, Shaco can take any combination you like since he is not a traditional jungler.

Marks

The Trinity+1
  • Armor Penetration Marks
Great for doing true damage to jungle monsters and high durability targets in lane.

  • Attack Damage Marks
Imagine hitting someone with a large tree trunk or imagine throwing all the individual sticks at them. AD Marks will let you hit them hard but AS will let you continuously pound away at the enemies. In addition, there are plenty of abilities in the game that can reduce your attack speed but there are very few that reduce attack damage, which makes Attack Damage Marks a nice choice.

(A few examples include: 's Wither, 's Crippling Strike, and 's Essence Flux.)

  • Attack Speed Marks
Doesn't let you crit as big as if you took Attack Damage Marks, but it helps more with jungle clears and farming. In addition, it procs your a lot more often so it has its advantages as well.

  • Crit Chance Marks
Now this is my favorite. You will only take one of these on your page. This will give you a 1% crit chance so if you're lucky, you can win a lot of duels that you may have lost otherwise.
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Seals

  • These are usually a no-brainer, armor seals are always good for reducing the damage taken in jungle, but Shaco has his exceptions.

  • Attack Speed Seals
If you're a good Shaco player, then taking these will be really awesome for you damage output. This also makes you more vulnerable while absorbing minion autoattacks or jungling though so be wary.
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Glyphs

  • I take 3 MR per level(Magic Resist) Blues because early game, you won't be needing MR in the jungle. This helps you scale into late game with little Magic Resist Items.

  • I take 6 flat MR glyphs because just in case the mid tries to burst me down early game, I still have some MR, rather than none at all had I taken all MR per levels.

Other Choices include:

  • Cooldown glyphs so that you can set up more boxes, but this isn't necessary unless you are taking a gimmicky jungle route.

  • AS glyphs Now this is a really ballsy move but I wouldn't recommend it unless you're really good.

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Quintessences

  • I like either Armor Penetration Quintessences or Attack Damage Quintessences. It all comes down to preference.

  • Movement Speed Quints A good choice if you can afford it.

  • Crit Chance Quints for funsies

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My Rune Pages
This is my favorite page. It's all offense for powerful clear, ganks, and dueling. The crit is awesome as well because level 2/3 duels with the enemy jungler is hella fun if you do 150 damage on an auto. It's a real surprise for them if you get lucky!!
[http://i.imgur.com/5QF4xsp.png]
My balanced page. Self explanatory but I usually take this if I know I can't duel. ( and the likes)
[http://i.imgur.com/kkzwLD3.png]

Summoner Spells

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/

Explanation:

The Great Debate:
VS.

This argument has lasted through the ages and torn families apart to the point of murder. Which is better? Each side has fortified defenses for the pros and cons of both, but it all comes down to preference.

Exhaust :
  • Scales well into late game
  • Good dueling capacity
  • Good for ganks on lanes without CC
  • Useless if the enemy uses flash

Ignite
  • Great for gank damage
  • Great for securing kills in duels
  • Falls off late game

Now to be honest, both are awesome and it just comes down to personal preference in the end.

Don't forget smite!

Funny story: I once forgot smite while jungling (took flash and exhaust). Had my team baby me through the entire jungle and when it came to baron/dragon secures, turns out the enemy jungler afk'd so we were able to take objectives easily. I don't know what I was thinking in champion select.

What do Shaco's Skills do?

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Passive: Backstab

Explanation:

Works great with and . It's good for chasing and assassinating. When the enemy is running away their backs will be turned so you can take full advantage of this. For Assassinations, you'll want to behind the carry and try to kill them before they turn around. WE SHACO PLAYERS PLAY DIRTY.
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Q: Deceive

Explanation:

Awesome skill: what Shaco is known for. The range of the skill can be deceiving because if the range indicator reaches halfway over the wall, the jump is do-able. However if the range doesn't meet this criteria, you'll break your sharp nose off into the wall. Also make sure you use this wisely because the cooldown is pretty high.
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W: Jack In The Box

Explanation:

Shaco's jungle toolbox and escape. Now there are two components you have to recognize with this skill: the damage over time and the fear. The damage will help you clear your jungle early game quite fast, but the fear is your escape mechanism. I'll draw some parallels with here. Nocturne's E, unspeakable horror can be used defensively as well. When an enemy chases you, drop a in your path or use nocturne's E and if the enemy continues to chase, they'll be feared for a good amount of time. A good Shaco player will plan his and his allies' escape routes by stringing the routes with these before fighting.
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E: Two-Shiv Poison

Explanation:

Shaco's ranged nuke. Keep in mind that this skill passively slows and enables you to have a passive dodge chance against minions. Therefore, do NOT under any circumstances use it at the beginning of a gank. You want to slow the enemy and then when they flash, throw a shiv to finish them off or slow them again so that you can catch up. When jungling, do not throw the shiv right away. Keep it off cooldown so that you can take full advantage of the passive dodge chance. Keep in mind the dodge chance only applies to minions, not champions.
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R: Hallucinate

Explanation:

Simple, you can use Alt+right click to send your clone in for a kamikaze mission or to boggle the enemies minds. When you cast this spell, Shaco disappears from the map for about half a second, allowing you to dodge projectiles, such as Karthus Ult, Ashe Arrow, Caitlyn Ult, or anything at all. You can use this to take down towers and enemies much quicker and it DOES in fact, apply on-hit items (Making Blade of the Ruined King, on hit effects, and aura items extremely effective)

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Skill Leveling Priorities

1.
2.
3.
4.

Explanation:
logically you want to take your ult whenever you have the chance.

This is second priority because it is Shaco's only true ranged skill. The slow increases with level and so does the damage. Therefore, in early ganks, this is useful.

is third priority because it gives strong DoT and a longer duration of AoE fear. Put two points into this early for fast jungle times and stronger fears.

is last priority because the critical strike is not a true one. At rank 1, it does 140% damage. At rank 4, it does 200% damage, the same amount as a normal critical strike. In addition, the scaling with this ability it's good enough to put in front of any other skill.
Note: I said this before, but the "Lethality" mastery does affect damage, therefore making it stronger with less ranks invested in it.

