Shaco
Jungle Pure memeAP Jungle Shaco
How to play this build
Place Jack in the Boxes (W) in the jungle and bushes for control and burst; open with Deceive (Q) from behind and detonate with Gunblade + DFG. The ult clone (Hallucinate) also explodes for AP: pop in, delete two, and vanish.
Strengths
- Insane burst: Jack in the Boxes + Two-Shiv Poison + the AP-detonating clone delete a squishy in an instant.
- Deceive (Q) gives stealth and a blink: pop in, kill, vanish laughing.
- Brutal early ganks: the box fears the enemy and hands your team the kill.
- Map pressure with the clone: you force opponents to play afraid of the ambush.
Weaknesses
- Very fragile: if the burst doesn't kill, you're exposed and die fast.
- Scales poorly if behind: you're an early-snowball champion.
- Boxes need to be placed in advance; without setup, your damage drops.
- Control wards reveal boxes and stealth: they shut you off.
Key combos
- Ambush: place Jack in the Box (W) in a bush → Two-Shiv Poison (E) to slow → Deceive (Q) from behind for the crit → Hallucinate (R) and detonate the clone for the final burst.
- Fast pick: Q (stealth) to close → E + auto + box: if they're squishy, they're already dead.
Matchups
You beat
- Immobile squishies with poor map awareness: easy ambush prey.
- Weak-early junglers you invade and kill with boxes.
Trouble vs
- Teams that buy control wards: they reveal boxes and stealth.
- Tanky comps you can't blow up with a single burst.
Game plan
Farm fast and cheese early ganks with boxes to snowball — you're strongest early. Mid game, hunt isolated squishies with the Q + burst combo. Use the clone (R) to fake escapes, bait and re-engage, or to double your burst in a fight. Once the enemy starts buying control wards, play for objectives and picks, not front-to-back fights.
Quick tips
- Pre-place boxes at Dragon and Baron: the fear wins those fights before they start.
- Use the clone to fake an escape and drop back onto whoever chases you.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Jack in the Box (W) for burst and clear (scales with AP); Two-Shiv (E) second for slow/damage. Q at 1 point to reposition.
Items and what they do
-
Spirit of the Spectral Wraith AP jungle item: power, CDR, spellvamp and strong sustain while clearing. -
Hextech Gunblade Hybrid AD/AP with lifesteal and spellvamp; active slows and damages at range. -
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense
- Why this page
- 21/9/0 gives burst with durability to survive after the assassin combo.
Summoner spells
- Lane
- Jungle
- Original role
- Jungle Assassin