Workshop Shaco's Shaco Workshop [Champion Update Proposal]
Hey G&B. I have been playing Shaco since Season 3 and I absolutely adore this champion. I made a thread pretty recently about how Shaco needs a ton of bug fixes and some QoL changes (http://boards.na.leagueoflegends.com/en/c/gameplay-balance/8yGGgyNw-remember-how-for-most-of-season-4-shacos-q-made-the-turret-switch-aggro-away-from-him?show=flat) and at the bottom I mentioned how I was making up a Shaco champion update. Well, this is it!
I've talked to multiple Shaco mains all the way from the bottom of silver to master tier about his current kit and this is the result of all their input.
First here is a little basic information about current Shaco. He was made in 2009 and was completely broken for the first two seasons of the game. In the beginning of Season 3 the nerfed him into the floor and he became a troll pick for a while. Some people continued to play him and make him work, me being one of those people. However his insanely outdated kit is really becoming something Riot can't just ignore any longer. At this time last year his overall win rate was about 56% averaged in from all elos. Currently he sits at a 49% win rate on average.
He is a giant buggy mess that hasn't been touched in ages, and he desperately needs some "modernizing". I wrote one of these last year and it had mixed results, so here is the result of feedback combined with the ideas I got from other Shaco mains.
Ok now for the changes I think would make his kit less "toxic", a bit easier to get the hang of, and easier to balance.
Base Stats
Health: 582 lvl 1---> 2010 lvl 18 Health: 590 lvl 1-->2010 lvl 18
Attack Damage: 58 lvl 1 –-> 117 lvl 18
Health Regen: 8.4 lvl 1 – 17.7
Attack Speed: 0.694 (+0% –> 51.0%)
Mana: 297 lvl 1 –-> 977 lvl 18 Mana: 310 lvl 1-->1005 lvl 18
Armor: 24.9 lvl 1 –-> 84.4 lvl 18
Magic Resist: 32.1 lvl 1 –-> 53.4 lvl 18
Mana Regn: 7.2 lvl 1 –-> 14.8 lvl 18
Attack Range: 125 units
Movement Speed: 350
Slightly better health and mana, nothing too drastic here. I need to think a little more about how much I actually want to change his base stats, they aren't as important as changing his kit around a bunch but they are still relevant.
Passive: Backstab The other Shiv!
Shaco deals 20% bonus damage when striking an enemy from behind with his basic attacks or Two-Shiv Poison.
After using an ability Shaco becomes very excited and will use both of his shivs in his next attack for bonus critical strike damage. This bonus physical damage is equal to 60%/70%/80%/90%/100%/120% (at levels 1/3/6/10/13/16) of Shaco's total attack damage in addition to 30% of his total AP. When attacking a target from behind, this attack will apply all on-hits a second time and do an additional 10% damage.
Cooldown: 3 seconds after the enhanced attack has been depleted. He can hold said attack for 3 seconds.
**Edit: I think 45%/60%/75%/90%/105%/120% is more fair. It gimps his early game in exchange for more mid game power. Less snowball potential but less reliant on snowballing. **
I think this passive will suit him well, his current critical strike animation is him stabbing an enemy with both of his shivs and that was what inspired this new passive. I got rid of his insane damage amp because it was holding back the rest of his kit. Someone needs to think of a better name for it though. This will also make his power curve much healthier.
Q: Deceive
~~Range: 400 ~~ Range: 450
Cost: 90 / 80 / 70 / 60 / 50 mana Cost: 70 mana at all levels
Cooldown: 11 seconds
ACTIVE: Shaco instantly blinks to the target location and stealths for up to 3.5 seconds 3 seconds. ~~ also causing his next basic attack within 6 seconds 5 seconds to Critical strike icon critically strike for bonus critical damage.~~~~Bonus critical damage: 140%/160%/180%/200%/220% of your Attack Damage. ~~
New Effect: Shaco gains 15%/20%/25%/30%/35% [decaying] bonus movement speed for 1.5 seconds upon using Deceive or upon killing an enemy champion.
