Table of Contents
Key Bindings & Settings
Click
here for a screenshot of my key bindings & settings.
There's some matchups where you need to keep a high BPM (
Jack In The Box per minute) and
Two-Shiv Poison poke to make sure they don't control the lane entirely to the point where you are unable to help your team but it can be costly and dangerous during the early stages of the game using up your mana. Some items and runes will help with certain situations and mana issues such as
Corrupting Potion,
Tear of the Goddess,
Manaflow Band in
Sorcery and for support role I like to go
Domination taking
Dark Harvest as well as
Relentless Hunter with the secondary tree being
Time Warp Tonic and
Biscuit Delivery from
Inspiration to help with any early game mana problems but for now let's focus on mid lane
Shaco where I'll explain how I make it work and try to help you guys climb with him or at the very least come out with new understandings to help better your game. Now, before I move on to explain a little about itemization I'll be going over 2 rune pages I use and why.
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★ Arcane Comet
This is the main damage rune you'll be taking as it nicely synergizes with the slow on Two-Shiv Poison allowing you to reliably land it. In the very early levels you'll want to play around the cooldown alongside Manaflow Band, only using mana when they're available.
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★ Manaflow Band
A valuable rune to help deal with mana issues early game so you can keep up against most matchups. You could change it for Nullifying Orb against AP-heavy comps but more often than not you'll want to keep Manaflow Band to make everything easier.
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★ Nullifying Orb
Alternative rune in place of Manaflow Band. Can be useful when going up against high AP-damage matchups and AP-heavy comps.
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★ Celerity
Synergizes with everything that provides movement speed bonuses by increasing their effectiveness by 7%. You also gain an additional 1% movement speed. Once you see the effects of this going to work you'll see why it's a solid choice.
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★ Transcendence
Alternative rune in place of Celerity. Gain +5 Ability Haste at levels 5 and 8 then once you reach level 11, on champion takedown the remaining cooldown of your basic abilities will be reduced by 20%. This is mainly if you're planning to a go a Haste-focused build and will help a lot.
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★ Scorch
This rune provides a little extra damage based on level but it also can trigger Arcane Comet for a delayed surprise. I prefer taking this over Waterwalking and Gathering Storm as I'm not always in the river and most games don't end nearly as late to make the other rune worth it.
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★ Biscuit Delivery
Who doesn't like a good biscuit? This rune grants you 3 Total Biscuit of Everlasting Will given to you every 2 mins until 6 mins and what they do is restore 10% of your missing health and mana as well as permanently increasing your mana cap by 50 for each one which helps a lot for early game.
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★ Time Warp Tonic
Synergizes extremely well with potions including Biscuit Delivery and allows for greater bait potential but rune becomes useless as soon as you are forced to sell any potions.
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★ Adaptive Damage
For extra tankiness, switch this to
rune if facing mages or
for assassins when you go
for the 3rd rune shard.
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★ Armor Rune
Go
when facing high & fast damage dealing champions and/or ones that use true damage but make sure to switch the 2nd rune shard to
or
depending on the matchup.
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These 2 pages (and any variants) I feel are the best for mid-lane. The page above (Sorcery) is mainly about damage and bringing it all to the table for show. The page below (Inspiration) is more or else about trickery and subverting expectations.
Whichever page you choose you'll find success so try both and see how you like them!
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★ Unsealed Spellbook
This rune lets you tap into all summoner spells starting at 6 mins with the time decreasing for each next swap to a unique summoner. Keep in mind once you swap a spell you must swap 3 more times before the first one can be selected again so try to be mindful when choosing which one to go.
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★ Magical Footwear
Get free boots at 12 mins (takedowns help acquire it sooner) allowing you to focus more on other items and they also come with 10 additional movement speed which always helps.
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★ Biscuit Delivery
Again, who doesn't like a good ol' biscuit? This rune grants you 3 Total Biscuit of Everlasting Will given to you every 2 mins until 6 mins and what they do is restore 10% of your missing health and mana as well as permanently increasing your mana cap by 50 for each one which helps a lot for early game.
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★ Approach Velocity
Very simple rune that boosts your movement speed by 7.5% when heading towards champions that are movement impaired and is increased to 15% for the ones you impair yourself. This makes keeping up with champions running away a whole lot easier.
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★ Time Warp Tonic
Alternative rune in place of Approach Velocity. Synergizes extremely well with potions including Biscuit Delivery and allows for greater bait potential but rune becomes useless as soon as you are forced to sell any potions.
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★ Nimbus Cloak
Although this rune was recently nerfed (and for good reason), it synergizes by far the best with Unsealed Spellbook as when you use a summoner spell you'll get a movement speed bonus depending on its cooldown on top of being able to move through units for 2 seconds and as you can imagine being able to swap out runes allows you to make use of it several times in a fight making it quite powerful.
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★ Manaflow Band
Alternative rune in place of Nimbus Cloak. This helps a lot in matchups where you need to keep up box placements or simply need the mana to keep up with the enemy.
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★ Nullifying Orb
Alternative rune in place of Nimbus Cloak. Recommended rune when going up against high AP-damage matchups and AP-heavy comps.
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★ Celerity
Synergizes with everything that provides movement speed bonuses by increasing their effectiveness by 7%. You also gain an additional 1% movement speed. Once you see the effects of this going to work you'll see why it's a solid choice.
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★ Transcendence
Alternative rune in place of Celerity. Gain +5 Ability Haste at levels 5 and 8 then once you reach level 11, on champion takedown the remaining cooldown of your basic abilities will be reduced by 20%. This is mainly if you're planning to a go a Haste-focused build and will help a lot.
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★ Adaptive Damage
For extra tankiness, switch this to
rune if facing mages or
for assassins when you go
for the 3rd rune shard.
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★ Armor Rune
Go
when facing high & fast damage dealing champions and/or ones that use true damage but make sure to switch the 2nd rune shard to
or
depending on the matchup.
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The Art of Itemization
Alright let's get talking about itemization and what it exactly entails. Basically what you should build for certain matchups, comps or specific situations. Many people are inclined to go look up online what the top players use and never give a thought as to why they bought what they did.
Shaco gets to be in a more interesting spot this time around in the new season as he's already an extremely versatile champ in my opinion mainly due to the plenty of tricks in his kit, combined with the many possible item combinations and you can really find yourself a build for practically any situation.
With the new season your options become greater with the exception to early game. As they removed raw mana from most items including starting items this makes early lane phase a little harder but to make up for it they've done a minor rework on
Tear of the Goddess allowing it to be bought from the start so you'll be encouraged to pick that up in the early stages of the game to mitigate any mana issues but don't worry needing to upgrade that later but the choice is completely yours though the best option is usually to sell it for other items.
I'm going to keep it short and offer some ideas that can help you choose what you feel is right in your games. One of the main components to figuring out what you should begin to build is to analyze both teams and this happens as soon as you find a game and go through the ban and pick phases. What you're looking for is the strengths and weaknesses for each side and how they all interact with eachother. Try to figure out which team is more squishy, tanky, how many AP or AD champs as well as what kind comp they're building overall and such. It helps even more to know how each champion operates individually to know exactly what you're dealing with for example against comps with high true damage, items that offer health will help to manage it.
Facing mostly AD comps you could lean towards items like
Zhonya's Hourglass which is also good into more balanced comps and even
Guardian Angel if you were looking to throw in some hybrid gameplay (which lets you double
Stopwatch bait once). When you're hard down in lane it's ok to throw in a
Bramble Vest (selling it later) especially if some of them lifesteal or heal health as its new low cost makes it effective into heavy-AD & auto-attack comps. When it comes to Mythic items,
Everfrost helps you sustain and control fights and is good into invisible and fast-moving enemies. Sometimes if your comp lacks a tank or any frontline and/or crowd control. You could build
Bramble Vest,
Plated Steelcaps, etc. as a first buy and open yourself to tank-oriented builds, you'll be surprised they're more effective than you think if your team needs it. These kind of builds can also double as an excellent way to come back in to the game if you lost to AD champs like
Zed,
Talon,
Irelia, etc and there are situations where support items come in handy too but they're rare.
Knight's Vow can be good as your 5th or 6th item as well as
Zeke's Convergence as
Shaco really only needs a few items to be useful without a lead and you could build those items to empower your team. Whatever you choose to build, try to always keep in consideration both team comps and items they build throughout the game so you can build accordingly, anyway that's all for now when it comes to itemization.
Keep in mind though that I do not consider
Tear of the Goddess a necessity even with all the items stripped of mana from the new item changes. It does still help a lot and offer more efficiency later in mana-based builds giving you plenty of damage once its fully upgraded but it still puts you behind early in damage. This can obviously be solved with maintaining a lead or just knowing the nature of the game and the matchups but be warned there is a little risk involved if you didn't already grab a lead before buying it.
Who to Ban in Champ Select?
Despite the list I have here, you must remember that every region's elo and ranks are different for the most part. You may see for example more
Kayn or
Darius players in Diamond, but in Platinum you may see something else entirely. You may use lists online to help figure out what to ban but it's always better to take note of the kind of players you are getting to make that call. Many champions in the current meta are viable bans but they aren't worth banning if people aren't playing them at your ranks so keep an eye for any patterns in champion picks to determine what you should be banning.
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Ⓢ Sylas
My main ban in the current patch. Even though you can manage him in lane, what makes him strong is his ability to use your teams ultimates so unless your team picked champs with lackluster ults it can be a struggle.
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Ⓢ Xin Zhao
Third main ban I sometimes pick. Always seems to be a mad man who plays on the champ and so it's best to just ban it if you see a problem in your elo with them.
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Ⓢ Lulu
This is the next main go to ban and it's mostly because my adcs/supps usually don't know how to deal with her in any matchup.
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Ⓢ Hecarim
He can make it hard for your team and if he happens to grab a decent lead there's not going to be much chance for your jungler to do anything to help it.
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Ⓢ Graves
Looks like he's making a show back in lane. He's an extremely strong threat and his kit allows him to succeed where most other junglers (and apparently many laners) can't.
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Ⓢ Viktor
This is a solid ban. His kit can be very annoying to deal with and if he grabs a lead it can spell disaster for your team.
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Ⓢ Syndra
This is another strong ban. She's a personal threat to Shaco but it shouldn't be too hard if you adjust your playstyle accordingly.
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Ⓐ Olaf
Ⓢ Elise
Both are very annoying to deal with. I myself don't get too frustrated with them as much anymore and almost never ban but they still remain solid ban choices.
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Ⓢ Kassadin
