

Shaco
The Demon Jester
How this differs from the live game
- Hallucinate (R) clone explodes dealing more damage but doesn't spawn boxes
- Jack in the box (W) can be placed closer together
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat attack damage marks and quints improve the first clear and directly scale Deceive's bonus hit and Two-Shiv Poison. Armor seals are for jungle camps, while MR glyphs keep ganks and skirmishes safer against mid/AP damage.
Standard 21/9/0 AD jungle page: offense gives burst, armor penetration, crit synergy for Deceive, and Executioner for finishing targets with E. The defense points are specifically for Smite, jungle damage reduction, armor, and Bladed Armor clear speed.
Skill order
ultimate at 6, 11 and 16Backstab
- Deceive (Q) takes points at levels 3, 8, 10, 12, 13.
- Jack In The Box (W) takes points at levels 1, 14, 15, 17, 18.
- Two-Shiv Poison (E) takes points at levels 2, 4, 5, 7, 9.
- Hallucinate (R) takes points at levels 6, 11, 16.
Start W for box stacking, take E second for gank damage, Q third for the first real gank route, then max E first for its reliable burst and execute. Q is maxed second for lower-cost mobility and stronger crit engages, with W last after its early clear job is done.
Why these items
Openingsall within the 475 starting gold
Hunter's Machete + five pots — Default jungle start; it gives the best camp damage and enough sustain to clear into an early gank.
Cloth Armor + five pots — Use when expecting an invade or a rough physical-damage jungle route where extra armor matters more than Machete damage.
Corein buy order
1Spirit of the Elder Lizard2,000gSpirit of the Elder Lizard gives AD, sustain, cooldown reduction, and true-damage burn on Shaco's attacks and damaging spells.
2Boots of Mobility1,000gBoots of Mobility amplify Shaco's main Season 3 strength: appearing from fog with Deceive before lanes can respect the gank angle.
3Statikk Shiv2,500gStatikk Shiv adds fast wave clear, move speed, crit, and burst on the first hit after Deceive.
4Infinity Edge3,800gInfinity Edge turns Deceive's guaranteed critical strike into a real assassination threat.
Situationalonly when the game asks for it

Guardian Angel2,750gBuy Guardian Angel when you are the fed diver and need to force carries to respect your engage without instantly losing the shutdown.

Youmuu's Ghostblade2,700gBuy Youmuu's Ghostblade when snowballing and looking for more pick burst, armor penetration, and active chase power before committing to heavier crit.

Maw of Malmortius3,200gBuy Maw of Malmortius against burst AP threats that can kill you after you enter with Deceive.

Quicksilver Sash1,550gBuy Quicksilver Sash when a single suppression, stun chain, or Exhaust is deciding fights before you can assassinate or escape.

Ninja Tabi1,000gSwap to Ninja Tabi against heavy basic-attack teams or a fed physical carry; do not pair Mercury's Treads with another Tenacity item unnecessarily.
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Damage +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack Damage marks are for Deceive's guaranteed crit follow-up and Two-Shiv Poison, which both read bonus AD. Armor seals and MR glyphs keep Shaco alive in lane trades, while movement speed quints help him control brush, roam, and place boxes safely.
This is a 0/9/21 support page: Defense takes Durability 4 so Veteran's Scars is legal, then Utility reaches Wealth, Explorer, Pickpocket, and Intelligence. The dropped point is the second Awareness rank; the page stays at exactly 30 points.
Skill order
ultimate at 6, 11 and 16Backstab
- Deceive (Q) takes points at levels 3, 8, 10, 12, 13.
- Jack In The Box (W) takes points at levels 1, 14, 15, 17, 18.
- Two-Shiv Poison (E) takes points at levels 2, 4, 5, 7, 9.
- Hallucinate (R) takes points at levels 6, 11, 16.
Start W for level-1 box stacking and brush control, take E second for lane poke and execute damage, then Q at level 3 for engage or escape. Max E first for reliable support-lane damage, Q second for lower-cost mobility and stronger Deceive attacks, and W last after its early utility is covered.
Alternative — Max W before Q when your lane is playing defensively around brush traps and objective setups instead of looking for repeated Deceive trades.
Why these items
Openingsall within the 475 starting gold
Ward-heavy support start — Use this standard Season 3 support opener when your lane must control river and lane brush from level 1.
Flask sustain start — Use this into poke lanes where repeated health and mana refills matter more than maximum early ward count.
Charm utility start — Use Red Trinket when your plan is to deny brush vision and threaten box traps or lane cheese early.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone gives the gold income and sustain a farm-starved Season 3 support needs.
2Sightstone800gSightstone is the core support purchase because Shaco's pressure depends on controlling brush, river, and objective vision.
3Shurelya's Reverie2,100gShurelya's Reverie turns the Philosopher's Stone slot into a team engage, disengage, and pick tool.
4Boots of Mobility1,000gBoots of Mobility let Shaco leave lane, set boxes, sweep wards, and threaten Deceive ganks around mid and jungle entrances.
Situationalonly when the game asks for it

Mikael's Crucible2,500gBuy Mikael's Crucible when one allied carry is being decided by stuns, roots, slows, taunts, or fears.

Randuin's Omen3,125gBuy Randuin's Omen when the enemy team has fed basic-attack carries and you need a front-line slow after Deceive.

Banner of Command2,360gBuy Banner of Command when your team wants siege pressure and you already have the essential ward and engage items.

Quicksilver Sash1,550gBuy Quicksilver Sash if a single suppress, stun chain, or pick tool keeps killing you before you can Deceive out.

Youmuu's Ghostblade2,700gBuy Youmuu's Ghostblade only when snowballing hard enough that Shaco support can convert gold into pick damage instead of another aura item.
One build, written by a player. Newest first.
Write a Shaco buildBuild
Runes and masteries
Not the author's. This is a 21/9/0 AD jungle page for the author's Doran's Blade start into Ravenous Hydra, Statikk Shiv, Last Whisper, and Infinity Edge. The offense side takes attack speed, AD, armor penetration, crit scaling, and execute damage, while the defense side supports early monster clears with Smite, Tough Skin, Bladed Armor, and armor. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Backstab
- Deceive (Q) takes points at levels 2, 14, 15, 17, 18.
- Jack In The Box (W) takes points at levels 1, 8, 10, 12, 13.
- Two-Shiv Poison (E) takes points at levels 3, 4, 5, 7, 9.
- Hallucinate (R) takes points at levels 6, 11, 16.
Why these items
Corein buy order
1Boots of Speed325g
2Long Sword400g
3Pickaxe875g
4Vampiric Scepter800g
5Ravenous Hydra3,300g
6
7Statikk Shiv2,500g
Situationalonly when the game asks for it

Youmuu's Ghostblade2,700g

Last Whisper2,300g
Notes
the author's own wordsyoungMINI: Legendary SHACO guide to Victory — rated 9.2/10 from 78 votes on MOBAFire.
What the guide does not publish: the guide shows its rune page as an image and never names the runes.
Build by youngmini, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/youngmini-legendary-shaco-guide-to-victory-348496).
Abilities
per rankBackstab
Shaco deals 20% bonus damage when striking a unit from behind.
Deceive5 ranks
Shaco becomes invisible and teleports to target location. His next attack is guaranteed to critically strike.
- Damage
- 25 / 35 / 45 / 55 / 65 + 60% bonus AD
- Cooldown
- 11s
- Cost
- 90 / 80 / 70 / 60 / 50 Mana
- Range
- 400
Jack In The Box5 ranks
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.
- Damage
- 35 / 50 / 65 / 80 / 95 + 20% AP
- Cooldown
- 16s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 425
Two-Shiv Poison5 ranks
Shaco's Shivs passively poison targets on hit, slowing them and applying a miss chance to minions. He can throw his Shivs to deal damage and poison the target.
- Damage
- 50 / 90 / 130 / 170 / 210 + 100% bonus AD + 100% AP
- Execute Damage
- 75 / 135 / 195 / 255 / 315 + 150% bonus AD + 150% AP
- Cooldown
- 8s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 625
Hallucinate3 ranks
Shaco creates an illusion of himself near him, which can attack nearby enemies. Upon death, it explodes, dealing damage to nearby enemies.
- Explosion Damage
- 300 / 450 / 600 + 100% AP
- Cooldown
- 100 / 90 / 80s
- Cost
- 100 Mana
- Range
- 200
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she keeps Charm for Shaco's Deceive exit, because her mobility lets her deny the backstab window and kite the clone.
Watch for Charm catches Shaco as he appears and turns his only commit into Ahri's full combo.
How to beat
Hold fog or brush angles and make Ahri spend Orb of Deception or Charm before you Q in. Commit only when Spirit Rush is down or she has used a dash toward you, then place Jack In The Box behind her retreat path so she has to run through fear or eat backstabs.
Later Finished Ahri is better in grouped fights because Charm and Spirit Rush make picking her unreliable. Shaco should side-lane and punish her after she uses Spirit Rush to clear or join a fight, not start front-to-back fights into her cooldowns.
- Do not Q straight at her while Charm is available; approach from a side angle.
- A box behind Ahri matters more than a box on top of her because Spirit Rush wants to dash away.
- Hallucinate can eat Fox-Fire bolts if you split clone immediately after entering range.
- If she ults once defensively, wait out the remaining dashes instead of chasing in a line.

