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Plus his W has a Mana Regen per hit passive, So if I ever happen to get low on mana I simply change to Malee and restore my mana. If worst case senario i can't change form due to a kiting enemy i stop blasting my spells.
I didn't even read your guide or look past the first Core item, and after reading peoples comments and finding out you had a rage blade on it woah..
My tips which i'd like to share on improving your Item Build:
- Remove Manamune/Madreds (build 1)
- Remove Guinsoo's (build 2)
- Add Infinity edge/Phantom dancer (build 1)
- Add Phantom Dancer (build 2)
Why these items?
Attack speed/Movement Speed/Critical Chance/Critical Damage
All very needed aspects for Jayce.
Guide Tips:
- Add more to your Farming Section (Range form E/Q makes very nice farming)
- In your Abilities Section tell peopel to use both Cannon/Hammer
(When I Play Jayce I use both Hammer/Cannon Early & Late game.)
- Add some written text for Abilities for better understanding purposes and (disabled people)
- Add more detail in Runes section.
- Add a lot more written text/detail in Summoner spells section.
- Add a separate Combo section And add more detail.
- Add a Tips/Tricks section. (For example Tip: use R when running to destinations you get small speed boosts upon doing this.)
- Add a Jungling Route map for people who couldn't be f*cked reading that mumbo jumbo sh*t you wrote.
Other then that Nice build and I hope my suggestions helped. Good luck on future Builds/Guides
It still has Guinsoo's and Manamune in it.
I have a number of other problems with this guide, though.
1. You advocate staying only in hammer form late game. Jayce is balanced around his ability to switch constantly and use 8 different abilities for constant damage.
2. You build a Manamune. That's an item that I've only seen on new players, to crutch their mana costs. The AD is really pitiful considering it's the only non-regen stat on the item. It's a glass cannon item that ignores any decent opposing lane's ability to poke.
3. You build a Madred's Bloodrazor really early in the game, without though to enemy team comp. What if the opposing team has low health or high magic resistance? You have no penetration, so it could be an expensive and obsolete item in a number of different situations. Potentially great, but you need context in the guide.
4. You need an alternative to Mercury's that you actually advocate if the opposing team doesn't have tenacity-affected CC (knockup and suppress are not affected by tenacity).