Another champion I don't find myself banning as much if at all anymore. I've learned to deal with Kassadin personally and I usually ban Graves or Syndra before thinking about banning anything else but he still remains one of the best late-game champs and can be hard in lane depending on how good they are and such so a very good ban choice here.
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What to max first?
In many close-ranged matchups, crowd control and assassin-based enemy comps you'll want to prioritize leveling
Jack In The Box as it increases fear duration among other things that help with both engaging and counter-engaging which compliments
Shaco and his kit very well when going AP. Against matchups that are more ranged-based and/or players who are more careful around your box placements you'll want to either put a few points into
Two-Shiv Poison first before switching back to max your boxes, you can also alternate leveling each ability or just max it first if it's already working well.
In many long-ranged matchups you can benefit more with better
Two-Shiv Poison execution damage earlier than the fear and damage the boxes give but it comes at a downside as until they are near maxed they'll be a little weak in some situations for example you won't be able to push as fast or efficiently take advantage of multi-box situations. In my experience both are very strong routes to take but knowing what you should be leveling can make your lane a whole lot easier but just try to keep in mind that regardless of the champion you are facing, whether they're ranged or not, their playstyle and behavior towards
Shaco ultimately comes down to the player and you'll need to take a few moments to see how they operate to know what you should really be maxing.
Keep in mind for the early game while working your way up to your first items, you'll want to space out your ability usage especially if you're using
Manaflow Band and
Arcane Comet for efficiency's sake to help save mana on the side for any early team fights. In general you don't need to worry about poking them down as much more so than reaching your level 3 so keep that in mind. There are plenty of times you should be aggressive early but having your mana low in the first few levels can be a bad idea. Also remember the difficulty in most matchups depend heavily on how well the enemy knows their champ and
Shaco but overall you should be fine as long as you respect each matchup and play accordingly.
Now before I get to explaining early laning phase, build paths and such I'd like to go over some items first and explain their uses and viability.
1.
Stopwatch helps a lot and is very good in the meta currently so it should be fit into almost every build. This is something you would want to fit in early on after your first item and then look to complete
Zhonya's Hourglass asap. I don't need to go over it much but basically it makes you invulnerable while unable to do anything for a bit so you can set up some interesting plays. If unused when you've completed
Zhonya's Hourglass you can buy another
Stopwatch for a threatening combo that can bring your enemies closer to tunnel on you while increasing their chances of getting punished by your team dramatically. This item and what it builds into
Zhonya's Hourglass and
Guardian Angel are 2 excellent choices to help boost up your mage and AD or hybrid builds and gameplay.
2.
Oblivion Orb is a new and interesting item for Season 11 in that it's the AP equivalent to
Executioner's Calling and with the same cost at 800g allowing you to access healing reduction faster than ever before with mage builds. This is a very strong item when facing multiple enemies who use some sort of healing and should be rushed asap in these specific cases, preferably right after getting a mythic first or after your second item but there are situations that you'd want to get it before and that mostly depends on how much the enemy can heal in the early game. It's tanky counterpart is
Bramble Vest which is a good replacement if the enemy is heavy AD and auto attack a lot. You may go a full tank build and build it out later to Thornmail but that's only if your team needs a tank and you already have plenty of AP.
What
Oblivion Orb builds into is
Morellonomicon which costs 2500 in total and provides 80 AP and 250 Health which helps alot and its passive applies "Grievous Wounds" (reduces their healing by 40%) for 3 seconds when you inflict magic damage and if their health is below 50% of their maximum health their healing is reduced by 60% instead. This is an all-around good item and a good choice when facing several healers.
3.
Verdant Barrier is another interesting item and not something you would take often but it's there if you need it against AP-heavy comps that also have good pick-potential as this item further builds into
Banshee's Veil but basically it's the AP equivalent to
Seeker's Armguard with slightly different stats. This is pretty basic but can be strong and again it's not something you exactly need to go so don't feel compelled to include this in your build and instead get a
Null-Magic Mantle to see how it works and decide if you need more resist.
4.
Control Ward might be a joke to put on this list but its value goes underappreciated. Back in the hay days of League there were green wards that acted similar to our basic trinkets today but now we've got
Control Ward's to fill its spot and the only trade off is you can only have 1 on the map at a time but you can unveil other wards, champions and traps giving you valuable control on the map so please get these and try to maintain 1 on the map at all times, they help too much to not invest in them!
5.
Boots and its upgrade (except
Mobility Boots) provides an opportunity to create a lead but mainly for early game. If you find yourself backing with plenty enough gold, grabbing
Boots before the enemy or even upgrading to either
Sorcerer's Shoes,
Ionian Boots of Lucidity or
Boots of Swiftness (which are the preferred ones to go when building AP) provides you with a nice advantage in speed allowing you to gap close, dodge abilities, roam or run away all that easier until they build the same items but if you manage to grab anymore kills you further the advantage which allows you to do more overall with the extra lead you got and this can really discourage the enemy. Any rune that benefits or adds to speed also synergizes greatly here!
That's about it! The main take away points here is that
Stopwatch and
Oblivion Orb are valuable items,
Boots can add a real boost to your gameplay and
Control Wards should always be prioritized when you have an open slot and the extra money.
Ok let's get talking about the several starting item choices. The first being
Tear of the Goddess, best for solving mana issues throughout the early stages of the game but you won't be as strong or tanky, the second being
Refillable Potion and
Dark Seal which adds extra AP and health if you need it and its item value increases with each stack,
Doran's Ring as the third option, giving less AP than the second option but offers more HP and helps you last hit better and has another passive that helps to gain back mana when killing minions which is very good into matchups that are slow and not as threatening) then the last being
Corrupting Potion and is more often than not the item you want to start out with as it gives health and mana regen early with a little burn damage on the side and goes well with
Time Warp Tonic.
Once you decide what starting item you'll take, grab 2
Health Potions (unless you're going
Refillable Potion or
Corrupting Potion) and
Stealth Ward, then wait in lane before the first minions clash (most times you want to avoid level 1 teamfights but there can be opportunities to flank the enemy if they're leaving from an invade). Now here are 2 ways you can play the first few levels with the first being
aggressive,
at around 50 seconds start placing
Jack In The Box down on their side of the lane just before the enemy turret vision range (should have 2 or 3 ready for the first wave of the game) and once they trigger on the wave place another box down to start pushing the minions to their turret and get ready to grab level 2 first on the next wave to potentially line yourself up to poke them down for a kill and/or help your jungler. Since you're pushing up you can place a ward over the wall into the enemies jungle camp when you get the chance. What you're basically trying to do here is get the first push going and then later look to reset the wave after you reach level 3 so you can manage it better.
Instead of pressuring the wave hard early, you can play it more
passive by placing down boxes outside minion paths instead to punish the enemy when they try to move to the sides but letting them push if they want while avoiding poke, conserving mana and last hitting when necessary and although you're playing passive if you place your boxes outside of minion range they'll punish the enemy pretty hard and if they're pushing you can request the jungler to try for a gank if they aren't already planning to. Both styles can open up opportunities to get any early kills and a lead but your main goal is to try to farm safely towards level 6 getting the gold along the way needed to start building towards a Mythic to finish it asap. You may pick up any items like
Corrupting Potion if you didn't get it as a first buy or just stick to
Amplifying Tome to start off your build,
Cloth Armor or
Null-Magic Mantle if you need it (mostly depends on the matchup) and getting a
Vision Ward whenever you can to maintain it throughout the game.
The point to getting
Cloth Armor or
Null-Magic Mantle and sitting on them just helps a lot for early game as you aren't capable in most cases of trading back reliably without draining all your mana until you get some items so they can help pretty well to mitigate enemy poke damage. When it comes to the main items, in general you'll be looking to go
Lost Chapter but
Sheen (later building into
Lich Bane which compliments hybrid/AD/on-hit and any movement speed-based builds very nicely) remains a useful early side-buy option if you're going up against champions
Kassadin or similar ones with magic resisting abilities or sometimes if the enemy team is simply going for magic resist items early, you can also get
Oblivion Orb early but only when facing against several healing champions so try and pay attention to your matchups and what they build.
Along the way keep focusing on farming and building out your chosen Mythic making sure to not feed off any kills in the process while looking for potential plays with the jungle and putting a huge focus on securing
Dragons,
Rift Herald and such but careful on some of the plays that you try to take with them though as in the earlier stages of the game if they fail or become a waste of time you could be put behind and make the game more difficult. A lot of times for most matchups you can attempt to take out the enemy in these early levels. This is why I recommend
Flash, not only for getaways and such but to also be aggressive in lane and be able to quickly help your jungler if they're nearby. You mostly want to focus on staying alive though so don't do anything too crazy until you get comfortable. Eventually when you learn matchups and how fast situations can move, you can begin doing crazier baits and plays. Now, as the game goes on you'll need to spread out your
Jack In The Box remembering to put them down in crucial areas as it can drastically dictate fights even when behind and the more AP you stack the longer those boxes stay up and more damage they'll do then you'll get to think less about where you place them and focus more on how often they are placed but against champions like
Syndra,
Heimerdinger,
Zyra etc. or if the enemy likes to pressure your boxes, you'll need to place them carefully out of their sight and in ways where fights can lead to so keep on eye for that.
Remember
Jack In The Box is one of the most useful tools for early game and then later on once you get stats to improve its damage and how long it sits invisible, it not only provides an extra ward that does damage and helps to proc runes, it can block abilities, create safe zones and pressure the enemy to get
Oracle Lens so they need to invest into wards to keep up vision against your jungler.
Keep in mind that a lot of matchups can become harder if you leave lane and miss cs even if you manage to get kills so keep note on how the wave is before you help your team. Most times you'll want to just stay in lane pushing towards the turret before helping your team to prevent mismanaging the wave but if they're close already where it won't matter as much then help go help them especially if it's to secure
Dragon or
Rift Herald.
Now before you could split and have items to help with any pushes on the wave but with the new item changes there isn't really a cheap option to go so your split potential isn't as good anymore but that doesn't mean it's bad, just slower and luckily most everything else stays the same, just don't worry when pushing onto their side of the map because even if they use
Oracle Lens and try to foil any of your setups, your team should be in a position to take a turret and/or other objectives while you distract with the rest of your kit. Keep in mind a lot of what I do for mid can be applied to support role, you can break off from peeling your adc and begin taking charge in other lanes to apply and draw pressure. Eventually you whittle down their turrets but there are times that's hard if the enemy team has good anti-sieging abilities, strong splitters or good pick potential and this is when you'll want to stay with the team to help them from getting caught and look to securing major objectives like
Baron and
Elder Drake to help close out the game as a team. Just remember to keep a focus on boxing all over and maintaining good vision with them and
wards.
Lastly, remember to practice awareness as it becomes more important the higher you climb. Being able to check the map at a glance and grab vital info can make or break situations for you or just knowing when to go in or disengage from a fight is very helpful. You need to be able to enter any kind of scenario and assess several opportunities and outcomes so you can make the best out of anything that goes on. A lot of this comes with time and practice but just remember
wards are your friend and the map is
free information.

