How to fix Shaco (Fanmade Rework Concept)

Ready 2 B Blamed·8/29/2019, 5:58:10 PM·1 votes·1,570 views

Base stats: Health - 595 - 2110 ✦ ATK - 61 - 120

Health Regen. - 8.8 - 18.1 ✦ ATK SPD - 0.695 + 0 - 42%

Mana - 250 - 925 ✦ ARM - 24 - 86

Mana Regen 7.7 - 15 ✦ MR - 32.1 - 53.4

Range 125 ✦ MS 355

(P) - Debilitation: Shaco deals 50% increased non-periodic damage to all poisoned, slowed or feared champions. When Shaco basic attacks an enemy who does not have vision of him; the target is poisoned for 5 seconds. Dealing (lvl 1)8-144(lvl 18) (40% ap) magic damage per second.

(Q) - Decieve: Range: 425 Cost 50/55/60/65/70 Mana +1 charge CD: 1.75 recharge: 18/16/14/12/10 PASSIVE: Shaco stores blinks periodically, up to a maximum of 2 at once. ACTIVE: Shaco blinks to a target location, temporarily becoming invisible for 2.5 seconds (flat).

*start with 1 charge upon first level up.

(W) - Jack's Trail: Cost 60 Mana CD: 14/12/10/8/6 Detection radius: 300 Fear duration: 1 Shaco drops up to 4 boxes behind him every 1 second; for every box dropped he gains 6% increased movement speed (up to a maximum of 24%). After the last box has been dropped this bonus quickly decays over 2 seconds. Each box lasts for up to 60 seconds. Jack-In-The-Box Attacks deal 40/60/80/100/120 (+30% ap) (+15% Bad) magic damage. The box arms after a 1 second delay, becoming stealthed.

*boxes can stack again. *boxes take 70% reduced damage from periodic and AoE attacks. *boxes have 200 HP.

(E) - Backstab: Range: 600 Cost 40/45/50/55/60 CD: 5 Shaco throws a dagger at the target enemy, slowing them for 3 seconds by 30% and dealing 15/25/35/45/55 (+80% ap) (+100% Tad) physical damage ; applies on-hit effects. If Shaco uses backstab on a target enemy that is facing away from him then the slow amount is tripled and Shaco regains mana based on half the cost of Backstab.

(R) - ShacWorld: Cost 110/120/130 Radius: 600 CD: 140/120/100 Shaco disappears for 0.5 seconds and then reappears creating a zone around the area for 8 seconds with a giant box and 3 clones of himself running around the area randomly; attacking any nearby enemy champion and exploding once time's up or the clone dies. Additionally, all physical and magic damage taken inside this zone are inverted. Each explosion deals 100/200/300 (110% ap) physical damage.

*Each clone deals 25% of Shaco's damage. Shaco cannot control the clones. *Giant box deals double the damage of a normal box. After a 2 second delay, the giant box is armed and, upon activation, fears all enemies inside the area for 2 seconds. *Giant box has 400 HP.

CONCEPT The idea behind this kit is based off of everyone hating the current Shaco. Mains hate him because he's terrible. Players hate him because he's a pubstomp champion. Everyone hates Shaco even riot. Shaco already has cool, thematic components to his kit but they're the most useless parts about him more often than not. Eventually he is relegated to blinking into invisibility and just running towards whoever he can possibly kill. And then he prays. It's not very interesting especially since Shaco is not supposed to be the religious type. So the way I think it possible to fix these dilemmas is simply to give him less frontloaded damage and make the unreliable parts of his kit more reliable as well as converting him to AP.

Damage - So, why AP Shaco? Magic damage in the jungle often finds itself in a niche position for several different reasons but that's whatever. The main point is that physical damage junglers are abundant and are forced to contest one another in terms of viability. Shaco has significantly less trouble contesting AP junglers. They all have different kits that wanna do different things depending on comp. The only real contest would probably be against Evelynn due to their kits and the way they end up playing being somewhat similar. However, Evelynn is incredibly hard to pick because there are so many champions that outright counter her without even trying. Which makes her unbelievably good in perfect spots but any less than perfect and she tumbles in priority. The hope is Shaco becomes significantly more blind pickable.

Being AP and having his base damage reduced means ganks are somewhat weaker early. That is because Q duration got flattened(buffed early;nerfed late), and MS increased which makes it more reliable to get into lane without feeling of shame of having to trade damage for 3 points of Q to be able to gank. You might notice there are 2 charges to Q (max) and the game starts with 1 because it serves as an easy way to tune his early game. You can easily have him start the game with both charges and suddenly his ganks are a lot stronger. However, I don't think riot wants that nor do I think he needs it. But it's a good way to plan ahead.

Notably, it's still possible to go AD Shaco. It'd probably be a lot similar to current Shaco in terms of damage output. But I don't think it'll be as viable given that AD Shaco doesn't take great advantage of what this kit offers. I've ensured this to be true by lowering base AD so that tri-force Shaco is nerfed. Opportunity is still there for fun, though.

Also, why are there charges on his Q now? Isn't unfair he can blink twice almost instantly? Well, the the thing is if Shaco is going IN he's committed. This new kit is to incentivize hit-and-run tactics whilst also opening it up to teamfighting opportunities. Such as Q'ing in behind enemy lines and blockading their exit with W. Boxes are still fairly easy to kill so it's not like this strat has no counterplay.

The boon is moreso that Shaco can now toss body forward, create more opportunities and wittle down opposition with less risk at the cost of instant reward.

That sentence serves as a good TL;DR so I'll highlight that...

Theme - Current Shaco is extremely one-dimensional. He goes in and tries to kill; like any other assassin. This Shaco is less like an assassin and more like... A clown. Or at least is more bothersome than fatal. But more than that it plays around with his lore; the fact that he is a marionette- a toy. Again, the coolest aspect about Shaco were his toys. As is apparent I've made his ability to use these toys in greater abundance and more reliable as added benefit. I even brought back the E minigame where the target has to walk back to not get hit in the back cuz'- hey that was just fun gameplay.

The ult is self-explanatory. Not everyone will prefer it. That said, the interesting part is "damage inversion". This creates a looot of different dynamics that I just won't go all into but basically let's say you have 1 lone carry on your team and the enemy decided to build against them. This would help in that situation given that physical damage becomes magic damage and viceversa. Keep in mind, though that ALL damage is inverted inside the zone so, like Kindred's, it can be a double-edged sword.

That is all.

4 Comments

BlackKnightJack8/29/2019, 9:47:06 PM1 votes

Mains DON'T hate him, though. Riot has said several times that they're terrified of trying to rework Shaco specifically because of his rabid fanbase. I mean, when the assassin reworks happened we had Shaco mains who were absolutely livid about even the slightest changes to his passive and ult (Changes that were obviously nothing but net benefits for him).