AkaliEven
Both assassins can burst the other, but Akali's shroud and repeated Shadow Dance casts beat Shaco if he fails to control vision and timing.
Watch for Twilight Shroud denies Shaco's backstab target and lets Akali wait out Jack In The Box fear.
How to beat
Do not start the fight inside Twilight Shroud; poke with Two-Shiv Poison and make her spend a Shadow Dance charge to reach you. Drop Jack In The Box at the edge of shroud, then Deceive behind her when she leaves or when Mark of the Assassin is about to fall off.
Later Akali scales into a stronger direct side-lane duelist if she can keep charges and shroud space, while Shaco remains better at starting unfair fights. In teamfights, avoid diving through her shroud; peel her off carries with box fear and clone confusion, then re-enter after she commits.
- Save Deceive for after her first Shadow Dance if she marks you first.
- Boxes on shroud edges punish her exits; boxes in the center get ignored.
- Hallucinate can break her target rhythm when she tries to consume Mark of the Assassin.
- Do not chase a low Akali through shroud without a reveal or box already armed.

AlistarUnfavoured
Alistar is too durable and can interrupt or disengage Shaco's burst with Pulverize, Headbutt, and Unbreakable Will.
Watch for Unbreakable Will removes crowd control and heavily reduces Shaco's damage during the only burst window.
How to beat
Do not try to kill him through ultimate; bait Pulverize or Headbutt, back away, and re-engage only after Unbreakable Will ends. Use Deceive mostly to dodge his combo or escape after forcing cooldowns, not as a blind opener.
Later Alistar is much more valuable in grouped fights, while Shaco wins by ignoring him and attacking carries or side lanes. In a side lane, Shaco can force him away from waves but rarely kills him cleanly unless Alistar wastes ultimate early.
- If Alistar holds Pulverize, your backstab window is short and risky.
- Clone can pressure him, but do not stand next to it when Pulverize is ready.
- A box behind you can punish Headbutt follow-up paths.
- Once Unbreakable Will starts, stop spending burst and reset the fight.

AmumuUnfavoured
Amumu's damage reduction, percent-health aura, and instant area stun make him hard for Shaco to burst and dangerous to stand near.
Watch for Curse of the Sad Mummy locks Shaco and his clone in place, removing Deceive repositioning and backstab uptime.
How to beat
Fight at the edge of his range and make him miss Bandage Toss before committing. If Curse of the Sad Mummy is up, use Deceive defensively or force it with clone, then re-enter after the stun and Despair window are gone.
Later Amumu is far stronger in teamfights because one ultimate can decide the fight, while Shaco is better in split pressure and picks away from his team. In side lane, Shaco can kite around boxes but should not take extended melee trades into Despair and Tantrum.
- Never stack on your clone against Curse of the Sad Mummy.
- A missed Bandage Toss is your clearest punish window.
- Boxes interrupt his chase better than they start the fight.
- Do not stay in Despair just to finish a low-health Amumu.

AniviaUnfavoured
Anivia's stun, wall, slows, and Rebirth make Shaco's single engage unreliable unless she has already spent cooldowns.
Watch for Flash Frost stuns Shaco after Deceive appears and lets Anivia chain Frostbite and Glacial Storm.
How to beat
Approach from angles where Crystallize cannot trap you between wall and storm, and wait for Flash Frost before entering melee. If you trigger Rebirth, have Jack In The Box or clone ready to finish the egg; otherwise back off before her cooldowns return.
Later Anivia controls teamfights and sieges much better than Shaco, while Shaco can still pressure side lanes and punish her poor mobility when Flash Frost is down. Do not dive her under tower unless Rebirth is unavailable or you can kill the egg safely.
- Deceive over Crystallize instead of walking around it.
- Do not commit if Flash Frost is still traveling back through your exit path.
- Save clone damage for the egg if you are close to lethal.
- A box placed before you hit the egg can block her team from collapsing.

AnnieUnfavoured
Annie's point-and-click stun burst punishes Shaco's melee commit, especially when Tibbers can reveal and body-block space.
Watch for Pyromania stun on Summon: Tibbers turns Shaco's engage into instant burst and prevents Deceive follow-up.
How to beat
Track her stun counter and do not Q in when Pyromania is ready. Bait Disintegrate or Incinerate on your clone or from fog, then commit after stun is spent and use Hallucinate to dodge Tibbers' initial damage if possible.
Later Annie is much better in grouped fights because Flash-Tibbers style burst can delete targets before Shaco plays. Shaco should split, flank after her stun is used, or send clone to force her cooldowns before committing.
- Her stun counter decides the matchup more than her health bar.
- Clone can eat Tibbers' attention, but it will not save you if you appear in stun range.
- Boxes are strongest behind Annie because she has no dash after stun is down.
- Do not trade autos into Molten Shield longer than needed.

AsheFavoured
Ashe is immobile and dies to Shaco's flank if he avoids or cleans up after Enchanted Crystal Arrow.
Watch for Enchanted Crystal Arrow stuns Shaco before he reaches melee and gives Ashe time to kite with Frost Shot.
How to beat
Attack from fog or behind terrain so Ashe cannot line up Arrow before you are already on her. If Arrow is available, hold Deceive until she fires or use Hallucinate to confuse target selection, then backstab and box her retreat path.
Later Ashe contributes more in front-to-back teamfights with Arrow and Volley, but she remains vulnerable in side lanes and rotations. Shaco should avoid charging through her team and instead flank from behind vision or force her Arrow onto the clone.
- Do not run straight down a lane into Enchanted Crystal Arrow.
- A box behind Ashe cuts off the Frost Shot kite path.
- Hallucinate can make her waste autos while you reposition for backstabs.
- If she has no Arrow, she has no reliable way to stop your first engage.

BlitzcrankEven
Blitzcrank can punish Shaco brutally if he lands the hook combo, but Shaco wins extended chaos when Rocket Grab misses.
Watch for Rocket Grab pulls Shaco out of his chosen angle and sets up Power Fist plus Static Field before he can control the fight.
How to beat
Fight around minions, boxes, or clone so Rocket Grab cannot freely hit the real Shaco. Once hook is down, Deceive behind him, kite out Power Fist if possible, and continue only after Mana Barrier has been accounted for.
Later Blitzcrank is more useful in grouped pick scenarios, while Shaco is better in isolated side pressure if he does not get hooked under tower or into a team. In fights, use clone and boxes to block hooks and look for his backline after Rocket Grab misses.
- Your clone can block Rocket Grab if you split it between Blitzcrank and yourself.
- Do not all-in at 25% health without planning for Mana Barrier.
- Power Fist makes short trades safer than long face-to-face autos.
- Boxes placed in hook corridors make his chase awkward after a miss.

BrandEven
Brand can kill Shaco if he lands a spell chain, but he is immobile enough for Shaco to burst when Sear or Pillar of Flame is wasted.
Watch for Sear stuns Shaco when Brand has already applied Blaze, stopping the assassination before backstabs finish him.
How to beat
Do not enter in a straight line after Brand tags you with Conflagration or Pillar of Flame, because Sear becomes the fight winner. Bait Sear from fog or dodge it with Deceive, then commit hard before his cooldowns reset and keep clone separated to reduce Pyroclasm value.
Later Brand is stronger in grouped fights because Pyroclasm punishes stacked targets and clone positioning mistakes. Shaco should split or flank after Brand uses his stun setup, and never let clone bounce ultimate back onto him.
- Separate from Hallucinate immediately if Pyroclasm is cast.
- If Blaze is on you, respect Sear more than any other spell.
- A box beside Brand's escape line forces him to choose between fear and standing still for Pillar.
- Hexdrinker can turn his full combo from lethal into punishable.

Cho'GathUnfavoured
Cho'Gath is too tanky to burst cleanly and his silence plus Feast punish Shaco for staying in melee.
Watch for Feral Scream silences Shaco during his commit, preventing Deceive escape or Hallucinate timing before Feast.
How to beat
Bait Rupture from max edge and never Deceive in while Feral Scream is still guaranteed. Take short backstab trades around boxes, then disengage before he can silence into Feast range; do not try to chew through full stacks without anti-tank damage.
Later Cho'Gath wins the honest side-lane duel once tanky and stacked, and he brings stronger zone control to teamfights. Shaco should pressure waves, steal camps, and hunt carries rather than spend cooldowns on Cho unless his team can follow.
- Rupture is dodgeable; Feral Scream is the real anti-Shaco spell once you enter.
- Do not clone late if Feast is already in range and you are silenced.
- Boxes are better as disengage tools than kill tools here.
- If Cho turns his back to retreat, only chase while Feast is down.

