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Build clásica de Shaco LoL: Jungla AD

Build clásica de Shaco LoL: Jungla AD
Build clásica de Shaco LoL: Jungla AD

Every Shaco player who loads into League Classic does the same thing on day one, a level 2 gank, one Deceive, and a very confused enemy mid laner. It is a great highlight and it is also the reason half of the Shacos I run into fall off a cliff at 15 minutes.

The version of him I have been playing since the mode went live is far less romantic and far more effective: an Attack Damage jungler who maxes Two-Shiv Poison, builds a Wriggle's Lantern, and treats Jack in the Box as a utility button rather than a damage plan. It works for one specific reason that most people miss when they read the old ability text.

TL;DR: max E, then Q, then W. Run 21 offense and 9 utility, Marks of Attack Damage, Seals of Armor, Glyphs of Scaling Magic Resist, and Quintessences of Movement Speed. Build Wriggle's Lantern into Blade of the Ruined King and Statikk Shiv, then Randuin's Omen, and decide from there whether the game wants an Infinity Edge or more resistances.

The Old Kit

Classic Shaco is a 125 range melee champion with 525 base Health, 55.2 base Attack Damage, and 350 Move Speed. He is squishier and faster than the modern version, which tells you most of what you need to know about how he wants to play.

Key

Ability

What it actually does

P

Backstab

20% bonus damage when attacking from behind. No crit conversion, no rework mechanics.

Q

Deceive

Blink plus 3.5 seconds of invisibility, 11 second cooldown, 90 down to 50 mana. The next basic attack within 6 seconds is a guaranteed critical strike scaling by rank.

W

Jack In The Box

50 to 70 mana, 16 second cooldown. Arms in 2 seconds, lasts 60 seconds, fears for 0.5/0.75/1/1.25/1.5 seconds and fires for 35/50/65/80/95 (+20% AP) magic damage.

E

Two-Shiv Poison

8 second cooldown. Passive while off cooldown: attacks slow by 10/15/20/25/30% and reduce minion hit chance. Active: 50/90/130/170/210 magic damage plus a 3 second slow, with +100% bonus Attack Damage and +100% AP.

R

Hallucinate

100 mana, 100/90/80 second cooldown. Clone lasts 18 seconds, deals 75% of your damage, takes 50% extra, and detonates on death for 300/450/600 (+100% AP).

Read the E line again. Two-Shiv Poison carries a full 100% bonus Attack Damage ratio. That is not a small AP-only nuke that AD Shaco has to ignore. It is a scaling ability that your entire item build feeds, on an 8 second cooldown, with a slow attached to both halves of it. This is the whole argument for the build.

Note also that Deceive's guaranteed crit is not automatically a good crit. The multiplier climbs with rank, and at low ranks it lands under what a standard critical strike would deal. That matters later.

Why AD Instead of AP Boxes

AP box Shaco is a real build and it does horrific things to a squishy at level 6. It also asks you to invest gold into an ability whose fear lasts half a second at rank 1 and whose damage arrives in slow ticks from a stationary object the enemy can simply walk away from.

The AD version answers three problems at once.

Camp clear. Boxes clear camps, but they clear them at the speed the boxes attack. Wriggle's Lantern plus real Attack Damage clears them at the speed you attack, which is faster and does not require pre-placing anything.

The E passive. While Two-Shiv Poison is off cooldown, every one of your basic attacks slows for up to 30%. On a melee champion with no hard crowd control, a permanent conditional slow is the difference between a gank that connects and a gank that watches someone walk to their tower.

Scaling. Box damage stops mattering. A 100% bonus AD ratio on an 8 second cooldown does not.

The honest tradeoff. You lose the level 6 delete button. AP Shaco with Deathfire Grasp genuinely removes a carry from the game in one rotation, and if your team already has enough front line and enough reliable damage, that pick has a place. AD Shaco instead gives you a jungler who is still relevant at 30 minutes.

Shaco LoL Classic Build: Items

Start. Hunter's Machete and five Health Potions. Smite is mandatory. I take Flash as the second spell, though Ignite is defensible if you plan to gank at level 2 and never stop.

