How to make Shaco, The Demon Jester, a more chosen and viable pick
First let me introduce myself, I am Inebriated Dwarf, I play Shaco quite often as of recently as I am a fan of assassins. Now to bring up the main points of why Shaco is less played than other assassins (Zed, Ahri, Yasuo[I consider him one], Talon[Not Played often but more than Shaco])
- He lacks real CC to peel (Even though he is an assassin and doesn't need to, but can't even peel for himself, this means he has trouble escaping from dangers after a successful assassination if he can even pull it off.)
- Due to modernized Mobility and CC he lacks in many forms of ways to keep up with that (CC wrecks him as well as champions able to escape him easily with mobility and their own dmg)
- There has been a complete shift in game compared to when he was created and when he was created for causing his kit to be less able to do the current seasons needs, especially in late game
- There are other champions in the league that better excel at killing a target quickly and efficiently while still having the ability to** get out of dodge quickly** (Ahri, Zed)
Now that we've pointed out his flaws we need to find ways to fix this problem of his. I have quite a few ideas of my own to how Shaco could be improved from his current state without an entire overhaul of the champion. To successfully put out my point however lets state some flaws upon his abilities and my own opinions of them.
- His Passive: Backstab - Shaco deals 20% bonus damage when striking a unit from behind with his basic attacks or abilities.
My Opinions: I like this passive to be completely honest but it could possibly go other ways like for example: Ambush/Assassination/Lucky Strike - Your first attack against a target does an additional 40/50/60% Damage (This could be quite overpowered with crit from Q but the 20% itself is a big upgrade) Shaco suffers from not being able to pull assassinations off easily against more tankier carries anyhow and requires a little more damage .*** This is one of the least needed of my opinions and could possibly be OP.***
- His Q: Deceive - Shaco instantly blinks to a target nearby location and enters stealth for up to 3.5 seconds. Dealing damage will break stealth early. His next basic attack within 6 seconds is guaranteed to critically strike for modified base critical damage.
My Opinions: I like his Q... A LOT. I love how it acts kind of like a flash but at the same time an engager but at the same time its sort of his downfall in engaging. It gives him a free Crit which is GREAT but he has no real way out of the fight after pulling off a successful assassination in a fight afterwards unlike Zed or Ahri, Zed can teleport to his shadows and Ahri can use Charm for engage and R to Disengage. Shaco has a way to engage easily and smoothly(His Q) but he has no way out, He's a** one trip pony** which is **not **an assassins job to die, it's to kill someone and get out and wait until they can pick them off again or pick someone else off. Another big problem is that his stealth doesn't last as long as it should to successfully catch up with mobile carries and ADC's and pick them off. Perhaps a movement speed buff during Q could possibly fix the catching of mobile carries and escaping and perhaps make it a charged ability where you can have 2 charges. This is moderately needed, it may not be needed if other ideas are implemented.
- His W:** Jack In The Box** - ACTIVE: Shaco summons a box at the target location that stealths after a 2 second delay and lasts for up to 60 seconds. When an enemy comes within 300 units, the box springs open: causing surrounding enemies to turn and flee while it attacks nearby enemies for up to 5 seconds
My Opinion: I completely hate this spell for his kit because it doesn't fit the rest of it. The delay is long enough that if you place it before you combo right out of stealth and began it the enemy could walk the other way, walk past it, or simply kill it due to the ability of ANYTHING being able to kill it in the game past 6 - 8 but minions. The fear that you get from it as well is so minuscule that it doesn't even really make a** difference** anyhow, the only way it aids in his assassinations is to place where the assassination occurs in case someone comes to help but it does no damage and the fear is basically useless so it does nothing to help his kit. I suggest a complete OVERHAUL of this ability and I have an idea for it too.
