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Jayce Build Guide by Nusaik

Jayce - The Transformer

Jayce - The Transformer

Updated on December 5, 2012
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League of Legends Build Guide Author Nusaik Build Guide By Nusaik 7 1 39,350 Views 14 Comments
7 1 39,350 Views 14 Comments League of Legends Build Guide Author Nusaik Jayce Build Guide By Nusaik Updated on December 5, 2012
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Choose Champion Build:

  • LoL Champion: Jayce
  • LoL Champion: Jayce
  • LoL Champion: Jayce

Introduction


Welcome everyone, to my Jayce guide! Jayce is a very interesting champion who can be played in many different ways. He has a very high skill cap, but can be devastating if you know how to play him well. His role can vary from main DPS to offtank. There's a lot you can learn about him, and I hope this guide will help.

I will discuss three builds for Jayce: solotop, jungler and AD carry. These are the three roles Jayce is good at. The builds are just guidelines and you could very well mix them up a bit, depending on personal preference.

So I hope I can teach you a thing or two. If you like my guide, please leave a comment and rating to help me improve. Also check out my other guides.


Note - read before voting please!


If you're going to vote, please comment and make sure you've read the relevant parts of the guide first. Please don't downvote just because you don't like X item, or X rune. I explain every choice in my guide and give many alternatives. If you don't like something, comment and I will reply and consider changing it.

Updates for preseason 3 patch coming soon!


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Change log

17-11-12
Made many changes to all builds and the guide layout.

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Pros and Cons

Deciding whether or not to buy Jayce? Here's a list to help you out a bit.


Pros

Very fun to play.
Very versatile.
Can escape almost any situation (and chase any enemy).
Has a lot of combo opportunities.
Strong throughout the game.
Has strong ganks.


Cons

Doesn't have a lot of sustained damage, mostly burst.
Low range (for an AD carry at least).
Can be shut down early.
Can be frustratingly difficult to play/master.
Has no built-in health-sustain.

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Different builds

Jayce can fit a number of roles really well, each with a different build. In general, I think Jayce should be built with a lot of damage and a little survivability. If you feel like you're too squishy, build more durability. If you're surviving anyway, go for more damage.


Solotop Jayce


Jayce can be played very well as a solotop, but he's very different from others. In lane, he is usually weaker in longer duels, but he can poke and burst really well. With this build, you will become a major source of damage with enough survivability.


AD carry Jayce


Jayce isn't a standard AD carry, because of his short range and melee form, but this role fits him well. In this role you focus on your ranged form, but you can of course still switch to melee to pull off some great combos. Jayce's high mobility and CC makes up for his low range and keeps him safe.


Jungle Jayce


Jayce is actually a good jungler. He can clear camps pretty fast with his AoE abilities, has no mana problems thanks to the passive from lighting field / hyper charge and is a very strong ganker. This build ends with the same items as the solotop build, but starts differently.

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Runes

I will now explain my rune choices. They are pretty standard and the same for each role, so I will keep it short.


For obvious reasons. I think these are better on Jayce then armor penetration marks, because some of his abilities deal magic damage and scale with AD, so armor penetration won't increase their damage.

Other options:
greater seal of desolation not sure how this would work out but it might be good.


Whatever your position is, you will take mainly physical damage early-game. Either from jungle monsters, an AD carry or a toplaner. These will help reduce that damage.

Other options:
greater seal of replenishment can be good, since his mana-costs got higher.
greater seal of vitality for a tankier late-game.


Towards mid-/late-game, you will take more magic damage. As people start to roam, you will likely meet up with some casters. These glyphs scale well into late-game.


For the same reasons as the marks.

Other options:
if you want more safety early-game.

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Masteries

Below I will explain my masteries for each role seperately. Before doing this, I would like to say there are many more possible mastery setups possible. The ones I discuss are my personal favorites and the best in my opinion. It depends on your playstyle though. Try out different masteries and see what works for you.


Solotop


As a solotop, I take agressive 21-9-0 masteries. With these you can harass your opponent heavily in lane. Just auto-attack him from range once or twice every time he wants to last-hit a minion. Jayce is pretty safe with all his range and mobility, so you don't really need more defensive masteries.


1
For improved Ignite.
3
Jayce scales well with AD. This will give you extra poke and burst potential.
4
Not great, but it gives you more DPS and is needed for Weapon Expertise .
1
Great when enemies start building armor.
4
Woohoo, more AD.
1
Works well with the crit chance from Trinity Force.
3
A bit of extra sustain.
3
Increases your early-game damage pretty significantly.
1
Good for finishing off enemies.

