Jayce Build Guide by Masterfonn

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.

League of Legends Build Guide Author Masterfonn

Jayce: QE makes them QQ (Updated 7/13/12)

Masterfonn Last updated on July 13, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hey everyone! My name is Masterfonn and this is my first guide. I have been using Mobafire for some time now and I've wanted to create a guide to help others like so many guides have helped me. I found a great opportunity with Jayce, the Defender of Tomorrow.

In my guide I will discuss my logic behind the decisions I make for runes, masteries, items etc. I will try and provide you guys with as much information as I can.

Please read the whole guide, test out the build, and provide feedback! Thank you!!!!

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage

I go with pretty standard AD runes. Flat AD Marks and Quints for early game damage and easier last hits. Armor seals to help your sustain in lane either in top or bottom. MR/lvl glyphs for some late game MR against AP carries whowill try to nuke you down.

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My Masteries are the standard AD Bruiser 21/9/0. In the Offensive Tree, I grab everything AD related. As for the Defensive Tree, I get as much HP as possible.

One item of note is Vampirism over Havoc. I prefer the 3% extra lifesteal for just a bit more sustain in lane.

Quick Math
-3% lifesteal from an attack that deals 100 damage is 3 hp; this is the same as having 3 points in Vigor.
-1.5% damage on an attack that deals 100 damage is 1.5 damage BEFORE resistance are accounted for.

In my opinion, it's much more important to have the additional early sustain from Vampirism than the slight damage boost Havoc gives.

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Summoner Spells

Flash: Flash is an amazing ability that has many uses. You can use it to get away from a sticky situation or use it to quickly reach the enemy team's carry in a team fight.

Exhaust: I prefer to take Exhaust over Ignite when I am playing Jayce. While Ignite can be great for securing a fleeing enemy, Jayce is capable of killing runners with his E+Q combo in cannon form as well as switching between forms and using Acceleration Gate to catch them. Exhaust provides a 35% slow as well as damage reduction to be attack and magic damage for 2.5 seconds.

Viable Options
Heal: I only use Heal if I am running bottom lane with a support without can't heal me aka Blitzcrank Lux etc.

Ignite: Although I mentioned above that I use Exhaust over Ignite, that does not mean Ignite is not viable. Ignite's ability to apply grievous wounds Grievous Wounds as well as shut down certain champions ultimate's like Tryndamere Sion. Lastly, Ignite can be taken bottom lane if you have a support who can heal frequently like Soraka Sona Taric and they have Exhaust.

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Why these items???
Mercury's Treads: I pick Merc Treads for my base boots because they provide MR and tenacity, which reduces they duration of CC.
Infinity Edge: IE gives you a nice boost of AD (+80), as well as 25% crit chance and making your critical strikes deal +250% damage, up from 200%.
Maw of Malmortius: Maw is provides Jayce with a lot of important stats. First you gain base AD and MR. Next, for every 2.5% hp you are missing, you gain 1 AD. This means half health, you will gain an extra 20 AD. Finally, when you take magic damage that puts you under 30% total hp, you gain a magic shield which absorbs 400 magic damage for 5 seconds.

The next three items work extremely well together. They given you a great boost to HP and AD as well as other stats.

Frozen Mallet: FM gives you a solid HP boost and a slight AD boost. The bread and butter of this item for me is the passive. Every attack reduces the target's movement speed by 30% for 2.5 seconds. If the attack is melee, it reduces MS by 40%. If you combine this with Jayce's ability to increase his own MS, it will be nearly impossible for the enemy to escape you.
Warmog's Armor: Warmog's gives Jayce much more beef to him with a base increase of 920 HP which can be increased to a total of 1270 HP through kills.
Atma's Impaler: Atma's is the cherry on top that pulls all of these items together. The base stats Atma's provides are good themselves; +45 armor and +18% crit. Your crit chance is over 40% now which means BIG numbers 2 out of every 5 attacks. Bring in the passive; 1.5% of your MAX health is converted to AD. If you check the cheat sheet, Jayce will have in the ballpark of 3600 health full build. 3600*1.5%= 54!!!! Atma's will provide you with 54 bonus AD. That is 9 more AD than a . How awesome is that?

