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Jayce Build Guide by SnowWan

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League of Legends Build Guide Author SnowWan

[6.17] Jayce The Defender Of Tomorrow

SnowWan Last updated on September 2, 2016
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Top/Mid

[VS]

Jungle

Ability Sequence

1
4
5
7
9
11
Ability Key Q
2
6
8
10
12
13
Ability Key W
3
14
15
16
17
18
Ability Key E





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12



Threats to Jayce with this build

Threat
Low
High
Show all
Threat Champion Notes
4
Nasus Play aggressive To Win Auto Attack Him When He is going to Q a minion
Guide Top

Farming

Farming Try To last hit whit your range auto, for holding range form your opponent!
Whem You getTear of the Goddess the farming gets esayer


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Minions Gold Value

Melee minions

* Initial gold increased to 20 from 18.5.
* Gold growth reduced to 0.125 per minute from 0.17.



Caster minions

* Initial gold increased to 17 from 13.8.
* Gold growth reduced to 0.125 per minute from 0.17.




Siege minions

* Initial gold increased to 45 from 36.8.
* Gold growth reduced to 0.35 per minute from 0.425.



Super Minions

* 40 ( +1 / 3 min) Gold
* 1500 (+200 / 3 min) (Classic)


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Pros / Cons

    Pros
High DMG
6 Abilities
Melee and ranged
Combo's
Free Armor And Magic Resist Melee form
    Cons
Squishy early game
Hard To Master
Low Mana Bar Early Game
No Ult Really


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Team Fight

Try To So Much DMG As You Can In Team Fight, Try To Get To the Carry's In the Back Lane But Don't Go in to Deep Because You Are Not The Tank!


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Combo's

    Melee
Q, W, E him in to The Tower or your Team
E, Q, W
Q, W, E, R, E, Q, W
    Range
E, Q, W
W, Q, E
W, Q, E go through your E Then R, E, Q, W


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Items

For Items Go Armor Pen For More Dmg You Dont Need Attack Dmg Items.
Ionian Boots of Lucidity for the spammy Combo's


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Runes

    Runes
+ Seals 9 Armor
+ Quints 4.5 Attack Speed
+ Glyphs 18 Magic Resist At Lvl 18
+ Glyphs 4 Magic Resist
+ Marks/Quints 13 Physical Dmg


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Jayce Ability

Melee



Hextech Capacitor

Jayce gains 40 movement speed and ignores unit collision for 1.25 seconds each time Transform is cast.



To The Skies!
Cooldown: 16 / 14 / 12 / 10 / 8 Cost: 40 Range: 600
Jayce leaps to an enemy, dealing 40 / 80 / 120 / 160 / 200 / 240 (+1.2 per bonus attack damage) physical damage and slowing enemies by 30 / 35 / 40 / 45 / 50 / 55% for 2 seconds.

Rank 6 cooldown: 6 seconds. Rank 6 cost: 65 mana.



Lightning Field
Cooldown: 10 Cost: 40 Range: 285
Passive: Jayce restores 6 / 8 / 10 / 12 / 14 / 16 mana per strike while in Hammer form.

Active: Jayce creates a field of lightning that damages nearby enemies for 25 / 40 / 55 / 70 / 85 / 100 (+25% of ability power) magic damage per second for 4 seconds.



Thundering Blow
Cooldown: 15 / 14 / 13 / 12 / 11 Cost: 40 / 50 / 60 / 70 / 80 Range: 240
Jayce deals 8 / 10.4 / 12.8 / 15.2 / 17.6 / 20% of his target's maximum health (+1.0 per bonus attack damage) as magic damage and knocks him back a short distance. Damage to monsters is capped at 200 / 300 / 400 / 500 / 600 / 700 magic damage.

Rank 6 cooldown: 10 seconds. Rank 6 cost: 90 mana.




Mercury Cannon
Cooldown: 6
Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist by 10 / 15 / 20 / 25% for 5 seconds.



Ranged




Shock Blast
Cooldown: 8 Cost: 55 / 60 / 65 / 70 / 75 Range: 1050
Jayce fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path), dealing 70 / 120 / 170 / 220 / 270 / 320 (+1.2 per bonus attack damage) physical damage to all enemies in the area of the explosion. If fired through an Acceleration Gate, Shock Blast's damage, range, speed, and explosion radius are increased by 40%.

Rank 6 cost: 80 mana.




Hyper Charge
Cooldown: 13 / 11.4 / 9.8 / 8.2 / 6.6 Cost: 40
Jayce gains a burst of energy, increasing his attack speed to the maximum amount for 3 attacks. These attacks deal physical damage equal to 70 / 78 / 86 / 94 / 102 / 110% of his attack damage.

Rank 6 cooldown: 5 seconds.



Acceleration Gate
Cooldown: 16 Cost: 50 Range: 650
Jayce deploys an Acceleration Gate for 4 seconds, which increases the movement speed of allied champions who pass through it by 30 / 35 / 40 / 45 / 50 / 55% for 3 seconds. This movement speed bonus rapidly decreases over its duration. If Shock Blast is fired through the gate, its speed, range, damage, and explosion radius are increased by 40%.



Mercury Hammer
Cooldown: 6
Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increases Jayce's Armor and Magic Resist by 5 / 15 / 25 / 35. The first attack in this form deals 20 / 60 / 100 / 140 additional magic damage.


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First jungle clear

Gromp Clear



Guide Top

Smite's

Chilling Smite

Stalker's Blade: Chilling Smite can be cast on enemy champions, dealing 28 - 166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds.


Challenging Smite


Skirmisher's Sabre: Challenging Smite can be cast on enemy champions, True Sight icon revealing them for 4 seconds, reducing their damage against you by 20% and making them take 60 - 162 (based on level) true damage over 3 seconds from your basic attacks for the duration.