Workshop Shaco's Shaco Workshop (Shaco changes discussion/proposal)

*Important edit: This is somewhere below, but I'm linking it here just to grab your attention. Refer to this for his current kit: I tried to format and include his current kit in here, but it looked really long and sloppy.* I haven't been very active on boards in a couple of years now, but I saw something that sparked my [interest.]( A long time ago (before his rework), I had success in getting Riot's attention and making them look into the parts of his kit that did not feel too nice. Being that was a forever ago, a more proper introduction would be my []( You're looking at that correctly, don't worry. I am a diamond Shaco support main. I could list all the reasons for how and why, but that's another discussion. I arrived at this point by not playing Shaco for quite some time and not being able to find another champion I enjoyed enough to main. But I also refused to play him as an AD jungler. The Shaco rework changed the champion quite a bit, but not in a way older Shaco players liked. As it stands, Shaco is unfun to play against in the eyes of most people. This{{champion:84}} can{{champion:157}} be{{champion:67}} said{{champion:142}} for{{champion:6}} a {{champion:51}} lot {{champion:104}} of{{champion:24}} champions {{champion:39}} across many roles. It's a real problem when the people who play him also dislike his kit. I don't think there's a day that goes by where people aren't complaining about his rework in one of the Shaco clubs/servers I'm in (myself included). AD Shaco jungle, his intended role that he is balanced around, is not enjoyable or satisfying. When it comes to balancing Shaco, the more informed people will talk about a power budget. They normally argue that his Q is too strong or that he has little to no counterplay; his kit is too simple to be strong and it's damaging to the champion and the game. In essence, I agree. The bottom line is that Shaco needs to be looked at. He needs changes (and no, I'm not proposing a revert). There are ways to give the champion a higher skill floor and skill ceiling without completely breaking him. I have compiled a list of changes approved by some other Shaco players and have decided to post them publicly. **I would recommend looking at [his current kit]( for context.** But finally, without any further commentary: **Backstab (passive):** Basic attacking an enemy from behind will deal an additional 10-90 damage (lvl 1-18) + 0.5 Bonus AD + 0.4 Bonus AP physical damage. This damage is increased by 200% against monsters. This cannot occur on the same target more than once every 3 seconds. **Deceive (Q)** ACTIVE: After a 0.125 second delay, Shaco will blink to a target location. Upon blinking, he will temporarily become invisible for a few seconds. After leaving invisiblity, his next **Backstab** within 1 second will critically strike for 120%/140%/160%/180%/200% damage. Applying a **Backstab** within 1 second of exiting invisibility will lower the cooldown of Deceive by 2.5 seconds. Additionally, Shaco can cast **Hallucinate (R)** and **Jack in the Box (W)** without breaking invisibility, shimmering upon doing so. INVISIBILITY DURATION: 2 / 2.5/ 3 / 3.5 / 4 seconds COST: 60 mana COOLDOWN: 15 seconds **Jack in the Box (W):** _Unchanged, except fixing the bug where minions see a box and run directly to it (regardless of whether or not they had targets already) even after it turns invisible._ **Two-Shiv Poison (E):** PASSIVE (Shiv 1): Shaco's basic attacks slow enemies for 2 seconds while Two-Shiv Poison is off cooldown. Slow: 20 / 22.5 / 25 / 27.5 / 30% ACTIVE (Shiv 2!): Shaco throws a dagger in a straight line, stopping at the first target hit. The thrown dagger will apply Shiv 1's passive if not already applied. If already applied, the slow is amplified to 40%/50%/60%/70%/80% DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 60% / 75% / 90% / 105% / 120% bonus AD) (+ 75% AP) (+0.25% AP if affected by Shiv 1) COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 8 seconds **Hallucinate (R):** FIRST CAST: Shaco vanishes for 0.5 seconds and creates a Hallucination of himself at his side, remaining within tether range of him as a controllable pet for up to 18 seconds. If cast during **Deceive,** the clone will gain the **Deceive** damage buff on its next **Backstab.** Command Hallucinate SECOND CAST: While the Hallucination is active, Hallucinate can be used to move it to the target location. When the Hallucination dies or expires it explodes, it dealing magic damage in a small radius and applying Shiv 1's passive to all those affected. MAGIC DAMAGE: 200 / 300 / 400 (+ 100% AP) TETHER RADIUS: 1125 COST: 100 MANA COOLDOWN: 100 / 90 / 80 seconds **Notable Changes: ** - Shaco's Current Q and Passive damages have been swapped and adjusted. This allows for crit Shaco builds to be viable again while also maintaining his lethality build and AP build's strength. - Shaco's W gets that god damn bug fixed. - Shaco's E is now a stronger, more potent CC ability. However, it is now a skillshot, and is strongest when tied in with the rest of his combo. Also adds a potential juicy animation cancel to his kit. - Shaco's Ult no longer drops those useless mini-boxes **What it accomplishes: ** -Shaco's damage is now entirely tethered to his ability to position properly for his burst. No more free damage like his current Q has. -Shaco's E is stonger, but requires more than simply clicking an enemy. It is no longer an execute either (now more similar to Kha'zix W or Rengar E). There are also new conditions for it to reach its full strength. -Shaco's ult explosion is more meaningful while also less annoying for everyone involved. -Shaco actually loses some late-game utility on his Q (but gains a very slight early game buff). _All numbers can be adjusted, I primarily care about the ideas. Especially the swap between his Q and passive_ [Reddit link]( Edit: New ideas! This response addresses some things I forgot to mention: > [{quoted}](name=L Psy Kongroo,realm=NA,application-id=yrc23zHg,discussion-id=pp6NPfuV,comment-id=0005,timestamp=2019-04-09T20:05:43.474+0000) > > - Canceling an autoattack while stealthed with Q will break his stealth > - E cast will cancel mid animation/channel for no reason if the enemy leaves range or visibility even though it is already been casted (Note: this one is inconsistent with mana expenditure but sometimes it will burn mana and sometimes not when it bugs out) > - R timing in "disappearing from the game" is inconsistent and doesn't follow the definition, as perfectly timed ults have had damage, crowd control, and other things more or less "follow through the removal", hitting Shaco anyway > - Clone is buggy and is sometimes non-responsive and will sit there despite being given orders; explosion radius is also inconsistent as far as animation and distance per units, sometimes shorter than Shaco's own auto-attack range, sometimes longer than it should be > > It would also be nice if we could get a visible leash radius for Shaco's clone so we know exactly how far we can move it before it snaps back to us. Maybe even have the clone disappear in a puff of smoke similar to Shaco's Q as it leashes. I'd also like more consistency regarding Shaco's ability to "jump" over walls using his ult. Not even sure if this is an intended feature, but it would be sweet if it was made so. Additionally, since a lot of people complain about his Q, what if Shaco's laugh played if the smoke from Deceive is on your screen when he casts it? The fear factor would be fun for Shaco players, imo, and it would help people play against him without stripping away any power. I think something simple like that could go a long way.
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