Jayce Build Guide by Skylerrr
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Jayce Top; Hammer Time.
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.
I played ALOT of Jayce last season (918 games) and i thought i would make a guide, this will be my first guide.
I was also a gold elo player last season.
Ill start off by saying i love playing Jayce, even after the nerf with patch 3.9 way back when. Jayce is my absolute most comfort pick in this game. if your team needs a little bit of poke then Jayce is your champion to go to.
Pros / Cons
+Can be Ranged AD
+Has % damage nuke
+Has long range poke
+Has shurelia like team buff
+Has a gap closer
-Mainly physical damage
-No passive sustain
-Has high skill cap
-Not a real Bruiser
-Requires team behind
Flat Attack Damage Marks and Quints, similar to what you would see with top-lane Jayce or AD mids in general. Jayce's weakness is his early game (coupled with his low base AD), so by running flat AD you will make last-hitting easier and better early harass.
The Glyph slot will always be Magic Resist. Picking flat MR or scaling is up to you. It is good to note however that the MR you receive at level 9 with the scaling MR will equal the MR you get from flats (12). Therefore, the scaling MR is usually the better choice unless you feel you need the extra early game help surviving magic damage.
Pretty standard 21-9-0 Masteries for AD top's.
note that you can change Masteries to your preference for example 21/0/9.
First, let me explain the full Jayce combo for maximum damage:
I looked everywhere on youtube for a video explaining this but i couldn't fine it anywhere.
Shock Blast --> Acceleration Gate --> Hammer --> To The Skies --> Lighting Field --> Ignite --> Thundering Blow (remember with you To The Skies you slow them, giving you enough time to walk ahead of them and use your Thundering Blow to knock them into your team or simply away from there tower.)
Shooting your E --> Q first makes it easier for them to dodge so it's just better that you get used to Q --> E in cannon form first.
If your opponent is still not dead after that, you can switch back to Cannon and try to secure the kill with another Shock Blast or auto attack down with Hyper Charge.
Hextech Capacitor (Passive) - 40 bonus movement speed for 1.25 seconds every time you switch stances. The uses here are pretty straight forward. Great for escaping further increasing your movement speed through Acceleration Gate.
To The Skies!/Shock Blast (Q) - This is your main source of damage in Cannon, and certainly a big part of your damage in Hammer. You will be leveling up your Q first in almost every matchup.
To The Skies is your decently ranged gap closer that does AoE physical damage (scaling with 100% of your bonus AD) with a 2 second slow (50% at max rank). When you switch into Hammer, this is going to be the first ability you use to get in and deal damage. Shock Blast is a high damage ranged poke that can reveal enemies in brushes. Combined with the increased physical damage and range when shot through Acceleration Gate (392 at max rank scaling with 168% bonus AD), this gives Jayce some of the best poke potential in the game next to nid...
I won't get too into this segment but i would like to state you should never buy
Why?; His Q multiplies AD. Being the most commonly prized ability in his kit, AD should be matched accordingly. Also, this ability does not apply on-hit-effects (trinity).
Jayce has eight abilities which he commonly strings together for great chain combos, this is the gold of his mechanic. Trinity has a c/d on its proc's which prevents champions with a large kit of abilities from abusing Jayce.
Aside from Jayce having an ability that multiplies AD, he also has an ability that max's his att. spd.
att. spd. + AD = efficient dps
att. spd. + TF = nothing