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Jayce Build Guide by Batesii

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League of Legends Build Guide Author Batesii

Jazzy Jayce - REVAMPED FOR 2014!

Batesii Last updated on December 1, 2013
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I. Introduction



I would appreciate that the person who is routinely downvoting my guide with no explanation whatsoever please stop. I know who you are, and consider it to be a very low thing to be doing.

Armed with wit, charm, and his signature transforming hammer, Jayce lives to protect his native Piltover. He rose to prominence as an inventor, one whose magnetic personality and innovative creations brightened the lives of his nation's people. However, his technological marvels also attracted the attention of Piltover's enemies. Viktor, the machine-augmented scientist from Zaun, staged a deadly raid on Jayce's laboratory, barely impeded by the lab's meager security force. Viktor stole designs for an arcane power converter. Jayce feared that Viktor would create weapons of devastating power with the stolen technology. He implored the Piltover government to respond, but the officials were unwilling to support an act of aggression. Refusing to allow his own inventions to threaten the people of Piltover, Jayce decided to strike back against Viktor himself.

Jayce returned to his laboratory and began making preparations for his one-man attack. After an intense period of research, development, and hands-on testing, he emerged. He had created an array of powerful armaments, including his crowning achievement – the versatile, transforming Mercury Hammer. Armed and ready, Jayce began his assault, easily smashing aside Viktor's acolytes as they rushed to stop him. Jayce fought his way into the heart of the lab and confronted Viktor, forcing the Zaunite to flee. After destroying Viktor's prototype weapon, Jayce returned to Piltover where he was hailed as a hero. He reveled in the adoration, but he knew that his actions had provoked the nation's enemies. Now devoted to the defense of his people, Jayce is Piltover's best hope for a bright future.



Hello everyone, my name's Batesii, and I'll be bringing you a Jayce guide (which also happens to be my|first guide!). I have been playing League of Legends for around 2-3 years, and in this time, have played almost every champion. I have a good knowledge of the game mechanics, stats, items, champions etc.

Every time I think about writing a champion guide, I always find a guide already there, which is already fantastic -- no use reinventing the wheel right?

I bought Jayce the day he was released, and will continue to update and improve this guide frequently, in the hopes that my guide, will be that fantastic one!



"What is so good about Jayce?" You might be asking yourself...
It's not about him being "good", it's about him suiting your playstyle.

Riot tries very hard to make every champion have both equal strengths, and weaknesses.
But if you thouroughly read this guide, put in the time to learn the champion, and have the creativity to experiment and similate to the individual match, you will DOMINATE in every game! Have a look below, and see what you think:


If you like what you see, then please read on!
By the end of this guide, you will have mastered our skillful and brazen hero:


Jayce, the Defender of Tomorrow


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II. Updates



Major graphics update coming in the next few days!
Also stay tuned for the Jungling guide coming shortly!

A big thank you to everyone who has voted on the guide, makes me feel wonderful to have helped out so many people! <3


11/7 - Guide Published
12/7 - Modified Item Build to include more Magic Resist, and to have more early-game damage.
****- Changed Magic Resist Glyphs to Magic Resist PER LEVEL glyphs.
****- Updated the Ignite description.
****- Updated ITEMS section with new items, and added discussions for alternative items.
****- Added a SKILL DISCUSSION section.
****- Exchanged Trinity Force for Frozen Mallet in the item build.

Some results from the build!!!


Warproxo's Results!




Hockey527's Results!



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III. Runes



The runes that I use with Jayce are very standard for a "DPS Bruiser", meaning a champion who can deal tons of damage, and also|take tons of damage.

This is the rune page I feel is the most efficient, it takes advantage of his high AD scaling and his early game lane power. The AD also helps with last hitting, which is never bad.

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3



SP

+ 0.95 Attack Damage


This will give you a very nice amount of early game damage. These are taken over per/level runes as the early-game damage is VITAL to you coming out as the top champion in your lane.


SP

+ 1.41 Armor


This gives you a nice bit of armor on your champion to give you that early-game tankiness that Jayce nreds. I prefer flat armor seals over armor per level seals because the initial armor very helpful in the laning phase.