CorkiEven
Corki has enough burst and armor shred to fight back, but Shaco can kill him if Valkyrie is forced before the all-in.
Watch for Valkyrie denies Shaco's melee uptime and leaves a damaging trail that punishes chasing.
How to beat
Open with pressure that makes Corki use Valkyrie defensively, then disengage instead of chasing through the fire. Re-enter with Deceive or box control after Valkyrie ends, and avoid standing in front of Gatling Gun while committing.
Later Corki is stronger in grouped fights and sustained poke, while Shaco remains dangerous in side-lane ambushes if Corki lacks Valkyrie. In teamfights, Shaco should flank from behind Corki rather than cross Missile Barrage and Gatling Gun from the front.
- Never follow Valkyrie through the full fire trail unless the kill is immediate.
- Gatling Gun makes front-facing trades much worse; move through him for backstab angles.
- Boxes placed behind Corki punish his post-Valkyrie landing spot.
- Hallucinate can soak missiles, but do not group clone and real Shaco in his AoE.

Dr. MundoUnfavoured
Dr. Mundo outlasts Shaco through regeneration and sustained melee damage unless Shaco has Grievous Wounds and room to kite.
Watch for Sadism restores enough health to erase Shaco's burst window and turns the fight into an extended chase.
How to beat
Do not commit all damage before Sadism; force it with poke, Two-Shiv Poison, clone pressure, or a short trade, then disengage. Re-enter when his health has stopped climbing, and keep moving diagonally so Infected Cleaver does not chain slows into Burning Agony uptime.
Later Mundo wins the long side-lane duel when finished unless Shaco has anti-heal and percent-health damage, while Shaco is still better at bypassing him to kill carries. In teamfights, do not hit Mundo first unless your team is already applying Grievous Wounds.
- Executioner's Calling is one of the few items that changes the duel directly.
- Do not chase him during Sadism unless he is already under lethal pressure.
- Boxes interrupt his pathing but will not outdamage his regeneration alone.
- Cleaver hits turn a winning reset into a lost extended fight.

EvelynnEven
Evelynn can match Shaco's ambush style and sustained spell damage, but Shaco wins if he controls the reveal zone and makes her fight through boxes.
Watch for Agony's Embrace slows Shaco and shields Evelynn, stopping his burst from ending the fight cleanly.
How to beat
Do not wander into her camouflage reveal range without a box or clone ready; make her start into Jack In The Box fear if she wants the first hit. If she uses Agony's Embrace early, Deceive out of the slow zone, then return once the shield is gone.
Later Evelynn is better at flank initiation in grouped fights, while Shaco is better at traps and side-lane pick setups. The duel stays volatile, so play around vision denial and do not accept a fair fight where she gets first Ravage.
- Boxes are your early-warning system against Shadow Walk approaches.
- If she opens with Ravage, use Deceive to break follow-up Hate Spike lines.
- Do not stack clone and real Shaco inside Agony's Embrace.
- Twin Shadows or ward items matter more here than raw dueling stats when hunting her.

EzrealFavoured
Ezreal is slippery, but once Arcane Shift is down he lacks hard crowd control and Shaco can finish the duel from melee.
Watch for Arcane Shift breaks Shaco's first engage and can leave him chasing through Mystic Shot resets.
How to beat
Threaten from fog to force Arcane Shift before spending Deceive, or Deceive in from an angle that lets you follow his landing path. Once Shift is used, place Jack In The Box between Ezreal and safety and stay off his Mystic Shot line while backstabbing.
Later Ezreal is stronger in grouped poke and siege, but Shaco still wins isolated catches if he reaches him after Arcane Shift. In teamfights, wait for Ezreal to Shift aggressively or sideways, then flank rather than chasing from the front.
- Do not spend all mobility before Arcane Shift unless you can box his landing zone.
- Sidestep Mystic Shot after each auto; its cooldown refund is what lets him kite forever.
- Hallucinate can block skillshots while you close the second gap.
- A box on his retreat line is better than one at his starting position.

FiddlesticksUnfavoured
Fiddlesticks beats Shaco in a direct duel if Terrify or Drain lands, but Shaco can win by interrupting Drain with box fear and avoiding Crowstorm.
Watch for Terrify removes Shaco's control long enough for Drain or Crowstorm to swing the fight.
How to beat
Do not Deceive directly into Terrify range unless Jack In The Box is already armed to interrupt Drain. Bait fear with clone or a short approach, then re-engage after it ends; if Crowstorm starts, Q out of the area and punish after the channel or arrival damage is spent.
Later Fiddlesticks is far more dangerous in grouped fights because Crowstorm punishes clumped teams, while Shaco is better at finding him before he channels. In side lane, Shaco can win with setup, but a fair face-check into fear is losing.
- A pre-placed box can cancel Drain after Terrify ends.
- Clone is useful bait for Terrify before the real engage.
- Never stand with clone inside Crowstorm unless Fiddlesticks is already dead.
- Ward likely channel angles instead of chasing him blindly through fog.

GangplankEven
Gangplank's Parrrley poke and Remove Scurvy make short trades difficult, but Shaco can outplay him with Deceive timing and backstab positioning.
Watch for Remove Scurvy clears Jack In The Box fear and heals through Shaco's burst window.
How to beat
Do not rely on one box fear to secure the kill; force Remove Scurvy with Two-Shiv Poison slow or a short trade first. After W is down, commit from behind with Deceive and Hallucinate, but leave Cannon Barrage rather than fighting inside the slow field.
Later Gangplank scales into stronger ranged poke and global teamfight impact, while Shaco is better at isolated ambushes if he catches him without Remove Scurvy. In side lane the matchup stays playable, but Shaco must avoid extended crit trades after Parrrley chunks him down.
- Track Remove Scurvy before trusting box fear.
- Do not stand in Cannon Barrage just to keep backstab uptime.
- Parrrley makes low-health re-engages risky even if Gangplank is running.
- Clone can force him to waste Parrrley or delay his target choice.

GarenUnfavoured
Garen is too durable for Shaco to kill cleanly and his silence plus execute punish any failed burst attempt.
Watch for Decisive Strike removes Two-Shiv Poison's slow and silences Shaco, taking away the re-stealth or box drop during Garen's chase window.
How to beat
Do not open while Decisive Strike is available unless you are already behind him and near a Jack In The Box. Poke with Two-Shiv Poison, keep his Perseverance down, and commit only after he spends Decisive Strike or Judgment away from you. Use Hallucinate to waste Demacian Justice or split his target choice when you are low.
Later Garen usually wins the side lane if he can force repeated short trades, while Shaco is more useful picking carries away from him. In teamfights, avoid hitting Garen first and use clone and boxes to peel his run-in instead of dueling through his defenses.
- Place boxes behind you before poking so Judgment has to walk through fear to continue.
- If he starts Decisive Strike, Deceive sideways instead of straight back so the silence does not connect.
- Do not let Perseverance reset between shiv pokes or the trade work disappears.

GragasEven
Shaco can punish Gragas when Body Slam is down, but Gragas can interrupt the engage and displace Shaco or his clone before the burst finishes.
Watch for Body Slam stops Shaco's melee follow-up and slows him, taking away the short Backstab window after Deceive.
How to beat
Hold just outside Body Slam range and make Gragas use it for farming, escape, or a missed engage. Once it is down, Deceive behind him, drop a box on his retreat path, and save Hallucinate for Explosive Cask or the return burst. Do not stand with your clone where one cask separates both from the target.
Later Finished Gragas is harder to assassinate and usually contributes more in grouped fights with Explosive Cask. Shaco should threaten side pressure and flanks, forcing Gragas to spend Body Slam defensively before looking for a pick.
- A box placed behind Gragas punishes the Body Slam retreat after your first hit.
- If Barrel Roll is already on the ground, do not fight in the slow zone after your opener.
- Hallucinate can make Explosive Cask hit the wrong Shaco if you split immediately.

HeimerdingerUnfavoured
Heimerdinger turns the duel into a turret nest where Shaco's melee burst gets stalled by blind, stun, and constant turret fire.
Watch for CH-1 Concussion Grenade stuns on a direct hit and blinds around it, taking away Shaco's auto-attack burst after Deceive.
How to beat
Do not fight inside multiple H-28G Evolution Turrets unless Heimerdinger has just missed grenade. Clear or pull the turrets with clone first, then Deceive from an angle that avoids the grenade line and place a box behind him. If grenade is available, keep the trade to shiv poke and leave.
Later Heimerdinger is still awkward to dive in side lanes but is vulnerable when caught away from prepared turrets. In teamfights Shaco should enter from the side after grenade is spent, not through the turret setup.
- Send Hallucinate into the turret nest first to draw shots and reveal his reaction.
- If you get blinded by grenade, disengage instead of wasting Deceive's crit window.
- Fight him while rotating between lanes, not after he has set up in a choke.

