How I would balance Shaco: narrow windows of opportunity, tell-tale signs, and a three-hit passive

DrugsForRobots··1 votes·205 views

Rather than nerf Shaco's numbers into the ground, I think he can be balanced by a few subtle tweaks to his kit.

  • https://vignette3.wikia.nocookie.net/leagueoflegends/images/7/75/LivesByProxy_Backstab_Modded.png/revision/latest?cb=20161026050452 Backstab (P) requires two consecutive Backstabs before dealing any bonus damage. ** Rationale: This makes it a 3 hit passive. Riot loves those, right? And it works for Shaco's flavor because 'two-shiv', two Shaco's. It also creates interesting counterplay, because running from Shaco is no longer punished so hard. You want to face your fear.

  • https://vignette3.wikia.nocookie.net/leagueoflegends/images/3/38/Deceive.png/revision/latest?cb=20160608033455 Deceive (Q) now has a larger / more vibrant / better animated puff of smoke upon disappearing, and plays an audible evil laugh SFX that can be heard within a huge range. (He already does have an evil laugh, but it's so quiet, and opponent's can't really hear it.) ** Rationale: This gives Shaco's invisibility more counterplay, as now wary and alert opponent's can avoid his ganks. It also gives Shaco a way to mind-game his enemies. And best of all, it opens up his power budget so he can have a damage ratio on Q and maybe even a shorter CD and longer invis at lower ranks. A win-win, right?

  • https://vignette3.wikia.nocookie.net/leagueoflegends/images/b/bb/Jack_in_the_Box.png/revision/latest?cb=20160608033612 Jack-in-the-Box (W) become invisible faster but doesn't spring right away. They take ~2-3 seconds to 'wind down' like Jhin's traps. They also now play music if the opponent comes too close. (Box's activation range is ~350 units, assume the music SFX can be heard within ~750 units.) ** Rationale: This is more counterplay for the opponents, as they no longer stumble into hard CC. It can create paranoia in Shaco's enemies, because they don't know exactly where the music is coming from, only that they're in danger. They also enable Shaco to fight around his boxes better, since they don't spring right away, he can lure aggressive enemies into an illuminati configuration.

Those are the main changes I would make to Shaco in the hopes of opening up his power budget so he can actually have damage and counterplay.

You can click here to see the full changes I would make to Shaco, including those listed here, with numbers.

And you can click here to see my reasoning for these changes on a thematic / narrative basis.

Other QoL changes I would make to Shaco:

  • Shaco's JitB fear now forces enemies to play their 'laugh' SFX.
  • Shaco's JitB now procs Thunder Lord's Decree like every other pet in the game.
  • Shaco's JitB duration now scales with ability rank: 50 / 60 / 70 / 80 / 90 (+5s per 50 AP)
  • Shaco can see Hallucinate clone leash range. Clone now blinks back to Shaco in a puff of smoke a la Deceive.
  • Shaco's Hallucinate clone now mirrors Shaco's stats exactly, i.e. it takes into account Runes and Masteries.

2 Comments

Sun Wu Ryuumoku1 votes

From my pov... Riot should rework him sooner. Cause i don't see any counter against this new Shaco. They reworked him, but i don't see any counter play.

DrugsForRobots2 votes

Yes. They reworked him by moving his numbers around. They didn't really fix any of his problems AFAIK. His invis is still problematic, as evidenced by their constant nerfs.

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