SP

+ 0.15 Magic Resist Per/Level


The reason we have chosen "per level" glyphs, instead of the "flat" glyphs, is because we really don't need the Magic resist as much early game. The AP champs will not be hitting hard (yet), and it is much more beneficial for us to use the scaling glyphs. We will get around double the Magic Resist at level 18 taking these instead of flats.



SP

+ 2.25 Attack Damage


These quintessences, as well as your marks, will make you hit hard at level 1. Taking these over per/level runes is actually very noticable early-game, and it gives you such a warm feeling to see your attacks remove huge chunks of health! =D



Alternative Runes


Marks


You could switch out the marks and quints for Armor penetration, but because of his Scaling I feel flat ad benefits him the most.



Seals + Glyphs


Armor+MR is non-negotiable. Jayce is an aggresive champion when it comes to fighting and he will be in the middle of TeamFights in his melee form. The MR and armor helps him survive. Also helps win trades in lane.



Quints


There is although a small margin of choice in Quints. Due to Jayce having no sustain you can opt in for either Hp regen Or Lifesteal. This will help him survive in a hard lane where he will need the sustain. If you have to decide between Hp regen and Lifesteal. I recommend the latter since he will be harassing a lot in his ranged form and they scale far better during the game.


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IV. Masteries



As you can see, very typical masteries for an AD bruiser. See below for detailed reasoning behind the choices.






OFFENSIVE MASTERIES





















*
+ The +5 attack power is very strong early game.

+ Extra AD for early game, since you are of course an AD bruiser.

+ We need decent AS - early game fights can come down to 1 auto-attack.

+ This 10% armor-pen is VERY important as our runes do not provide it.

+ Extra attack damage. Need I say more? Also allows access to Lethality .

+ Although the build does not focus on crits, we do have decent crit chance end-game.

+ Lifesteal is so nice early game -- no matter how small it is.

+ More armor penetration so that you can hit for more damage early-game.

+ Great for picking off those low health champions.



DEFENSIVE MASTERIES











*
+ Just a little extra armor to keep you tanky early-game.

+ Extra magic resist to help you against casters.

+ More health! This is to increase your survivability.

+ Even MORE health! Health also makes you look like less of an "easy target".


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V. Summoner Spells



SP

FLASH


Teleports your champion toward your cursor's location. 265 second cooldown.

Flash is such a multi-use spell, that it is vital to Jayce's Arsenal! It can be used to make that quick escape, or catch up to that damn Teemo with his high movement speed! It is not only useful on flat terrain, but Flashing over walls can be used very strategically. Additionally, you can confuse your opponents by running into a bush, then Flashing out in the opposite direction (this is more commonly known as "juking").

The uses are numerous, and it is a must-have spell. Even after a recent nerf, Flash is still as useful as ever.


SP

IGNITE


Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. 180 second cooldown.

Once you get level 6, ignite gives you huge gank potential in lane. Being able to kill the enemy champion in lane is huge, and having ignite in lane has its advantages over other summoner spells like Teleport. Additionally, the -50% healing that it provides will put all of those "regen champs" to shame. No more Dr. Mundo running around healing half his health in a few seconds.


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VI. Skills Sequence



When choosing skills, you need to remember that every skill is actually TWO skills.
You will need to ask yourself the question "Will this benifit me in my other form as well?"

So choosing skills can actually be a little tricky for champions with multiple forms.
See below, the sequence that we will be using. Don't be afraid to experiment!




Generally, our preference for the skills is:

************

**->**

**->**

**->**


If the enemy team has a dangerous early ganking jungler like Alistar, Dr. Mundo or Lee Sin then its advised to take a point in at lvl 1, then just continue with -> -> .



I choose to max first for the sheer amount of burst and pushing power it has in its ranged form, especially combined with . This helps jayce bully the lane and when his opponent leaves he can just shove the creeps to the enemy tower and recall. The damage on his melee Q isn't half bad either ^.^



I max second cause my god that damage is amazing! The knockback not only scales pretty decently on its own, it also scales with AD *AND* does damage based on the enemy's health. This baby starts to pack a pretty significant punch when maxed. The health damage also becomes pretty high when you reach mid game where people have bought HP.