Item Builds

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I'm going to go over the Starting, Core, Offense, and a couple Defense Items in this section:
I will not cover defense extensively because you should build according to the enemy team.

Starting Items:

  • is a new item added in S3 that is really strong in the jungle. I recommend you take this if you want a stronger and faster clear.
  • take three to five of these. With my new pathing, you won't need all five, but it's safer to do so.
Also viable: for your initial clear. This is also a lot more effective in a gank than , but since Shaco has no natural sustain, getting low with a and no is deadly because you won't be able to heal up effectively.

Core:
  • / lets you roam and splitpush effectively.
  • I have made this item into a core item because with S3, I find it increasingly difficult to successfully pull off invades. Whenever I fail an early invade, I become very behind, so the makes up for it and also the unique passive really helps when I want to turn into a split pushing, tower-eating monster.
  • I always get this item for dueling and sustain. Remember the you picked up at the beginning? Build that into this and become a complete clown shit


Offensive Item Synergies:
________________________________________________________________________________________________________
Youmuu's Ghostblade


has a lot of utility. The active can help in teamfights or chasing/escaping/backdooring. (component) will give you a boost in gold and the armor penetration and CDR (cooldown reduction) from will affect your long Deceive cooldown and help you set up more Jack in the Boxes.

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Trinity Force this thing sucks because it's expensive af but if you can get it, it's strong


- does in fact affect your . This is a major advantage, especially against squishy targets.
- Adds survivability to Shaco and a perma-slow along with your ()
- More attack speed, move speed, and critical strike chance. Good item overall for Shaco.

Note: Since is extremely expensive, I never usually buy this unless I'm 15/0 fed.

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Infinity Edge


will make for extremely strong . Waiting for an expensive component: , is not a good idea, though. A jungler should never have 1000+ spare change in their pockets. This should be spent on wards and such.
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Blade of the Awesome King


is basically madred's bloodrazors except better. It provides Shaco with sustain as well as some CC other than his . It also works well with . Two Shacos= 8% of max health being dealt each attack.

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Bloody Sword


good for more AD if you need it, however, waiting for is not a good idea, since you are the jungler.

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As Beautiful Korean put it, Shit's End


the passive effect works with your .

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Ravenous Hydra


a new item that I'm meh on. It's okay and adds an AoE aspect to Shaco, but I don't feel like it's super useful or better than in any way. (Also offers some sustain with lifesteal.)

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Lightning Sword


Basically for the same reason that I would get Ravenous-Hydra. It adds some good attack speed and crit, as well as some needed movement speed. Helps a lot with splitpushing and farming.

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Sword of the Divine


has been re-added to the game and it's cheesy as hell! I feel like the triple crit passive combined with your Q AND the Frenzy mastery will provide you with a burst that can one shot the carry. Added with an and you'll be very powerful, but past your initial burst you'll suck balls, meaning if you don't kill the carry, you're dead.

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White Cleaver


is pretty decent, so pick one up if you want some added durability. The arpen is great but I can't really notice it; it still works though.



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Defensive Items:
The tip is to find items that benefit you and your team when you .
  • - Great in general against AP carries, also applies to your clone.
  • - Double-Runic Bulwark when you , allowing your team to have a strong AD and Armor boost.
  • -Decent item, especially late game, where Shaco can get bursted down easily.
  • - is basically like a QSS, but I feel that it has a lot of added offensive bonuses. Using this right after you jump and slay an AD carry can ensure a safe getaway!
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Boot Upgrades:
run faster jump higher!!!

make your minions run faster and jump higher
apply your all the time
enemies destroying you?
________________________________________________________________________________________________________

Sample Full Build with Explanation:
are good because it allows you to roam the map freely and quickly. I would sometimes take , but nothing else.
I found Statikk Shiv to be a good item because it allows Shaco some leeway in teamfights as it allows him with some AoE. In addition, the gives you extra income in case you're feeding like a mofo. Lastly it lets you clear waves exceptionally fast, making you a good splitpusher.
This item is OP as hell right now because it gives you so much dueling prowess and sustain. It's not to be passed up.
Ok maybe you can get this earlier but the extra 50% crit damage isn't THAT much compared to all the other items so I would get this as my fifth item. It's good, but it's not the best.
Anything else is for defense. Your best bet would be a or a . I lean towards the latter and after that I would pick up a health item. However if you are not fed, I recommend picking up the health item before the

I will continue to update with my builds.


Important note: Cooldowns keep on "cooling down" while you wait to be resurrected by . The second you resurrect, and juke for your life!

Patch 3.10 Double Buff

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So after patch 3.10 has been released. Riot must've forgotten about Shaco's S2 Double Buff exploits when implementing their new jungle changes. Shaco can let his boxes solo one buff whilst taking the other, giving him the fastest clear in the game, with double buffs as early as 2:15 minutes.

Patch 3.10 notes:

Red/Blue buff health reduced from 1500 to 1400.

This route can accomplish:

  • 2:15 time
  • Double Buff
  • Level 2



Directions:
1. Run to Red/Blue Buff
2. Set boxes starting from :56
3. Stop setting at 1:45
4. Run to other buff
5. Kill with and

2:45 Double Buff Jungling Route

________________________________________________________________________________________________________
Shaco should take minimal to no damage in the jungle due to this Jack in the Box (W) skill. These allow Shaco to get effectively a free minion(s) in the jungle if played right.