1
Some extra MR won't hurt you.
3
Most top-laners and junglers deal physical damage, so you need every bit of armor you can get.
4
108 health at level 18 isn't bad. It might just safe your life in important fights.
1
Provides more early-game survivability.


AD carry


As an AD carry, I take the usual 21-9-0 masteries most other AD carries should take. Your main goal is obviously to deal damage. With 21 points in offense and some AD runes, you will be able to one-shot most other AD carries at level 4-6 with a full burst combo before they can react.


1
For improved Ignite.
3
Jayce scales well with AD. This will give you extra poke and burst potential.
4
More DPS. It synergizes well with crit chance.
1
Great when enemies start building armor.
4
More AD late-game.
1
Works well with all the crit chance you'll get.
3
More sustain.
3
Increases your early-game damage pretty significantly.
1
Good for finishing off enemies.

1
Some extra MR won't hurt you.
3
You will probably take mostly physical damage from the enemy AD carry, so you need every bit of armor you can get. It depends on the support though.
4
108 health at level 18 isn't bad. It might just safe your life in important fights.
1
Provides more early-game survivability.


Jungler


I feel like 9-12-9 masteries work best on jungle Jayce. They provide all the important jungle stuff you need. More sustain, damage and buff duration are very helpful. There are many other possibilities though.


2
More damage in ganks and faster clearing.
2
increases your jungle speed.
4
Same as above mastery points.
1
Mainly increases your damage later on.

1
For some extra gold.
3
More sustain in the jungle and protection from enemy AD champions.
2
Greatly increases your sustain when jungling.
4
108 health at level 18 isn't bad. It might just safe your life in important fights.
1
Provides more early-game survivability.
1
For faster jungling. This helps you clear out the smaller monsters faster.

1
To lower your Flash cooldown.
3
More mana so you can spam everything and donate your second blue-buff.
4
Great for even more mobility and scarier ganks.
1
Really helpful for many junglers.

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Items

Solotop


This build focusses on damage, while giving you a decent amount of survivability. This will usually be enough to survive teamfights if you position yourself well (which is pretty easy with all your mobility). With all Jayce's abilities and scalings, AD is extremely effective on him.


Start 1:
Start 2:
Start 3:
Starting boots and pots is best in almost any situation. It helps you escape ganks more easily and the potions will give you some sustain. However, if you're up against a heavy AD toplaner (and maybe an AD jungler), Cloth Armor and some Health Potions will work really well, as long as your built-in mobility is enough to be safe. If you're really confident you won't die, Doran's Blade could be a good choice for insane harass.


Laning:
philosopher's stone
philosopher's stone will give you some sustain which you will need, as well as GP10. With 1 or 2 Doran's Blades and a Sheen, you will have tons of burst and very strong poking. Buy either Mercury's Treads or Ninja Tabi, depending on the enemy team. Of course, don't forget to always keep your lane warded at 1 or 2 places once the enemy jungler starts ganking.


Full build:

Start off with huge damage items like Trinity Force and Bloodthirster as long as you don't really get behind. As soon as teamfights start happening, you need some more tankiness to be able to jump in. Your final item is the most situational. Last Whisper will give you insane amounts of damage, while you could also go for some more tankiness. It's up to your playstyle and the situation.


AD carry


As an AD carry, your primary goal is to deal as much damage as possible. So guess what, you should build a lot of damage items. This is a pretty standard AD carry build

Start 1:
Start 2:
Boots pots is really the only option here. You can only consider Doran's Blade if you have a Soraka support who wards enough.

Laning:

doran's blades give you pretty much everything you need: some damage, some sustain and some survivability. You have many options in terms of boots. You could either go Mercury's Treads (generally best), Berserker's Greaves (if you're winning and the enemy team doesn't have a lot of CC), Ninja Tabi (if the enemy team has a lot of physical damage) or even Ionian Boots of Lucidity (yea why not). A sheen will allow you to one-shot those squishy AD carries and supports. A Vampiric Scepter is optional if you need sustain.

Full build:

Tons. Of. Damage. You will poke enemies down before they can even engage with your ranged E-Q combo. You will catch the enemy AD/AP carry and one-shot him like a minion. Tanks or bruisers won't even dare to attack you, because you will kite them and take them down. Okay in all seriousness, this build will allow you to do all these things, as long as you position yourself well (important!).


Jungler


This build is similar to the solotop build, but with somewhat cheaper items. You will probably get a lot less gold in the junge than in lane, unless you get many successful ganks. If the game goes on forever, you will be able to buy more expensive items anyway.

Start 1:
Start 2:
As long as you can rely on your teammates to give you a good pull, you can start with boots. This will help you gank better. For a more safety, Cloth Armor is good too.