JannaFavoured
In a pure 1v1 Janna lacks the damage to kill Shaco, but she can deny his all-in and escape if her disengage is held.
Watch for Monsoon knocks Shaco away and heals Janna, taking away the kill after he commits Deceive.
How to beat
Approach from fog and do not spend Deceive until Howling Gale or Zephyr has been used. Open with Backstab, place Jack In The Box slightly behind her, and hold Two-Shiv Poison for after she uses Zephyr's movement to run. If Monsoon is ready, use Hallucinate or clone pressure to force it before committing your real body again.
Later Janna should not side-lane into Shaco alone, but in teamfights she is one of the best answers to his flank. Shaco should make her use Monsoon or Eye Of The Storm on someone else, then re-enter for the carry.
- Do not chase in a straight line into charged Howling Gale.
- Box behind Janna, not under her, because Monsoon pushes you away from the target.
- If Eye Of The Storm goes on a carry, Janna herself becomes much easier to finish.

Jarvan IVUnfavoured
Jarvan's armor, burst opener, and arena force Shaco into a bruiser duel he usually cannot win straight up.
Watch for Cataclysm traps Shaco after his first escape, taking away the space he needs to kite with boxes and Two-Shiv Poison.
How to beat
Stay outside the Demacian Standard plus Dragon Strike knock-up line and make Jarvan use it before you commit. If he holds Cataclysm, keep Deceive for after he ults or use Hallucinate to split his focus inside the arena. Fight around pre-placed boxes, because a raw melee trade favors him.
Later Jarvan is stronger in grouped fights and can start fights Shaco cannot match frontally. Shaco should pressure side lanes only when Deceive is available and look to assassinate backliners after Jarvan uses Cataclysm on someone else.
- Never Deceive in before the flag-drag unless you are sure it cannot hit you.
- A box inside Cataclysm can buy enough time to wait out his burst.
- Clone can body-block Dragon Strike angles if you split it between Jarvan and his flag.

JaxUnfavoured
Jax directly counters Shaco's basic-attack burst with Counter Strike and outscales him in a sustained melee duel.
Watch for Counter Strike dodges Shaco's basic attacks, taking away the Backstab and Deceive damage window while setting up Jax's stun.
How to beat
Bait Counter Strike with clone, shiv, or a short step forward, then leave its stun radius with Deceive or movement. Commit only after Counter Strike ends, hitting from behind and using a box to interrupt his chase after Leap Strike. If he keeps Counter Strike for your opener, do not take the all-in.
Later Jax wins the finished side-lane duel and will beat Shaco if he can stay attached. Shaco should avoid matching him alone without setup and instead force numbers advantages or kill carries before Jax ramps Grandmaster's Might.
- Do not auto into Counter Strike; use that time to reposition or let clone absorb attention.
- Save Two-Shiv Poison until after Leap Strike so he cannot stick as easily.
- A pre-placed box is your best way to break his post-stun chase.

KarthusFavoured
Shaco can dodge Lay Waste angles, burst Karthus before sustained Defile wins, and use clone to confuse targeting.
Watch for Wall of Pain slows and shreds resistances, taking away Shaco's ability to leave Defile range after the opener.
How to beat
Approach from the side rather than straight through Wall of Pain, and save Deceive if the wall is still available. Once Karthus misses or uses wall, jump behind him and keep moving between attacks so isolated Lay Waste does not land cleanly. Leave immediately after the kill unless you can survive Death Defied spells and Requiem pressure.
Later Karthus is much stronger in full teamfights even when killed, while Shaco remains better at finding him alone before objectives. In side lane Shaco can kill him, but must track Requiem and post-death damage before committing low.
- Do not stand still for Backstab chains if it lets Lay Waste land repeatedly.
- Hallucinate can split Lay Waste targeting and reduce how cleanly he trades back.
- After killing him, Deceive out of Defile instead of celebrating in Death Defied range.

KassadinEven
Shaco can win early physical burst trades, but Kassadin's silence and Riftwalk make the duel hard once he has levels and mana.
Watch for Null Sphere silences Shaco, taking away Deceive or Hallucinate during Kassadin's counter-burst window.
How to beat
Fight before Kassadin stacks Riftwalk damage or after he uses Riftwalk aggressively. Open from behind, place a box where he wants to Riftwalk out, and avoid casting into a ready Null Sphere if you need Deceive to escape. If he silences you before your burst lands, back off and reset.
Later Kassadin becomes harder to pin down in side lane and can choose when the fight continues. In teamfights Shaco should punish Kassadin after he Riftwalks forward or force him to use mobility defensively instead of chasing carries.
- A box on Kassadin's landing path matters more than one at your feet.
- Do not chase every Riftwalk; repeated casts turn the duel against you.
- His passive does little against your physical burst, so the fight is about silence timing, not magic resistance.

KatarinaFavoured
Shaco has enough burst and disruption to punish Katarina, and Jack In The Box or Hallucinate can break her Death Lotus window.
Watch for Death Lotus punishes Shaco if he spends Deceive to enter and has no fear, clone split, or escape left.
How to beat
Hold a box or Hallucinate for Death Lotus instead of using everything at the start. Let Katarina Shunpo first if possible, then Deceive behind her and place Jack In The Box where she must stand to channel. If she saves Shunpo to dodge your box, use Two-Shiv Poison to keep her from resetting the spacing.
Later Katarina is more dangerous in chaotic teamfights because Voracity can reset through low-health allies. Shaco should mark her flank, interrupt or force Death Lotus early, and avoid creating reset chains with a low clone near teammates.
- Do not place clone next to low allies where Voracity cleanup becomes easy.
- A prepared box makes her Death Lotus channel unreliable.
- If she Shunpos to a minion to escape, save Two-Shiv Poison for that exit.

KayleUnfavoured
Kayle kites Shaco with Reckoning and Righteous Fury, then denies his kill timing with Intervention.
Watch for Intervention makes Kayle immune during Shaco's burst window, taking away the payoff from Deceive and Backstab.
How to beat
Do not commit your full burst until Intervention is forced or clearly unavailable. Bait Reckoning with a short approach, then Deceive after the slow or use boxes to make her kite path predictable. When she ults, stop chasing into Righteous Fury damage and re-enter as it ends.
Later Kayle usually wins extended side-lane fights and brings stronger front-to-back teamfight value. Shaco should split pressure to force her ultimate defensively, then leave or swap targets while it is down.
- Track Righteous Fury duration; fighting while she has ranged autos up is the losing part.
- Clone can force Intervention if it looks like the real Shaco during the first burst.
- Do not throw Two-Shiv Poison before Reckoning if you need it to stick after her speed boost.

KennenUnfavoured
Kennen's ranged poke, stun chain, and Lightning Rush make it difficult for Shaco to finish a clean melee all-in.
Watch for Slicing Maelstrom rapidly stacks Mark of the Storm and stuns Shaco, taking away his ability to finish the assassination after entering.
How to beat
Avoid fighting with any Mark of the Storm already on you. Wait for Lightning Rush or Slicing Maelstrom to be used, then Deceive behind him and burst before he can stack a stun. If he holds ultimate, keep the trade short and use Hallucinate to dodge or split the storm hits.
Later Kennen is much stronger in grouped fights if he can ult multiple champions. Shaco should stay out of the main clump, threaten Kennen from flank angles, and punish him after Lightning Rush is spent entering a fight.
- One mark changes the fight; back off before Electrical Surge turns it into a stun.
- Do not box directly under Kennen if Lightning Rush is ready to pass through and escape.
- Hallucinate timed as Maelstrom starts can waste part of his burst on the clone.

Kog'MawFavoured
Kog'Maw is vulnerable to Shaco's flank burst if caught alone, but Shaco must respect Bio-Arcane Barrage range and the death explosion.
Watch for Bio-Arcane Barrage extends Kog'Maw's range and percent-health damage, taking away Shaco's ability to walk in without Deceive.
How to beat
Do not approach through open vision while Bio-Arcane Barrage is active. Come from fog with Deceive, strike from behind, and place a box between Kog'Maw and his retreat path before he can kite over Void Ooze. After the kill, immediately leave Icathian Surprise's explosion radius.
Later Kog'Maw outscales in protected teamfights, but he still dies quickly if Shaco reaches him without peel. In side lane Shaco wins the ambush; in 5v5 he must wait for support cooldowns before entering.
- Living Artillery reveals you, so reset the engage if it clips you before Deceive.
- Do not chase through Void Ooze unless the kill is immediate.
- After he dies, Deceive or move away instead of staying for one more hit on another target.

Lee SinUnfavoured
Lee Sin can reveal Shaco, follow his movement, and win the close-range skirmish if Sonic Wave or Tempest connects.
Watch for Tempest reveals Shaco, taking away Deceive's invisibility and making Lee Sin's follow-up reliable.
How to beat
Do not Deceive in while Lee Sin is holding Tempest and Sonic Wave. Bait one spell with clone or movement, then commit from an angle where Sonic Wave is hard to land and use a box to interrupt his second dash timing. If he tags you with Sonic Wave, prepare Hallucinate or Deceive for Resonating Strike rather than trading autos.
Later Lee Sin remains better at early and mid-game duels, but his teamfight damage falls off compared with Shaco's pick threat on carries. Shaco should avoid honest river skirmishes and instead attack lanes or backline targets after Lee Sin uses Dragon's Rage.
- Clone is excellent bait for Sonic Wave; split it before Lee chooses the follow-up.
- A box between you and Lee can stop Safeguard or Resonating Strike chase timing after he enters.
- Never rely on invisibility alone if Tempest is still available.