IGNORE/UNUSED FOR NOW
Before we end this chapter I'm going to show examples when building towards 1 of the 3 Mythics that use
Lost Chapter for up to 2K gold to buy on your first back to base (if you're not going
Magical Footwear, you can fit in
Boots anywhere if you want otherwise build one of the boots before or after your first completed item).
Keep in mind these paths can be adapted to other Mythics as well as hybrid or AD-focused builds as item costs are similar to eachother.
(Note : try to back with a little extra for 2 wards)
If you're backing with 500 gold or less, get
Refillable Potion if you used your
Health Potion up (if you have 1 left on back, just sell it) or if you already have it, go for
Amplifying Tome or
Boots and 2
Control Wards to place either in a brush near 1 of your jungle entrances or on your side of the map hidden off to the sides to protect the far flanks from enemy jungle.
In the older seasons, generally we would go "Hextech Protobelt-01" except that item has been changed to
Hextech Rocketbelt and performs a little different now so our main focus will be on 3 builds that use each of the Mythics built from
Lost Chapter as I'm currently testing the 2 Mythics that use
Hextech Alternator.
Alright let's continue on, I'll be going over some of the items starting with
Liandry's Torment and how they help to accomplish what we need in order to control and close out games.
Now let's go over that item. It completes at 3400 gold (same as the other 2) building from
Lost Chapter and
Fiendish Codex offering 80 AP, 600 mana and 20 Ability Haste. It features 2 passives which basically burns the target for extra damage based on maximum and bonus health so it does well into tanks. What's special about Mythics too is that each grant a passive to all other completed Legendary items and this one gives 5 Ability Haste so it helps a lot for your abilities cooldowns and makes it good for both damaging and haste-oriented builds so combining it with items like
Demonic Embrace and/or
Cosmic Drive can net positive results.
Demonic Embrace for example makes up for the lack of health on the Mythic and gives you some armor and magic resist on the side once you damage the enemy and increases a little extra for each additional champion affected which is nice.
Cosmic Drive also offers some health as well as plenty of AP and 20 Ability haste on top of having a passive that boosts you in bonus movement speed and grants another 20 Ability Haste once you have at least 160 AP! Both these items are strong in their own right and can work well together giving you the tools you need to thrive and last in fights so give them a try and see how you like them!
The rest of the build here is your choice but you typically would throw in items like
Zhonya's Hourglass for extra tankiness and play-making which remains valuable in the current meta,
Morellonomicon for enemy healing or even
Void Staff to cut through the enemies magic resistances or on the reverse get
Banshee's Veil with the other choice being
Hexdrinker (which you would sell later) if you need to get magic resist yourself.
Abyssal Mask is an option as well but the other items especially
Zhonya's Hourglass which gives you access to the cheap item
Stopwatch will help sooner unless you're leaning to go a more tanky build overall.
The next Mythic to talk about is
Luden's Tempest and admittedly I tested this the least as it doesn't really excite me as much compared to the others but it may for you and still remains a decent choice regardless. It has the same stats as
Liandry's Torment the only differences are it gives 6 magic penetration as well and the passive can be used every 10 seconds (reduced by dealing ability damage) and triggers when you hit an ability causing extra damage to the target and 3 others nearby while also granting you 15% movement speed for 2 secs. The Mythic passive grants other Legendary items an extra 5 magic penetration. Comparing both
Liandry's Torment and
Luden's Tempest they more or less share the same build afterwards so that's why I prefer the other item over this one but there are still positives here being that the 10 sec cooldown is good which can be reduced, gives a short boost in movement speed and does offer more pen overall so it will do well against enemy comps running magic resist. In the end I find
Liandry's Torment is better into more balanced and well-rounded comps and
Luden's Tempest would purely be for the squishy and magic resist stacking comps though I'm sure there are arguments to be made that you should just take
Liandry's Torment always in the end so give them both a test and see how you feel about them.
The 3rd and final Mythic that builds from
Lost Chapter and is debatably the most useful and interesting out of the 3 is
Everfrost. This is the replacement for the old "Hextech GLP-800" and although it isn't exactly the same, it at least brings something greater to the table that stands to be just as useful. This one too shares the same stats as the others but like
Luden's Tempest it gets an extra stat with this one being 200 health. As you may of figured out now, each of these items passives are 3 styles. The first 2 are passives but
Liandry's Torment has no cooldown whereas
Luden's Tempest does. On
Everfrost though you get a similar active to the older item, it operates a little differently, instead of missiles it now blasts out in a cone that is smaller but at the center of it will root any enemies caught for 1.5 seconds and with its short cooldown of 30 seconds this item provides nice damage and utility as it can shutdown slippery champs like
Akali and especially
Samira as it goes through her
Blade Whirl.
All of the items that the other 2 use can also be used here so really you just have to figure out your last 1 or 2 items and those could be
Rabadon's Deathcap,
Demonic Embrace,
Mejai's Soulstealer if you're untouchable or even
Lich Bane but usually games end before you have a chance to reach full build.
Now that's about when it comes to some of the AP Mythics you can buy. There are of course other interesting Mythics like
Riftmaker and
Night Harvester and then some of the AD Mythics like
Galeforce and
Duskblade of Draktharr to help with hybrid and AD-oriented builds that I'd like to go over in the near future once I get more time with them and you may notice that the next section is hidden away because of it but don't worry as after all the testing I should have a comprehensive view and understanding of each type of damage in the game enough to share what's viable but one things for certain hybrid/AD/crit builds are definitely back.

