Arrr, VRC.LOL

Support · Normal DraftMatchup chartPatch 16.20.1

Shaco vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

ShacoVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportShaco

Shaco has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondary
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, aP trap Support

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Arrr, starts Support income and progresses into wards.

1
First aboard gear

Zaz'Zak's Realmspike

400 doubloons

Completes th' damage-focused Support quest fer poke and trap contact.

2
Boots

Blackfire Torch

2,800 doubloons

Adds mana, haste and repeated spell damage fer boxes and ranged poke.

3
Core

Ionian Boots of Lucidity

900 doubloons

Adds inexpensive trick haste and movement fer repeated setup.

4
Late

Liandry's Torment

3,000 doubloons

Adds hull and sustained burn to repeated spell and trap damage.

5
Flexible

Zhonya's Hourglass

3,250 doubloons

Adds armour, trick power and a sailor-timed stasis when an escape be nay enough.

6
Arrr, final option

Cryptbloom

3,000 doubloons

Adds percentage magic penetration and a crew heal after takedowns in later fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Morellonomicon
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Mikael's Blessing
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. Locket of the Iron Solari
  4. LateLiandry's Torment
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Shurelya's Battlesong
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Morellonomicon
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Mikael's Blessing
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. Locket of the Iron Solari
  4. LateLiandry's Torment
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. First aboard gearZaz'Zak's Realmspike
  2. BootsBlackfire Torch
  3. CoreIonian Boots of Lucidity
  4. Shurelya's Battlesong
  5. FlexibleZhonya's Hourglass
  6. Arrr, final optionCryptbloom

Arrr, runes and summoner spells

Arrr, runes and summoner spellsShacoSupport

Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.

Trick reminders

Shaco reminders

  • 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.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Morellonomicon

Apply anti-heal only when repeated healing be materially changing fights.

Arrr, crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

Crew gets burst

Locket of the Iron Solari

Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

Cannae set sail fights

Shurelya's Battlesong

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Shaco

  1. P
    BackstabEnglish

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

  2. Q
    DeceiveEnglish

    Shaco 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.

    Wait fer reload (s) 13/12.5/12/11.5/11 · Cost 40 · Charted reach (units) 400
  3. W
    Jack In The BoxEnglish

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

    Wait fer reload (s) 15 · Cost 70/65/60/55/50 · Charted reach (units) 500
  4. E
    Two-Shiv PoisonEnglish

    Shaco'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.

    Wait fer reload (s) 8 · Cost 75 · Charted reach (units) 625
  5. R
    HallucinateEnglish

    Shaco 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.

    Wait fer reload (s) 100/90/80 · Cost 100 · Charted reach (units) 200

Vex

  1. P
    Doom 'n GloomEnglish

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Shaco Support sea chart course

Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options