LeonaEven
Leona rarely kills Shaco quickly by herself, but her layered crowd control can deny his burst long enough for the duel to become unwinnable if he misplays.
Watch for Shield of Daybreak stuns Shaco after Leona reaches him, taking away his ability to continue attacking or escape the follow-up chain.
How to beat
Do not stand in Zenith Blade's line and do not all-in while Eclipse is active. Bait Zenith Blade first, then Deceive behind her and fight only until Shield of Daybreak or Eclipse turns the trade. In real games, treat her as peel for a carry rather than a target to assassinate first.
Later Leona is not a side-lane threat to Shaco, but in teamfights she can lock him down before he reaches the backline. Shaco should enter after Solar Flare or Zenith Blade is used, or use clone to draw those cooldowns.
- If Eclipse is glowing, wait; your burst is being spent into her best defensive window.
- A missed Zenith Blade is your clearest opening to punish her alone.
- Do not chase her through narrow paths where Solar Flare guarantees the next stun.

LuluUnfavoured
Lulu's polymorph, shield, slow, and Wild Growth all attack the exact window Shaco needs to burst a ranged support-mage.
Watch for Whimsy polymorphs Shaco, taking away his attack and spell control during the Deceive burst window.
How to beat
Force Whimsy with clone pressure or a fake approach before using Deceive for the real commit. Once Whimsy is down, enter from the side, avoid lining up with Pix for Glitterlance, and save Two-Shiv Poison for after Wild Growth's knock-up and health swing. If she keeps Whimsy for you, do not take the full all-in.
Later Lulu is much stronger in teamfights because she can deny Shaco's assassination and empower his target. Shaco should pressure side lanes and flank only after Whimsy or Wild Growth is used on someone else.
- Clone can draw Help, Pix! or Whimsy if you send it at her carry first.
- Do not fight through Glitterlance slow after your opener; reset and re-angle.
- Wild Growth's knock-up hits around her target, so avoid stacking real Shaco and clone on the same body.

LuxEven
Shaco wins if he dodges Light Binding and reaches Lux, but one bind turns his engage into a full spell combo.
Watch for Light Binding roots Shaco, taking away his melee access and setting up Lucent Singularity plus Finales Funkeln.
How to beat
Approach from fog or a side angle so Light Binding has to be guessed, not aimed down a lane. If she misses Q, Deceive behind her immediately and put a box on her retreat path before she can kite through Lucent Singularity. If Q is available, use clone movement or a short fake to draw it first.
Later Lux contributes more in grouped fights from long range, while Shaco remains better at punishing her alone or from flank angles. In teamfights, wait for Light Binding to be spent before committing, because her shield and laser punish a failed first attempt.
- Do not Deceive in a straight line from the minion wave; Light Binding can catch you and the wave together.
- Lucent Singularity's slow makes post-opener chasing poor, so place the box ahead of her before it detonates.
- Hallucinate can soak Finales Funkeln if you split quickly after she starts the combo.

MalphiteUnfavoured
Malphite is built to blunt Shaco's auto-attack duel with armor, Granite Shield, and Ground Slam's attack speed reduction.
Watch for Ground Slam cuts Shaco's attack speed during the only window where Backstab and clone damage can win the fight.
How to beat
Do not open into Granite Shield unless you can immediately break it with a box or Shiv first. Hold Deceive until after Seismic Shard or Unstoppable Force, then fight from behind while Ground Slam is down and disengage before his shield refreshes.
Later Malphite wins the side lane once he has armor and can force fights with Unstoppable Force, while Shaco is better splitting and picking carries away from him. In teamfights, avoid starting on Malphite and use boxes to punish his backline after he commits.
- Pop Granite Shield before using Deceive for damage.
- Clone damage is much worse while Ground Slam is active.
- A box behind you can interrupt his chase after Seismic Shard steals your speed.
- If he holds Unstoppable Force, keep Q for escape instead of engage.

MalzaharEven
Shaco can kill Malzahar if he reaches him cleanly, but Nether Grasp turns a greedy engage into a full combo and Voidling damage.
Watch for Nether Grasp suppresses Shaco in Null Zone and removes his ability to dodge or finish the burst.
How to beat
Approach from fog or brush so he cannot prepare Voidling and Silence angles. Bait Nether Grasp with Hallucinate or force him to spend Call of the Void first, then Deceive behind him and burst before Malefic Visions runs its full duration.
Later Malzahar is more valuable in grouped fights because point-click suppression can delete one target. Shaco should split, force him to answer side waves, and never be the first champion he sees in a fight.
- Hallucinate can make him waste Nether Grasp on the clone.
- Do not fight while standing in Null Zone.
- A pre-placed box can hit him during his channel if he walks into it.
- Silence from Call of the Void can stop your escape if you Q too late.

Master YiEven
The duel is decided by whether Shaco can waste Highlander and Meditate or gets run down in a pure auto-attack fight.
Watch for Highlander ignores Two-Shiv Poison's slow and lets Yi stay on Shaco through normal disengage.
How to beat
Do not trade front-to-front after Highlander starts. Use Jack In The Box fear and Hallucinate to burn time, save Deceive for after Alpha Strike, and commit only when Meditate is unavailable or interruptible by box fear.
Later Yi outscales in raw side-lane cleanup if he gets uninterrupted attacks, but Shaco has better ambush control and clone tricks. In teamfights, Shaco should not race Yi reset-for-reset; peel him with boxes or kill his backline first.
- Two-Shiv slow does nothing to Highlander.
- Place a box where Yi will exit Alpha Strike, not where he started.
- Do not burst into Meditate unless you have fear ready to break the channel.
- Clone can buy time for Highlander to expire.

Miss FortuneFavoured
Miss Fortune has high channel damage but weak self-peel against Shaco's invisible flank and burst.
Watch for Bullet Time can erase Shaco if he commits from the front or gets slowed inside its cone.
How to beat
Attack from the side or behind so Double Up and Bullet Time are awkward to aim. Save Deceive or Hallucinate to dodge Make It Rain into Bullet Time, then stick to her once Strut is broken.
Later Miss Fortune is stronger in grouped front-to-back fights if she gets a clean Bullet Time. Shaco should pressure side lanes, flank after her support spells are used, and make her cancel the channel with threat rather than dueling her tank line.
- Break Strut before committing if you need to chase.
- Never enter through the minion line where Double Up can bounce.
- Hallucinate can dodge Bullet Time damage if timed as it starts.
- A box behind her cuts off the retreat after Make It Rain.

MorganaEven
Morgana can deny the pick with Dark Binding and Black Shield, but Shaco wins if he dodges the snare and forces her cooldowns first.
Watch for Dark Binding roots Shaco long enough for Tormented Soil and Soul Shackles to punish his melee commit.
How to beat
Do not Deceive directly at her from a predictable line; make her cast Dark Binding first. If Black Shield is up, use autos and clone pressure rather than relying on box fear, then leave Soul Shackles range before the second hit.
Later Morgana is much better in teamfights because Black Shield and Soul Shackles protect carries from Shaco's dive. Shaco should split or flank late, waiting until Black Shield is used on someone else before entering.
- Black Shield blocks Jack In The Box fear but not your physical burst.
- Q sideways, not straight through the Binding lane.
- Clone can eat Dark Binding if you send it first.
- Leave Soul Shackles range immediately; do not try to finish through the stun timer.

NasusUnfavoured
Nasus ruins Shaco's melee DPS with Wither and eventually outlasts his burst with lifesteal and Fury of the Sands.
Watch for Wither slows Shaco's movement and attack speed, making Backstab positioning and sustained damage collapse.
How to beat
Harass before Wither, then disengage as soon as it lands unless Nasus is already low enough to kill. Fight outside Spirit Fire when possible, use boxes to create distance during Fury of the Sands, and re-enter only after the ultimate is nearly over.
Later Nasus wins the side lane once Siphoning Strike is stacked and Wither is enough to trap Shaco. Shaco should avoid matching him alone late and instead force picks or waves where Nasus must choose between grouping and farming.
- Do not Deceive in while Wither is available unless the kill is immediate.
- Spirit Fire makes your armor low enough for Siphoning Strike trades to hurt.
- Clone helps block his path, but it will not beat Fury of the Sands by itself.
- Executioner's Calling matters if his lifesteal is deciding the duel.

NidaleeEven
Shaco wins short melee ambushes, while Nidalee wins if she marks him with trap or spear poke before the all-in.
Watch for Bushwhack reveals Shaco and shreds his defenses, taking away the surprise and making cougar burst lethal.
How to beat
Sweep around common trap paths by approaching from unusual angles and do not Q through narrow brush entries blindly. Dodge Javelin Toss, then commit while her human heal is down or after she swaps cougar to farm a wave.
Later Nidalee controls side lanes with poke, traps, and escape speed, but Shaco can still kill her if he catches her without vision. In teamfights, she pokes before Shaco can enter, so he needs flank wards denied and patience.
- A trap hit can reveal your Deceive approach long enough to ruin the gank.
- Do not chase cougar Nidalee through brush without a box path ready.
- Clone can pressure her heal cooldown before you fully commit.
- If she misses long-range Javelin Toss, your engage window is much safer.

