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Jayce Build Guide by MyBestBj

Jayce - 1 Champion 3 Lanes? YES PLEASE!

Jayce - 1 Champion 3 Lanes? YES PLEASE!

Updated on July 12, 2012
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League of Legends Build Guide Author MyBestBj Build Guide By MyBestBj 5,206 Views 5 Comments
5,206 Views 5 Comments League of Legends Build Guide Author MyBestBj Jayce Build Guide By MyBestBj Updated on July 12, 2012
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Choose Champion Build:

  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce

Introduction



Hello guys, my name is MyBestBj and in this guide I want to show you, how I play Jayce.
I like Jayce really much because for me he is a uniqe champion and also the most fun champion that I have ever played and I hope you will feel this way too.
I can just say, thath you wont regret buying Jayce.

While reading please keep in mind the following things:
1. This is just how I play Jayce.
2. I'm from germany and this is my first guide ever, so please, if I write or explain something wrong, say what's wrong instead of instantly downvoting.
3. This guide isn't completed yet, because I want to make a very detailed guide. But since I still wanted to show people what I think, are good items, masteries and runes for Jayce I already released this guide.

I hope you will like this guide and don't forget to comment and rate.

Thank You!
- MyBestBj
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Positives and Negatives

Positives

+ TONS OF DAMAGE!
+ Super fun to play.
+ Has got nice survivabillity even as Carry.
+ Nice combos.
+ Is ranged and meele
+ Fits 3 lanes.
+ His E (Hammer-form) Does Percentual Damage.
+ Hard to catch thanks to his E (cannon-form).
+ Has got 2 CC's (1 even with knockback) and 1 speedbuff for him and his allies.

Negatives

- Hard to master.
- Not a really good range on his cannon-form.
- Nearly useless when OOM, unless you play him as ranged carry.
- Intelligent enemies will dodge your E-Q combo (Cannon-form).
- Very mana dependant early game.
- Hasn't got any kind of a blink-escape (Spells that are similar to Flash).
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What Build to take?

You maybe already realised, that there are 7 different builds in this guide, and you asked yourself: What build do I take now?
In this topic I will tell you which build to choose at what situation/ enemy team.

Build 1: Tanky

This is the standard build I use as Jayce when the game is just normal like every other game, means I win my lane or atleast me and my lane opponent have eqaul cs and k/d. This build will give you a good amount of resistances, health and a good amount of damage.

Build 2: Tanky 2

This is the build I use when I got a really, really, really nice score compared to my enemies, for exaple a k/d of 5/0 and 140 cs at 15 minutes. It will give you nice burst damage + the ability to jump into teamfights without getting hurt too much.

Build 3: Carry

While Jayce does really nice damage as AD carry i would only reccomend this build if you have already locked in and someone in your Team "steals" your top or mid, simply because there are better carrys. This build will give you very good damage + some survivability so you don't die instanly when entering a teamfight.

Build 4: On-hit

Not the most usefull build as Jayce but I still used it 2 times. And here is the explanation why I use this one: There will sometimes be situations, where your team is (nearly) only AD champs, for exaple Talon MID, Lee Sin JUNGLE and Jarvan + Riven BOTTOM, if this happens (it's very rare but it still does happen sometimes) and you have already locked in you will simply need some magic damage.
You will do nice Hybrid (Physical and magical) damage and still have OK survivability.

Build 5: Off-tank vs AD

If your enemies are (nearly) only doing physical damage, I reccomend to choose this build over build 1. It gives you a nice amount of burst damage and will make you feel like your enemies do no dmg to you.

Build 6: Off-tank vs AP

Take this build over build 1 if your enemies (nearly) only do magical damage. You will have a very nice damage output while your enemies wont hurt you really hard with their attacks.

Build 7: Off-tank vs both

Use this build if your team has no "real tank" and your enemies do magical and physical damage. Gives you huge amounts of resistances and you will still do nice damage, your enemies will wonder how this is even credible.


I hope this section helped you to understand, why I use so many builds on Jayce.
You can use the items, masteries and runes you prefer for each "role" since this is just the way I play Jayce, but I think those are the best builds for all of the 7 "roles".
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Runes




+2.25 Attack Damage


This Runes will give you some nice damage boost early game, means it's easier to last hit and harass.


greater mark of desolation

+1.66 Armor Penetration


Without these, your AD runes wont help you that much, because they will only give you about 5 AD.


+0.95 Attack Damage


Even more damage? YES PLEASE! I just love this runes :)


+1.41 Armor


They will help you stay on lane more longer, because you will completely ignore the armor Penetration runes of your enemy.


+0.15 Magic Resist Per Lvl / +1.34 Magic Resist


You will see yourself living after teamfight's, karthus ult's etc. with about 10+ HP very often thanks to these.


!IMPORTANT!


These are just the runes I think work best, if you have other runes than me that work good for you, feel free to use them.
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Masteries

Tanky

Offensive Tree

It gives you 5 AD whenever ignite is on cooldown and you need it anyways to level up Alacrity & Sorcery.

Even more AD, Why not? With this and Summoner's Wrath you will have 8 more AD early Game.