I max last because, lets face it -- although a good steroid / passive mana-regen, it just doesn't compare to his other 2 abilities. you can opt not take an early point in this and rather get another point in E early. but the passive mana-regen and the additional magic damage from the active in melee really does help. When you reach late game and get the some ranks into the ranged steroid will add to an already insane amount of burst.



I max whenever possible, because lets face it. Damage increase, shred increase and passive armor + magic resist is not something to take lightly!


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VII. Skills Explained





SP

(Passive) Hextech Capacitor


Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

Jayce's innate ability is very useful, and gives us a no-cost, speed boost. As such, it is important to maximize this, by tech-swapping ON COOLDOWN, while you are roaming, chasing, running, getting back to your lane etc.

Tech-Swapping: The act of changing from Cannon, to Hammer, or vice-versa.

Please remember that tech-swapping costs NO mana, so why not enjoy these free perks to the max?




SP

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 the melee-stance Q, comparable to Jax's Leap Strike. This is the gap closer, and should be used while chasing, or to harass. The added slow is incredibly useful for stopping that 200 health Teemo from escaping! We max this first as to reduce the cooldown and increase that important slow.



SP

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)


The passive mana per hit from this ability helps helps with lane sustainability, but you will normally be farming as Cannon. The active is not overly damaging, but it can be useful when farming minions. This ability is maxed last, with a single point in it early game.



SP

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


This is very good against high HP champions and the knock back also stuns the enemy briefly. This is very deadly when used in tandem with your Q - To the Skies!



SP

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 %


This is great for shredding tanky matchups, and the 5 seconds is more than enough time to unload your deadly skill-set. This is useful for adding an extra kick to your auto-attack harasses, and should be utilized as much as possible as an opener for encounters.




SP

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)


Great wave clearer and last hitter, Especially when combined with your Gate. Also I find it great to steal enemy buffs with. Very high damage when used with Acceleration Gate (we are talking NIDALEE SPEAR kind of damage).



SP

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
Damage: 70 / 85 / 100 / 115 / 130 %


Works nicely with our Sheen. Also, you can activate this ability and then tech-swap, so you get 3 auto attacks INSANE speed and the extra magic damage. It is very important to think in terms of combos, when playing Jayce.



SP

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 %


Great escape and catch up ability. Combined with Shock Blast, it is a great for damage. Don't be afraid to use it often, as the mana-cost is very small!



SP

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


This skill will -- believe it or not -- be the most USED skill in your arsenal. You must use this to it's full advantage. The burst damage is great, and synergizes well with our Sheen/ Trinity Force The bonus armor and magic resist is also great for a Bruiser like Jayce!

Since there is no mana cost with Jayce's Ultimate, remember to tech-swap as much as you can for free bonus damage!


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VIII. Skills Discussion



Please see the below discussions on Jayce's skills!




Maxing W before E

**
Interesting reading other people's opinions on how to play Jayce.
Personally I find maxing his w second is better on the grounds that both modes you get a better damage output, his e only boosts his melee mode and doesn't give his q more damage.

This is very true, the damage output is higher, but you need to weigh this up against the reduced cooldown and increased damage of your E. I personally use my E quite often, and it's a very good tool for both escaping, knocking enemies towards your allies, or even a tower. The damage is also very significant, and gets up to 20%.

In my opinion, lightening field is a little bit lack-luster, and in all honestly I'm usually dueling in Hammer mode, so it's just inconvenient to change into Cannon mode, activate the AS boost, and then have to wait a whole 6 seconds before you can get back into Hammer. A very good point though, and I will certainly try it out!


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IX. Items



Item Sequence

Ninja Tabi
1100

Phage
1250

Frozen Mallet
3100

Maw of Malmortius
3250

The Bloodthirster
3700

Last Whisper
1300


The items that we use with Jayce are going to balance both damageand survivability.

Please remember that these items are not set in stone!

Need more magic resist? Grab the Mercury's Treads
Need more armor? Grab the Ninja Tabi

That's not all there is to it, but what I am basically saying is that you need to modify this build to suit your match AND your playstyle (most important part). So have fun, experiment -- try some other items not listed here, and let us know how they went for you!

