Shaco: The Demon Jester

Shaco is a Jungle champion released on October 10, 2009, making him one of the oldest champions in the game. Classified as an Assassin (both current and legacy class), he plays exclusively in the Jungle. He is Melee with 125 attack range, adaptive type Physical, and uses Mana. Base MS: 345.

Last changed patch V26.01. Store price: 1575 BE / 790 RP. Shaco’s design is built entirely around positional exploitation – the Backstab passive rewards angle discipline, Deceive rewards timing invisibility correctly, and Jack in the Box rewards understanding where enemies will path. Every ability in his kit punishes opponents for facing the wrong direction or walking into the wrong position. Against opponents who react correctly to Shaco’s patterns, his damage drops dramatically. Against opponents who panic or make predictable decisions, Shaco delivers one of the highest burst windows in the jungle role.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6302576.84
Mana (MP)2971083.6
HP58.519.32
MP5612.88
Armor (AR)30108.66
Attack Damage (AD)63122
Magic Resist (MR)3272.31
Movement Speed (MS)345345 (fixed)
Attack Range125 (Melee)125 (fixed)
Base AS0.694Windup%: 22.15%
AS RatioN/ABonus AS: 0–59%
Crit. DMG200%200%

💡 Key Note – AS Ratio N/A: Shaco’s AS ratio is listed as N/A, meaning his attack speed scaling behaves differently from standard champions. His bonus AS from items applies but without the standard ratio scaling. His base AS (0.694) is among the higher base attack speeds for a melee jungler. Combined with the Backstab passive bonus physical damage on every behind-hit auto, Shaco’s raw DPS in a 1v1 from the correct angle is significantly higher than his base AD suggests.

Passive: Backstab

INNATE: Shaco’s basic attacks are empowered to deal 20–31.18 (based on level)(+20% bonus AD) bonus physical damage when hitting an enemy from behind. This damage is affected by critical strike modifiers. Deceive and Two-Shiv Poison have additional effects when they hit an enemy from behind.

AspectValue / Behavior
Bonus Damage20–31.18 (level-based) +20% bonus AD
Trigger AngleFrom behind – approximately the rear 120° arc of the target
Crit InteractionCrit modifiers apply (IE amplifies backstab damage)
Q Backstab BonusDeceive’s post-stealth auto always crits from behind (160%+18% or 200%+30% if crit rolled)
E Backstab BonusTwo-Shiv Poison additional magic damage + enhanced bonus below 30% HP
Ability InteractionOnly basic attacks, Q post-stealth auto, and E projectile trigger backstab

💡 Backstab Angle Discipline – The Fundamental Shaco Skill: Every Shaco ability and auto is optimized when hitting from behind. The rear arc is approximately the back 120° of the target’s facing direction. Every trade Shaco takes should begin from the rear arc – approach from the flank or behind before committing autos. In ganks, Shaco’s standard entry is Q behind the enemy (blink behind them, face back toward allies) → auto from behind (backstab proc + Q empowered crit) → E throw from behind (backstab bonus damage). Without the rear angle, Shaco deals standard melee damage that competes poorly with most top/mid laners in a fair fight.

Q: Deceive

Cost: 40 Mana  |  CD: 13/12.5/12/11.5/11 sec  |  Cast Time: None  |  Target Range: 400

ACTIVE: Shaco becomes invisible for a duration and after a 0.125-second delay, he blinks to the target location. After breaking invisibility, Shaco empowers his next basic attack within 0.25 seconds to deal bonus physical damage, which is affected by critical strike modifiers.

BACKSTAB BONUS: The attack will critically strike for (160%+18%) damage, increased to (200%+30%) if a critical strike was rolled.

ParameterValue
Invisibility Duration2.5 / 2.75 / 3 / 3.25 / 3.5 seconds
Blink Delay0.125 seconds after cast (brief invisible window before blink)
Post-Stealth Attack Window0.25 seconds to land the empowered auto after breaking invisibility
Bonus Physical Damage25/35/45/55/65 (+60% bonus AD)
Backstab Crit (standard)160% + 18% crit damage from behind
Backstab Crit (if crit rolled)200% + 30% crit damage from behind
Invis Breaks OnBasic attack or Two-Shiv Poison cast (NOT Jack in the Box or Hallucinate)
Cooldown13/12.5/12/11.5/11 seconds

💡 The 0.125s Delay and 0.25s Attack Window: Two timing windows define Q’s burst potential. The 0.125-second delay between becoming invisible and blinking creates a brief window where Shaco is invisible but hasn’t moved yet – useful for faking a direction before the actual blink. The 0.25-second post-blink attack window means the empowered auto must land within a quarter-second of breaking stealth. Auto-attack immediately after Q blink; any hesitation loses the empowered hit. Against targets who Flash away after Q breaks stealth, the 0.25s window can expire before the repositioned auto connects.