OUTDATED but still provides some useful information and ideas but keep in mind this section will be taken away and reworked in the near future!
Main Build Paths and Styles
UTILITY SHACO
This is the tried and true hextech inspired build. Your main core item will either be Hextech Rocketbelt, Everfrost or Hextech Gunblade. You will be farming safely in lane for the early levels grabbing 2 Doran's Ring, Corrupting Potion and usually either Cloth Armor or Null-Magic Mantle depending on the matchup and completing boots and 1 of the hex items as soon as possible. If you chose to go Hextech Rocketbelt you have a few options, you can keep asserting pressure mid while helping out junglers and roaming when necessary or trade lanes with the adc and support. If you traded lanes for bot their mid laner should follow as well. In this case keep doing the same and applying pressure on them and the turret to grab enemy jungler focus away from your team so they can focus on Rift Herald and the other turrets. Typically when your bot takes their turret first they'll want to trade lanes but its your call if you feel you need to do it now or wait a little and make sure they don't die before they can establish themselves in mid lane with wards and such. I myself like to wait a little bit (giving the adc the farm) while planting a couple boxes down making sure nothing breaks out before I choose to go bot lane which if I do it's usually to get more farm to complete items or keep pushing a lead I obtained from being in mid while keeping a huge focus on dragon control.
Everfrost is the next item. A lot of the gameplay stays the same so there's nothing to go in detail about but you are basically putting more focus on helping your team in fights as well as controlling and securing objectives. The item itself offers more utility overall and synergizes with some items better such as Liandry's Torment but the downside is it costs more and you won't have as much health compared to Hextech Rocketbelt however the extra CDR, AP damage and mana make up for it in most cases and in the end the health shouldn't matter if you build the items that provide both AP and HP. Even though Hextech Rocketbelt is cheaper and helps push out waves, a lot of times you'll want to just get Everfrost and be well off in many areas. |
Hextech Gunblade is the last. With its greater single target focus and healing it provides something a little unique but more in line with Shaco's theme. The biggest downside is of course its cost and that's what holds me back from recommending this item over the others but that isn't to say there isnt a time for it. In the cases you get ahead and the enemy lacks a tanky frontline this item will ensure you keep your lead and quell any attempts made by the enemy if you play your boxes right especially if you're running
Muramana but even then the other items would still offer more overall so careful investing in it.
PROS
-Cheaper builds
-Better splitpushing potential
-Can control teamfights better
-Harder to kill
-Great engage and disengage
CONS
-Long cooldowns unless going Ingenious Hunter
-Less damage depending on build
-Requires a little more timing and setup for plays
AP SHACO
Choosing to go more standard builds that focus on damage than utility wouldn't be a bad choice in most situations. I've tested in the current meta that going raw AP builds can help provide easier and more direct ways to apply yourself to the game. By that I mean you'll have less to worry about when it comes to your build and positioning as well as your items and abilities allowing you to focus on grittier plays and what lends itself to be strong there is mainly Two-Shiv Poison. Boxes still provide a safe net to work your way in or out of plays but when combining stronger AP items earlier and perhaps lending a few or more points in Two-Shiv Poison before can gain you an incredible lead and pretty good amount of damage.
You almost always want to go Liandry's Torment first due to the 2 passives it brings which synergizes with everything Shaco has to offer. There are other items that aren't bad to get as a first item such as Zhonya's Hourglass. Rabadon's Deathcap or even Luden's Tempest. You could go any of the protobelt items later if you want as this build focuses on early raw damage so any item after the third is a choice for you to make. Everything else more or less stays the same, there are many builds to choose from for all kinds of situations but for me personally if I'm going these paths first I'll usually go Liandry's Torment first, then either Luden's Tempest or Zhonya's Hourglass. This isn't always the case but these items I tend to stick with as my first 3 as they provide what I need (health, resistance and damage). If i'm going against more AP-oriented comps, I'll sit on a Null-Magic Mantle or go for Hexdrinker if I need to as explained in other parts of the guide. Your goal with this build is to stack useful items that are high in AP so not only your boxes thrive better but your E can be deadly as well especially if you put some points into it or choose to max it first against a ranged enemy laner or one who knows better not to approach in without using sweepers and other ways to deal with your boxes.
That's about it for pure AP Shaco paths. I've been testing strictly AP items for a while now ignoring any hextech as well as tear and it offers a lot of advantages but it's better when you take in account team comps and state of the game to decide what you need so don't let any of these paths dictate your item sets entirely. See what's right and works for you then build to adapt and eventually learn to take on any situation. |
PROS
-More damage upfront
-Less abilities to worry about
-Greater lategame
-Potentially greater impact overall
-Easier build paths
CONS
-Longer to complete core items
-Unable to 1 shot waves instantly without protobelt
-Less utility
HYBRID SHACO
Tear builds tend to take the longest to scale but give access to power spikes later in the game and makes mana-based items more efficient. When it comes to Manamune, getting the item could make or break games that lead into late game mainly because it synergizes well with every aspect of Shaco but it also helps to eliminate mana problems and allows you to compete against all kinds of champions and comps with the only true risk is being able to get to those stages of the game safely however you can mitigate some of it by sitting on tear and upgrading when it's almost fully stacked but in some cases it's better to go straight for Manamune in matchups like Yasuo, Zed, Kassadin, etc if you're deciding to go a tear build.
Now I'm going to go over Manamune and even Archangel's Staff to explain a little on the strengths and weaknesses of each and why I prefer Muramana in the end. There's not much to go in detail but you always have to remember that when going for tear you are sacrificing early game damage and pressure. It's not always the case and you could have an enemy that's clueless but for the most part you are weakened the second you purchase Tear of the Goddess as it's a lot of cost for barely any stats and simply helps to get you by in terms of mana and nothing really else until you are able to make use of it when it's stacked. As for Archangel's Staff as I've said before I don't really feel it blends well with Shaco when you go these build routes. First off Muramana synergizes even more by empowering your single-target abilties and autos including your clones and second, it's cheaper and the stats Seraph's Embrace gives is done better with other items like Luden's Tempest. It's basically a simple shield and nothing important for stats as I mentioned which I don't find necessary given the kit Shaco has to work with being able to dodge so easily and such.
As with the other paths the gameplay pretty much stays the same so there's nothing else more to say except try to use your abilities even outside of fights while you walk to lanes so you can keep your tear stacking and that's all there is to it! There's not much to further talk about here but check out other parts of the guide if you want to see other information that was left out. On a last note, I don't recommend running tear builds every game with the amount of items out and comps there are it's always good to stay flexible and work your way towards builds that benefit the early game more as they're usually decided in the first 10-20 minutes and from my experience in the current state of the game and recent patches, it's almost always better to go for other items so hopefully in the future they'll either make Archangel's Staff more viable or just make Tear of the Goddess-based builds better for AP/Hybrid Shaco. Alright that's all there is to say for the main 3 build styles and some points to take away while you train to become a trickster! |
PROS
-Good against almost any comp
-Zero mana issues
-Clearier item goals
-Synergizes well with mana-based items
-Can handle all champions 1v1
CONS
-Takes longer time to reach item spikes
-Weaker early game damage
-More vulnerable early game

