Jayce Build Guide by MyBestBj
| Health | 2940 |
| Health Regen | 44.2 |
| Mana | 960 |
| Mana Regen | 30.4 |
| Armor | 173.69 |
| Magic Resist | 140.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 5 |
| Attack Damage | 369.6 |
| Attack Speed | 0.993 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 42.68 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

1
3
5
7
9

4
10
13
17
18

2
8
12
14
15

6
11
16

Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
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
Positives and Negatives
Positives
+ 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
- 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
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
Build 2: Tanky 2
Build 3: Carry
Build 4: On-hit
You will do nice Hybrid (Physical and magical) damage and still have OK survivability.
Build 5: Off-tank vs AD
Build 6: Off-tank vs AP
Build 7: Off-tank vs both
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".
Runes
| Runes | |||||||||||||||
Greater Quintessence of Attack Damage 3 |
Greater Mark of Armor Penetration 6 |
Greater Mark of Attack Damage 3 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
|||||||||||
+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.
Masteries
Tanky
Offensive Tree
Deffensive Tree
Carry
Offensive Tree
Deffensive Tree
On-hit
Offensive Tree
Deffensive Tree
Off-tank
Offensive Tree
Deffensive Tree
Abilities
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.
(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
(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.
(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.
(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.
(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.
(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.
(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.
(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
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
Second I focus on maxing
While skilling
I skill
Carry
First I max
As second skill I max
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
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