get
prime

Jayce Build Guide by GodricMaelstrom

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


10K
Views
0
Comments
1
Votes
League of Legends Build Guide Author GodricMaelstrom

Jayce - Armor Melter Extraordinaire

GodricMaelstrom Last updated on January 25, 2013
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

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





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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Introduction



Hey guys. GodricMaelstrom here with my first guide ever. I decided to write this guide for Jayce because he is a very versatile and deadly champ. His balanced stats make him a threat to fill any role. He is very easy to build AD and I plan on adding an off tank and AP build later on. Remember that this is just a guide! It is a suggested way to play a character and should not be strictly followed. Loosely follow this guide and add a few twists of your own to make it fit to your playstyle.

So, without further ado, I give you my guide on Jayce - Defender for Today, Carry for Tomorrow

Credits to jhoijhoi for the template, which you can find here.


Guide Top

Pros / Cons

spaaaaaaace
Pros


+ Extremely versatile with ranged and melee combat skills
+ Decent soft CC with To The Skies! / Shock Blast and Thundering Blow / Acceleration Gate
+ Lots of movement speed buffs with Mercury Cannon / Mercury Hammer and Thundering Blow / Acceleration Gate
+ AMAZING poke with To The Skies! / Shock Blast and Thundering Blow / Acceleration Gate
+ Can turn a team depending on his stance
+ Has SIX skills he can use
+ Never mana dependent with his Lightning Field / Hyper Charge
space
space
Cons


- Very stance dependent (6 second cooldown could cost you a death)
- The limited range with the Mercury Cannon / Mercury Hammer is tough to deal with when your abilities are on cooldown
- No real sustain without items
- Hammer stance tends to slide off slightly endgame


Guide Top

Masteries

Mastery Explanations
Masteries
4/1
4/1
1/1
1/5
4/1
2/1
2/5
2/1
1/1
1/5
3/1
3/
1/
1/

This set up is made to optimize his damage output while also giving him just a slight survivability. I will explain the choices below.


OFFENSE TREE
space
Tier 1: Summoner's Wrath for the nice AD/AP increase while on cooldown. Brute Force for the little bump of AD.

Tier 2: Alacrity for the extra AS

Tier 3: Deadliness because more AD doesn't hurt. Weapon Expertise because 10% armor pen at a levels 1-6 is deadly and even so until late game.

Tier 4: Lethality because it will help play off of your items later on. A little Vampirism never hurt either to help with his low sustainability.

Tier 5: Sunder makes you that much more lethal.

Tier 6: What AD carry is complete without Executioner ?

DEFENSE TREE
space
Tier 1: Resistance and Hardiness are essential for a little bit of survivability.

Tier 2: Durability for the health.

Tier 3: Veteran's Scars make a nice way to help pick up that level one first blood.


Guide Top

Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3


Guide Top

Summoner Spells


Flash: Flash is one of the best and most used Summoner Spells available. Not only does it have offensive uses but also has defensive purposes as well. I take most of the time.
space
Ignite: Ignite is a great spell for any carry to help ensure a kill and to also shut down many healing champs ( Soraka).
space
Heal: This is a very controversial spell. Most everybody thinks that its a noob spell and that should not be taken. I personally believe it to be one of the best spells, ranking up there with Flash. You can use it to heal yourself up in teamfights, heal bait, or even help your teammates out if need be. Nothing is better than when you kill someone and they say "noob heal!" and you say back "But you're dead and I'm alive." (Credit goes to my friend Hyghly Crown for that reason.)


Guide Top

Ability Explanation




Hextech Capacitor: This passive really only sees its use when chasing an enemy or fleeing from one. Also, while running back to the turret, make sure to spam Mercury Cannon / Mercury Hammer to get a nice speed boost back.



To the Skies!/Shock Blast: An amazing skill and will be your go to skill. In hammer, you get a pseudo- Darius ult and has a decent slow to go with it. In cannon, its your main damaging ability and poke. It does INSANE amounts of damage when coupled with Acceleration Gate.
Tips and Tricks
  • Use this skill as your gap closer for fleeing enemies and use it as your main poke too.
  • You can use both of the abilities from each stance to harrass. Use To the Skies! with Thundering Blow to do some nice mixed damage or use Shock Blast to provide some safe ranged physical damage.