I'm going to explain some of the matchups you'll come to see and how to deal with them but before I get into that you must understand the best thing you can do is know what each champion is capable of as it helps immensely regardless of which champion you're playing so take the time to learn each champion in normals/aram or the practice tool.
Most of these will be common matchups or strong meta picks in general.

Anivia
Recommended Max - Alternate W and E starting with W level 1
This matchup is all about maintaining distance. Your goal is keep her at a decent range to dodge her stun easily and trade back with your E. The reason you'll want to alternate between leveling abilities is even though she's ranged, her passive gives her a chance at reviving and if you don't have the damage it can be a problem but by putting points into W you should have enough damage to finish the job.
Her other abilities include creating a wall that scales in size with level and a targeted ability that does more damage if she tags you with her stun ability or fully formed ult first which before reaching its max size will gradually grow and damage an area that slows so you always want to make sure your
Deceive is available to get out of any situation and if she manages to trap you down you can place a box at her side to fear and that'll shut off the ult and stop most of her combo.
Once you get your ult you can start to make plays. Avoid her stun and when she places down her ult you can
Deceive in and begin to take her down. Most times you can either go right in and use your passive on your
Two-Shiv Poison to slow her with your auto attacks so you can catch up ahead to put a box down and get ready to use your ult to take aggro of the turret before both of you guys reach it and use its fear to push her back towards you or you can poke her down low enough and try to go for execute her with your
Two-Shiv Poison making sure to place boxes all around to help in-case anything goes south.
The items I recommend are
Mercury's Treads for its tenacity which lessons the effects of slows, stuns and more and
Liandry's Torment to help overall with damage and cooldown.
Hexdrinker is also a very good choice especially if they have another AP damage dealer on their side.