Nunu & WillumpUnfavoured
Nunu's Ice Blast, Consume sustain, and tank stats make him difficult for Shaco to burst or stick to profitably.
Watch for Ice Blast slows Shaco's movement and attack speed, denying both chase and melee DPS.
How to beat
Do not take an extended duel near minions or monsters where Consume heals him. Bait Ice Blast first, then use Deceive to get behind him for a short trade and leave before Absolute Zero finishes charging.
Later Nunu is more useful in grouped fights and objective control, while Shaco only wins through picks and split pressure. In side lane, Shaco can annoy him but rarely kills him unless Nunu wastes Ice Blast and has no Consume target.
- Fight away from jungle camps so Consume cannot reset the trade.
- Use Hallucinate or Deceive to leave Absolute Zero before the final burst.
- Two-Shiv slow is weaker when Blood Boil is running.
- A box can interrupt his channel if he starts Absolute Zero on top of it.

OlafUnfavoured
Olaf beats Shaco in a committed melee duel because true damage, lifesteal, and Ragnarok ignore Shaco's fear-based control.
Watch for Ragnarok makes Olaf immune to Jack In The Box fear and lets him keep fighting through Shaco's escape setup.
How to beat
Never stand and trade once Olaf is low, because Berserker Rage and Vicious Strikes are strongest there. Dodge Undertow, kite with clone and boxes before Ragnarok, and only commit after he has spent axe or ultimate chasing something else.
Later Olaf wins most direct side-lane duels and can run through crowd control in teamfights. Shaco should split on the opposite side or bait Ragnarok early, then attack the backline after Olaf has moved past him.
- Boxes do not save you while Ragnarok is active.
- Do not chase low-health Olaf unless Vicious Strikes is down.
- Deceive across terrain after he throws Undertow away from the escape route.
- Executioner's Calling is valuable when his lifesteal is extending every duel.

PantheonUnfavoured
Pantheon's block, targeted stun, and early physical burst punish Shaco before he can set up a clean backstab duel.
Watch for Aegis of Zeonia stuns Shaco and guarantees Heartseeker Strike damage during his engage window.
How to beat
Track Aegis Protection and remove it with a weak hit, Shiv, clone, or box before using your main burst. Do not Q first if Pantheon still has stun; bait Aegis of Zeonia, then Deceive behind him after Heartseeker Strike is committed.
Later Shaco scales better as a split-push nuisance, but Pantheon still threatens picks with point-click stun and Grand Skyfall collapses. In teamfights, wait for Pantheon to stun someone else before entering.
- Aegis Protection can block your Deceive opener if you do not clear it first.
- Heartseeker Strike is directional, so sidestep behind him after the stun ends.
- Clone can consume Spear Shot or block his passive timing awkwardly.
- Ninja Tabi changes the early duel more than greedier damage does.

RammusUnfavoured
Rammus is a nightmare target for Shaco because taunt and Defensive Ball Curl turn Shaco's own basic attacks against him.
Watch for Puncturing Taunt forces Shaco to auto into Defensive Ball Curl and removes control of the duel.
How to beat
Do not attack into Defensive Ball Curl unless Rammus is already killable. Use boxes to stop Powerball paths, save Deceive for after taunt, and choose disengage over finishing if Curl and Tremors are both active.
Later Rammus shuts down Shaco in teamfights by sitting near carries and taunting the dive. Shaco should split, force Rammus to show, and avoid being the first physical threat into his armor stack.
- Hallucinate can confuse target selection, but taunt on the real Shaco still wins the trade.
- Boxes placed in lanes can break Powerball before he reaches you.
- Do not let clone and real Shaco both hit into Defensive Ball Curl for free return damage.
- If he misses Powerball, that is your best short-trade window.

RyzeUnfavoured
Ryze's point-click root and repeated spell rotation punish Shaco as soon as he enters melee range.
Watch for Rune Prison roots Shaco in place and lets Ryze chain Overload, Spell Flux, and Desperate Power damage before Shaco can reposition.
How to beat
Force Rune Prison on the clone or bait it at max range before using Deceive aggressively. If Desperate Power is active, disengage with Q and boxes, then re-enter after the spell vamp and move speed are gone.
Later Ryze becomes very hard to duel once tanky mana items are finished and he can survive Shaco's opener. Shaco should split for map pressure and pick Ryze only when he has already used Rune Prison or is isolated without ultimate.
- Do not open with Q if Rune Prison is ready and you cannot kill instantly.
- Clone can draw Spell Flux bounces and reduce damage on the real Shaco.
- Fight away from minions so Spell Flux has fewer bounce patterns.
- Magic-resist cleanse items are specifically strong into his root combo.

ShenUnfavoured
Shen's shield, sustain pattern, and taunt make it difficult for Shaco to burst him or leave on his own terms.
Watch for Shadow Dash taunts Shaco and prevents him from choosing when to disengage or backstab.
How to beat
Bait Feint with Shiv or clone hits before committing real damage. Keep Deceive until after Shadow Dash if possible, then step behind him for short trades rather than fighting through repeated Vorpal Blade healing.
Later Shen is more valuable globally because Stand United can turn fights while still answering side pressure. Shaco cannot reliably kill him late, so he should shove, cancel recalls where possible, and force Shen to spend ultimate away from the lane.
- Do not burst into Feint unless you are forcing a cooldown for later.
- A box behind you can punish Shadow Dash follow-up.
- Clone can pressure Stand United channels but cannot always stop them alone.
- Mercury's Treads or cleanse effects matter if taunt decides the chase.

SingedUnfavoured
Singed wins by refusing Shaco's preferred duel, dragging him through poison, and turning any chase with Fling.
Watch for Fling throws Shaco behind Singed into Poison Trail and breaks his backstab positioning.
How to beat
Do not chase through Poison Trail; make Singed walk into boxes or ignore him and take the wave. Use Deceive after Fling or Mega Adhesive, not before, and only commit when Insanity Potion is down.
Later Singed controls side lanes better because he can proxy, escape, and force Shaco to lose health chasing. In teamfights, Shaco should not tunnel Singed; he should flank carries while Singed is busy disrupting the front line.
- Backstab uptime is poor if you are chasing his Poison Trail path.
- Mega Adhesive can make your post-Q exit fail if you enter too early.
- Boxes are best used as gates he must run through, not as damage traps in the poison.
- If Insanity Potion is active, disengage and take the next wave instead.

SionUnfavoured
Sion's targeted stun, shield burst, and lifesteal ultimate make him too durable for Shaco in a fair melee duel.
Watch for Cryptic Gaze stuns Shaco long enough for Death's Caress to detonate or for Cannibalism autos to start healing back the trade.
How to beat
Do not commit while Death's Caress is primed unless you can leave its detonation range. Bait Cryptic Gaze with clone positioning, then fight briefly from behind and disengage before Cannibalism turns the duel into a sustain check.
Later Sion wins side-lane duels if he gets to auto during Cannibalism, while Shaco remains better at picking fragile targets. In teamfights, avoid being the stun target and use boxes to zone his path to your carries.
- Run out of Death's Caress instead of trying to break it every time.
- Executioner's Calling is important when Cannibalism is active.
- Clone can make him waste Cryptic Gaze if sent first from fog.
- Do not long-trade into Feel No Pain; it reduces the value of many small hits.

SivirFavoured
Sivir can block one spell, but Shaco's stealth angle, clone, and sustained melee damage overwhelm her if he does not waste the opener into Spell Shield.
Watch for Spell Shield can block Two-Shiv Poison or Jack In The Box fear and deny the catch that Shaco needs to stay on her.
How to beat
Trigger Spell Shield with a low-value Shiv, box, or clone pressure before using the real engage. Approach from behind or fog so Boomerang Blade is hard to line up, then Deceive after On The Hunt if she uses it to kite.
Later Sivir is stronger in grouped fights where On The Hunt and Ricochet punish clumped teams. Shaco should split and flank, entering after Spell Shield is down or after she has used On The Hunt for the team rather than herself.
- Do not spend your only catch into Spell Shield.
- Avoid fighting inside your own minion wave where Ricochet adds free damage.
- Boomerang Blade hurts most if you chase in a straight line.
- Clone can pop Spell Shield without committing the real Shaco.