Lightning Field/Hyper Charge: This is the surprise ability that not too many people rely on. It is the 1 in your 1-2 punch for massive damage dealing. Not only can you use Hyper Charge while in ranged, but you can also use this in hammer stance. By quickly switching stances then a quick To The Skies!, team fights become a piece of cake with your hammer and upped armor and MR while in hammer. Lightning Field is no slouch either. Use it to help clear out a huge wave of minions or to also help clean up a team fight.
Tips and Tricks
  • Hyper Charge can be used in both stances.
  • Applies stacks of The Black Cleaver very quickly which helps melt through tanks.
  • Easiest skill to use to clear minion waves.



Thundering Blow/Acceleration Gate: This ability is very very useful. In hammer stance, this ability can help push an enemy back into your team and also knock them away from weakened allies. Acceleration Gate works as a reverse Karthus wall. It causes your Q to DOMINATE with its increased damage, range, and missile speed. It also gives a solid boost to movement speed to you and whoever else passes through it.
Tips and Tricks
  • Save your allies or help them kill an enemy.
  • Place Acceleration Gate along the path of an ally so that they run along the line of Acceleration Gate. It refreshes the timer the entire time they are in the gate.
  • Couple Thundering Blow with to the skies for a nice melee harass that most enemy players won't expect.



Mercury Cannon/Mercury Hammer: Pretty self-explanatory. Switches your stances and also gives a nice movement speed boost. When switching into Cannon, your next basic attack will lower the enemy armor and MR so couple this with your Hyper Charge to deplete their armor and then their health. When switching into Hammer, your next basic attack deals additional magic damage and also increases your armor and MR by a small amount but just enough to make you an off tank.
Tips and Tricks
  • Spam this when returning to a turret or trying to get somewhere in a hurry.
  • When you need that additional survivability, switch to the Hammer.
  • To melt the enemy tank, switch to Cannon before using Hyper Charge to decrease their armor by substantial amounts.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

This is the ability sequence that I take almost every game. It provides early game dominance in Cannon stance and also gives you Hyper Charge at a fairly early level. This is what I do. Find what is comfortable for you or follow what I have here. Do what you feel is comfortable! :)


Guide Top

Items

Item Sequence

The Brutalizer
1337

Phage
1250

Hexdrinker
1300

  • : Controversial choice on boots. If you feel like you need additional Attack Speed, go with Berserker's Greaves. If you need some counter CC, get Mercury's Treads. I prefer to go with Ionian Boots of Lucidity for the CDR so I can use more abilities quickly.
  • : One of your core items. Added AD, crit chance, armor pen, and CDR plus a sweet active to help ensure that no one flees from you.
  • : Another one of your core items. When this is used with Hyper Charge, enemy champs lose a ton of armor quickly and are left without their defenses. Easy kills!
  • : The last of your core items. The slow from this item makes enemies Ashe slowed to the point that they can't escape. Additional AD and health round out this item to make it a perfect fit for Jayce.

    THESE NEXT TWO ITEMS ARE PURELY SITUATIONAL! MOST GAMES YOU WILL NOT REACH THIS POINT IN YOUR BUILD SO CHOOSE THE LAST TWO ITEMS BASED ON THE GAME. I HAVE LISTED BELOW MY TWO PREFERRED ITEMS.
  • : Provides some nice Attack Speed and gives some decent MR. Add in the awesome passive and the low price and this is a quick buy for late game.
  • : Most of you will question why I picked Zeal. Like I said above, this item almost never gets built in games. You can use this Zeal to build into a Trinity Force or a Phantom Dancer. It is your decision.


Guide Top

Summary

This wraps up my guide for Jayce the Defender of Today, Carry of Tomorrow! He is a great champ that is extremely versatile and can easily carry a team or fill in the role of the off tank. I hope you guys like my guide and maybe use it in some games!

Please, before you vote on the guide, try the build out in game and see for yourself how it works. And if you decide to leave a criticism for a comment, leave why you think it should be different. :) I want to make this guide the best it can be. Thanks for all your guys' support. GL HF!

Credits to jhoijhoi for the template, which you can find here.


Guide Top

Change Log

7/09/12 - Guide is created and published!