💡 Deceive Invis Preservation: Invisibility does not break when casting Jack in the Box (W) or Hallucinate (R) – only basic attacks and Two-Shiv Poison break the stealth. This means Shaco can Q into the jungle → place multiple W boxes while invisible → E → auto. The W placement while invisible creates invisible trap zones without the enemy knowing the exact Q landing location. This is the primary pre-fight setup pattern for box traps: Q to an area, place boxes while invisible, then emerge for the engage.

⚠️ Q Is Not Guaranteed Burst Without Backstab: The empowered auto after Q always deals the base bonus damage. But the guaranteed crit only triggers from behind. A Q blink to the front of an enemy does NOT trigger the backstab crit – only the 25–65 (+60% bonus AD) standard empowered damage applies. Position Q blinks behind the target for the full 160%+18% or 200%+30% crit damage. Front Q blinks are escape tools, not damage tools.

W: Jack in the Box

Cost: 70/65/60/55/50 Mana  |  CD: 15 sec  |  Cast Time: 0.25  |  Target Range: 500  |  Detection Radius: 300

ACTIVE: Shaco summons a box at the target location that becomes stealthed after arming over 2 seconds, lasting for up to 40 (+10% AP) seconds. The box is invulnerable and untargetable while stealthed. The box springs upon enemy contact, fearing nearby enemies for a duration (2.2 seconds against non-champions) and rooting them for a duration. After a 0.15-second delay, enemies also have their movement speed reduced (static 100 for champions, 60 for non-champions) for the fear duration plus 0.3 seconds. Once sprung, the box remains for 5 seconds and automatically fires at nearby visible enemies every 0.5 seconds.

ParameterValue
Arm Time2 seconds before box becomes stealthed and active
Duration40 (+10% AP) seconds while stealthed
Fear Duration (champions)0.5/0.75/1/1.25/1.5 seconds
Fear Duration (non-champions)2.2 seconds
Root Duration (champions)0.5/0.75/1/1/1 seconds
Root Duration (non-champions)1 second
Active Fire Duration5 seconds after springing, fires every 0.5s
Magic Damage per Shot10/15/20/25/30 (+12% AP)
Bonus Monster Damage20/35/50/65/80
Single Target BonusIncreased damage when only one enemy in range
Structure Damage50% reduced

💡 Box Stacking for Camp Control: Multiple Jack in the Box traps at a single location multiply the fear, root, and sustained damage. Against a champion walking into 3 stacked boxes: 3 separate fear procs (each overwriting the previous, extending total fear duration), 3 × 5 seconds of firing, and 3× damage output. The standard Shaco pre-game setup is placing 3 boxes at the Blue/Red Buff camp before the game starts (using the 2-second arm time), creating a fully automated first clear with near-zero HP loss. With 3 rank-1 boxes, both buffs clear without Shaco taking meaningful damage.

💡 Box Placement for Ganks: Boxes placed in chokepoints – river entrances, jungle pathways, tri-bush – create fear traps that expire only after 40 seconds. A box placed during Shaco’s first clear in the river remains active through level 3–4 ganks. Enemies fleeing through a pre-placed box get feared mid-escape, converting a missed gank into a kill opportunity. Pre-placing boxes in enemy escape routes before initiating ganks is the highest-skill Shaco trap mechanic and the primary differentiator between good and great Shaco players.

⚠️ 2-Second Arm Window: Boxes require 2 full seconds to arm. A box placed and then immediately triggered (by an enemy walking in before 2 seconds) does nothing. Never place boxes in an active fight as a CC tool – the 2-second window is too slow for reactive CC. W boxes are proactive setup tools, placed before expected enemy movement, not reactive tools placed during fights.

E: Two-Shiv Poison

Cost: 75 Mana  |  CD: 8 sec  |  Cast Time: 0.25  |  Target Range: 625  |  Speed: 1500

PASSIVE: Shaco’s basic attacks slow enemies for 2 seconds while Two-Shiv Poison is not on cooldown.