Jungling:

You will jungle extremely fast with Wriggle's Lantern and Sheen. This will help you get more gold and more map control. Your choice of boots is entirely situational again, but Mercury's Treads usually work best.

Full build:
zeke's herald
Like the solotop build, this will give you great damage and some survivability. You won't likely get full build, but this is just a guideline.


Item explanations



Trinity Force
A great item on Jayce, because every part of it benefits him. The movement speed and slow chance will help when chasing or fleeing. Besides that, Trinity Force will increase your damage significantly and will provide some sustain with the health and mana.


Mercury's Treads
I think these are the best boots, whatever your role is. The most important thing is the tenacity. It will give you more freedom and make it easier to use your abilities in the right way. The MR is also nice. Another option for boots is Ninja Tabi, if the enemy team doesn't have a lot of magic damage. I don't like Berserker's Greaves on Jayce because you already get AS from Lightning Field / Hyper Charge and Trinity Force and Phantom Dancer (as an AD carry).


Bloodthirster
More AD and a good amount of lifesteal to help you survive.


Shurelya's Battlesong
Great item for engaging/disengaging. It will also give you some tankiness and CDR, which is great of course. It's one of the strongest support items and you can even have 2 or 3 of these on your team for a longer movement speed bonus.

zeke's herald
zeke's herald
An overlooked item. By now, all you need to survive is health. The cooldown reduction is amazing. You will probably have 2 other AD champions on your team if you play as a bruiser. They will benefit greatly from the aura.


Infinity Edge
Pretty much required on all AD carries at the moment. It will increase your damage by a lot.


Phantom Dancer
Synergizes really well with Infinity Edge because of the extra crit chance. It also gives well-needed movement and attack speed.


Aegis of the Legion
Good support or tank item. Gives good MR and armor. The aura is the most important though.


Guardian Angel
A great item on pretty much any champion. As an AD carry, it's great to get as a fifth or sixth item. By then you already have a lot of damage and you will get focussed in fights. Guardian Angel gives you more survivability and forces the enemy team to focus you twice.


Last Whisper
Greatly improves your damage late-game. It works best against targets with high armor, so it will reduce more.


Other good items


The item builds I give you are just a guideline. You should always change your build depending on your situation. Pretty much any AD/bruiser item works well on Jayce, and even some AP items. Keep in mind that AS and armor pen aren't that good on him because some of his abilities deal magic damage and he already gets a lot of AS from Lightning Field / Hyper Charge.

Generally, build more tanky if you're dying too quickly and build more damage if you can get away with it. Check if the damage you're taking is mainly physical or magical and build armor and MR accordingly. You can see this in your death recap if you die, or you can press tab and look at the enemy team.

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Abilities

Jayce is a very complicated champion because of his abilities. He basically has 6 main abilities and 1 transform ability. There's a lot of stuff you can do once you learn how to use his abilities, but it's very hard to master him. There is an infinite amount of combos you can pull off if you know what you're doing. Below, I will ezplain what his abilities do. I will then talk about some combos you can use.


Ability explanations




Transform: Mercury Hammer / Transform: Mercury Cannon
Jayce's 'ultimate'. This will make you switch between ranged and melee form. Each form has it's own 3 basic abilities. When switching to melee form, your next auto attack will reduce the target's armor and MR. When switching to melee form, your next auto attack will deal bonus magic damage. While in melee form, you gain increased armor and MR. These bonuses get higher when you level up this ability at level 6, 11 and 16. This ability has a short (6 second) cooldown. It's usually best to use it as much as possible in a fight, so you get the auto attack bonuses and you can use all your abilities.



Hextech Capacitor
Jayce's passive. Every time you change form, you gain 40 movement speed and ignore unit collisions for 1.25 seconds. It's very useful for certain combos, or when unning away or chasing.


Mercury Hammer:


To the Skies!
Image:
Spoiler: Click to view

Jayce jump to a target enemy, slowing and damaging all enemies in an area around him when he lands. This ability can be used to jump over walls. It's a very good gap closer when chasing. When you're running away, you can also use this on an enemy behind you to gain some distance. The damage is pretty high and the slow isn't bad either.



Lightning Field
Image:
Spoiler: Click to view

Creates an aura around Jayce, dealing magic damage to enemies over 4 seconds. This ability also passively regens mana every auto attack (when in hammer form). This ability is easy to use, just activate it when you are in combat to increase your damage.



Thundering Blow
Image:
Spoiler: Click to view

Jayce deals magic damage equal to a base amount plus a percentage of the target's maximum health, and knocks the target back. The damage on this ability is really high if you level it up. It can be used to knock someone back into your team if you can get behind them. It can also save you if you're being chased.


