A rune page for Shaco reasoned from its class, range and damage type — with the thinking shown rather than a win-rate table.
Rune pages get copied far more often than they get understood, which is why they stop working the moment the matchup changes. Shaco is a assassin whose job is to delete one target and leave, which makes target selection matter more than the fight.
At 125 attack range Shaco has to walk into damage to deal it, so every trade begins with a decision about whether you can afford the walk.

Domination — Assassins need a target dead inside one combo. A burst keystone that triggers on a three-hit sequence is the one that matches that pattern.
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Deal bonus true damage to enemy champions with impaired movement or actions.
On a long Cooldown, automatically sense a nearby untracked and unseen ward, tracking it for the team. Level 11: Also reveal the ward for 10s.
Unique takedowns grant additional gold the first time they are collected.
A starting point reasoned from class and range, not a win-rate ranking. Matchups change it.
Take Hallucinate at levels 6, 11 and 16 — the ultimate is always worth the point it costs.
For the basic abilities, Deceive (Q) gains the most from being ranked: its cooldown falls by 2 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.
This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.
The page above assumes an even matchup. Against a lane that beats you up early, survivability runes buy you the levels you need; against one you outrange, damage runes compound the advantage.
Shaco is mana-gated, which is the real limit on how often you can contest a wave early.
These are the designers' words, not ours — the tips shipped in the client for Shaco.