Remember that it is quite alright to grab a defensive item such as Thornmail end-game. You need to analyse the enemy team and make a decision based on the circumstances -- meaning that you will need to buy your items to actively combat the enemy team.

See the below explanation of each item in the build. Note: this is not the order they should be bought in, rather it's an informative look at each one.



BOOTS OF SPEED



SP Very often I will start with Boots of Speed and three Health Potion. You need to be able to back off quickly from mobile champions -- like Riven or Teemo -- in order to deal with the lack of sustain. The extra movement speed also helps with keeping you in range to constantly harass (you are ranged, take advantage of it), and it works wonders for getting into postion to fire your Shock Blast. Remember to grab a Health Potion -- you should always grab one or two of these on recall.

Total Price: 350
Recipe Price: 350

UNIQUE Passive: Enhanced Movement 1




Alternative Items:

SP SP SP



SP

Doran's Blade


Getting 2 of these helps you dominate early, it gives great stats for a cheap price and they are the early game champions best friend. They help you kill, farm, survive and press your advantage. They, along with the other Doran's items, are the most money-efficient items in the game.

SP

long sword


Long Sword is one of many items which may be used as a starter. The great thing about the item is that with a moderate amount of gold, will build straight into our Wriggle's Lantern.



WRIGGLE'S LANTERN


SP This item is absolutely amazing -- it is a core item on Jayce, and gives you excellent value for money. The sight ward that it provides will also save you some gold, but always remember to use it -- it's very easy to forget about it.

Total Price: 1600
Recipe Price: 150

30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown.




Alternative Items:

SP

Hexdrinker


If you are having a hard time against an AP champ in your lane, consider getting your Hexdrinker now, instead of later in the game. It is relatively cheap, and the Magic-Damage Shield can be a life saver.



NINJA TABI


SP Ninja Tabi will be our second item. The armor will help our early game survivability immensely, and the unique passive will definitely give you an edge in encounters.

Total Price: 850
Recipe Price: 200

25 Armor. UNIQUE Passive: Enhanced Movement 2 , Reduces the damage taken from non-turret basic attacks by 10%




Alternative Items:
SP

Mercury's Treads


As with the Hexdrinker, if your enemy team is very AP heavy, or you need the tenacity because of their numerous CC's, then mecury's treads are the item for you. It's a very close debate between whether this, or Ninja Tabi is a better item on Jayce -- this will be discussed further on.



FROZEN MALLET


SP The Frozen Mallet will give us a significant health boost, and the slow, along with the slows/knock-backs from your abilities, make escaping not an option for the enemy. An enemy may try to run away/ Flash away from you after you initiate with your ranged shred, and the slow, coupled with your chasing abilities in Hammer mode, make it very hard for enemies to get rid of you!

Total Price: 3250
Recipe Price: 825

20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds. (30% for ranged attacks)




Alternative items:
SP

Trinity Force


Trinity Force is an item that requires the champion to have relatively short cooldowns, in order to be effective. Jayce is a good candidate -- he has a total of 8 abilities, all with relatively short cooldowns. Trinity Force is the bread and butter of burst fighters. His no-mana Ultimate can also proc the bonus damage, so it can fit in with the build quite well! (Testing needed) Additionally, the bonus damage also stacks with the damage from tech-swapping into hammer, meaning that our next auto-attack will hit rather hard. Lastly, I think the additional movement speed is also quite useful.



MAW OF MALMORTIUS


SP This item is still rather new to the league, it was only introduced quite recently, but is already very popular in a lot of builds. This item is almost a *must* on Jayce -- it gives him the much needed magic resist, and should only be replaced with a different item in the case that your team has absolutely NO AP champs (this is quite rare, but may happen). Even then, this item is still really nice; the AD that scales with your health is very " Olaf-like", and will certainly let you deceive your opponents into thinking that you are weak, and on low health. On the note of deceiving opponents, Heal can also be very strategic to use, especially when you are getting tower-dived and the like.

Total Price: 3300
Recipe Price: 925

55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown.




