Shaco Gameplay Update
There are two things I want to address which is his poor gameplay patterns and low counter play when against Shaco while making Shaco competitively viable. The ideas will allow Shaco to help him be balanced better between patches and no longer have this effect of Shaco cannot be nerfed because he is low played outside of Shaco mains and cannot get buffed because of his problematic issues within his kit. Something I want to do is emphasize on Shaco's jester theme and wanting to trick and get in the head of his opponent; while trying to keep his kit as close to the same as it currently is while removing and adding new things. The things being removed will be things like his blink (stealth will be buffed and some new effects to the spell) since the no counter play to blinks and even worse with a blink into stealth; also backstab [his passive] will be removed completely, but the mechanic will remain within his kit (the damage amp makes it difficult for Shaco to be balanced).
You Got Me! (Passive): Cooldown: 150 seconds Upon taking lethal damage to 1 health point Shaco throws down a clone of himself that ends up dying for himself to become invulnerable for 1 second, cleanses all current burning and poison damage, and goes into stealth for 6 seconds while gaining a large boost of movement speed of 200% that decays over 6 seconds.
Deceive (Q): Cooldown: 11/10.5/10/9.5/9 seconds after stealth; Cost: 50/60/70/80/90 Mana Shaco instantly stealth for up to 4/5/6/7/8 seconds and gains 20% movement speed while stealth.
While stealth, Shaco may activate Deceive again to place a visible motionless clone at his current location and gain a 250% burst of movement speed that decays over 0.5 second. The clone will detonate if it takes any damage or after Shaco has emerged from stealth for 0.75 second to explode dealing 80/125/170/215/260(+65%AP) magic damage to all enemies within 375 units.
Jack in the Box (W): Cooldown: 16 seconds; Cost: 50/55/60/65/70 Mana; Range: 425 units Shaco summons a box at the target location that stealth after a 2 seconds delay and lasts for up to 40/45/50/55/60 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 dealing 45/55/65/75/85(+20%AP) magic damage per attack.
Two-Shiv Poison (E): Cooldown: 8 seconds; Cost: 50/55/60/65/70 Mana; Range: 625 units Passive: Shaco takes 10/15/20/25/30 less damage from monsters and his basic takes slow his target by 25/30/35/40/45% for 1 second; this slow is disabled while Two-Shiv Poison is on cooldown.
Active: Shaco throws a dagger at a target enemy to deal 60/90/120/150/180(+60%AP)(+80% Bonus AD) magic damage and slow the struck unit by 40/50/60/70/80% that decays over 2 seconds. If the dagger hits the target from behind then the damage is increased to 90/135/180/225/270(+90%AP)(+120%Bonus AD) magic damage. Two-Shiv Poison may be used on Hallucinate's clone to detonate the clone early and apply the slow to the clone's explosion.
Hallucinate (R): Cooldown: 100/90/80 seconds; Cost: 100 Mana Shaco vanishes for 0.5 seconds, then creates a clone of himself that will last for up to 18 seconds.
The clone deals (+75%Total AD)(+30%AP) physical damage per attack 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 300/450/600(+100%AP) magic damage to enemies within 250 units.
Hope you appreciate the ideas! Let me know your comments and concerns in a proper and civilized fashion. ~ Stacona