SkarnerUnfavoured
Skarner is too durable for Shaco to burst and turns any extended melee trade into a shielded, suppressed brawl.
Watch for Impale suppresses Shaco and removes his chance to kite, clone-juke, or leave with Deceive.
How to beat
Do not stand in repeated Crystal Slash range unless his Crystalline Exoskeleton is already broken. Bait the shield and movement speed first, then enter from behind for a short Backstab trade and leave before Energize lets him cycle spells again. Save Hallucinate for after Impale if possible, because using it early lets Skarner grab the real body once the clone is obvious.
Later Skarner wins the side lane if he can force long fights, while Shaco is better at splitting only when he can avoid the all-in. In teamfights, Skarner's Impale is more reliable than Shaco's pick pattern, so Shaco should attack backliners or force Skarner to waste suppression on the clone.
- Break Crystalline Exoskeleton before committing; the attack speed and movement speed are what let him stay glued to you.
- A Jack In The Box behind your retreat path can interrupt his chase after Impale ends.
- Do not Deceive aggressively while Impale is ready unless you are sure the burst kills him.
- Hallucinate can make Skarner drag the wrong target if you cast it before he clearly selects you.

SonaFavoured
Sona is fragile enough for Shaco to kill if he avoids her one hard crowd-control window.
Watch for Crescendo stuns Shaco long enough for Sona's team or turret space to punish the engage.
How to beat
Approach from fog or over terrain with Deceive, not straight through her aura range. If Crescendo is available, threaten the engage and hold Hallucinate until she tries to ult, then dodge or split target focus with the clone. Once Crescendo is down, stay close and finish quickly before Aria of Perseverance and Power Chord damage reduction stretch the fight.
Later Shaco wins the isolated duel, but Sona almost never offers it; she is strongest grouped where Crescendo can decide a fight. Late, Shaco should flank around vision, force her ultimate defensively, then leave or re-enter after the main engage starts.
- Watch her Power Chord count; the damage-reduction chord can ruin your burst window.
- Do not let her kite you with Song of Celerity before you have used Two-Shiv Poison.
- Hallucinate can dodge Crescendo if timed as she casts.
- Jack In The Box placed behind her escape path often forces her to choose between fear and walking back into you.

SorakaFavoured
Soraka can stall with heals and silence, but she lacks the damage and mobility to beat Shaco alone if he times the engage cleanly.
Watch for Infuse silences Shaco and can stop Deceive or Hallucinate during the kill window.
How to beat
Do not open with every button while Infuse is ready; land the first hit, make her spend silence, then continue with clone and Two-Shiv Poison. Keep the fight short, because Astral Blessing armor and Wish can undo a sloppy burst. If she uses Wish early, disengage briefly and re-enter when her only remaining defense is Astral Blessing.
Later Shaco still wins the duel, but Soraka's real value is denying kills in grouped fights. Late, Shaco should pressure side lanes and force Wish before a major fight, or kill Soraka only when Deceive can bypass her frontline.
- Infuse is the only spell that can stop your escape; respect it more than Starcall.
- Astral Blessing adds armor, so do not judge her health bar as if she is unprotected.
- If Wish lands after your first burst, reset with Deceive instead of chasing through Starcall stacks.
- A box on her retreat path is stronger than one under her, because she has no dash.

TaricUnfavoured
Taric's armor aura, heal, and point-click stun make him much harder for Shaco to burst than most supports.
Watch for Dazzle stuns Shaco on demand and lets Taric force a close-range Shatter and Radiance trade.
How to beat
Stay outside Dazzle range until you are ready to commit or until he wastes it on the clone. Do not fight through Shatter's armor aura unless he is already low; take short Backstab trades and leave before Imbue comes back. If Dazzle is down, Shaco can win a short all-in, but a clean front-to-back melee fight favors Taric's defenses.
Later Taric does not usually side-lane well, but he can still deny Shaco's kill in a duel with stun and armor. In teamfights, Taric is most dangerous when protecting the carry Shaco wants, so Shaco should split attention with Hallucinate and wait for Dazzle to be used.
- If he casts Dazzle on your clone, immediately switch targets or commit on the real Taric.
- Shatter's armor makes extended auto trades poor; hit from behind and disengage.
- Do not dive him while Imbue is ready unless you have enough damage to kill through the heal.
- Jack In The Box can punish Taric after Dazzle, when he has no second way to stop you.

TeemoUnfavoured
Teemo's blind, poison, and mushrooms attack exactly the parts of Shaco's duel pattern that depend on autos and clean escape paths.
Watch for Blinding Dart makes Shaco's Backstab burst and follow-up attacks miss during the most important seconds.
How to beat
Do not commit while Blinding Dart is ready unless you can force it onto the clone. Sweep the approach mentally by avoiding obvious mushroom paths, then Deceive in from an angle that lets you stay behind him after Move Quick breaks. Once blind ends, use Two-Shiv Poison and boxes to keep him from reopening distance.
Later Teemo controls side lanes with Noxious Trap, so Shaco only wins the split if he has cleaner vision paths and can catch Teemo before blind. In teamfights, Shaco should avoid walking through mushroom zones and look for flank angles that do not start with him already poisoned.
- Hallucinate can absorb Blinding Dart if Teemo panics and targets the wrong Shaco.
- Never chase in a straight line through common Noxious Trap paths after he survives your first hit.
- Two-Shiv Poison is important after Move Quick drops; save it until he tries to run.
- A box placed just outside mushroom traffic can give you a safe re-entry point.

TristanaEven
Shaco can kill Tristana if he reaches her after Rocket Jump or Buster Shot, but her peel can completely reset the duel.
Watch for Buster Shot knocks Shaco out of melee range and can waste Deceive's engage window.
How to beat
Do not spend Deceive just to be immediately knocked away; threaten from fog and make her choose between Rocket Jump and Buster Shot first. If she jumps defensively, follow after the landing slow fades and keep Two-Shiv Poison for the second escape attempt. Hallucinate is best used to confuse her target selection during Rapid Fire, not at the very start.
Later Finished Tristana is a serious side-lane threat because her range and resets punish failed engages. In teamfights, Shaco cannot frontally reach her through peel; he needs a flank after Buster Shot or Rocket Jump has been used.
- If Rocket Jump is down, she is much easier to box into a corner.
- Do not stand with your clone lined up for free Spray-style cleave is irrelevant here; instead split angles so Buster Shot hits the wrong body.
- Her range grows with level, so late-game walking at her without Deceive is not a trade.
- Place Jack In The Box behind her expected Rocket Jump landing if you can set up first.

TryndamereUnfavoured
Tryndamere survives Shaco's burst with Undying Rage and wins the extended auto-attack fight with Fury crits.
Watch for Undying Rage denies the kill during Shaco's burst window and turns the duel into a chase Shaco may not survive.
How to beat
Fight only in short trades before Tryndamere has high Fury, and never commit Deceive just to put him into Undying Rage. Once he ults, disengage with boxes, clone body-blocking, and Two-Shiv Poison, then re-enter as the duration ends. Avoid turning your back during Mocking Shout, because the AD reduction can make your only winning burst window fail.
Later Tryndamere wins most side-lane duels if he has ultimate and enough space to chase. Shaco contributes by cutting waves, forcing him to spend Undying Rage, and leaving before the all-in becomes a stat check; in teamfights, Shaco should not waste everything on Tryndamere first.
- Track Fury; low-Fury Tryndamere is a different champion than full-Fury Tryndamere.
- Save Two-Shiv Poison for after Spinning Slash if he uses it to chase.
- Boxes are best placed where you will run during Undying Rage, not where the fight starts.
- Do not let Mocking Shout hit your back right before your Backstab burst.

Twisted FateFavoured
Twisted Fate is vulnerable to Shaco's flank burst if Gold Card is baited or dodged with Hallucinate.
Watch for Pick A Card's Gold Card stuns Shaco and can stop the engage before Shaco gets sustained damage down.
How to beat
Watch the card cycle and do not Deceive in while Gold Card is locked unless you are using Hallucinate to absorb it. Enter from behind or from terrain so Wild Cards is hard to line up, then stay glued with Two-Shiv Poison after his stun is gone. If Destiny reveals you before the fight, back off and re-approach after the reveal window instead of forcing a visible engage.
Later Shaco wins the isolated duel, but Twisted Fate wins map pressure with Destiny and punishes careless split pushing. Late, Shaco should threaten kills when Destiny is down and use side pressure to make TF choose between grouping and answering waves.
- Destiny reveals your setup, so do not sit in Deceive hoping he forgot you exist.
- A locked Gold Card should make you delay, not panic-engage.
- Hallucinate can eat Gold Card and leave Twisted Fate with no peel.
- Boxes near his Gate arrival spots can punish predictable side-lane answers.

TwitchEven
Both assassins can ambush each other, and the duel is decided by who opens first and whether Twitch reaches full Deadly Venom stacks.
Watch for Expunge cashes out Deadly Venom stacks and finishes Shaco even after he tries to leave.
How to beat
Do not take a visible ranged trade; either find Twitch first with pathing and boxes or disengage before he stacks poison. If he opens with Ambush, use Hallucinate and a box to break his target focus, then wait out Spray and Pray's best angle. Commit after Venom Cask is down or when Twitch has used Expunge too early.
Later Twitch scales into the stronger teamfight damage dealer, while Shaco remains better at isolated picks and split pressure. In side lane the winner is whoever controls stealth information first, so Shaco should set boxes around likely Ambush paths rather than chasing blindly.
- If Deadly Venom stacks are high, leaving late may still lose to Expunge.
- Do not line up real Shaco and clone during Spray and Pray.
- A box at your flank can reveal or fear Twitch as he exits Ambush.
- If Twitch Expunges early, that is your best window to commit.