Alternative Items:

None



THE BLOODTHIRSTER


SP The Bloodthirster will give us the damage that we need to be deadly and feared. Since we have included defensive items in our build, we will be able to stack it up from farming the minion waves, and hopefully retain those stacks! The lifesteal from this weapon, coupled with that from the Wriggle's Lantern, will give us a VERY STRONG lane presence.

Total Price: 3000
Recipe Price: 900

60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death.



Alternative Items:

None



LAST WHISPER


SP Last Whisper -- conveniently named because it is also our last item! This is such an amazing item on any AD carry, and it helps to make up for the fact that we do not get very much armor penetration elsewhere in the build. In the case that the enemies have rather low armor, it can be more beneficial to buy a The Black Cleaver instead. Coupled with our runes, we will reach a total of 50% armour penetration with Last Whisper, plus the other armour penetration in the tree. Please remember that if you are finding yourself dying a little too much, grab one of the below defensive items, and increase your survivability!

Total Price: 2290
Recipe Price: 900

40 Attack Damage. UNIQUE Passive: +40% Armor Penetration




Alternative Items:

SP SP


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X. Items Discussion



Please see the below discussions on item choices for Jayce!




Using both AND

** - - - -



VS

**
Kortron wrote:
Question: As you don't need critical, couldn't The Black Cleaver be used instead of Phantom Dancer?
I mean you would get even more AD and still reduce enemy armor, I mean you have your passive but wouldn't it be nice to have some extra armor penetration?

We truly need as much armour penetration as we can get, and The Black Cleaver is a MUCH better choice. Although, the utility that Phantom Dancer provides is quite useful.



When to sell the x2

**
Ashryn123 wrote:
I have a couple pointers, unless someone has already covered it...But by the time you have everything you need, excluding the 3 slots that the Dorans blades and Wriggles lantern take up, scrap them and get Trinity Force...all that ability changing while in combat is so nice from Sheen, plus it gives you a nice boost in dmg..I actually suggest scrapping the two dorans and going straight for Phage...but thats me, try it out..I usually build Tri force first and it does amazing things for me. I voted you up by the way, pretty helpful guide overall!

You quite right, the Doran's Blades are only there to give us an early game advantage, and once we get into the late-game items, we will have to scrap them anyway because we will run out of slots! I don't reccomend scrapping the Wriggle's Lantern unless you really have to though, because the armour that it provides is really invaluable.


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XI. Tips and Tricks





SP

Q - To the Skies!


Jayce's To the Skies! is a very useful ability. We can use it to catch up to enemies + slow them from escaping, make our own escape, and much more.

Below is an image of how To the Skies! can be used to quickly get to the Blue Golem Buff.

Initially, you must use your Shock Blast on the creep location, then the area will be briefly revealed, allowing you to use your To the Skies to leap over the wall!

Jayce's Shock Blast gives him vision of the area he hits, allowing him to quickly swap to his hammer and use To the Skies! to close the gap on creeps and players hidden in the fog of war.





SP

E - Acceleration Gate


Jayce's Acceleration Gate also gives vision.






Jayce's Acceleration gate gives a speed boost that decreases over time once you leave the gate. Placing the gate to your side rather than in front of you, allows you to keep at peak-boost longer.


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XII. Jungling



!SECTION UNDER CONSTRUCTION!
Complete Date: 15/07/2012



////////////////////
JUNGLING ROUTES:
Wolves -> Blue -> Wraiths -> Wolves -> Red -> Gank (MID or BOT)

This is incrediably safe and the way to go if you are wanting to gank bot. Remember to keep in mind that ganking bot means that you will be going into a 3v2, which is harder to have success with (compared to a mid or top gank where there is a 2v1).
Wolves -> Blue -> Gank (TOP) -> Wolves -> Red -> Wraiths

This is more challenging and requires you to gank at level 2 without red (level your Q and E first). You may have less success with this route, but it *can* work, and is worth a shot if you notice an over-extending opponent or a low-health opponent.
Wolves -> Blue -> ENEMY Wraiths -> Gank (MID) -> YOUR Wraiths -> Red -> (Gank MID)

This is a very difficult route but very rewarding. First you need to make sure you can get to their wraiths faster than their jungler which comes with experience. If you find yourself in trouble Flash through their wraith wall and immediately hit mid with something. The initial mid gank on your way from THEIR wraiths to YOUR wraiths sometimes yields a quick first blood but more importantly is if it doesnt it will usually burn their mid's Flash. After red you can gank mid again knowing their flash is down.

