Shaco
I love my shaco but he needs a rework
Reason: The fact that he has to AA but most of his kit relies on ap/magic damage isn't bad but it leaves you with little late>end game and even early->mid when the enemy team isn't making mistakes or just invade preventing trap setup. AP-wise he only really has two shiv to do anything along with boxes which are ignored late game when players just focus his team/objectives then just go for turret not bad for disruption just too much fall-off.
IMO (Same base stats)
Passive(Two-Shiv Joy & Pain)- (All pets benefit)
Joy- Back attacks deal 10/15/20% more damage and slow by 10/20/30% for 1 second at levels 1/6/11
Pain- When shaco does damage, enemies are poisoned (Non-champions gain a 20% attack speed slow) dealing 5% AD as physical damage and 5% AP as magic damage OVER 5 SECONDS (stacks to 10) (OVER 5 SECONDS not every second for 5 seconds please keep in mind) (so 1 stack is 1% per second, 10 stacks are 10% per second; for 5 second) (Remember this is mixed damage not just purely physical or magical) (Does not apply spell effects)
Reason: I always thought two shiv was great but felt like it could just be a passive and the damage moved around shaco's kit
Q Deceive- Additionally every enemy in vision after appearing reduces the CD by 0.5 seconds (Caps at 6 enemies) However duration lowered to 2 seconds.
Reason: Deceive has always been a staple shaco skill but it always felt end game that once you go in you better commit and you either get cc'd and die for nothing or you die for the adc.
W Jack In The Box- (Cast range 400/450/500/550/600) (Detection radius 300/325 attack range; both ONLY around the true damage box) (CD: 17/16/15/14/13) Base damage: 39/54/69/84/99 (20% AP) (15% AD) (AP and AD scaling for their respective boxes, scalings do not affect true damage) The delay before stealth is 1 second while fear as normal, last 60 seconds, 10 seconds after attacking/fearing once
You throw 3 boxes (Like jinx's traps but closer together); Each spell cast cannot be in 3/2/2/2/1 teemos of eachother, if a new cast is in range of a previous cast it will go to the nearest edge (like with wall collision and warding).
1 box will be the current one for Magic damage, 1 box will shoot bullets for Physical damage, and 1 will spit hellfire for True damage(Plus it synergizes with shaco being a DEMON jester) (When they trigger nearby enemies will hear a shaco laugh) (What i mean when i say they can't be in range of eachother i mean each unique cast has to be out of range of the older jack cast like a teemo shroom bounce but each cast will have that set of boxes bunched up)
Deals 1/3 of the current base dmg per box however 1/3 magical, physical, and true and each box additionally scales off AS (The AS only increases boxes attack rate boxes only have 10 shots as normal, thus boxes can actually get off attacks before being dying)
Visual: Box placement will be the true dmg in the middle with the physical+magical on the sides. This is better since shaco gets more traps per cast but each unique cast is not on top of each other like the old(current) shaco does (Should probably have all 3 boxes as a different color too)
How they attack: Since the 3 boxes do not have a unique detection range per box and only around the true damage box if they are in range of the true damage box the fear and attack will occur.
Reason: I always felt ever since i seen another character(Jinx) that shaco traps could be balanced if they had to be spaced out but threw out more per cast and since the damage is split but still can scale regardless of ap or ad shaco it could potentially be great end game while it has a base amount of true damage as well.
E- Back of your Mind Passive:(Only shaco and his clone benefit from this) If an enemy has stacks of Two Shiv Pain (doesn't work if they have no stacks of two shiv):
Certain Joke-Basic Attacking enemies under 20% HP gives uncontrollable laugher for 0.3(+0.1) second (Stun) (Unique CD of 7(+0.6) seconds per enemy) I'm Always Here- When shaco is auto-attacked the enemy is nearsighted for 0.3(+0.1) seconds (Unique cd of 8(+0.5) seconds per enemy) (Duration and CD is increased per stack of two-shiv pain)
Active (Range 700) (200 Radius) (30/28/26/24/22 second CD) (Trail last 1/2/3/4/5 seconds) Shaco tosses mysterious gas in target direction dealing 40/80/120/160/200 (80% AD) (80% AP) magic damage to all targets it passes leaving a mysterious gas trail that deals 10(4% AD)(4%AP) physical damage per second to all units still inside (the gas trail that's left behind counts as back attacks always)
(CD is reduced by .25 second every time you apply two shiv poison to champions)
Reason: I move around a lot of shivs power however wanted to have something that interacted with the new passive while also applying it, So I came up with this skill. Still supports both ap and ad.
R- QoL- Clone says the taunt on death Additional Passive: If the clone or you touches the mysterious gas you both gain 10/15/20% movement speed for 1 second(Out of ulti you gain half the bonus). Additionally Enemies hit by the death explosion have uncontrollable laughter and nearsighted for 0.25/0.5/0.75 second
Reason- Shaco's ulti just needed QoL and utility bonus
The pros:
-Shaco still feels the same but with more of a trickster playstyle
-More hybrid synergy for end game
-Appealing to AP who gain a bit more team disruption and a cooler way to use the clone along with gas/twin shiv poison passive
-Same Q with more of a usefulness in teamfights
-More boxes per toss helps keep them alive longer+since they can be thrown you can setup stuff even in an on-going fight.
-E is a new skill which allows shaco to still harm enemies while offering some utility
-The ulti will be a tad more convincing to make enemies choose and a tad stronger since if either shaco stands in gas both gain the utility bonus.
Shouldn't feel oppressive to go against since his box camp cheese is removed, stealth duration lowered, E is dodgeable, along with the usual ways to beat shaco.
The cons:
Shaco's Joy only works on the back, shaco's pain takes awhile to stack.
W while being boosted it's still killable by AoE, it's magic damage was lowered
Sadly that ain't falco so no happy feet box trap(No self-wombo combo of boxes basically xD)
E is now dodgeable and it's passive has no effect on those without a stack in the first place
Shaco still has old weaknesses although a few improvements elsewhere
New boxes having range collision with stacking cast will hurt kill red/blue->invade shaco players love to use
Nearsighted and stun are gained however only really useful when you can get stacks up but has a really lengthy CD
Still doesn't excel at dueling, unless the enemy isn't paying attention
Side note- I wanted to name shaco's two shiv passives Smile and Frown or Comedy and Drama to represent theater mask but didn't really sound appealing so I just went with what gives shaco joy and gives pain to others.
Post your thoughts and what can be done for e or if something needs explaining.