Early game in a 1vs1 every autoattack counts, it can happen that your enemie kills you because of 1 single autoattack.

Even a little bit cooldown reduction can save your life and secure kills. Everyone knows there are sometimes situations where you only need like 0.00000001 second till your damaging, slowing, stunning etc. abillity is ready and thanks to that you die or don't get a kill. This mastery will help you to avoid those situations very very often.

MORE AD!!!

10% Armor Penetration? This will help you the whole game especially at enemies who are more tanky.

I choose this because of the same reason as Alacrity & Sorcery.

Helps you shred your enemies even harder in the early game.

This mastery is just awesome, sometimes it even helps you to shut down enemies at their tower with your E Q combo (Cannon-form).

Deffensive Tree

To be honest i only get 1 point in this because you will need it to skill Durability , also magic resistance is never bad.

More armor for nice early game survivability... Profit?!

Gives you a tiny health-boost for early/late game and this + Veteran's Scars gives you 2 AD more in late game.

More health = even more survivabillity.

Carry

Offensive Tree

It gives you 5 AD whenever ignite is on cooldown and you need it anyways to level up Alacrity & Sorcery.

Even more AD, Why not? With this and Summoner's Wrath you will have 8 more AD early Game.

Early game in a 1vs1 every autoattack counts, it can happen that your enemie kills you because of 1 single autoattack.

Every little bit of AD will help you as Carry.

10% Armor Penetration? This will help you the whole game especially at enemies who are more tanky.

Hit even more harder with your crits? Sure, why not?

Simply because it helps you to stay in lane longer early game.

Helps you shred your enemies even harder in the early game.

This mastery is just awesome, your crits will deal immense Damage and sometimes it even helps you to shut down enemies at their tower with your E Q combo (Cannon-form).

Deffensive Tree

10% more Heal will save your life for sure sometimes.

To be honest i only get 1 point in this because you will need it to skill Durability , also magic resistance is never bad.

More armor for nice early game survivability... Profit?!

Gives you a tiny health-boost for early/late game.

More health = even more survivabillity.

On-hit

Offensive Tree

It gives you 5 AD whenever ignite is on cooldown and you need it anyways to level up Alacrity & Sorcery.

Even more AD, Why not? With this and Summoner's Wrath you will have 8 more AD early Game.

Early game in a 1vs1 every autoattack counts, it can happen that your enemie kills you because of 1 single autoattack.

Even a little bit cooldown reduction can save your life and secure kills. Everyone knows there are sometimes situations where you only need like 0.00000001 second till your damaging, slowing, stunning etc. abillity is ready and thanks to that you die or don't get a kill. This mastery will help you to avoid those situations very very often.

10% Armor Penetration? This will help you the whole game especially at enemies who are more tanky.

Since your on-hit items do magic damage these 10% Magic penetration will help you do more damage (not too much but it will help).

I simply chose this because it can save you in a 1vs1.

Helps you at last hitting and harassing.

Sometimes this 6% damage will help you finishing someone off, for exaple someone is camping at his tower with low health and you just shot your E Q combo (Cannon-form) into it, the enemies will rage so hard, it's just funny^^

Deffensive Tree

I only get 1 point in this because you will need it to skill Durability , also magic resistance is never bad.

More armor for nice early game survivability... Profit?!

Gives you a tiny health-boost for early/late game.

More health = even more survivabillity.

Off-tank

Offensive Tree

It gives you 5 AD whenever ignite is on cooldown and you need it anyways to level up Alacrity & Sorcery.

Even more AD, Why not? With this and Summoner's Wrath you will have 8 more AD early Game.

Early game in a 1vs1 every autoattack counts, it can happen that your enemie kills you because of 1 single autoattack.

10% Armor Penetration? This will help you the whole game especially at enemies who are more tanky.

Deffensive Tree

As off-tank you will need everything that gives you even a little bit survivabillity, also you will need to skill those 3 points for being able to skill Juggernaut .

I skill this because of the same reason as Resistance .

Gives you a tiny health-boost for early/late game.

This is needed to skill Siege Commander & Juggernaut , also it can save your life sometimes.

More health = even more survivabillity.

This mastery can sometimes win the whole game, since every ad in your team who is attacking a tower with you will do more damage.

You will have a good harass with this and in some situations you will even be able to catch up to someone and kill him by a hairs breadth.

1.5% damage reduction huh? This + all your other masterys and your runes will save your life (1.5% is more than it looks like).

3% more health and 10% less duration on every CC, this is just an awesome mastery. This will save your life so many times, especially in teamfights, thanks to this you will sometimes come out of teamfight with about 20 +/- health, really just awesome.
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Abilities


Hextech Capacitor(Passive):

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

This is a really great passive, 40 movement speed for 1.25 seconds, avaible every 6 seconds and no costs!? This will help you to catch someone or get out of a gank very often, use it whenever you think you need to, but use it to you advantage (for exaple you are running away from an enemy and you are in cannon-form. Instead of using your passive better use your accelration gate and then your passive instead of only using your passive.


To the Skies!(Q):

(Active): Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.

Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage)
Slow: 30 / 35 / 40 / 45 / 50 %

A really nice skill, gap closer + slow. Using this + thundering blow (Hammer-form E skill) will do some incredible amount of damage

Shock Blast(Q):

(Active): Fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing physical damage to all enemies in the area of the explosion.
If Shock Blast is fired through an Acceleration Gate, the area of effect, missile speed and range will be increased, and its damage will increase by 40%.

Cost: 55 / 60 / 65 / 70 / 75 mana
Cooldown: 8 / 8 / 8 / 8 / 8 seconds
Physical Damage: 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage)
Accelerated Physical Damage: 84 / 161 / 238 / 315 / 392 (+1.68 per bonus attack damage)


This skill is the most fun part at Jayce you will use it to steal buffs, kill people at their tower and clear up minion waves but the main thing you use it for, is combining it with accelration gate (Cannon-form E skill) and harass your enemies in lane and see their health bar just dropping by 1/4 per shot.


Lightning Field(W):

(Passive): Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
(Active): Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.

Cost: 40 / 40 / 40 / 40 / 40 mana
Cooldown: 10 / 10 / 10 / 10 / 10 seconds
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage Per Second: 25 / 42.5 / 60 / 77.5 / 95 (+0.25 per ability power)
Total Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)

This is the worst skill you have, but as i already said in the masteries chapter, every little hit/ damage will help you in a 1vs1.


Hyper Charge(W):

(Active): Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.

Cost: 40 / 40 / 40 / 40 / 40 mana
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %

Early game this skill isn't really usefull since you won't autoattack much (except as carry) but in lategame you will use this skill very often after your hammer combos in teamfight, because it gives you a really nice damage steroid for 3 attacks + 2.5 attackspeed for those 3 attacks.


Thunderig Blow(E):

(Active): Deals magic damage equal to a base amount plus a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.

Cost: 40 / 40 / 40 / 40 / 40 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage)
Max Health to Damage Ratio: 8 / 11 / 14 / 17 / 20 %
Max Damage to Monsters: 200 / 300 / 400 / 500 / 600

This skill is just amazing, it's like a mini Lee sin/ Tristana ultimate, thath doesn't knock up hit enemies but stuns the "shot" one. Helps you escape, burst down enemies, knock enmies in your team, knock enemies out of your team (For exaple to save one of your allys), but there are a lot of other tricks you can do with this skill thath i will show you later in the Tips and Tricks chapter.


Accelration Gate(E):

(Active): Deploys an Acceleration Gate for 4 seconds, increasing the movement speed of all allies who pass through it for 3 seconds. This bonus fades over the duration.

Cost: 30 / 30 / 30 / 30 / 30 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Movement Speed: 30 / 35 / 40 / 45 / 50 %

Great ability for you and your teammates to catch up to someone and escape, also does some nice dmg combined with shock blast.


Mercury Cannon(Ultimate):

(Active): Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.
The next attack in Cannon Stance reduces the enemy's armor and magic resist for 5 seconds.

Cost: Nothing
Cooldown: 6 / 6 / 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

This skill is really good for shredding tanks since it destroys their armor for your teammates too. Also this skill is good for some extra harassing and 1vs1 damage.


Mercury Hammer(Ultimate):

(Active): Transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities and bonus armor and magic resist.
The next attack in Hammer Stance deals additional magic damage.

Cost: Nothing
Cooldown: 6 / 6 / 6 seconds
Bonus Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Magic Damage: 20 / 60 / 100 / 140

This skill is really great, use it whenever you can for thath extra damage. This + your Sheen / Trinity Force proc will give some really nice burst damage.
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Skilling Order

Tanky, On-hit and Off-tank


For Tanky-, On-hit- and Off-tank Jayce I use the same skill order.

First I max To The Skies! / Shock Blast because of the nice damage it gives you early game.
Second I focus on maxing Thundering Blow / Acceleration Gate because same as to the skies! / shocking blast it deals some really nice dmg.
While skilling Thundering Blow / Acceleration Gate I seperately skill Lightning Field / Hyper Charge till it's lvl 3 because at lvl 3 it does 100% damage per hit.
I skill Mercury Cannon / Mercury Hammer whenever i can, because it's simply awesome, I mean more burst damage, more reistance shred and more armor + magic resistance.

Carry


First I max To The Skies! / Shock Blast because as AD carry you will do even more dmg with this skill than as Off-tank etc. since you will build a lot of AD.
As second skill I max Lightning Field / Hyper Charge simply because 130% damage at 2.5 attackspeed for 3 hits is nothing you can ignore, especially not if you are very squishy.
I only put one point in [thundering blow / acceleration gate] at lvl 4 and max it last because you will only need the 40% extra damage from acceleration gate (Cannon-form E skill) early game because you wont jump into a fight as meele and thath means you wont use your E that much.
I skill Mercury Cannon / Mercury Hammer whenever i can, because it's simply awesome, I mean more burst damage, more reistance shred and more armor + magic resistance.
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Summoner Spells

COMMING SOON
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Items

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Situational Items

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Tricks and Tips

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Jayce's role in the team

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Summary

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