Mercury Cannon:


Shock Blast
Image:
Spoiler: Click to view

Fires an orb in a direction, exploding when contacting an enemy. All enemies in the explosion's radius are damaged. When the orb passes through an Acceleration Gate (ranged E), it gains increased speed, damage, range and explosion size. It's great for poking, but should always be used in combination with your E if possible.



Hyper Charge
Jayce gains attack speed for his next 3 attacks. The more ranks you have in this ability, the more damage these attacks will deal. Pretty straighforward, just an increase in DPS.



Acceleration gate
Image:
Spoiler: Click to view

Deploys a gate, increasing the movement speed of all allies passing through it. It also interacts with your Q, as explained before. It's great for all sorts of things: chasing, fleeing, ganking, initiating, kiting...


Ability sequence


Solotop
> > >
As a solotop, I max E first, because of the melee part. The damage can help you win trades because it's really high. I max Q second because it provides high poke damage in ranged form and good damage and utility in melee form. You could also max Q first if you'd like.

AD carry
> > >
As an AD carry, I max Q first, because you will mainly focus on your ranged form. It has some great poke damage.

Jungler
> > >
As a jungler, you can choose between maxing W or Q first, but start out with a point in everything at level 3. This will give you full ganking power at level 3 and you will clear fast.


Combos


This is where it gets interesting. Jayce is very combo-based and can do amazing stuff when used to his full potential. I will now explain a few things you can do with him. Of course, there are many other combos you can use. I will not include the use of your W in these combos because they simply increase damage and should be used whenever possible.




Accelerated Shock blast (E-Q)
This one's pretty basic. You just put an Acceleration Gate in front of you and fire a Shock Blast through it, at some enemies. This can be used to poke very well and deals a lot of damage.






Knockout (E-R-Q-E)
A bit more advanced, and very effective. You start off in ranged form, use your gate to speed yourself up, and switch to melee for the extra movement speed. Then you jump on, let's say their AD carry, with Q and knock him back into your team/turret with E, where he gets destroyed.





Over the Wall (Q-R-Q)
Use this combo to jump over walls, onto your enemy. Get vision by using your ranged Q, transform to melee form and jump towards them with your melee Q.






Come With Me (E-Q-R-E)
A great combo to get rid of threats in a teamfight. Knock away the fed AP carry, jump onto him and stick to him by transforming to ranged and using your E. Follow it up by using all your damage abilities on him.






Can't Touch This (R-E-R-R...)
The best way to run away. Keep switching between forms to get the movement speed bonus from your passive. When in ranged form, use your Acceleration Gate whenever possible for more speed. You can always shoot your Shock Blast back through the gate at your chasing enemies.

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Summoner Spells

My choice



Flash
The best summoner spell there is. It helps you set up combos and unexpected moves. You already have a lot of movement speed, but no real blink. With this you can get over walls easily.


Ignite
I think this is the best spell if you're playing as an AD carry. Usually AD carries take Heal, but it's been nerfed. Ignite also counters Heal completely if you use it first. It's different from what most players do, but I think it works well and could surprise your enemies.


Smite
As a jungler, you must have this spell. Secure buffs, dragon and baron, and speed up your jungle.


Other viable choices



Ghost
It works well, but I think Flash is better for mobility on Jayce. You already have a lot of movement speed, so you don't really need Ghost, it just makes kiting easier.


Teleport
A great spell for a solotop. This can really be a game-changer when used at the right time. As a solotop, you are far away from everyone else during the laning phase. If your team suddenly needs you, you can use this to get to them. Really useful for dragon fights or counter-ganks.


Exhaust
A good spell to have as a solotop or AD carry. Exhaust your opponent in 1v1 or 2v2 situations to reduce their damage. In the current meta, the support usually takes exhaust though.


Heal
Can be good on AD carries. It won't save you in teamfights if you get focussed but it might just make the difference in skirmishes. It's good to have one Heal on your team to heal everyone in a teamfight. More than one is too much.


Cleanse
Works well against teams with a lot of CC. This will make sure noone can stop you from getting to their carries and smashing them.

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Gameplay

How you should play depends on the role you take. Below I will talk about what your goals are for each role.


Solotop Jayce


As a solotop, you're on your own. Apart from junglers coming to gank sometimes, it's a 1v1 situation most of the time. If you get behind, it can be hard to recover if you don't get help, but if you get ahead as Jayce, you will dominate. If you can't win trades, just try to farm as much as possible in ranged form. Try to farm up as much as possible and beat your lane opponent. Jayce has really strong burst with a full 6-ability combo, but after that he's vulnerable. Try to jump enemies, do your combo, and knock them away at the end. This prevents any form of counter-attack. Always pay attention to the map. Help your jungler if you're close to him and look for opportunities to use Teleport. If you can farm well, and deny your opponent, there's no need to take down their turret. Just keep it up as long as you're in control of the lane.


