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Spells:
Ignite
Flash
Ability Order
Introduction
Next, I set up flat defense and magic resist glyphs and runes because Jayce will be in crowds a lot and he won't need as much ad to get his damage out.
Finally, I get flat ad quints. I know I said he doesn't need the ad but its good to have, mainly for early game burst and pushing your lane.
Next I get E, I take it because it can provide massive poking power in combination with your Q, help you out of a sticky situation and save your life, or help push your enemies into your turret if your getting pushed. This also provides a massive buff to the cannons Q and can destory the hp of most of the minions early on.
Last, I take W for mainly its mana regen. I never use the cannons W unless I'm pushing a turret. This can be used with your Q in order to wipe out minion waves quickly or simply add to your sustain.
As far as attacking, I stay in cannon mode for most of the laning phase and poke the enemies when I can. Whenever they start to push forward, as long as most of the enemy minions are gone, its best to quickly swap to the hammer, you then use Q to close in on the enemy and slow them down. Now if your simply poking, smash them away with W and activate your W to farm the minions. If you are trying to stop them, activate your W during flight and try to walk around the enemy, when your in the best posistion you can try to knock them back with E. If they are low but getting away, activate your cannon and use E with Q for massive damage and that extra range if they are getting too far.
Other good spells are Ghost if you want to rely on your own damage and chase, exhaust to add that extra slow for a chance to use the hammers knockback, or heal if you would rather be more passive and need a bit more sustain.
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