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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Shaco Jungle · Normal Draft

Shaco has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary roleStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Evidence-supported Shaco Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Scorchclaw Pup

450 gold

Provides Smite progression and the attack-oriented Jungle companion.

1
First item

Blackfire Torch

2,800 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Berserker's Greaves

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Liandry's Torment

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Imperial Mandate

2,400 gold

Captured trigger: immobilization, not a slow alone.

5
Flexible

Serylda's Grudge

3,000 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Pick safety

Edge of Night

3,000 gold

Completes the six-item inventory with health and a spell shield before a risky physical-damage engage.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. Chempunk Chainsword
  4. LateImperial Mandate
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. Death's Dance
  4. LateImperial Mandate
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. CoreLiandry's Torment
  4. Kaenic Rookern
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. Chempunk Chainsword
  4. LateImperial Mandate
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. Death's Dance
  4. LateImperial Mandate
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlackfire Torch
  2. BootsBerserker's Greaves
  3. CoreLiandry's Torment
  4. Kaenic Rookern
  5. FlexibleSerylda's Grudge
  6. Pick safetyEdge of Night

Runes and summoner spells

Runes and summoner spellsShacoJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
Summoner spells
IgniteSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Kit reference

Shaco abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Backstab

What it doesShaco's basic attacks and Two-Shiv Poison deal additional damage when striking from behind.

Practical readBackstab is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Deceive

What it doesShaco becomes Invisible and teleports to target location. His first attack while Invisible is empowered, dealing bonus damage and critically striking if he attacks from behind.

Practical readDeceive contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown13/12.5/12/11.5/11 secCost40Listed range400 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Jack In The Box

What it doesShaco creates a hidden animated Jack-in-the-Box. When triggered, it will fear and attack nearby enemies.

Practical readJack In The Box contributes hard crowd control. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown15 secCost70/65/60/55/50Listed range500 units
E
E ability

Two-Shiv Poison

What it doesShaco's Shivs passively poison targets on hit, slowing their Move Speed. He can throw his Shivs to deal damage and poison the target. The thrown Shiv deals bonus damage if the target is below 30% health.

Practical readTwo-Shiv Poison contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8 secCost75Listed range625 units
R
Ultimate

Hallucinate

What it doesShaco creates an illusion of himself near him, which can attack nearby enemies (Deals reduced damage to turrets). Upon death, it explodes, spawning three mini Jack in the Boxes and dealing damage to nearby enemies.

Practical readHallucinate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown100/90/80 secCost100Listed range200 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Shaco Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Shaco into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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