[Rework Concept] Shaco Discussion
Shaco is seen as hard to balance, is in need of a rework, and provides poor experiences for both parties playing with or against him. As with any rework, the goal is to keep his identity. Trickery, madness, surprises, and for gameplay sake - healthiness. However, that doesn't mean Shaco shouldn't be a clown. So I want to keep him annoying.
My goal is to simply spark a discussion on the thoughts of this idea.
Edit: Pasted post here since I think this is a better discussion area Edit: Pasted post in wrong area before
#Skills
Passive - Harmless Prank
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Shaco's spells will randomly apply a debuff to an enemy. The debuff chances change with Shaco's itemization.
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Poison - Highest Chance
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Armor/MR Reduction - Low Chance
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Damage Reduction - Mediocre Chance
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Slow - Mediocre Chance
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Stun - Lowest Chance
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Grievous Wounds
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The spells that activate certain CCs will tell you which ones they can activate.
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Hardcore CC from Harmless Prank cannot be applied more than once on a target. (Stuns)
Passive - Laughter in the face of Death
- Shaco is resistant to fears.
Q - Laughing Gas
- Shaco's laughs in a coned direction, spreading diseased air and glitter that slows the enemy.
- Passive - Having Fun
- If an enemy gets hit by three of Shaco's abilities and is gased, they will be rendered under a crowd control named Laughter.
- Can activate Harmless Prank's poison or damage reduction.
- AP scaling
W - Jack In the Box
- Shaco pops up a Jack In the Box, stunning enemies when it props up after a brief delay. If no enemies are hit, Jack In the Box becomes a trap fearing enemies that near it and attacks them with ranged attacks.
- Can activate Harmless Prank's slow, stun, or defense reduction.
- AD and AP scaling
E - Knife Throw
- On activation, Shaco briefly juggles his knives and can throw 3/5/7 of them for a time period(5/7/9/12/15).
- Knife Throws critically strike if an enemy's back is turned.
- Knife Throws are aimed projectiles.
- Knife Throws will always poison.
- Knife Throws can activate Harmless Prank's slow or grievous wounds
- Can knife throw every 1/0.75/0.5/0.45/0.3 seconds
- Every two knives offer a stack of Laughter.
- AD and AP scaling
R - Hallucinate
- Shaco briefly becomes invisible, blinks a short, and creates a clone of himself or an enemy champion he has gased.
- The clone's autoattacks add a stack of Laughter on a brief cooldown.
- Upon the clone death's, laughing gas is spread across its vicinity with 3 Jack In the Boxes that will prop up in a 1 second delay
#Brief Explanation
Harmless Prank's CC chances and randomness will change from itemization. The numbers in this kit will of course be important. Just like Kai'Sa, despite how strong the abilities may sound like on paper, the numbers dictate a large portion of it. Harmless Prank will have certain CCs on a higher rate on specific skills while very low on others.
Laughter CC is a new CC where the enemy is slowed significantly (80%+ of their movement speed) but laugh in place.
Edit: Each skill will have an indicator on what Harmless Prank CC they'll activate. I also wanted to have the poison be the most common type of debuff from Harmless Prank. Shaco will be a DoT champion where the DoT is mixed damage. Kiting and close-combat.
He'll have to be close to minions to farm as a melee but will be very annoying in lane with his harass, CC, and a teamfighting champion with the CC he can offer and AoE gas. As a jungler, his Q offers waveclear while his E offers safe clears. This concept was meant to keep him in top, support, and jungle as well. It gives a lot of variety and allow Shaco players to go for early to mid game (AD assassin) or a late-game AP disruptor. His R offers trickery to confuse teamfights but it can easily be caught out due to enemies being able to attack it. It does offer him the cheese strategies he's iconic for.
Shaco should aim to be a disruptor in teamfights, setting teamfights or picks up, with DoTs being his main point of damage. He could also be the early to mid-game ad assassin with great chasing potential and picking.