Tag: shaco nerf

Champ of the Week: Cleanup on aisle 7

One of the most frustrating parts of playing Shaco is that after a certain point he is just way too soft for his own good. Past level nine he basically can’t initiate a fight without expecting to die. He’s typically much better off waiting until the fight is mostly over and then cleaning up the stragglers. I wouldn’t call his durability a problem if it didn’t manifest so early in the game.

I just played a game that perfectly exemplified Shaco’s durability crisis. I started the game at my own lizard, taking it and the wraith camp to get level two before running to the enemy jungle. I was up against a Fiddle, so I quickly set up a nest of JitBs at his lizard, knowing that he would come to drain it for the massive lifesteal. Sure enough, he stumbled into the brush, giving me first blood and golem buff. I could have left, but I still had three health pots and his lizard was still up. Time for another nest – same spot, same story. He came stumbling along at level 2 and, now that I was level three from the kill and sporting both blue and red, I worked him. I ran to some nearby brush to hide from his teammates, but not before Irelia could dash in and slow me. I dropped a JitB at our feet and tried to fight through an exhaust, barely picking up the kill before a Resolute Smite from Galio dropped me. All told, I was 3-1 at the five minute mark. Hell yeah.

Not so much. By the time I hit level nine I couldn’t go anywhere near Irelia or even Fiddle, who I had counter jungled so hard that he didn’t see another buff in the first 20 minutes of the game. Either champion would utterly smash me in a fight, forcing my Flash or Deceive for the escape. It was maddening.

The problem, of course, is if he gets a serious survivability buff, he becomes way too easy to jungle with and he could snowball with the best of them. Despite my poor fortune with Irelia and Fiddle, Shaco does fare pretty well against many of the game’s softer toons, which makes that survivability buff a bit of an issue.

I still love Shaco, but the metagame has shifted in a way that leaves him looking a little weak. I’m sure I’ll have more thoughts later in the week.

Champ of the Week: Shaco

Shaco Alternate Splash.

After the mess that was the Executioner’s Calling Jungleplank, I wanted to get back into the jungle this week with someone I knew how to play. Shaco certainly isn’t the most reliable jungler in the world, but he has a nice kit for ganking and I can’t help but love the guy. I would bet he’s among my most played characters in normal games and certainly one of my favorites. Allow me to introduce this week’s Champ of the Week: Shaco, the Demon Jester.

Shaco has a bit of a troubled history in the League. He started as a character capable of nearly 1-shotting squishy mages at level one thanks to the old elixirs and crit damage runes. After that situation was nerfed, he transitioned into an aura champion, relying on his clone to deal massive damage thanks to stacking auras and a nasty Bloodrazor bug. That too was fixed, leaving him in what some would say is a relatively underpowered state. I actually think Shaco is in an okay place, so long as he can get a strong start.

Shaco’s early jungle is unique to the League in that it’s one of the most susceptible to disruption and yet most powerful at level one. Because Shaco relies on a Jack in the Box nest to take the buff camps, he’s not as flexible as other junglers. Most teams will try to gank him early, but with the right allies that JitB nest becomes a powerful level one damage source in a team fight. The success of that fight really depends on how well Shaco’s team can support his early jungle.

I think Shaco has some uncelebrated counter jungling potential. While his most common path is to take Lizard buff first, he can take Golem faster than just about anyone at level one, giving him plenty of time to set up at the enemy Lizard. Deceive gives him an unparalleled ability to jump in and out of the enemy jungle, which means he can effectively counter many of the game’s strongest junglers.

Unfortunately, Shaco is also vulnerable to counterjungling because of his reliance on Jack in the Box. The skill makes him a bit slower than other junglers, at least until he has his razor. It’s a problem that counters like Nunu can easily exploit.

I’ll be focusing on effective builds and survivability issues with Shaco. With the recent bug fix on his clone crits I think a straight physical build could trump the typical Bloodrazor rush. Check back later in the week for more impressions on Shaco’s relative jungle strength.

The great Shaco nerf

Shaco.

This most recent patch brought with it the bane of Shaco players everywhere – nerfs that warrant pulling him off your ban list. Before we get into the nerfs, though, let’s take a look at some history.

For a long time, Shaco was one of the most feared champions at any tier of the game. If a player had invested IP in crit damage runes, you could bet he was going to two-shot the closest caster, thanks in part to strong fortitude elixirs and the bug that allowed his Deceive to hit as a crit plus a mountain of bonus damage.

Once that Shaco disappeared, we started to see the emergence of something a bit closer to today’s Shaco. It was usually Madred’s, though the occasional Sheen/Infinity Shaco still popped up. Players were relying on Shaco’s clone to provide a lot of their damage during a gank or teamfight, so Sunfire Shaco seemed to also do well. Much of Shaco’s strength lies in his ability to get behind players undetected, get a kill, and get out. Riot nerfed his Deceive several patches ago to help with this, but apparently it wasn’t enough.

Yesterday’s Shaco nerf was a nerf across the board. Deceive has a longer cooldown, doesn’t last as long, and breaks any time you cast anything, including Jack in the Box. Two Shiv Poison no longer puts a partial blind on the target, his passive bonus damage is down to 20 percent from 25, and his ultimate caught a massive nerf. Hallucinate now has a 33 percent longer cooldown at max rank and lasts 60 percent as long as it previously has. If it sounds like a lot, that’s because it is.

While some people might argue that he’s more in line with other melee, remember that position is the most important part of playing Shaco. Shaco has very poor base stats, so you need to make sure you’re behind your target with a box in place in order to do the best damage. The Deceive nerf makes this hard, but the Jack in the Box nerf makes it harder. It’s very easy to walk away from JitBs as they are placed, and almost laughable to avoid them mid fight. There’s also very little now to keep players from just blowing you up when you pop out. While I do think the partial blind on Shaco’s attacks was a bit much, why not leave it on the active. That would at least give him some damage mitigation after he’s visible.

The bright light in all of this is that Shaco will still be an excellent jungler. Despite the fat nerf, his JitBs still fear creeps, providing a nice damage buffer when you need to get lizard. When thinking about Shaco as a jungler, it does seem that he is being balanced around having both buffs at all times. While I understand the idea (because it is so easy for him to get buffs), it’s going to be very frustrating for Shaco players who fall behind or those whose team falls behind.

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