ACTIVE: Shaco throws a dagger at the target enemy that deals magic damage, increased by 50% if they are below 30% of their maximum health, and slows them for 3 seconds.

BACKSTAB BONUS: The dagger deals an additional 15–54.12 (based on level)(+10% AP) bonus magic damage, increased to 22.5–81.18 (+15% AP) if the target is below 30% of their maximum health.

ParameterValue
Passive Slow20/22.5/25/27.5/30% for 2 seconds (active when E is off cooldown)
Magic Damage70/95/120/145/170 (+80% bonus AD)(+60% AP)
Execute Bonus (<30% HP)+50% increased damage (applies to full damage formula)
Slow20/22.5/25/27.5/30% for 3 seconds
Backstab Bonus (normal)15–54.12 (+10% AP) additional magic damage
Backstab Bonus (<30% HP)22.5–81.18 (+15% AP) additional magic damage

💡 Passive Slow as Permanent Kite Prevention: Two-Shiv Poison’s passive slows every target Shaco basic attacks while the ability is off cooldown. In the jungle clear and in extended 1v1 fights, this means every Shaco auto slow-stacks on the target while E is available. Against champions without dashes, this passive slow makes kiting Shaco in the jungle extremely difficult – he auto-attacks, they slow, he catches up, repeat. The passive disappears only during the 8-second E cooldown window after actively using E.

💡 E Execute + Backstab Double Scaling: Against a target below 30% HP from behind: the full damage is 170 (+80% bonus AD)(+60% AP) × 1.5 (execute) + 81.18 (+15% AP) backstab bonus at max rank. Against a 200 bonus AD, 200 AP Shaco at level 18: base 170 + 160 (bonus AD) + 120 (AP) = 450 × 1.5 = 675 + 81 + 30 backstab = approximately 786 magic damage from a single E at max rank at sub-30% HP from behind. Combined with the Q crit auto and backstab physical damage in the same window, sub-30% HP targets die to a single full Shaco combo nearly universally.

R: Hallucinate (Ultimate)

Cost: 100 Mana  |  CD: 100/90/80 sec  |  Cast Time: 0.25  |  Effect Radius: 250

ACTIVE: Shaco vanishes for 0.5 seconds and blinks in the target direction while creating a clone of himself that is summoned in the opposite direction, remaining within control range of him as a controllable clone for up to 18 seconds. Hallucinate can be recast at any time while the clone is alive, and can be used while affected by cast-inhibiting crowd control. RECAST: Shaco commands the clone to move to the target location.

CLONE DEATH / EXPIRY: The clone explodes to deal magic damage to nearby enemies and deploys three mini-boxes that activate instantly, fearing nearby enemies for 1 second (2.2 against non-champions) and rooting them for 0.5 seconds (0.6 against monsters, 1 second against minions). Movement speed reduced to static 100 for champions, 60 for non-champions.

ParameterValue
Vanish Duration0.5 seconds on cast
Clone DurationUp to 18 seconds
Clone ControlControllable via recast (move to location)
Cast During CCYes – can be used while suppressed, stunned, etc.
Clone Explosion Damage150/225/300 (+70% AP)
Clone Mini-Boxes3 boxes activated instantly on death, fear 1 second (champion), 2.2s (non-champion)
Mini-Box Root0.5s champions, 0.6s monsters, 1s minions
Mini-Box Attack Damage10/20/30 (+10% AP) modified, increased vs single target
Mini-Box Invulnerable0.5 seconds after deployment

💡 R Can Be Cast Under CC – Critical Survival Tool: Hallucinate explicitly can be used while affected by cast-inhibiting crowd control – stuns, suppressions, roots, all of them. In a scenario where Shaco is caught and stunned with R available, he can cast R during the stun: Shaco vanishes 0.5 seconds, blinks in the target direction, and the clone appears in the opposite direction. The opponent is now looking at a Shaco that blinked away and a clone that appeared – while the real Shaco has moved up to 400 units in the intended direction during the 0.5-second vanish window. This creates an escape from seemingly inescapable CC that is unique among all champions.

💡 Real vs Clone Differentiation – The Mind Game: When both Shaco and the clone are alive, the enemy must determine which is real. Several tells exist (clone doesn’t use Q, clone’s items don’t show correctly at some zoom levels, clone doesn’t take summoner spell damage), but in the heat of a teamfight these are difficult to process. Send the clone toward the enemy team while retreating as real Shaco to force the enemy to commit damage to the clone rather than the real Shaco. If the clone dies in the enemy cluster, the 3 instant mini-boxes fear the entire cluster simultaneously – an AoE fear that requires zero targeting from Shaco.