Cassiopeia
Recommend Max - Either is fine here as it mostly depends on how they're playing
Whatever feelings you have for
Cassiopeia we can all agree she's annoying to deal with but not impossible. The trick here is to keep wary of her W
Miasma which creates an area that applies "grounding" preventing you from using your
Deceive. Once she has you locked down in it she can spam her E
Twin Fang and make it a bad day. What you need to do is either keep a far range from it or if you're going in closer, make sure you're ready to move forward next to her in-case shes throws it down. You just need to avoid it in time before she uses her other abilities so you can
Deceive safely away.
When it comes to taking her down, many of them tend to play smart and avoid doing anything too crazy but remembering to constantly place down boxes will help immensely and give you safe nets that'll help to counter any engages. When you're low they tend to play more aggro and further up, you can use this to your advantage by having boxes in areas around your minions so when she goes on you she'll take aggro and trigger any surrounding boxes. This is your chance to pounce in, using your
Hallucinate and going savagely on her while waiting to turn for when she ults until you take her out or push back into the turret allowing your ult to trigger from it to finish the job.
All that sounds easier said than done but as long as you make sure her
Miasma is down whch has a 24
(22/20/18/16 at later levels) second cooldown at first level you will be ok. A lot times they'll be pushing up and that's a bonus for your jungler to come punish and also helps create space for your plays, just remember to get vision with wards and keep putting down boxes all over regardless of which side is pushed up.

Diana
Recommended Max - W
Ah yes, Diana the Diver. She's one of the most interesting champions in the League and in that I mean it can be unfair at times, her abilities allow her to keep up in most situations and can make it a hard time for your team but if you keep in mind her intentions you'll come out on top just fine.
The main point to her kit is the Q
Crescent Strike which afflicts "moonlight" for 3 seconds on whatever it hits and when using her E
Lunar Rush in that time consumes the "moonlight" resetting
Lunar Rush in the process to be used again right after. You will find most
Diana players like to engage in once they mark you but herein lies their weakness. Timing her E into your
Jack In The Box and then again into another if she did mark you is one of the most effective ways in dealing with her. When she uses her R
Moonfall on you there's a 1 second window to either
Deceive away or time your
Hallucinate with it in which case continue to engage in and try to pop your clone under their turret if she's fleeing away.
There's not much they can do once you understand their patterns the only real issue is when they try to roam and help their team. In those situations it's usually best to follow while pinging danger along her route and try to stop her from doing so or if she's committed, join the roam as well and look to clean up anyone running away or focus her down if you feel she's good enough to be a menace for your team. If they're good at landing
Crescent Strike and take a trip to bot lane and your team isn't prepared she'll make quick work of them.
Throughout the game you must remember to do what the creed says which is box. Box until your hearts content making sure you use them well and everything will be ok. Remember that and
Diana along with her gang of mischiefs will be no match for you.

Fizz
Recommend Max - W
Fizz is one the more interesting champions on the list. His kit seems to be on par with
Shaco and can dish out plenty of trouble for your team but if you make sure to utilize a couple tips I'm about to go over you'll come out on top.
This matchup plays pretty simple, your goal is to control the entire lane with
Jack In The Box capitalizing on any mistakes
Fizz makes around them. He can be a small threat before 6 but if you make sure a box is nearby you'll be fine and once he does get his ult you'll want to
always make sure yours is up as well. Whenever he goes in to use it your only worry is making sure you aren't low enough and if you time your ult correctly you'll completely negate its knockup and damage effects.
The main item that helps here
Hexdrinker as the extra passive shield it provides on top of
Nullifying Orb if you're running it is pretty massive on its own but when combined with your kit make you a much greater threat overall. Whatever you decide to buy, it's always best to try to fit this in.
Later in the game you want to make sure
Fizz focuses you with his ult you so stay around your other carries and box all around. A lot of them like to roam as well so following can be beneficial if you stick close on the path. Anyway that's pretty much it, he's a pretty simple champion to take on once you get the timing down for countering his ult which is pretty generous due to the animations involved.

Kassadin
Recommend Max - W (but you can put a couple extra points into your E)
You may find him intimidating to fight and encompass everything you hate in a champion late game and you are right but don't let those factors bring you down, with well box and ult usage you'll be able to go toe to toe with him and hopefully have the team synergy later on in the game to get the job done.
The main threat with
Kassadin is his ult. Before that though he can poke nicely with his E
Force Pulse which passively stacks on both enemy and his own ability usage and when at 6 stacks can throw out a cone-shaped ability that damages and slows to help pressure you out while using
Deceive so keep an eye on his stacks as the cooldown is quite low. His Q
Null Sphere on the other hand grants him a small AP shield on use. This counters your
Two-Shiv Poison completely if he times it properly (not hard) so you'll need to mostly rely on box placements and getting items like
Sheen and even
Muramana to help auto attacks.
Hexdrinker wouldn't be bad here also but make sure your team isn't full AD.
Sheen is a decent item to get here as it helps us early game to cut through his
Null Sphere shield and when combined with
Manamune opens you up for hybrid builds. Most times however you'll want to just get
Sheen and work towards one of the
Lost Chapter Mythic items but if you feel it'll go late then
Tear of the Goddess isn't a bad option.
Your efforts need to be put towards shutting down
Kassadin early and making sure he doesn't roam to help secure anything. Placing boxes at the sides where he would try to walk from will help give you time to move closer to your team if he's looking to keep going towards them. If you don't manage to shutdown him well enough and he knows the champion to a certain degree it can become very hard. Just make sure to plant enough boxes and try to time your
Hallucinate to help dodge his R
Riftwalk and appear out from using
Deceive in combos lined up with
Jack In The Box.
That's about it. This is a kind of champion you'll want to take into the practice tool and get a feel with how fast the combos can be done as I left out what his W
Nether Blade and other information as a core part of dealing with
Kassadin is simply stopping him from reaching lategame and not necessarily needing to know all the ins and outs of his kit, just how fast it can be done and boy is it FAST especially lategame.