Core, in order:

  1. Wriggle's Lantern. The first item, and it is not close. Attack Damage, Armor, Life Steal, the proc against monsters that makes your clear fast without spending a single box, and a free ward every three minutes. On a champion whose entire game is knowing where the enemy jungler is not, the ward slot alone is worth the gold.

  2. Blade of the Ruined King. Attack Speed, Life Steal, current health damage on hit, and an active that steals movement speed. Look at what that does next to Two-Shiv Poison's slow: you now have two separate ways to make sure the target does not leave, and the passive damage covers your one real weakness, which is fighting anything with a large health pool.

  3. Statikk Shiv. Attack Speed, movement speed, critical strike chance, and a charge that fires on your next attack. The crit chance is doing quiet work here, because it turns Deceive's opener from a fixed multiplier into a threat.

Boots. Berserker's Greaves if the game is going your way, Ninja Tabi against an AD-heavy lobby, Mercury's Treads if there is enough crowd control to make you a spectator.

Fourth item: Randuin's Omen. This is where the build stops being a glass assassin. Health, Armor, an attack speed slow aura, and an active that catches everyone around you. Shaco has no built in survivability and no crowd control, and Randuin's answers both in one purchase.

Fifth and sixth: read the game. If you are ahead and the enemy has not built resistances, Infinity Edge is the correct answer, and it stacks directly with the crit chance from Statikk Shiv and with Deceive's opener. If you are even or behind, keep going tank: Frozen Heart against attack speed, Spirit Visage against magic damage, Sunfire Cape if you simply need to survive.

Do not commit to that decision at the loading screen. The difference between finishing Infinity Edge and finishing Frozen Heart is the difference between a Shaco who kills the carry and a Shaco who lives long enough to reach the carry.



Shaco LoL Classic Runes and Masteries

Marks of Attack Damage. Every ratio you care about starts here, including the 100% bonus AD on Two-Shiv Poison.

Seals of Armor. Jungle camps hit you and so does everyone you gank.

Glyphs of Scaling Magic Resist. Your early magic exposure is low and your late game exposure is enormous. Scaling is the right call.

Quintessences of Movement Speed. This is the choice that separates a good Shaco page from a generic AD page. You already have 350 base movement speed, the highest relevant number in the build. Movement speed quints make your pathing faster, your ganks arrive earlier, and your counterjungling cheaper. Shaco does not win by being stronger in a fight. He wins by being somewhere the enemy did not expect three seconds before they expected anyone.

Masteries: 21 offense, 0 defense, 9 utility. The offensive tree does the obvious work, with Fury and Sorcery compounding into your Attack Speed and your 8 second E cooldown, and Deadliness and Executioner paying off on a champion who opens with a critical strike from behind. The nine utility points are the jungler's tax: movement speed, buff duration, and faster access to your summoner spells. Skipping defense is a real risk on a 525 Health champion, and you accept it because your first two items already carry Armor and Life Steal.


Skill Order and the Level 1 Box

Max E first, then Q, then W. The argument is already made above: the E ratio is your damage, the E passive is your crowd control, and the 8 second cooldown means you press it more than anything else.

Q second, not W. Deceive's critical strike multiplier climbs with rank, and at low ranks it is a worse crit than an ordinary one. Ranks in Q also cut the mana cost from 90 down to 50, which matters enormously on a champion with a 270 base mana pool who is spending mana on camps, ganks, and escapes. W last is not a statement that boxes are useless, it is a statement that a longer fear is worth less than cheaper access and more damage.

One point in W at level 1, then never again until the end. This is not optional if you run the opening route below, which spends four boxes before camps even spawn. What you do not want is four more ranks in it at the expense of the ability that scales with your entire item build. Rank 1 boxes clear camps and set up ganks perfectly well. Rank 5 boxes buy you an extra second of fear you will rarely be positioned to use.

R at 6, 11, and 16 as always. The clone is worth more than most people give it credit for: 18 seconds, 75% of your damage, and a 300 to 600 damage detonation that costs you nothing except the mana. Throw it into a group before you commit rather than saving it as an escape button.