I like to do a red start however it depends each game on the enemy jungler and where you want to gank first. What I accomplish in my route are

  • Near Full Health without using potions or Full Health with one potion used
  • Double Buff
  • Level 3
  • All in the package of 2:45



1. Run to your red/blue buff depending on which you want to start on
2. If you arrive before :39, set down a Jack in the Box to scout your jungle (place it somewhere near the river for maximum sight)
3. At precisely :56, set your Jack in the Box right where the blue/red would spawn.
4. Stack boxes until 1:48
5. Red/Blue spawns
6. Attack a small lizard; the big monster will be reduced to about 70 health as you fight the small lizard
7. Attack the big creep once to knock it out in one shot.
8. Kill the remaining small lizard.
9. Level up your deceive if you want to counter-jungle or level up your shiv to take your remaining buff
10. Counterjungling: Deceive over the baron/dragon pit and invade the enemy red/blue. Use your smite to take the kill.
11. Normal Path: run to your blue/red buff (whichever is remaining) and take it out with one box and a smite.
12. Gank and shit
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When setting up boxes at the buffs, set them how I do in these four pictures, or in this video demonstration. This way, you can do it undetected by the enemy team. It takes some practice, but stand where I stand and aim where the red circle is.

Blue Side, Red Lizard
[http://i.imgur.com/b6Gv9.jpg]
Blue Side, Blue Golem
[http://i.imgur.com/ga4fn.jpg]
Purple Side, Red Lizard
[http://i.imgur.com/BY2GI.jpg]
Purple Side, Blue Golem
[http://i.imgur.com/U9KXP.jpg]
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Also keep in mind that Shaco is a wonderful Counter-Jungler. Be sure to set up traps in the enemy's jungle and take their buffs. Even better, wait for them to take their buff and then kill them to get gold and the buff.

Feelin' A Bit Pro? Speed up your Jungle by 15 Seconds!

This is Combatcube's awesome jungle video! He is a very good Shaco player who comes up with the most efficient jungle pathing I have seen.

Now I don't recommend this path for newer players as it is a little confusing and any misclicks will lead to messups which could destroy the efficiency of this path. However, if you are a seasoned player, this is the video to watch!

C0mbatcube's Pathing

Counter Jungling

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Shaco excels at counter jungling, but which path you take depends on the enemy jungler you're against and the chance that the enemy will invade you. Shaco is by no means a top tier jungler, but on his first clear, Jack in the Boxes MELT buffs, letting you steal them with relative ease.

Your Blue Start [Reliable]
This path is fast as hell; you'll be decimating the enemy jungler under his team's nose. This path can be mirrored with red buff or blue buff on either side.
Alternative to speed up this monster path even more: Tell mid lane to auto attack buff twice, let finish buff off, then mid lane clears out two small lizards for extra exp. However this may be a little risky if you're playing Solo queue because we all know how mids love taking blue.

Here is the run down to this path:
1. Get to the designated start buff
2. Set boxes at :56
3. Set your last box in the 1:42-1:48 range
4. Auto attack the buff twice and run to dragon/baron pit.
5.Level up and over the wall.
6. Take enemy buff with
7. Clear out small lizards later or tell top lane to do so

Hint: iF you don't get your top lane to clear your baby lizards (the ones that were left after blue buff died), you can clear them later on, after a gank or so. Now here's the good part. If the enemy jungler thinks he's smart, he'll time your buff and arrive at your blue buff at 7:15, waiting for it to spawn. Now all you have to do is keep on jungling and let him waste his precious time there! Your buff isn't due to respawn until you kill the baby lizards later!!
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Enemy Red Start [DANGEROUS]

I wouldn't recommend doing this route unless you are 100% sure that the enemy is starting at their own blue.
________________________________________________________________________________________________________
Here are two different maps and routes that I chose to gank the Jungler anywhere they are at. You may want to choose your route (Red/Blue) carefully during the loading screen depending on where you think the enemy jungler will start.

For example, on this first map. Say the enemy jungler is a . With the new 1:50 spawn times, most champions are going to go straight from one buff to the other. Some mana based champions might even start at red too so counterjungling doesn't depend on the enemy champion, it depends on what goals they want to reach at a certain level.

Okay so say this fiddlesticks read a guide and decides to start at his blue and you find this out because your support warded it. You have three choices to try.
1. Finish red and gank him at blue
2. Start red, go to blue, mirror his pathing and countergank him.
3. Start blue, steal his red and duel him in his jungle
[http://i.imgur.com/iDV7V.jpg]

This is another map, but for the Purple side. The best way to counterjungle is to think where would I go if I were the enemy?

[http://i.imgur.com/KKSNX.jpg]

Jungling Matchups: Who and Who Not to Fight

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Comment on which junglers you want to be added!!!
In this section, I will be giving you guys my opinion versus these junglers. The points I am going to hit are:
1. Sustain
2. Clearing Capabilities
3. Estimated Start Point
4. Dueling Prowess
5. Ganks
6. Difficuilty

ALSO: I have not played against all these champions! Based off what I know about them, I am theorizing how they would work. Please correct me in the comments section if I am wrong! Thanks :)