Katarina
Recommended Max - W
Being part of a small group of champions with abilities that reset on kills and mostly played by one tricks this is one matchup you'll need to pay attention on.
The main focus for her kit is going in to deal aoe (area of effect) damage with her passive
Voracity that does damage to all nearby enemies when she moves on top of her daggers that land on the ground from either her Q
Bouncing Blades which hits a target and 2 others nearby landing behind them and W [Preparation]] that drops a dagger on spot and gives ghosting (disables unit-collision) and decaying movement speed for a bit and what makes that all work is her E
Shunpo that's basically a resettable blink allowing her to reset on kills quickly to get out or jump on other targets to repeat her combo. There are of course downsides and they are she lacks
crowd control and is vulnerable once locked down but she'll always remain a threat to you personally.
Her R
Death Lotus will still target you in stealth and actually lets her know if you're invisible in it's range as the ability becomes activatable once you are but don't worry as before level 6 you can grab a decent lead if you harass her down with
Two-Shiv Poison and place boxes around to keep you safe. Keep in mind, most
Katarina players will play passive, staying away and only going in to poke to quickly
Shunpo behind their minions until you are low enough for them to go in so working towards
Hexdrinker can help counter that.
Most of the time you'll just be letting her do all the engages especially after level 6. You can punish her mistakes more than making a successful attempt to kill her and more times than not they'll flee before you get the chance to take them out without
Jack In The Box or
Hallucinate anyway. You'll want to make sure to follow her up on roams though and those are usually the best times to engage as once she takes up a lead on your bot it can become difficult for both you and your team.
If you keep up with the stages of the game or sustain even a little lead you can punish them throughout all stages of the game but just remember to be careful when you're low on health as those are the
perfect times for
Katarina players to engage.

Leblanc
Recommended Max - E (or you can alternate between abilities)
This is another slippery champion with one of the more annoying kits in the game that allows her to engage and disengage very easily but as long as you keep on eye on her movements and intentions, you should be able to come out on top in any situation.
Alright to start off let's run down her abilities starting with the passive
Mirror Image. It's basically a much weaker version of your clone in terms of damage but does just enough to save her in situations by tricking or becoming invisible for a split second before the clone comes out at around 30-40% leftover health.
Next is her Q
Sigil of Malice which is a targeted ability much like
Two-Shiv Poison but its main point is to mark you for her other abilities to trigger off. Those abilities are her W
Distortion and E
Ethereal Chains with the former allowing her dash to a spot, doing aoe damage to it and teleport back within 4 seconds if she chooses to, the other ability shoots in a short line hooking onto the nearest target and if she maintains that connection, it'll reveal and root you for 1.5 seconds. Last is her R
Mimic which repeats the last ability she did with more effect so she can dash twice and teleport back to those spots in any order or simply chain you twice in a row to keep you rooted for 3 seconds.
What can make her a threat to you and what most
LeBlanc players use in this matchup is her
Ethereal Chains mainly to lock down and reveal us. They tend to use
Distortion to pop your boxes and rush
Oracle's Lens so that's why it's usually best to put more points towards
Two-Shiv Poison since they don't typically get resistance items and if they do it will make your
Hexdrinker all that better of a purchase.
As long as you avoid her chains (side-stepping or placing
Jack In The Box in front should do while keeping your
Deceive available in-case you need to secure her or get away from ganks) and keep her at bay when it comes to harassing your team, you'll be able to keep the game going long enough for her to fall behind or fall off if she's keeping up or grabbed a lead but make sure you help your team when necessary and to ping them when she's not in lane as you can imagine her kit allows easy ganking.
More to come soon!
I'm going to go over a few basic plays and combos for
Shaco at each stage of the game then end the guide
with a list of tips/tricks and after a quick recap.
Level 1-3
Keep in mind that this works well into melee matchups but anyone can get careless so keep on eye out for it. At these early levels it's usually better to play safe but there are many instances where the enemy gets too confident and moves up ever so slightly around the moment when you grab level 2 first. Since you should always put a point in
Two-Shiv Poison second (You only ever want to get
Deceive second if they have a
Twitch or other jungler you know who will pressure you at the first couple levels but usually you can just play safer until you get all 3 abilities up) you'll get immediate access to its passive which makes your auto's slow if your
Two-Shiv Poison isn't on cooldown. So what you do is once they get up close, try to plant a box around them the same time you get level 2 and when they move in begin to auto slow them and they'll think your trades are meaningless as most of the time you'll be pushing them away from the wave and taking aggro from their minions but once you get them around 200-300 health is when you activate
Ignite and throw out your
Two-Shiv Poison.
Many of them don't expect the extra damage on your
Two-Shiv Poison alongside your
Ignite when they are below 30% health and some actually flash in the process lining you up for another play depending on the champ as in certain matchups you can keep staying even if you are low.
Katarina,
Yasuo,
Yone and similar champs that like to constantly go in and pressure can be easily abused if you take the time while they're walking from base to plant boxes in the middle of the lane. In rare situations you can keep staying for a third time, again depends on the champion and then on the player if they try to dare go in for another attempt. Doing any of this is of course risky without vision on the enemy jungle but if yours is near that risk is lowered greatly so be careful and always ensure a way out if things do go south.
Bonus Play - After hitting level 2, you can place a ward in the enemy's
Raptors camp to see if it's up. If it is, work your way to level 3 (while keeping on an eye on it) and if the enemy jungler appears you can potentially make a quick play over the wall. Most times they'll be half or less health giving you a chance to pop right in to secure them for a kill but keep in mind it's a risky play if your enemy laner has any idea what you're up to but you can minimize that by moving straight out to the side instead of directly towards the
Raptors camp in from of their view first. They'll think you're just doing a quick check or planting a ward. This play works well if you have
Ignite on hand to use on them before they smite the camp to lesson how much they heal from it.
Level 3-6
A lot of the times you'll just want to be sitting in lane but there's many cases where you'll want to extend your help to the jungler. In my case, my junglers tend to be the losing matchup and that's just how it goes but luckily many times they fight near the sides and sometimes even further in their jungles near the main red or blue buffs. Since you will be pushed up most of the time, you are heavily encouraged to roam when your jungle needs it which could end up being a waste of time but could also help you grab an even further lead. The power of
Shaco to enter and leave fights starting at level 3 is a little insane with
Flash and being able to
Deceive, the distance you can cover in such a short time is greater than most other champions
at that level and typically when you leave to enter a jungler's fight they'll both be low health allowing you to easily come in to deal with any situation and leave immediately after to get back to lane without missing any waves.
Level 6+
Once you have
Hallucinate you can make a play at bot lane. Due to how experience is shared, solo lanes reach levels faster than lanes with more than 1 so this gives you an opportunity to roam. Depending how bottom lane went, the enemy could be up to 2 levels behind with no summoners up or not much health which makes your clone dive very strong especially at these lower levels when no one has built any resistance. If you started red (top side) then you can make your way down through the water way, then going behind the dragon pit and over the wall below next to where one of the blast cones spawn. You can sit in the small bush in between both enemy turrets and wait for when they are pushed in or if they are already low enough proceed to send the clone in by itself and wait to see what they do in-case you need to use
Flash or
Ignite if they're up. This almost always secures 2 kills and in such a short play, allowing you to get back to your lane with nothing much else changed other than the extra lead you got from roaming. For the red side, it's a similar path but you'll want to cross over the river to where one of their blast cone spawns near the tri-bush (south of the blue buff) instead and do the same as you would for the other side. You could roam for top lane at any point but it's better to just go bot most times especially if
Dragon is up and see what you can do there to help as going top usually leads to nothing at all even if you get a managed to secure anything and
Rift Herald should already be taken by you and/or your jungler.
Another basic play that can be used throughout the game is to push up the lane and get out of the vision of your enemy laner then use
Hallucinate. Use R to control him (ALT+Right click to target specific buildings later in the game) and move him in alone. There's 2 types of plays you can make here, 1 involving making them think it's you and the other giving up the illusion off the bat and allowing your clone to whittle them down low enough so you can go in to secure a kill if it wasn't able to by itself. Deciding what type of play to make depends on the matchup but also the enemy jungler. Most of the time you'll just want to send in the ol' pal to auto them under turret as it doesn't focus the clone and making sure not to step in or you'll take the aggro unless you need to take a couple hits and grab the focus off the boxes your clone drops once it dies off to help complete the play with you.
The other type of play is simply tricking them in the time you have with the clone until they make a move they shouldn't do and that could be using their summoner spells or ultimate and other major abilities. Champions like
Zed,
Fizz,
Syndra, etc. are usually eager to make a play and they'll go in if you give enough illusion that it isn't you. You can do this by moving the clone towards bushes or taking longer routes as well as even just standing still. Some of the animation is weird when clicking back and forth fast (doing it slow and in long paths is fine) or doing sporadic patterns giving up the illusion completely so you just want to do basic movements for the most part. Once they go in you can follow up easily to secure with
Deceive and
Two-Shiv Poison or
Jack In The Box if it's near.