VayneUnfavoured
Vayne's knockback, stealth during Final Hour, and Silver Bolts make her one of the hardest marksmen for Shaco to duel cleanly.
Watch for Condemn knocks Shaco out of melee range or stuns him against terrain, ending his burst window.
How to beat
Avoid fighting near walls unless Condemn is down. Open from an angle that forces Vayne to Condemn the clone or push you into open space, then use Two-Shiv Poison after Tumble so she cannot kite freely. If Final Hour is active, wait out the first invisible Tumble before committing your real damage.
Later Vayne wins most finished side-lane duels if she has room to kite and terrain for Condemn. Shaco must play for ambushes from fog, clone misdirection, and wave pressure; in teamfights he should attack after Vayne uses Condemn or when another ally has forced her Tumble.
- Never choose a wall-side engage unless you are baiting Condemn with Hallucinate.
- Silver Bolts punishes long clone-and-auto brawls, so keep trades short.
- Use Jack In The Box where Vayne wants to Tumble, not where she currently stands.
- If Final Hour is active, track the invisible Tumble before spending Two-Shiv Poison.

VeigarEven
Shaco can delete Veigar if he gets inside Event Horizon, but one cage into burst can kill Shaco before he plays the fight.
Watch for Event Horizon blocks Shaco's path and stuns him if he crosses the edge, setting up Dark Matter and Primordial Burst.
How to beat
Do not Deceive directly into the cage edge; approach from fog and wait for Event Horizon to be used or place yourself already inside the ring without crossing it. If Veigar misses the cage, commit immediately because he has no mobility and his Dark Matter is dodgeable. Hallucinate can dodge Primordial Burst timing or make him spend it on the wrong target if you split cleanly.
Later Veigar's burst becomes lethal, so Shaco's side-lane win depends on finding him before the cage controls the space. In teamfights, Shaco should not enter through Event Horizon; he waits for Veigar to use it defensively, then attacks from a flank.
- Being inside Event Horizon is often better than trying to cross its wall.
- Dark Matter is avoidable if you hold movement instead of standing for extra autos.
- A Banshee or QSS effect changes the matchup because it can deny the cage-stun setup.
- Hallucinate during his burst window can make Primordial Burst hit the clone.

WarwickUnfavoured
Warwick's sustain and suppression beat Shaco in a straight extended duel unless Shaco can disengage repeatedly.
Watch for Infinite Duress suppresses Shaco through his escape timing and lets Warwick heal through the exchange.
How to beat
Do not fight Warwick as a long auto-attack contest; Hungering Strike and Eternal Thirst will erase your chip damage. Bait Infinite Duress with clone positioning or keep Deceive for after it ends, then reset and take another short trade. Only commit to the kill when he is already low enough that one burst plus Two-Shiv Poison finishes him before Q comes back.
Later Warwick is more reliable in direct duels and skirmishes because suppression forces Shaco to itemize or outplay. Shaco should split for tempo, avoid isolated all-ins when Infinite Duress is ready, and use teamfights to threaten carries while Warwick spends ult elsewhere.
- Executioner's Calling matters because his passive and Hungering Strike decide close fights.
- Do not let Blood Scent bait you into staying low near him.
- Hallucinate can make Infinite Duress target selection awkward if you split before he commits.
- A retreat box after Infinite Duress is often better than an engage box before it.

WukongEven
Wukong can beat Shaco in a committed melee fight, but Shaco can win if he tracks Decoy and avoids Cyclone's full damage.
Watch for Cyclone knocks Shaco up and keeps him in Wukong's damage long enough to ruin the assassination trade.
How to beat
Do not spend your burst into Decoy; wait for the real Wukong to move or use Two-Shiv Poison after Decoy ends. Trade around the edge of Nimbus Strike range, then Deceive behind him once Crushing Blow or Cyclone is unavailable. If Cyclone starts, disengage immediately and re-enter after the spin rather than trying to race it.
Later Wukong brings the stronger teamfight engage, while Shaco is better at side-lane picks and forcing Wukong to answer waves. In a finished duel, Shaco needs clone and boxes to waste Cyclone; without that, Wukong's armor reduction and knockup make the brawl ugly.
- Do not auto the Decoy just because it is closest; watch for the real model's path.
- Nimbus Strike gives him a predictable arrival point for Jack In The Box.
- If Cyclone hits both you and the clone, you probably lose the trade.
- Crushing Blow's armor reduction makes the next few autos dangerous, so break contact after it lands.

ZileanEven
Shaco can reach and damage Zilean, but Time Warp and Chronoshift can deny the kill and waste Shaco's cooldowns.
Watch for Chronoshift revives Zilean after Shaco commits, turning a successful burst into a failed all-in.
How to beat
Do not finish your full combo into Chronoshift unless you can safely wait out the revive and kill him again. Use Deceive to dodge the obvious Time Bomb trade or close after Time Warp is used defensively. If he slows you, save Two-Shiv Poison until the slow ends or until you can guarantee he cannot simply speed himself away.
Later Zilean is more valuable grouped, where Chronoshift can undo Shaco's pick on a carry. In side lane Shaco can win if he forces ult and disengages, but in teamfights he should pressure Zilean's revive target rather than tunnel the first health bar.
- If Chronoshift appears, stop spending damage unless you are ready to camp the revive spot.
- Time Warp can make your Deceive engage feel wasted; bait it before committing.
- A box on the revive location can punish Zilean after Chronoshift completes.
- Do not stand beside your clone with Time Bomb attached, or he gets value from the explosion radius.
No champion by that name.
18- Attack damage
- 365.4
- Ability power
- 0
- Armor
- 93
- Magic resist
- 65.1
- Attack speed
- 1.353
- Cooldown reduction
- 10%
- Critical strike chance
- 45%
- Move speed
- 417.96

Click an item to leave it out of the numbers.
Resources
- Health
- 2,061
- Health regen
- 46.35 / 5s
- Mana
- 950
- Resource regen
- 21.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 45%
- Crit damage
- 250%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 4
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QDeceiverank 5/5
- Damage
- 220
WJack In The Boxrank 5/5
- Damage
- 97
ETwo-Shiv Poisonrank 5/5
- Damage
- 470
- Execute Damage
- 705
RHallucinaterank 3/3
- Explosion Damage
- 612
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.353
- Average hit
- 624.3
- Normal hit
- 372.7
- Critical hit
- 931.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 101.4 / s
- Time to kill
- 1.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 123.7
- Ability power
- 40
- Armor
- 152
- Magic resist
- 135.1
- Attack speed
- 1.048
- Cooldown reduction
- 16%
- Critical strike chance
- 0%
- Move speed
- 432.18

Click an item to leave it out of the numbers.
Resources
- Health
- 3,321
- Health regen
- 27.35 / 5s
- Mana
- 950
- Resource regen
- 27.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QDeceiverank 5/5
- Damage
- 70
WJack In The Boxrank 5/5
- Damage
- 103
ETwo-Shiv Poisonrank 5/5
- Damage
- 259
- Execute Damage
- 389
RHallucinaterank 3/3
- Explosion Damage
- 640
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.048
- Average hit
- 123.7
- Normal hit
- 123.7
- Critical hit
- 247.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 7.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 114.7
- Ability power
- 0
- Armor
- 82
- Magic resist
- 52.5
- Attack speed
- 1.048
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Resources
- Health
- 1,953
- Health regen
- 17.35 / 5s
- Mana
- 950
- Resource regen
- 14.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QDeceiverank 5/5
- Damage
- 65
WJack In The Boxrank 5/5
- Damage
- 95
ETwo-Shiv Poisonrank 5/5
- Damage
- 210
- Execute Damage
- 315
RHallucinaterank 3/3
- Explosion Damage
- 600
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.048
- Average hit
- 114.7
- Normal hit
- 114.7
- Critical hit
- 229.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.3s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 314.65
- Ability power
- 0
- Armor
- 138
- Magic resist
- 92.5
- Attack speed
- 1.492
- Cooldown reduction
- 0%
- Critical strike chance
- 45%
- Move speed
- 417.96
Click an item to leave it out of the numbers.
Resources
- Health
- 1,980
- Health regen
- 32.35 / 5s
- Mana
- 950
- Resource regen
- 14.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 45%
- Crit damage
- 250%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QDeceiverank 5/5
- Damage
- 189
WJack In The Boxrank 5/5
- Damage
- 97
ETwo-Shiv Poisonrank 5/5
- Damage
- 418
- Execute Damage
- 627
RHallucinaterank 3/3
- Explosion Damage
- 612
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.492
- Average hit
- 537.6
- Normal hit
- 320.9
- Critical hit
- 802.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 96.3 / s
- Time to kill
- 1.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.