Opinionated Replacement: (Not Creative in any standard with names) - PASSIVE: The first 3-4 attacks(Haven't decided as the ordinary combo is 3 Attacks if pulled off right, Q-Auto-E-Ravenous) on a target will apply Fear to the target for 1.25/1.5/1.75/2 seconds OPTIONAL ACTIVE TO ADD: When activated Shaco gains a small movement speed boost briefly (5/8.5/12/15.5%, .5/1/1.5/2 Seconds)
My Opinion on Replacement: I think this is the most needed change to Shaco and quite possibly the only one needed for his assassination attempts against the carries or possibly enough to run away from the duelists/fighters/tanks coming down upon him like a sword to a paper door. The reason I put the active as an optional to add is because its very Iffy and could tip his balance the opposite way. It could work however in this Meta/Season due to all the champions with slows and CC so it might just even itself out, I'm not sure if the movement speed buff would be enough to get him out of situations with how small and slight they are but at least its something to add to the passive to show you care.
- His E: Two-Shiv Poison - PASSIVE: Shaco's basic attacks poison his targets, Slow icon reducing their movement speed for 2 seconds. It also gives affected non-champion units a chance to Blind icon miss their attacks. ACTIVE: Shaco throws a dagger at a target enemy dealing magic damage and applying his slowing poison to them for 3 seconds. The passive is deactivated during the cooldown.
My Opinion: I like this spell a lot due to it having good damage as well as applying a slow with the damage for my combo keeping them slowed for 3 seconds. However against people with dashes and other escapes it doesn't really help shaco at all. Another big problem is unloading this with your combo, someone dashing and then out ranging you and killing you. The passive slow is overrided as soon as a shaco unleashes their combo making it useless. I would suggest making the active also blind the target for 1 second or reduce damage done by target by 10% or something to add a little more Umph to his combo and the effect of his E. Another Option is to give him a small movement speed buff towards the slowed target when it hits which would leave less chance of escaping champions (Riven, Ahri, Lucian, etc.) from escaping quite as easily from the next E or another engage to finish what was almost done. Another option would be to add a little overtime to the active ability as damage. This is Moderately needed and can be left out to better achieve the goal of keeping shaco in the game but not OP opposed to other ideas.
- His R: Hallucinate - ACTIVE: Shaco vanishes for 0.5 seconds, then creates a clone of himself that will last for up to 18 seconds. The clone deals 75% of Shaco's damage and receives 50% extra damage. This clone deals 50% damage to towers and inhibitors. At the end of its duration or when dying the clone will explode, dealing magic damage to enemies within 250-range.
My Opinion: This spell is severely underwhelming, especially in higher level elo where they 100% of the time know which one is the right one based off stats, over-times, buffs, etc. So there are two decisions with this spell, Remove and Replace, or Severely Alter. I personally** love** this R 's basic concept of tricking the opponent and all but it doesn't achieve that in this level of play in this season. My suggested Severely Alter'd changes can go two ways: The first one being the most likely to be chosen, When Shaco casts R his clone obtains all his buffs, and shaco himself losses all negative effects on his character as well as Shaco spawning behind his clone. This change could be used several ways however such as to avoid overtime spells from killing you and etc. but because of the invulnerability if you time it right it gives you the ability to do so anyhow, this change basically to aid you in that process better and better confuse your opponent for that feeling of "I got him! I got him fooled!". The second option is the least likely to be picked and most likely the hardest to program, When Shaco is killed with his clone out he switches place with his clone instead of dying, gaining the stats *and * health of the clone temporarily for 3 seconds while still being able to cast normally, this switch causes the clone to explode doing normal damage. This way shaco can send his clone out of combat to teleport to instead of dying when combat ends and is **limited by the clones maximum range. Not only that, it makes it completely fair in a 1v1 due to you losing overall stats the second half of the fight causing them to still have a chance at fighting. I think this would be very successful at giving shaco some more survivability while keeping him balanced **as they can just CC his clone and him. I think this change is WAY more helpful than the other change but will be least picked due to problems coding and problems balancing if it ends up a bad idea overall, However I would LOVE to see this change in place as it would really fix a LOT of problems. This change is HIGHLY Needed and I would like to stress upon it more than anything else, especially the second change.
Thank you all in advance for your time and have a great day. My only wish is to somehow find a way to keep Shaco the way he is concept wise, His Passive, Q and R but find ways to make him more Viable as an option and more prominent compared to his current state, especially in late game. Let me know in the comments what you think of this and how you think this would effect Shaco. Hopefully we can pick upon a common change and get this to happen.