Click to show paths and play making locations
That's pretty much the gist of what I do and how
Jack In The Box is utilized but here are some other tricks & tips before we come to an end.
✦ You can
Deceive over any wall no matter how big depending on where you use it from.

Video example
✦ If you time it correctly you can negate a skillshot with
Jack In The Box and have it take no damage.

Video example
✦ You can fit
Jack In The Box over any wall no matter how big depending where you place it.

Video example
✦ Whichever side your mouse is on when using
Hallucinate is where
Shaco will appear making wall jumps and team-fight positioning easier.

Video example
✦ During the early levels where mana can be crucial you can place down a
Jack In The Box before leveling the ability up to save on a little mana while retaining damage level increase.
✦ If using
Time Warp Tonic you can use refillable potions on the fountain if you stand near the edge and then reset it to use again by moving back and forth from the position so you can get back your health and mana faster.
✦ Featuring AD or helpful items like
Doran's Ring or
Tear of the Goddess for their passives as well as
Sheen,
Muramana,
Hexdrinker, etc. lets you last hit better.
✦ Always keep in mind your cooldowns before doing anything big.
✦ Most matchups even if considered hard depend mostly on how well they know their champ and the
Shaco matchup so don't be afraid to act on them if they don't know it properly. The champs I've listed as threats usually only are at higher elos when you encounter other OTP players.
✦ If you absolutely need to keep your sanity you can mute all in-game chat by going to where League is installed, open "Config" folder and then open the file "PersistedSettings.json" finding the "Chat Scale" line and changing it to "-100" so it can sit in negative space. You can also mute the lobby chat by blocking the ip "172.65.244.155" in your firewall but the downside is you can't interact with your friend's chat anymore (unless you enjoy showing offline) and a couple other client features. Note : This IP is meant for the NA server, if you need help finding out the IP used in other regions let me know and I'll get them for you.
✦ If the enemy is focusing your boxes a lot, put them further away and around the sides as they give a lot of gold when killed.
✦ When you're ready to be charmed with Eve's E it'll show you an indicator to which side she's coming from.
✦ If the enemy is freezing lane try faking a back as most players will push when they notice you're gone.
✦ You can use your
Two-Shiv Poison on the enemy to lure minions next to them towards you to safely farm.
✦ If you activate
Corrupting Potion before using your ult even though it doesn't get the heal, you'll still get the visual FX which help tricks most enemies into thinking it's you.
✦ If you're low on all resources (no mana, health, fruit or boxes around) then back as you'll just make your team angry if fights they take go south.
✦ Keep in mind you can take crowd control and
Deceive away at the same time to stop abilities and waste their effectiveness while invisible.
✦ You can use your potion if you're far away from a big team fight for the extra movement speed when using
Time Warp Tonic and it should be ready by the time you enter the fight.
✦ The more boxes you place down the more likely the enemy will forget the placement of the first ones.
✦ Always box up behind turrets if the enemy is pressuring with
Baron Nashor and try not leaving the nexus if the turrets are down to prevent enemy backdoors until each
inhibitor is back up.
✦ You can use your W to trigger some placed abilities like
Jhin with his
Captive Audience,
Teemo and his stinky
Noxious Trap,
Maokai's
Sapling Toss, etc. some traps can only be triggered by champions though like
Caitlyn's
Yordle Snap Trap but it's ok to place your box on them as the enemy will percieve that spot as safer due to their teams placements.
✦ Your
Deceive goes into deeper shadows and while using it near
Twitch and
Evelynn will reveal them to you while you remain invisible to them.
(Levels 1-3) Push the lane asap with
Jack In The Box (or let the enemy push if you're doing a passive style) playing safe while working up to level 3 for
Deceive to not worry as much about ganks and helping your jungle accordingly. Start placing
Jack In The Box around at the sides to prevent enemy ganks and potentially kill them if they try to go in for you and lastly remember to keep enough mana to ensure a way out of any situation.
(Levels 4-6) Should still be in lane pushing for 6 and after once you do, you can begin to make bigger plays/baits and make more effort to join your team in ganks as you can easily dive with
Hallucinate at these lower levels and then again later on once you get more items. Remember to keep boxing around the sides as well, it helps throughout all stages of the game even if it gets no use. If going
Unsealed Spellbook you should swap to
Teleport as your first spell to either get back in lane or quickly help out another lane if the opportunity presents itself.
(Levels 6-11) Make sure to help your team at
Dragon and
Rift Herald while giving your team all the information necessary to prevent your matchup from getting out of hand. If you managed to grab a solid lead you can start splitting for any other outer turrets left up otherwise stay near teammates so you can foil any enemy plans against them. Keep in mind at level 9 you can get
Farsight Alteration for further map vision control.
Levels 12-16+) In my experience games don't last nearly as long to make it to late game and level 18 so your best option is to play depending on how much of a lead you got if you managed to do so. Generally you want to play around team the longer the game goes on boxing all over as any slip up from them could net the enemy major objectives. It can be equally as rewarding or more if you start a split but that's hoping your team will be ok and as you can imagine, that's not always the case so choose what you do carefully.
That's pretty much it! There are of course things I've missed or left out as I wanted to try to cover mostly basic points and not get too critical and complicated with it. If there is anything crucial I missed or anything you wanted to ask you can contact me here, on
YouTube or
Twitch both @
Impossible2Gank where I stream most days of the week. (*Currently taking a streaming break to heal some injuries so for now you can catch some full games over on my YT channel)
I do have more tutorials planned in store not only for here but for YouTube as well which is mostly used for my montages and other game-related videos at the moment so make sure you stick around for more!
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