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Shaco

Champion guide

Patch 26.16

Shaco

The Demon Jester

  • Assassin
  • Jungle
  • Mana

He does not win fights, he rigs them. A box planted three minutes earlier, a blink behind your back, and the target dies without ever seeing where it came from.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
525+84
HP regen (per 5s)
8+0.55
Mana
270+40
Mana regen (per 5s)
6.85+0.45
Attack damage
55.2+3.5
Attack speed
0.694+3 %
Armor
22.5+3.5
Magic resist
31.25+1.25
Attack range
125
Move speed
350

Abilities

Shaco, Backstab

Passive

Backstab

Shaco deals 20% bonus damage when striking a unit from behind.

  • Shaco Q, DeceiveQ

    Deceive

    5 ranks
    Cooldown
    11 s
    Cost
    90/80/70/60/50 Mana
    Range
    400
    Damage
    25/35/45/55/65 (+60 % AD bonus)

    Shaco becomes invisible and teleports to target location. His next attack is guaranteed to critically strike.

  • Shaco W, Jack In The BoxW

    Jack In The Box

    5 ranks
    Cooldown
    16 s
    Cost
    50/55/60/65/70 Mana
    Range
    425
    Damage
    35/50/65/80/95 (+20 % AP)

    Shaco creates an animated Jack-in-the-Box at target location, which will wait, invisible, to Fear nearby units and attack them when some come nearby.

  • Shaco E, Two-Shiv PoisonE

    Two-Shiv Poison

    5 ranks
    Cooldown
    8 s
    Cost
    50/55/60/65/70 Mana
    Range
    625
    Damage
    50/90/130/170/210 (+100 % AD bonus +100 % AP)

    Passive: While this Ability is off Cooldown, Shaco's Attacks Slow the target by 10/15/20/25/30% for 2 seconds. Also reduces minions' chance to hit by 20/22.5/25/27.5/30% for 2 seconds. Active: Shaco throws a shiv, dealing 50/90/130/170/210 (+100 % AD bonus +100 % AP) magic damage to target enemy and Slowing by 10/15/20/25/30% for 3 seconds.

  • Shaco R, HallucinateR

    Hallucinate

    3 ranks
    Cooldown
    100/90/80 s
    Cost
    100 Mana
    Range
    200
    Damage
    300/450/600 (+100 % AP)

    Shaco vanishes briefly and reappears with a clone that lasts up to 18 seconds. The clone deals 75% of Shaco's damage and receives 50% increased damage. On death, the clone detonates, dealing 300/450/600 (+100 % AP) magic damage to nearby enemies.

In short

Shaco is a jungler who plays information and fear rather than raw stats. Deceive turns him invisible and moves him into melee with a guaranteed critical strike waiting on the other side, which gives him both the entry and the exit to any situation. Jack in the Box frightens whatever wanders close, watches the ground he is not standing on, and turns an ordinary bush into a death trap. Backstab rewards hitting from behind, which is not flavour text, it is a positioning instruction.

The cost is a champion who falls off. He has no hard crowd control beyond the fear from his boxes, his damage caps out the moment the enemy team buys armor, and he survives no straight fight. A Shaco who has not built a lead in the first ten minutes becomes a second-rate jungler. You play him to steal games, not to hold them.

Strengths and weaknesses

No jungler on this roster enters as well. His invisible blink crosses walls, which makes his arrivals impossible to read even with river vision. His boxes give him bush control, protect his own camps against invades, and cut off an escape better than a slow does. Two-Shiv Poison slows at range and reduces minion accuracy, which makes his early camps unexpectedly clean. And Hallucinate is as useful for muddling a fight as for shoving a sidelane alone, which hands his team free map pressure.

The limits are severe. He is fragile, he depends on his lead, and an opponent who buys vision deletes a large part of his game. Boxes take time to arm, so they do nothing if you plant them once the fight has started. Against a grouped team he has no role: no zone control, no sustained damage, no resistances. And he drains his mana bar fast if he chains blinks.

Laning phase

In the jungle, your first decision is your route direction, and it is dictated by which lanes can give you an early gank. Use Jack in the Box to open a camp: planted before the monsters engage, they soak the aggression and leave you finishing near full health. Two-Shiv Poison exists to break away from a hurt camp and to slow a target you are chasing without having to stand on top of it.

Your ganks do not come through the river. Arrive through the wall, come out of stealth behind your target so Backstab applies, and drop a box on his escape path before you commit rather than after. The beginner's mistake is spending Deceive to enter: hold it when you can, because it is also your only exit if the lane turns on you. Watch the enemy camps too, you are one of the few junglers who can take a buff out from under its owner's nose.

Power spikes

Your first spike lands very early, before items: as soon as your boxes stay armed for a usable duration and your blink costs less, you can chain lanes. That is the window where you have to convert, because it does not come back. A Shaco who spends the first stretch of the game farming his own camps has traded away his advantage for nothing.

The second spike is your first armor penetration item. Your damage rides on a single critical strike from behind, and that number collapses against the first armor the enemy buys. With penetration, the execution on a mage or a marksman is clean again. Past mid game your influence is mostly your ultimate: it gives you presence on a sidelane while your team plays an objective somewhere else.

Teamfights and positioning

You do not enter a set-piece fight, you go around it. Your target is never the front line, it is the enemy mage or marksman, and you reach them from the flank or through a wall once the enemy crowd control has been spent on someone else. Hitting from behind is not a detail, it is half your damage.

Before the fight, plant boxes on the entrances to the baron or dragon pit, well in advance. Their job is less to hurt than to scare the enemy engage at the worst possible moment for them. Hallucinate covers two roles depending on the situation: sent in first it forces the enemy team to spend spells on a decoy, held to the end it detonates inside the group. Pick one beforehand, and do not die in the middle of the fight trying to do both.