⚠️ Clone Micro Management: The clone requires active micro to maximize value. Passively, the clone walks toward the nearest enemy on auto-pilot. Actively directing the clone via recast into enemy clusters while Shaco escapes or flanks is the highest-value usage. Against backline champions positioned far from the fight, directing the clone to the backline while Shaco engages the frontline creates a true two-front threat that forces the enemy to split attention.

🗺️ Jack in the Box – Advanced Placement Guide

Box placement determines Shaco’s control over jungle paths, objective approaches, and gank escape routes. Optimal box positions:

Placement ScenarioLocationPurpose
Pre-game camp clear3 boxes at first buff camp before minions spawnAutomated clear with near-zero damage taken
Pre-gank escape denialRiver chokepoint toward ally towerFeared enemies cannot escape through river
Dragon/Baron approachPit entrance corridorsFear anyone entering pit to contest objective
Enemy jungle invasionEnemy blue/red buff approach pathCreate fear trap before invading with Q
Anti-ward boxTri-bush, dragon/baron pit wall40-second box provides longer coverage than most wards
Enemy recall denialBehind enemy laner who is recallingQ behind them, box between them and tower

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Pre-Game Box Setup: Place 3 boxes at the starting buff camp before the game starts. The boxes arm during the pre-game countdown and are fully stealthed and active when the jungle spawns. A rank-1 Shaco with 3 rank-1 boxes clears a buff camp at level 1 without attacking once – the boxes do all the work while Shaco preserves HP for level 2–3 gank pressure. This is the defining early game advantage of Shaco over all other junglers.
  • Level 2 Gank via Q: Shaco can gank at level 2 with Q + backstab empowered auto + passive slow from E (off cooldown). The Q backstab crit + auto slow + Two-Shiv throw sequence at level 2 threatens kills on laners with poor HP (below 60%). Prioritize lanes where the enemy has overextended rather than farming under tower – Q range (400 units) requires getting relatively close before blinking behind the target.
  • Box Pre-Placement for Anticipated Paths: Before ganking a lane, place a box in the expected escape path – the river bush, the lane brush, the bush between tier 1 and tier 2 towers. A gank that misses but springs the pre-placed box as the enemy retreats still converts a ‚failed‘ gank into CC plus damage. The box’s 40-second duration means placement can occur 2 full camps before the gank.

Mid Game (Levels 7–13)

  • Hallucinate for Objective Control: At level 6, use R before Dragon or Baron fights. Cast R before entering the pit – send the clone into the enemy cluster visible position while the real Shaco positions at the pit for the smite. The enemy team burning damage and abilities on the clone effectively gives Shaco’s team a free objective attempt while the enemy is occupied. If the clone explodes in the enemy cluster, the 3 mini-boxes AoE fear converts a lost fight into an objective-secured disengage.
  • Split Push Detection Counter: Place a box in the side lane bush before split-pushing with Shaco. When the enemy team sends a member to counter the split, the box fears them mid-chase, creating the gap for Shaco to Q out of combat. The fear duration (1.5 seconds at rank 5) combined with Q’s 400-unit blink gives Shaco the escape window against virtually any single pursuer.
  • E Passive Slow in Skirmishes: In 2v2 or 3v3 skirmishes, prioritize using E only as a finishing execute below 30% HP to maximize the +50% damage window. Between E casts (during the 8-second cooldown), the passive slow keeps targets from disengaging cleanly. The passive slow forces enemies to commit to the fight rather than kiting freely – Shaco’s melee range becomes much less limiting when every auto slows 20–30%.

Late Game (Level 14+)

  • Clone as Assassin Bait: In late-game teamfights, activate R and send the clone visibly toward the enemy ADC while real Shaco flanks from an invisible Q approach on the same target. The ADC’s team commits peel toward the visible clone; real Shaco Q-blinks behind the ADC from the flank for the backstab crit + E execute combo. The clone dying in the peel position then fears the peel team with 3 mini-boxes simultaneously.
  • Box Zone Control at Objectives: Before Baron or Dragon spawns (45+ seconds before), place 3–4 boxes at both pit entrances. When the enemy team approaches, they walk into pre-armed boxes immediately, getting feared mid-approach to the objective. Shaco’s team has an uncontested smite window during the fear duration. This is the primary reason high-elo Shaco players maintain nearly 100% objective control in games where they’re ahead.
  • E Execute Timing: Hold Two-Shiv Poison until the target is below 30% HP. The +50% damage modifier combined with the backstab bonus at sub-30% HP from behind converts E from a utility slow into an execution ability. Against a 2000 HP carry with 400 remaining HP: E from behind at full build deals more than enough to finish. Don’t throw E as a poke tool in late game – save it for the execution window.