How to Play the Jungle

The Opening Route: Wraiths, Red, Big Wraith, Golems

This is the route I run in almost every game, and it is the single strongest thing Classic Shaco does that no other jungler in the mode can copy.

Before camps spawn, place two boxes at wraiths and two boxes at red. Jack in the Box has a 16 second cooldown and costs 50 mana at rank 1, so plan for roughly 48 seconds of setup across the four casts and start early enough that the first box is still alive when the camp spawns. Boxes last 60 seconds while invisible, which is a real constraint and the reason people who start this at the last moment end up with two boxes instead of four.

Then the clear runs itself. Wraiths die to the boxes plus your autos. You walk to red with two boxes already armed and beating on it before you arrive, Smite it, and red buff is finished absurdly fast for a level 3 jungler. On the way back you finish the big wraith you deliberately left alive, and then take golems.

Why leave the big wraith. It is free experience sitting there on your path back, and it means the wraith camp does not respawn on the enemy jungler's timer while you are busy. You are shaping the camp clock, not just farming it.

What you get out of it. You come out of golems with red buff, level 3, a healthy health bar, and, crucially, you are already standing on the side of the map that lets you walk into mid or top without crossing the river in vision. Red buff plus Two-Shiv Poison's slow plus Deceive from behind is a gank that most laners in Classic simply do not survive, and they have no reason to expect a jungler this early on that side of the map.

The cost. Four boxes is 200 of your 270 starting mana. That is the honest price of this route, and it means the early clear happens with basic attacks and your Machete, not with spells. If you like pressing E on every camp, this is not the opener for you.

The mistake. Placing all four boxes in a neat cluster. Spread them around the camp so the fear catches an invading jungler from an angle, and put at least one on the entrance rather than on the camp itself.

Playing the Rest of the Game

Early. After the golems gank, keep the pattern going. Shaco's clear with Wriggle's is healthy enough that you rarely need to recall on schedule.

Ganking. The pattern is Deceive from an angle the lane cannot see, Backstab crit from behind, Two-Shiv Poison to hold them in place, then autos while the E passive keeps the slow up between casts. Notice that the slow does the work, not the fear. If a box is already sitting in the escape path, the gank kills. If it is not, you still have two slows.

Counterjungling is your actual job. You have 350 base movement speed, speed quintessences, a blink, and 3.5 seconds of invisibility. Nobody in Classic tracks a Shaco who does not want to be tracked. Take their camps, drop a box in the entrance you left through, and force their jungler to path around you all game.

The mistake I keep seeing. Using Deceive to enter a fight and then having no way out. The blink is on an 11 second cooldown and it is both your engage and your escape. If you open with it, you are committing to the whole fight. Decide that before you press it, not after.

Teamfights. You are not the initiator. Wait for the front line to commit, then go around the fight and open on the lowest health bar you can reach from behind. Backstab, Deceive's crit, and a full E is a real burst rotation on any squishy who is not full health.

What Changed From Live Shaco

  • Backstab is a flat 20% bonus from behind, with none of the modern critical strike conversion.

  • Deceive grants a longer invisibility window and a crit whose multiplier depends on the ability's rank rather than a fixed value.

  • Jack in the Box arms slower, fears for far less time at low ranks, and does not spawn in a nest from Hallucinate the way modern players expect.

  • Two-Shiv Poison is a much bigger part of the champion here, thanks to that 100% bonus AD ratio and a passive slow that is always available while the ability is up.

  • Hallucinate produces a clone that explodes and nothing else. No box nest, no second layer of chaos. Plan the explosion, not the surprise.

The habit to unlearn is treating boxes as the champion. In Classic they are one tool on a champion whose real strength is movement speed, invisibility, and a slow he can apply almost constantly.

Who Should Play This

Play AD Shaco if you enjoy deciding where the map's pressure goes and if you are comfortable playing a champion who dies instantly when caught. He rewards map knowledge and punishes autopilot harder than almost anything else in the mode.

Do not pick him if your team needs an engage jungler or a front line. He provides neither, and no item build in this guide is going to change that.

Want the jungle pressure to actually turn into LP? Read our guides on climbing the Summoner's Journey and how our LoL boosting works.

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