To do list:
JAYCE ITEMS.
ADD PICTURES ETC.
FORMATTING.
BBcode links for neutral mobs
MOB information: health/specifics

Wraith
wolf
golem
ancient golem
lizard elder


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XIII. Lane Opponents






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AHRI - [ Ability Power ] [ Carry ]


Distance must be kept when facing Ahri -- She has many abilities like her Orb of Deception, which can pass through minions to hit you. Her passive Essence Theft also gives her spells 35% spell vamp every 9 enemies hit with spells.

Notable Skills:
A Low-Cooldown skill-shot dealing magic + true damage. Has a boomerang effect.

A skill-shot affecting first target hit -- draws you to her for 1-2 seconds. Easy to avoid by staying behind minions.

A dash type move with can be used thrice per cooldown. Also deals damage to nearby enemies -- giving her huge chasing/escaping potential.


Countering AHRI:
* Keep your distance, with minions in between you and her.
* Be ready at all times to dodge her Orb of Deception.
* Harrass her with your Shock Blast + Acceleration Gate combo.
* She is very weak if you engage her in melee range (she can't hit you with skill-shots).
* Remember to get some early game magic resist. Mercury’s treads will decrease her damage, and additionally decrease the time that her annoying Charm affects you for.



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AKALI - [ Ability Power ] [ Attack Damage ] [ Carry ]


Before level 6, Akali will not be too much of a problem for you. Once she hits this point though, she gains her ability Shadow Dance, with is a dash-type move, with VERY LARGE range. It is almost impossible to outrun her when she has charges of her ultimate. In the laning-phase, she will mostly harass with her Mark of the Assassin, and it is generally levelled up first. Akali typically does a hybrid build, but usually leaning towards Ability Power.

Notable Skills:
A Very low-cooldown ranged attack, with a short range. She puts a “mark” on you, dealing damage, and the damage will be reapplied if she “detonates” the mark, with a melee attack or her Crescent Slash. Additionally, when she detonates the mark, she will get a refund on energy, so typically she will follow up by doing this, unless it puts her in danger of a strong counter-harrass.

An AOE spell, with remains on the ground for a decent amount of time -- similar in size to Jarvan’s Cataclysm. The shroud will slow all enemies, and stealth Akali. Akali is only revealed when she executes an attack or spell. Typically, the player will see which side you are waiting at, and make a dash in the OPPOSITE direction -- be prepared for this! When exiting the shroud, she remains cloaked for around 0.5-1 second, so it’s sometimes hard to judge exactly when she has left her Twilight Shroud.

A dash-type move with very large range. She can have a maximum of three charges stored, and will gradually restore them over time, or instantly when she gets a kill or assist (keep this in mind). It does decent damage, but it’s main use is for chasing and keeping her in range to cast/detonate her Mark of the Assassin


Countering AKALI:
* Attacking her directly after her Twilight Shroud goes on cooldown is a very good idea -- the cooldown is quite significant, and she will usually rely on this to win duels.
* Be VERY aware of when she reaches level 6, she will instantly get 3 charges of her Shadow Dance.
* Harrass her with your Shock Blast + Acceleration Gate combo. You can also just use your To The Skies! to get into melee range, and unleash your abilities on her.
* Engage her when her energy is low, as this is what she mainly depends upon for damage (when she is going mainly AP).


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XIV. Closing Words


I would like to thank anyone who took the time reading this guide, I hope it will help both newer Jayce players, as well as more experiences ones. If you used this guide feel free to use screenshots showing your results!

Remember to vote on the guide if it has helped you! It will give me the drive to make it bigger and better ^.^


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XV. Credits


Thanks to jhoijhoi for the line dividers/separators, and her amazing guide, Making a Guide.

Thanks also to JayceMJ from youtube! His informative videos made me aware of a couple of things I had never even thought of. Keep up the great work! =)