1. Sustain: Mild, through his minor heal ability
2. Clearing Capabilities: Strong, with the help of pulverize and his passive, though he's not a popular pick anymore
3. Estimated Start Point: Will most likely start at blue buff, since his mana costs and cooldowns are through the roof early game.
4. Dueling Prowess: Weak, you might not be able to kill him, but he will never be able to kill you
5. Ganks: Extremely strong. He has a whole kit of CC to lock someone down.
6. Difficuilty: Easy
Details:
Alistar poses a real threat to your team in terms of ganks, but in the current meta he's better off in lane. You don't really have to worry about him.
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1. Sustain: Weak, no modes of natural sustain, just damage reduction
2. Clearing Capabilities: Pretty fast
3. Estimated Start Point: Red Buff probably. Since the new respawn times, he won't need much mana to take down red and he'll go straight to blue afterward anyway
4. Dueling Prowess: Weak, he has no damage nukes early game, just small sustained damage. Coupled with a teammate he's a threat.
5. Ganks: Strong, past level 6. Early ganks can't do much unless your teammates are hella bad.
6. Difficulty: Easy
Details:
All you need to do is try to delay his level 6 as long as possible. After that, don't get caught by it in teamfights and kill the AD carry.
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1. Sustain: Very strong, because he gains health/mana per minion kill
2. Clearing Capabilities: Strong. He has a lot of AoE
3. Estimated Start Point: Blue from past experience Cho'Gaths just clear both buffs and balance ganking/farming
4. Dueling Prowess: Strong, he has the second highest AD ratio in the game. If your lanes are pushed back, don't try to duel him because he's also naturally tanky.
5. Ganks: Strong, if he can get into a good position. Otherwise he'll just scream at you and run back into the jungle to stab more minions.
6. Difficulty: Mild
Details: You should try to invade early. He doesn't really turn into a monster but you do need to delay his items. More often than not, tanky junglers scale into late game regardless of early game. All you can really do is poke at him.
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1. Sustain: Very weak, especially since his AoE eats health faster than Cho'gath eats teemo. When he hits levels 6+ he'll be really hard to kill without 2. Clearing Capabilities: Fast AF! His AoE DoT will take down camps within seconds
3. Estimated Start Point: Red buff/Blue buff. Depending on your lanes, he may want to go for a level 2 gank with just red (but I doubt it) or he might start blue for CDR and clear red afterwards. He's unpredictable like other non-traditional resource champions
4. Dueling Prowess: Strong. He has an AD steroid and an insane DoT. I'd only duel him while he's fighting a camp or running around mindlessly in the jungle.
5. Ganks: Weak. His slow is strong if he can land it. Otherwise it's just a nusiance.
6. Difficulty: Mild
Details: Kill him using , that's basically it. There's no point in shutting him completely down because as with tanky junglers he'll just turn into a meatshield.________________________________________________________________________________________________________