⚔️ Core Combo Guide

  1. Standard Gank Burst: Q behind target (backstab angle) → empowered auto (backstab crit, 160%+18%) → E from behind (backstab + slow) → auto (passive slow active) → if sub-30% HP: repeat E on cooldown for execute
  2. Pre-Game Box Setup into Level 1: 3 boxes at starting buff (pre-game) → Boxes clear camp automatically → Shaco arrives at level 2 with full HP → Q to opposite lane → backstab auto + E throw → box in escape path springs if target flees
  3. Hallucinate Objective Fight: R before fight (clone appears opposite direction) → direct clone toward enemy cluster → real Shaco smites objective / flanks carry → if clone dies in enemy: 3 mini-boxes AoE fear → real Shaco Q escapes or continues assassination
  4. Late Game ADC Kill Sequence: Q behind ADC (backstab angle, 2.5–3.5s invisible approach) → empowered backstab crit auto → E from behind (sub-30% execute window) → backstab passive auto (Two-Shiv passive slow active) → R if needed for escape or clone pressure

❌ Common Mistakes and How to Avoid Them

  • Q Blinking to the Front: Q to the enemy’s front deals standard bonus damage without the backstab crit. The entire Q damage identity is built on the backstab position. Always position Q blinks behind the target – approach from the flank or rear bush before pressing Q. Front Q should be used only as an escape blink, never as an engage blink.
  • Placing W in Active Fights: Jack in the Box requires 2 full seconds to arm. Placing it mid-fight means 2 seconds of invulnerable-but-useless box while the fight resolves without CC. Boxes must be placed before the fight in anticipated paths, not reactively during it. The only exception is placing a box as Shaco runs away – the arm time expires after Shaco has escaped, and the box may catch a pursuing enemy.
  • Forgetting the E Passive Slow: Two-Shiv Poison’s passive slow is invisible to many players. It applies on every auto while E is off cooldown, making Shaco’s melee chasing significantly easier. After actively throwing E, the passive disappears for 8 seconds. Do not throw E early in trades when the passive slow is more valuable for keeping the target in range than the active damage.
  • Ignoring Hallucinate’s CC Usability: R can be cast while stunned, suppressed, or affected by any cast-inhibiting CC. In death-threat scenarios where Shaco is caught and CC’d, R is still available as an escape. Many Shaco players don’t press R during CC because the game UI hides cast availability during CC. Always attempt R under CC when HP is critical – the 0.5-second vanish and blink may be the difference between death and escape.
  • Poor Clone Micro: Leaving the clone on auto-pilot means it walks toward the nearest enemy, which is often the wrong target. Actively recast R to direct the clone into the enemy cluster or toward the enemy ADC for maximum psychological pressure and mini-box placement on death. An uncontrolled clone that dies in an empty lane provides zero value beyond the base clone duration.

⚙️ Recommended Build and Itemization

AD Assassin Build

  • Duskblade of Draktharr: Nightstalker passive deals bonus damage after coming out of stealth – synergizes directly with Q’s stealth + empowered auto pattern. Every Q engage procs Nightstalker on the first hit. The lethality reduces armor mitigation against Shaco’s physical damage backstab and bonus damage chain.
  • Infinity Edge: Amplifies backstab crit damage. At 100% crit, every backstab auto crits. The Q empowered backstab auto crits at (200%+30%) with IE’s amplification active. IE converts Shaco’s positional requirement into maximized crit DPS when executed correctly.
  • Edge of Night: Spell shield absorbs one CC ability before Shaco can activate R or Q. Against champions who have a single reliable CC that prevents Shaco’s engage (Lux binding, Morgana snare), Edge of Night’s shield absorbs the CC and allows the full combo to execute uninterrupted.