Other Viable Options
Ninja Tabi: These boots provide you with extra armor and a nice passive which reduces auto attacks damage against you by 10%. These are great for AD heavy teams or teams with light to no CC.
Doran's Blade: Doran's Blade is a great item to help enhance an early game advantage. It can also be used in situations to recover from a poor start.
Trinity Force: An amazing item. Honestly, it is sweet on Jayce. So why don't I get it? I do some games, but in general I like Frozen Mallet just a tiny bit more. Some people do use both items together but I feel this is a waste considering you would be stacking a UNIQUE Passive slow effect.

There are thousands of item combinations that are viable for Jayce. He is such a versitale champion that you can build him so many different ways. You always have to build to counter your enemy. Does the other team have 5 AD Carries? Ninja Tabi and Thornmail is probably a smart idea.

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Ability Sequence & Explanation

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

Passive: Hextech Capacitor- Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

Jayce's passive grants you a no-cost, speed boost whenever your use your ultimate "Transform". This is a very nice passive because it can be used in all situations. Whether you are chasing, fleeing, or repositioning, Hextech Capacitor should not be underestimated.

Hammer Stance
Q: To the Skies!- 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 %

To the Skies! is your gap closer and the start of you main combo in Hammer Stance. The reason I max this first in for lower cooldown, increase damage, and increased slow %.

W: Lightning Field- (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 mana
Cooldown: 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)

Lightning Field is really only used early game to regain mana that you consume while harassing in Cannon Stance. I put one point in this at Level 3 and max it last.

E: Thundering Blow-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 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

Thundering Blow deals quite the punch and is part of Jayce's QWE Hammer combo that can make him a true monster. I put a point in this at Level 2 and max it by Level 13.

R: Transform: Mercury Cannon- 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.

Cooldown: 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

Helps you shred some armor. Make sure you get an auto attack in to have the reduced armor for your Q+E Combo.

Cannon Stance
Q: Shock Blast-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%.

Cooldown: 8 seconds
Cost: 55 / 60 / 65 / 70 / 75 mana
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 is one of your best harass move in my opinion. Does some serious damage when combined with Acceleration Gate.

W: Hyper Charge-Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.

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

Nice AD and AS steriod. My favorite part of this skill is that you can activate it and then switch to Hammer Stance and the steroid carries over. Serious cheat codes for the QWE Combo.

E: Acceleration Gate-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 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Movement Speed: 30 / 35 / 40 / 45 / 50 %

This skill is used both offensively and defensively. You can use it to chase or run from enemies as well as combined it with your Shock Blast for some serious harass/damage.

R: Transform: Mercury Hammer-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.

Cooldown: 6 seconds
Bonus Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Magic Damage: 20 / 60 / 100 / 140

A nice boost to your resistances as well as giving you bonus magic damage and activating your passive. Using your ultimate properly can really give you an advantage or if you are not careful, put you in a vulnerable spot.

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Videos and combo explainations coming soon.

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Jayce is a very fun and complex champion to play. He is skill-based champion who requires you as a player to land varies combos to obtain your maximum damage output.

The best piece of advice I can give anyone who wants to play Jayce is to FIND OUT WHAT WORKS FOR YOU!!!!!As with any champion in LoL, builds differ from one summoner to another. You have to take into account your playstyle as well as the comp of the other team and itemization accordingly.

My number one goal is to help others understand Jayce. Please give my build a try and comment/vote afterwards!!!

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Thanks to jhoijhoi for her guide Making A Guide.

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Guide Updates

7/11/12: Jayce: The Skies The Limit guide has been created. The basics(resource/information) have been added. Screenshots, videos, reformatting etc to be added.
7/13/12: Changed the title of the guide to "QE Makes Them QQ". Added in some more basic formatting. Runes, Masteries, Summoner Spells, and Skills now have icons with them. Working on Items today.
7/13/12 (Part 2): Added some new stuff to the Summary, Item section, and general formatting changes. Trying to make things look as nice as possible.