1. Sustain: Extremely bad-good. If you can cancel his drain he'll suck scarecrow balls
2. Clearing Capabilities: Mild, level 1 clear is terrible until he gets his dark wind. With the recent buffs, he should be able to clear at decent speeds but still slower than most champions.
3. Estimated Start Point: Blue, Fiddlesticks needs blue to drain as much as possible. However, with the current meta being at the place that it is, he may start at red and get a smiteless.
4. Dueling Prowess: Mild, he has a lot of single target damage, however, if you fear him while he is draining, his dueling turns from great to bad.
5. Ganks: Past level 6 is insane, but if you're in a bad position, one fear from him is all it takes to die in a pre-6 gank.
6. Difficulty: Easy
Details: Counter jungle him and take his blue as often as possible. Make sure you time it too to keep on denying him over. This will hinder his jungle speeds effectively. Just don't let fiddle get kills or he will become an AoE death machine.
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1. Sustain: Strong, because of his little AoE DoT. It's not too powerful but it can get really annoying to the point where you'd need
2. Clearing Capabilities: Really fast, due to his spammy AoE
3. Estimated Start Point: Blue, just like
4. Dueling Prowess: Strong, his spammy AoE does a lot of damage and he's quite hardy as well.
5. Ganks: Very Strong. His ganks are similar to ' because of the CC at the end of the duration. There's no escaping the horse. just give up and die pls
6. Difficulty: Mild
Details: Hecarim is a jack of all trades, master of none. Because of this, you'll be having a hard time killing him if he builds tanky. Also, try not to fight him near minions/jungle monsters because he can heal off of them.
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1. Sustain: Weak. He has no sustain at all.
2. Clearing Capabilities: Fast. He's got some moves.
3. Estimated Start Point: Probably blue since he has to spam his E+Q combo often
4. Dueling Prowess: Strong. He has a knock up and a strong shredding passive.
5. Ganks: Strong. He has both a gap closer and a knockup. Also past level 6 he can trap whole teams, making him a real nuisance if left alone.
6. Difficulty: Hard
Details: Make sure he gets no good ganks and try to harass him in the jungle with a couple of Jack in the Boxes to get him down low. Then, he'll be forced to recall due to his lack of sustain. However, like all tanky junglers, he has so much utility that you can't really keep him from jumping your team.
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1. Sustain: Strong, he has a shield, lifesteal, and spellvamp
2. Clearing Capabilities: Fast. Tempest and Resonating Strike can clear camps exceptionally fast
3. Estimated Start Point: Red. Lee Sin runs on energy so starting at blue is not a choice. (Unless he's going for CDR)
4. Dueling Prowess: Strong. He has a lot of burst damage since his abilities have two components.
5. Ganks: GODLIKE. Lee Sin will decimate anyone he ganks with an E+Q combo
6. Difficulty: Bruce Lee from Return of the Dragon meaning he'll kill bad guys with claws (that's why we don't get madreds)
Details: For the love of God, do NOT fight this man unless he's 400 elo. A half-brained Lee Sin can beat Shaco. If you really want to duel him, play smart and set up Jack in the Boxes as backup or give your mid a call.
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1. Sustain: None, but his passive shield helps keep him at good health when starting camps
2. Clearing Capabilities: Fast. Malphite has an AoE and a splash to clear camps
3. Estimated Start Point: Blue. Early levels Malphite will be slamming the ground so much
4. Dueling Prowess: Early game, he should be pretty weak since he is item dependant
5. Ganks: Mild. He just steals movement speed, so his early level ganks are sub-par. Once he reaches level 6, his ganks are very strong because of the dash+knockup combo.
6. Difficulty: Easy
Details: Malphite in the early levels should be easy to beat. However, once he gets some armor, you should not try dueling him because he gets damage from being tanky. Try to avoid him in teamfights and just go behind his lines.
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1. Sustain: Mild. His passive isn't TOO great in the jungle, but anything helps.
2. Clearing Capabilities: Fast. He's almost like Shaco with the saplings.
3. Estimated Start Point: Blue, he NEEDS the mana desperately due to his saplings' high mana cost.
4. Dueling Prowess: Weak. He just doesn't do much damage throughout the game if he builds tanky.
5. Ganks: STRONG AS A TREE. His snare is quite strong! It follows you wherever you go, even under the turret.
6. Difficulty: Mild
Details: Maokai is somewhat like Shaco because he needs time to set up. However, his Saplings have a high mana cost, unlike Shaco. This makes his path more restricted and therefore you can gank him easily.
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1. Sustain: Strong. Master Yi has meditate and that will give him a ton of survivability, especially if the mofo is going AP
2. Clearing Capabilities: Depends on whether or not he gets his Alpha Strike procs
3. Estimated Start Point: Blue, Alpha Strike costs a lot of mana
4. Dueling Prowess: Weak early game before he gets his ult. He will be hard to kill without an
5. Ganks: Weak, he has no CC at all but he can dish out decent damage
6. Difficulty: Easy
Details: Just mess with his jungle since Yi is squishy early game. He's a fool to jungle against you so go destroy him
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1. Sustain: Weak, he only has a shield with an insanely long CD
2. Clearing Capabilities: Strong, because of his splash damage
3. Estimated Start Point: Most likely blue, since his Titan's Wrath and Riptide cost a lot of mana until he gets
4. Dueling Prowess: Mild, he cannot invade, but he can duel. His shield is good for dueling, especially the DoT aspect.
5. Ganks: Strong, Dredgeline and Riptide make for powerful ganks. Also, past level 6, his ult can be gamechanging. He's got a lot of CC to keep you in place, even if you go under turret.
6. Difficulty: Mild, you won't need to worry about invasions but you won't be able to invade.
Details: Tell your teammates to push the lane really hard so that when he ganks, you can countergank him. Delay his level 6 and harass him in the jungle to waste his time. Most Nautiluses max their shield first. Break through this and you will be able to demolish him.
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1. Sustain: Strong, because of his passive. He gets low after any buff fight though.
2. Clearing Capabilities: Fast, because of his AoE skill shot and his passive
3. Estimated Start Point: 75% Blue, 25% Red. If he doesn't spam his Duskbringer, he shouldn't fall low on mana
4. Dueling Prowess: Extremely Strong, because of Spell Shield, Fear, and AD steroid
5. Ganks: Pre level 6 are weak, but past level 6, they are the best in the game. It even beats Shaco!!
6. Difficulty: Hard
Details: Bait his spellshield when you duel him. Try to fear him before he fears you so that you have the advantage. He is pretty dependent on items to be strong. Also, he counters your stealth to an extent. If you get hit by duskbringer, wait until it wears off to , since it will follow you through stealth. Last but not least, on his first clear he gets pretty low pretty often so see if you can predict his actions and take him out.
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1. Sustain: Strong, because of his passive lifesteal and spellvamp
2. Clearing Capabilities: Extremely fast, with a 2 second CD AoE.
3. Estimated Start Point: Blue. Olaf is very reliant on the first blue to abuse his axe throw
4. Dueling Prowess: Very strong, his passive makes him stronger when he gets low. Make sure you get him low, and chunk the last of the HP before he can start attacking 2.5 times a second