With the bonus damage after using Shaco's deceive removed, it leaves a lot of room for some improvement. I lowered the stealth duration and increased the range slightly to make positioning with Shaco a little bit easier and at the same time a little bit more important. The mana cost change was to keep him from relying heavily upon blue buff for the first 15-20 min of the game, currently Shaco can barely afford to gank without having to recall for mana if he doesn't have a blue buff.
As for the new effect, this was to encourage the hit and run assassin playstyle of Shaco and to compensate a little bit for the removal of pretty much half the ability.
W: Jack In The Box Range: 425 / 300 Cost: 50 / 55 / 60 / 65 / 70 mana Cooldown: 16 seconds
Active: Shaco summons a box at the target location that stealths after a 2-second delay 1 second delay and lasts for up to 60 seconds 60/90/120 seconds (at levels 1/11/16). If an enemy springs the trap, it opens and causes surrounding enemies to turn and flee while it attacks nearby enemies for up to 5 seconds. 7 seconds.
Flee Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds
Magic damage per attack: 35 / 50 / 65 / 80 / 95 (+ 20% AP) Magic damage per attack: 50/65/80/100/120 (+10% AP) (10% bonus AD)
New Effect: Shaco can now only have a maximum of 3/4/5 boxes placed (at levels 1/11/16) **New Effect: JiTBs now take 75% reduced AoE and DoT damage during the 1 second delay before they enter stealth. ** **New Effect: JiTBs now take 20%/25%/30%/35%/40% reduced damage from large monsters. ** New Effect: JiTBs now prioritize whoever Shaco is attacking first
This is to make boxes not completely useless for AD Shaco later into game while also not completely breaking AP Shaco.
E: Two-Shiv Poison
Range: 625 units Cost: 50 / 55 / 60 / 65 / 70 mana Cooldown: 8 seconds
Active: Shaco throws a dagger at the target enemy, dealing magic damage and slowing them for 3 seconds. 2 seconds.
Damage: 50 / 90 / 130 / 170 / 210 (+ 100% AP) (+ 100% bonus AD) magic damage.
Slow amount: 40%/45%/50%/55%/60% [decays over 2 seconds]
Passive: While Two-Shiv Poison is not on cooldown, Shaco's basic attacks poison his targets, slowing them for 2 seconds and causing minions and monsters to occasionally miss their attacks.
Passive: Every 5 auto attacks Shaco's shivs blind a monster or minion causing them to miss their next attack. Attacking a target from behind builds up these stacks twice as fast.
Minion and monster miss chance: 20 / 22.5 / 25 / 27.5 / 30%
The slow change makes the slow far more potent but as a result is now a decaying slow as opposed to a perma slow and the total duration was reduced. His auto attacks no longer passively apply this slow as they currently do on live.
As for the monster and minion debuff part of his passive, I made it far more reliable than the RNG based passive we have on Shaco at the moment. This change encourages Shaco to always pay attention to his positioning similarly to the way the current Shaco does. It helps keep Shaco Shaco while also modernizing him and making him healthier for the game over all.
R: Hallucinate ~~Range: 250 ~~ Range: 375 Cost: 100 mana Cooldown: 100 / 90 / 80 seconds
Active: Shaco vanishes for 0.5 seconds, then creates a clone of himself that lives for up to 18 seconds and explodes upon its death, dealing magic damage to all enemies around it.
Active: Shaco vanishes for 0.5 seconds, then creates a clone of himself before reappearing a short distance away from where he was standing. His new position will be as close to your cursor as it can be, and his clone will have moved an equal distance in the opposite direction away from where Shaco was originally standing.
Clone stats: The clone lives up to 18 seconds and explodes upon its death, dealing magic damage to all enemies around it. When Shaco dies, his clone automatically explodes.
Damage: 300 / 450 / 600 (+ 100% AP) magic damage
Please give any and all feedback. I plan on posting a follow up thread soon! For the record, the only reason I didn't kill off AP Shaco was because roughly half the people I asked said I definitely shouldn't in any way and the rest said I should try to avoid it.