- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Standard Aggressive Jungling Rune Setup
Greater Quint of Movement Speed x3
Greater Mark of Attack Damage x9
Greater Seal of Attack Damage x8
Greater Seal of Critical Chance x1
Greater Glyph of Ability Power x9
As you may or may not already know, I play Shaco mainly for early - mid game jungle control, as well as assisting my lanes and giving them an edge. My runes are all geared towards dishing out the most damage early game, as well as synergizing with my skills and items later on. Starting with 12 AD and 11 AP is more than enough to win a duel against most junglers. Shaco is one of the strongest early game jungle duelists still, and I capitalize on this by counter jungling often. It also makes your level 1-3 Shiv deal an incredible amount of damage, and makes your boxes hit harder so you clear faster! The crit chance is mandatory, but let's be real. A lucky crit can be the deciding factor in a fight, and .4 AD is a small price to pay for the chance at a huge power spike.
Not only will this rune setup allow you to win trades in the jungle, it will also assist you in clearing faster. The movespeed synergizes well with your masteries and mobility boots, making you speed through your jungle and your ganks even deadlier.
If you aren't confident in your play style or are just starting out as Shaco, you can try a safer route and opt to take armor yellows, attack speed reds, and AD quints. Blues don't matter as much, so choose whatever makes you feel the most comfortable. I still prefer the fully aggressive route, because that's where Shaco's strengths lie.
Greater Quint of Attack Damage x3
Greater Mark of Attack Speed x9
Greater Seal of Armor x9
Greater Glyph of Magic Resist x9
- Points Available: 30 / 30
Masteries are quite self explanatory. They accentuate the aggressive runes and overall Shaco's play-style. Several of them are optional, so mix and match what you think is best. The masteries that I find absolutely critical are the movespeed in utility, because you're running movespeed quints and are most likely going to pick up mobility boots. Double-Edged Sword for that 2% boost in damage. It adds up when you factor in the early crit from deceive on your first or second gank. Devastating strikes is absolutely a must, considering a lot of your damage is going to be hybrid. Everything else is up to you. The AP masteries (Mental Force and Arcane Mastery) are optional, as well as Warlord and Frenzy.
As a jungler, this spell should be self-explanatory. It's there to help you jungle faster, and is what makes it possible to kill blue/red buff by yourself during the early stages of the game. More importantly, it's used to secure major objectives like Dragon and Baron. Missing a smite on Baron could be a game changing mistake, so make sure you know how much your smite does during all stages of the game.
My spell of choice when jungling. It's pretty much which makes Shaco's ganks so deadly. The burst from your deceive crit combined with another auto and a two shiv should be enough to kill someone with your ignite, provided the lane you're ganking did any damage to them at all. Don't forget that it reduces healing. So those Swain ultimates / Volibear Passive / Fiddlesticks Drain get severely hampered when you use it at opportune times.
I usually take exhaust when the enemy team is running two or more assassins / bursters or if I feel like I won't be able to counter jungle without it. Very rarely will I pick up exhaust, and if I do it's usually at higher elo. This one is situational, just look at what exhaust does and how it will affect the enemy team.
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