5. Ganks: Depends on if he can land his axe. He has to gank in a straight line, similar to
6. Difficulty: Meh, you can't duel Olaf but you can surprise him while he's low .
Details: Olaf sometimes often times gets low during his jungle to abuse his passive. Take this advantage to Q+E combo him down. Olaf isn't dependent on damage items because his W, Vicious Strikes gives him AD from his health.
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1. Sustain: None, but he has a damage reduction spell
2. Clearing Capabilities: slow, his defensive ball curl isn't enough to make a large difference, but once he gets ganking, he's fast as a roly poly
3. Estimated Start Point: Blue, but sometimes he may start red.
4. Dueling Prowess: Very weak, because he always curls up and runs away
5. Ganks: Strong, but if there are minions in the way, he may be forced to flash.
6. Difficulty: Easy
Details: Counterjungle him and camp his jungle. He can and will fall behind easily.
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1. Sustain: None, except for a shield.
2. Clearing Capabilities: Mild-Strong, because all her abilities are AoE
3. Estimated Start Point: Red, she doesn't run on mana
4. Dueling Prowess: Strong, since she can weave auto attacks in between Broken Wings as well as keep you grounded with the CC.
5. Ganks: Strong because many of her moves are gap closers. She has a stun and knockup too.
6. Difficulty: Hard
Details: Try not to duel Riven. Camp her jungle and scare her out of it. She will most likely go for a level 2 gank.
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1. Sustain: Poor, she has no sustain whatsoever
2. Clearing Capabilities: Very Fast because of her burnout and twin bite for buff control
3. Estimated Start Point: Red, she doesn't run on mana
4. Dueling Prowess: Strong, due to her AoE and auto attack enhancer
5. Ganks: Weak, besides her movement speed boost.
6. Difficulty: Mild
Details: Watch out for her counterjungles and attempts to shut you down. She requires her laners to supply the CC until level 6. Also, many Shyvanas take Exhaust to make up for the lack of CC until level This can be exploited by invading early and making her waste her exhaust on you. Then, your lanes will be very safe without any CC from the jungler.
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1. Sustain: None, but he has a shield
2. Clearing Capabilities: Fast, due to his spammy Crystal Slash
3. Estimated Start Point: Blue, he runs out of mana faster than
4. Dueling Prowess: Strong, because he has the highest base AD in the game
5. Ganks: Weak if you aren't very overextended
6. Difficulty: Mild
Details: You can easily shut down his ganks by breaking his shield. This will slow down his movement and attack speed. Counterjungle him early to set him behind.
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1. Sustain: GODLIKE. His passive keeps him at near-full health in the jungle
2. Clearing Capabilities: Mild. He only has a single target ability.
3. Estimated Start Point: 75% Blue. He needs the mana to spam Rabid Bite and Contaminate.
4. Dueling Prowess: Strong. He can decimate you if you fight on his contaminate.
5. Ganks: Depends on if he can land his Pillar of Filth.
6. Difficulty: Hard
Details: He will probably counter jungle you. Try to set him behind as much as possible with some harass from the jungle. Otherwise, stay out of his way.
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1. Sustain: Mild. He starts with or , added on with his Q. This makes for pretty good sustain, but if he gets invaded, he won't be able to heal back up.
2. Clearing Capabilities: Weak. Spinning slash isn't that strong.
3. Estimated Start Point: Red, he doesn't run on mana
4. Dueling Prowess: Strong, if he can get his passive up. His damage reduction is also pretty good.
5. Ganks: Weak. The enemy has to be turned around for the slow. Also, spinning slash can only refresh with critical strikes.
6. Difficulty: Easy.
Details: Tryndamaere will get low in the jungle. Because of this, gank him and one shot him. He can be a strong duelist so use the element of surprise to knock him down.
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1. Sustain: TERRIBLE. He has no sustain or any damage reduction at all.
2. Clearing Capabilities: Horrendous, single target damage is terrible
3. Estimated Start Point: Red, despite his blue dependence, Twitch has awesome early ganks.
4. Dueling Prowess: Mild, he's pretty squishy early game.
5. Ganks: On par with Shaco, therefore GODLIKE.
6. Difficulty: Easy.
Details: You can take him down anyday. He will always go for a level 2 Red buff gank on mid. You may need to smite your red since he has a long stealth, which is great for invasions.
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1. Sustain: Strong. Turtle stance is awesome sustain in the jungle. This should keep him over 1/2 health the whole time.
2. Clearing Capabilities: Very fast, whether you choose Phoenix or Tiger
3. Estimated Start Point: Probably blue, since he has to switch stances often
4. Dueling Prowess: Very good. He has a lot of single target damage and AoE
5. Ganks: Mild. The bear stance movement speed boost isn't too powerful, but the stun is. A flash-stun combo is great.
6. Difficulty: Hard
Details: He's the king of the jungle. Don't try to duel him. His turtle stance will keep him healthy while you get ripped apart by Tiger/Phoenix. If he's losing the battle, (which he won't be), he can lock you down with bear stance until reinforcements arrive.
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1. Sustain: Mild. His passive keeps him alive but it does have a long cooldown.
2. Clearing Capabilities: Mild. His AoE and fear are decent in the jungle, but it has a somewhat lengthy cooldown.
3. Estimated Start Point: Most likely blue, since his moves aren't mana effecient.
4. Dueling Prowess: Good. He does have a high AD ratio and frenzy can knock you out at low health
5. Ganks: Strong. He has a movement speed boost and a hard CC
6. Difficulty: Mild.
Details: Try to shut him down. His 6 isn't very noticable, but he will become tankier later. Try to deny him creep kills.
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1. Sustain: GODLIKE. His lifesteal passive is super good for remaining at full health in the jungle.
2. Clearing Capabilities: Weak. He only has single target damage.
3. Estimated Start Point: Blue or Red. He is not very mana dependant.
4. Dueling Prowess: Mild. He does have a strong melee nuke, but that's about it. Without he'll be hard to kill.
5. Ganks: Pre 6, weak, Post 6, strong because of dash and suppress.
6. Difficulty: Easy
Details: Camp his red. Warwick will most likely start blue so that they can spam their Q for faster clears.
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1. Sustain: Strong, because of his passive.
2. Clearing Capabilities: Weak, similar to , he only has single target damage
3. Estimated Start Point: Red, Xin is not very blue dependant.
4. Dueling Prowess: Strong. His knock-up and single target damage will take down squishies fast.
5. Ganks: Mild. If he can get three attacks off and knock you up, it's a guaranteed kill. He also has a dash.
6. Difficulty: Mild
Details: Try to get him when he's at low health. He has no escape mechanism so take him down when he's weak. Otherwise, don't try to duel him in his territory.
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1. Sustain: terrible
2. Clearing Capabilities: meh
3. Estimated Start Point: Lane
4. Dueling Prowess: Probably throws a shiv and deceives away
5. Gank: Weak as a stick (fadlstox)
6. Difficulty: Easy AF
Details: See many low-leveled Shacos are lane Shacos that don't use my guide!!! that's why you will beat out many Shacos when you ever come into contact with one.