Hybrid AP Build (AP Shaco)

  • Luden’s Tempest: Amplifies Jack in the Box magic damage. At 300 AP, boxes deal 10/15/20/25/30 + 12% AP = 36 additional damage per shot × 5 seconds × 2 shots/s = 360 additional damage per box per engagement. Three stacked boxes with AP deal significant magic damage beyond the fear CC.
  • Shadowflame: Magic penetration amplifies Two-Shiv Poison and box damage. Combines with execute bonus at sub-30% HP to spike E’s damage against low-MR targets that survive the initial box-fear CC window.
  • Zhonya’s Hourglass: Stasis during the clone’s active window creates a scenario where both Shaco and the clone are simultaneously on the field while Shaco is in stasis. The enemy must choose between damaging the clone (which explodes into 3 instant boxes) or waiting for stasis to end while taking box damage. The stasis + clone psychological confusion is AP Shaco’s signature late-game play.

⚔️ Counter Picks & Matchups

✅ Shaco Counters

1. Nunu & Willump – Nunu’s kit depends on approaching from a predictable direction (Consume for sustain, Biggest Snowball for engage). Shaco’s box placement in Nunu’s intended path fears him mid-Snowball roll, cancelling the engage. Q backstab access is reliable against Nunu’s large target radius.

2. Amumu – Amumu’s pathing is consistent and predictable. Pre-placed boxes in Amumu’s standard jungle routes create fear traps that Amumu walks through without evasion ability. Shaco’s Q blinks behind Amumu’s slow form easily for backstab angles.

3. Warwick – Warwick’s Blood Hunt approach is telegraphed. Box placement in WW’s hunting path creates fear before the suppress. If Warwick suppresses Shaco during the approach, Shaco’s R cast during the suppress creates the clone + escape blink simultaneously.

❌ Shaco is Countered By

1. Lee Sin – Dragon’s Rage (R) kicks Shaco out of invisibility range with displacement immunity piercing stealth exit timing. Sonic Wave’s tracking reveals approaching Shaco before Q blink commits. Lee Sin’s ward-hop mobility denies the predictable position requirement for box placement in his path.

2. Kha’Zix – Kha’Zix punishes isolated targets (Shaco splitting or approaching solo) with evolved abilities. Void Assault (R) provides Kha’s own stealth, creating mutual invisible periods where Kha’s evolved Leap can follow Shaco’s Q blink. Kha’s E Leap outranges Shaco’s Q exit escape ability.

3. Pink Wards / Control Wards – Not a champion, but the hardest counter to Shaco’s kit. Control wards reveal invisible boxes and Shaco himself during Q stealth. An enemy team that buys control wards consistently in jungle entrances, objective pits, and escape paths removes Shaco’s primary advantages simultaneously. Pink ward density directly correlates with Shaco’s effectiveness – low ward games are Shaco’s strongest environment.

FAQ

Q: What breaks Deceive (Q) invisibility?

A: Only basic attacks and Two-Shiv Poison (E) casts break Q invisibility. Jack in the Box (W) placement and Hallucinate (R) activation do NOT break stealth. This means Shaco can place multiple boxes, activate R to create a clone, and move across the map while remaining invisible from Q – only committing to a fight when attacking or throwing E.

Q: Can Hallucinate (R) be used while stunned?

A: Yes – explicitly. R can be cast while affected by any cast-inhibiting crowd control including stuns, suppressions, and roots. This makes R a viable escape tool even after being caught by CC, as the 0.5-second vanish and blink activates regardless of CC status.

Q: How many boxes should I place before camp clears?

A: Three boxes at the starting buff camp before the game starts is the standard. Three rank-1 boxes clear the full buff camp (two small wolves/raptors plus the large monster) without Shaco attacking once, leaving him at approximately 80–90% HP for an immediate level 2 gank. Two boxes is the minimum for a damage-reduced clear; one box provides fear CC only.

Q: How does the Q backstab crit work exactly?

A: After Q blink, the empowered auto always crits when hitting from behind at (160%+18%) damage. If Shaco rolled a natural critical strike (from crit chance items), the value increases to (200%+30%). Without crit items, every backstab Q auto hits at 160%+18%. With 100% crit from items, the Q backstab auto always hits at 200%+30% since every auto crits anyway.

Q: Is Shaco viable as AP or only AD?

A: Both are viable but serve different purposes. AD Shaco focuses on Q backstab burst assassination against single targets. AP Shaco focuses on Jack in the Box zone control, maximized clone explosion damage, and Two-Shiv Poison magic damage execute. AP Shaco has less single-target burst but significantly more teamfight disruption through box zone control and clone mini-box AoE fear. Both builds are used in competitive play – choose based on team composition needs.

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