AD carry Jayce


Farm, farm, farm... Try to outfarm the enemy AD carry. Set up ganks with the help of your jungler or mid. If your lane is pushed or your enemies are at base or dead, try to get dragon with your jungler whenever possible. This will give your team a gold advantage. The type of support you have really decides how you should play in lane. There are basically three types of supports:
  • Sustain supports. They keep the lane safe by healing you or granting sustain in a different way. They usually make the lane passive. You should try to farm as much as possible and not waste too much mana on poking, when playing with, or against them.
  • Poke supports. They constantly try to zone the enemy by poking them from a distance. Try to help zone your opponents when playing with them. When playing against them, it's best to have a sustain support and keep the brush warded so the enemies don't have a safe place to poke from.
  • Burst supports. They play passively until there's an opportunity. They then use most of their abilities quickly to burst down an opponent with the help of their AD carry. Pay close attention to everyone's position and react as quickly as possible when you see them attack.
Jayce works pretty well with all 3 types, but he's best in combination with a burst support in my opinion. With all his abilities, he can insta-kill an enemy with some help.


Jungle Jayce


As a jungler, you should farm the jungle monsters (duh). With my ability sequence you can gank best at level 3, when you have all your abilities. Try to do as much as you can for your lanes, while keeping up in farm and level. I will talk about jungling some more in the section below.

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Jungling

Jayce is a very good jungler in my opinion. He clears pretty fast with the help of his abilities and his ganks can be really good if you know your combos. Below I will explain your jungle route and talk about some other stuff you need to know as a jungler.


Route



Wolves
If your team cooperates, do wolves before blue and ask teammates to do some damage, while you tank them. This will help you clear faster. Use W to take them down faster. Try to make sure your teammates don't leech exp.


Blue buff
Start in ranged form. Use W and switch to melee form. Use W again and keep attacking until you can take it down with Smite.


Wraiths
Kill them by using all your abilities and keep switching between forms.


Red buff
Do it if your Smite cooldown is below 20 seconds, otherwise do golems first. Spam all your abilities and finish it with Smite.


Golems
Again, use all your abilities, including R.


Now that you're level 3, you're free to do whatever you want. You can either gank, jungle some more or go back and buy if you're low on health.


Tips

  • No matter what you're doing, helping your team is ALWAYS more important than clearing the jungle. Keep that in mind. If a lane is losing, you need to gank there quickly. If someone's getting attacked near you, help them.
  • Always focus the largest jungle monster in a camp, the others will be killed by your AoE abilities quickly.
  • Don't waste attacks on monsters that are low on health. Just attack different ones so they will be killed by your AoE abilities. This will increase your speed.
  • Get your team to give you cover. The worst thing that could happen to you is losing your blue buff. It will hurt your speed and sustain a lot.
  • Donate your second blue to your mid. Get it low on health and let your mid kill it with their abilities. Jayce doesn't really need his blue buff, as he can always attack in melee form to get mana back, thanks to the passive from his W.
  • You can start at red buff and go for an early gank. Just make sure your team knows this and doesn't push the lanes.

Ganking


You can gank at any level, but it's best to have your E available. Always look for opportunities to gank. You can either come in from the side of the lane (if it's pushed towards your turret), or you can sneak into the brush at bot or top (when it's pushed towards the enemy's turret) and gank from there. If you notice that a lane is warded at a certain point, try ganking from a different direction if possible. If not, you could take a Vision Ward with you, or even an Oracle's Elixir if you feel safe enough.

When ganking, first of all make sure your team-mates are aware of it by pinging or typing in chat. Start off in ranged form. Use your E to speed everyone up and shoot your Q through it for some damage. Use W for extra damage. Now switch to melee. Close the gap towards your enemies with Q, while using W for more damage. Try to get behind them and use E to knock them back. There are of course other ways to gank, but this one is usually the best. It should force your enemies to use summoner spells. They may still die even if they do. Even if they don't, you can probably get some good damage on them.

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Conclusion

I hope you've found my guide useful! I recommend everyone to try Jayce, as he's a very fun champion. He's difficult to play but very rewarding once you get used to him. If you've learned to play him, you can learn to play any champion. So try him out and have fun!

Thanks for reading! I hope you liked it. Please leave a comment or a rating and tell me what you think. This way I can improve my guides.

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