Enemy Shaco:
[http://i.imgur.com/zOVGvdZ.png]

Special thanks to Ch0pstickerism and Nykout for helping me with this section

Feel free to write your own jungle matchup to add in the comments. If I use it, I'll add your name to the list of helpers!

Ganking Lanes

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Ganking is a major strength of Shaco, especially because his whole kit is fitted around stealth and deceit. Usually you'll want to ping the lane and then get into a good position to deceive before jumping in.

1. in.
2. Position yourself BEHIND the enemy.
3. Drop a BEHIND the enemy, where you think they will most likely run.
4. Auto attack for the Critical Strike from Deceive.
5. When they run out of your range, throw a to catch up

Here's what a successful gank should look like.
1. You complete steps 1-4
2. Enemy runs into box, takes the Damage over Time and fear.
3. You continue to auto attack
4. Enemy flashes
5. You throw shiv, slowing them down
6. You catch up and auto attack once more for the kill

Gank demonstration:



This picture will show you where my favorite spots are while ganking. Many of these spots will avoid the traditional ward placements but if the enemy finds out where you are coming from, they'll ward there later. Also make sure that the enemy hasn't placed a pink ward in lane.[http://i.imgur.com/viqlR.jpg]




Stages of the Game

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Early game, Levels 1-6:
Goals:
1. Try to balance out farming, ganking, and counterjungling. These three are really important aspects of the early game. One mistake many Shaco's make is that they gank way too much and are two to three levels behind the enemy jungler. Don't let this be you!
2. Ward Dragon. You have an unlimited amount of free , so why not drop a off for your allies' lanes as a parting gift?
3. If you are fed, you should be able to complete your boots of mobility and red lizard thing here.
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Mid game, Levels 6-11:
Goals:
1. Keep on farming. You do NOT want to get behind in the game.
2. Kill Dragon. With a team and level 6, you should be able to kill Dragon. At levels 8-10, you should be able to confidently solo Dragon. Be sure to drop a so that you don't get ganked at Dragon.
3. Try to finish your core build here. Aim for a couple of defensive items if you're not doing well
4. Splitpush lanes while your team is occupied on another lane. Don't forget to ward when you splitpush so that you don't get ambushed and killed. Don't spend excess on wards though because you have and a decent escape.
5. If you are doing well, grab an and start farming those wards!
6. Steal Dragon whenever possible. You should have it warded at all times. A dragon kill is equivalent to around a champion kill per person on average. With five people on each team, the team that takes dragon becomes five champion kills ahead. You can take dragon with a and . If your teammates aren't around, go in solo, steal dragon, use , and fight to the death. Who knows, maybe you'll pick up a kill or two.
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Late game, Levels 11-18:
Goals:
1. Teamfights should be erupting all around you at this time. You have two choices, stay with your team or splitpush. If you know your team has a weak teamfighting comp, it's best to stay behind the tank and come in after all of the CC is blown and kill the enemy carry.
2. Splitpush too! Balance the two to apply maximum pressure.
3. Do not forget to buy and clear out wards when splitpushing. Wards win games and by destroying wards, you can win the game for your team.
4. Steal Baron or take Baron whenever you can. Simple as that. A sacrifice is worth it if your team can benefit off of it.

Teamfighting: What Should I be Doing?

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Here's what you should do if you are forced to teamfight.

  • Know when to enter. Wait for all the CC to be blown, THEN into the fray.

  • Fulfill your role as an assassin. Kill enemy carries. In general, you want to take out the enemy AP, AD, and Support. Your first target should be AP or AD, depending on whichever is more fed.

  • Don't straight through the enemy team if they have ! If the support has oracles, try to flank around the enemy team and then in for the kill.

  • AP should be easier to kill than AD because he doesn't have a support keeping him at full health all the time. Use this to your advantage!

  • Lay down in the enemy's retreat path and your own team's retreat path. This will ensure a safe escape for your team or a trap for the enemy team depending on which way the teamfight goes.

Bottom line, you MUST flank when playing Shaco. Avoid being seen by the enemy oracles and go for the carry. Shaco is often a primary target in teamfights due to the enemy's hatred of your deceit and trickery. USE THIS to your advantage. With some fancy footwork, the enemy will focus your clone while your team decimates theirs.

Killing Dragon and Baron

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In this picture, each ward or Jack in the Box is placed so that it cuts off as many paths the enemies may take to stop you. The pink ward is so that you can clear enemy wards.

Important tip!

When doing Dragon or Baron, always remember to place a in the back of each cave so that if the enemy tries to and steal the Baron/Dragon, they will be feared for a short duration, enabling your team to finish them off or finish off Baron/Dragon and run.

[http://i.imgur.com/uldBi.jpg]

Here is another picture.

[http://i.imgur.com/Ugaqj.jpg]

Here's some mechanics in soloing dragon. Make sure you tank the damage half of the time and let your clone tank the second half.

Recovering from a Bad Early Game

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One of the worst things that can happen to a Shaco is if you get invaded early. Most of the time, you will fall deeper and deeper into misery. Remember, Shaco's only time to shine is his early game. And if his early game is ruined, then he can't contribute much. Therefore, if you're behind, farm like mad and seldom gank unless there is a golden opportunity. Focus on a splitpushing core to take down towers.

A lot of the time when I am not doinog the best, I like to pick up so that I can farm better than had I picked up .

Another item I get when falling behind is because since doesn't have the GP5 passive, you'll want to get the avarice blade as soon as possible to maximize gold gain.

Also note: Not getting early kills and assists is just as bad as being invaded itself.

Warding/Jack in the Box Strategies

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Picture is self explanatory. The placements could be anywhere, but I found those to be very useful spots that are main chokepoints of movement. Try to put your boxes in places where the enemy must cross to travel, such as in the middle of a narrow passageway to ensure a fear.
[http://i.imgur.com/nPlK0.png]

Teammate Matchups: Who is your Friend?

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Anyone that has reliable, somewhat hard CC synergizes well with Shaco. His fear mechanic is not always reliable as some people flash over the box or kill it with an ability.

Be sure to coordinate a gank with your teammate. Tell them what level you'll be ganking at and what time so that they know when to take their CC skill. During the early stages of the game, Shaco will outlevel your mid (Just for about 2-3 minutes), so tell them to take CC early on.

Good matchups include but are not limited to:

A good Ahri will be able to land a long distance charm. This can make or break a gank.
Alistar is just a troll cow that will dish out CC left and right. He will always be Shaco's best friend.
AoE CC is really good with Shaco as it allows the enemy to be kept in place so that the fear on the box will set off correctly.
AoE stun, what else is there to say?
Just like troll cow, except with a grab. Silences are great too, because now enemies can't flash over the .
AoE knock up and AoE silence.
One of the longest duration CC's in the game, losing only to Ashe's crystal arrow.
AoE Taunt, good stuff.
Tornado is strong, and her AD buff would help a gank immensely.
AoE trap? Allows for Shaco to take full advantage of . Also, if there is a problem, you can out of the ultimate and the enemy won't be able to follow you. One of my favorite matchups.
Light Binding is very useful during early ganks on mid.
Same reasons as Lux.

Shaco's good with any team, unless you are against a or if you're on a team without any reliable CC or tank.

