Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Rewards using th' kit's main range, timing and target pattern deliberately.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Demon Jester
Shaco be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Using Deceive over terrain can lend a hand ye make a clean escape.
Try getting gear wit' on-hit effects. These will also benefit yer Hallucination clone.
Backstab's damage can be increased wit' increased Critical Damage effects like Infinity Edge.
If Shaco be doing well early-battle, it be worth th' investment to place Stealth Wards nigh his Jungle camps.
If Shaco uses Deceive to enter a fight he won't be able to quickly use it again to get astern. Work wit' yer crew to quickly focus him down.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Use th' visible loadout and present trick tooltips afore choosing armour or magic resistance; th' champion label alone be nay enough.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Plated Steelcaps captain's answer repeated attacks; Mercury's Treads captain's answer magic resistance and reducible control.
Pick one pair fer th' larger crew-wide problem. Do nay buy both pairs.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Shaco be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Shaco has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Shaco be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Shaco Bot be a rare sailor-chosen course strategy, nay a random assignment. Confirm th' damage course and course partner because it does nay provide a conventional marksman pattern.
Old chart, matey. Recommendations await inspection. Shaco has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishShaco's basic attacks and Two-Shiv Poison deal additional damage when striking from behind.

Arrr, what it doesEnglishShaco 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.

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

Arrr, what it doesEnglishShaco'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.

Arrr, what it doesEnglishShaco 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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 630 | 297 Mana, arr | Pick th' first aboard basic trick |
| 2 | 701 | 326 Mana, arr | Stow another basic trick or rank |
| 3 | 776 | 356 Mana, arr | Stow another basic trick or rank |
| 4 | 854 | 388 Mana, arr | Spend one trick point |
| 5 | 936 | 421 Mana, arr | Spend one trick point |
| 6 | 1,021 | 455 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,110 | 491 Mana, arr | Spend one trick point |
| 8 | 1,202 | 528 Mana, arr | Spend one trick point |
| 9 | 1,297 | 567 Mana, arr | Spend one trick point |
| 10 | 1,396 | 607 Mana, arr | Spend one trick point |
| 11 | 1,499 | 648 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,605 | 691 Mana, arr | Spend one trick point |
| 13 | 1,714 | 735 Mana, arr | Spend one trick point |
| 14 | 1,827 | 781 Mana, arr | Spend one trick point |
| 15 | 1,943 | 828 Mana, arr | Spend one trick point |
| 16 | 2,063 | 876 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,186 | 926 Mana, arr | Spend one trick point |
| 18 | 2,313 | 977 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.