Tips and Tricks of the Trade

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General Tips/Tricks:
  • Get your team to defend your jungle while you set up. You do NOT want your boxes popped, or you'll be nearly useless.
  • If you're facing a slow jungler, such as ,,, who starts at blue 75% of the time, take their red quickly, take deceive at level 2, go to their wraith bush, and set up a Jack in the Box trap. 90% of the time, they will wander in once you have 2-3 Jack in the Boxes in there. They'll give you a free blue and first blood.
  • Other junglers that are easy to kill are junglers that are low during their clears, such as or .
[http://i.imgur.com/Lw65H.jpg]
:
  • Scales with Two-Shiv Poison and Deceive
  • Your passive works great on enemies who are fleeing. They will 10/10 times have their back to you when they run away. Your permaslow from Red buff and will maximize your 's damage potential.
:
  • Smart Casting this could be useful as you can deceive away quickly. The downside is that you don't have the range indicator letting you know if you can jump over a certain wall or not.
  • When Deceiving, you give off a orange puff of smoke that can be seen anywhere. Smart players will be aware of this and will retreat when you gank.
  • When being chased, deceive backwards or deceive in place to fool the enemy. Smart players will know this trick so deceiving in place and running to a brush before your stealth ends may be a good way save your life.
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  • Smart Cast this. It allows for more efficient ganks where you don't have to aim where you throw down your . It will just go in the general direction.
  • Set these strategically around chokepoints so that they act as temporary wards.
  • Setting them a small distance from each other will allow for a chain-fear, allowing for a 5-6 second stun and damage over time.
  • Set these to stop enemies from trying to stop a dragon/baron attempt.
  • During a 1v1 or 1v2 skirmish, make sure you let the enemy know who's boss by setting up a Jack in the Box. This will give you free Damage over Time and a free fear. If they're going to fight you, make them fight on your grounds!
  • When splitpushing, lay these in your retreat path so that when you retreat, they will fear your pursuers, effectively stopping them in their tracks.
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  • Do not activate this at the beginning of a gank as you want the permaslow. Throw it when they're out of range to finish them off or slow them in order for you to catch up. The passive is inactive during the cooldown.
  • This scales with your passive, backstab.
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  • After disappearing for a split second, Shaco reappears with his clone. Shaco will reappear slightly to the left, with his clone on his right. This is really unreliable because it's a bug. Use this as a last resort to jump over small walls. You can use this into Baron, then smite Baron, and then out. This takes a lot of practice, but it can be done.
  • You can dodge projectiles with this if you time it correctly.
  • When you are ambushed while backdooring, send your clone away instead of running away yourself, and keep on attacking the structure. The enemy will think the clone is you.
  • As early as level 6-9, you can solo dragon with the right items. Grab a wriggles/madreds and ult. Send your clone behind the dragon and attack it before letting your clone attack. Tank the dragon until you're at 1/2 health. Then deceive in place so aggro switches to your clone. Finish off dragon with smite. This way, both you and your clone gain backstab bonuses. The dragon is strong enough to kill your clone in 4-5 hits. If you send your clone to attack it first, you will only be able to get dragon down to 3/4 health before your clone dies. Now you are forced to tank dragon and 7/10 times you will die.
  • Be sure to micro your clone around a lot to create confusion. An easy way to juke using your clone is to run one way and send it the other way.
  • Last but not least is a trick everyone falls for. Activate your and right when you come out of the .5 second delay, hit your and run away. Leave your brother to take it for the team. The reason why this works is because no one ever notices that you deceived. They think that the first puff of smoke was the deceive smoke and you accidentally de-cloaked, but the de-cloaked is actually your clone.

Thank You!

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I sincerely thank you for reading through my guide! I hope you have learned a lot after reading this, because I have learned a lot from writing this as well! Always remember that Shaco is very hard to play, but once you master him, he is extremely enjoyable to play because he's slippery like a banana peel. Thanks again for reading my guide and I wish you the best of luck! See you on the fields of Justice!

PS. Please don't mindlessly down vote my guide! Thumbs it up if you liked it or learned from it and if you have any questions please message me or post them in the comments section!

Comments

August 6, 2013 - 08:20 PM #1

@CombatCube



I'm not sure your path works anymore with the recent changes. I will do a little bit of testing and I'll let you know

July 14, 2013 - 12:59 AM #2

Cool! Yeah the Deceive+Box thing is really only necessary if you get absolutely no help from laners, and the risky part about it is that there's a chance it might move out of fear range, or it might get feared out of auto range. It's guaranteed to work though if you place the box directly behind the lizard's spawn point. Besides, even without the box trick, you'll only lose a few seconds killing the remaining lizard with autos.



It'd be awesome if you mentioned my video in your guide! I'm a die-hard Shaco fan myself, so much that I even cosplayed as him http://imgur.com/a/UcwXh Great guide and keep up the good work! =D

July 14, 2013 - 12:37 AM #3

@combatcube Hey! I follow your Shaco paths all the time! I'm a big fan actually. Anyway, I think it's good (even without watching it because I've watched it 2-3 times prior :D) but it seems a little hard to complete especially with the deceive over wall+jitb combo. However, I think it's a great path and if you want, I'll include it in my guide and credit you.

July 14, 2013 - 12:19 AM #4

What do you think of my jungle route: http://www.youtube.com/watch?v=Uu4uaazts_Q It's 15 seconds faster, but uses AS marks.

July 12, 2013 - 09:45 PM #5

@Apple kid 125 thanks for the comment! I'm still a learning Shaco but hopefully I taught you something

July 12, 2013 - 08:41 PM #6

Hey man nice guide I liked this. It was pretty easy to understand and the videos were helpful

July 12, 2013 - 08:38 PM #7

@coffeesoldier thanks! I was actually updating it and such because I was touching up on all the small things as well as adding new sections but I didn't know how it looked. Sorry if you were annoyed by that.

July 12, 2013 - 07:59 PM #8

Will you stop spam-updating your guide for no reason and actually put in multiple changes when updating when they actually matter? Otherwise it's a decent guide for complete beginners, I'd say, but guides like Beautiful Korean's and even that of only submitted authors are much better for serious efficiency.

July 1, 2013 - 11:56 PM #9

Just trolling you it was a very nice guide, keep it up

July 1, 2013 - 02:00 AM #10

SpankinMonkeys: I actually made my guide before him. I will accept the fact that it is worse because he is a few divisions above me, making him the superior player

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