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Jayce Build Guide by hi im peji

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author hi im peji

Peji's Guide to Everything Jayce (S5)

hi im peji Last updated on June 19, 2015
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Ability Sequence

1
4
5
7
9
11
Ability Key Q
3
6
8
10
12
13
Ability Key W
2
14
15
16
17
18
Ability Key E





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Jayce with this build

Threat
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Threat Champion Notes
1
Kog'Maw Against AP Kog'maw, Jayce has a HUGE advantage from level 1 all the way to 6. You can out damage him, out poke him, and your all in is VERY hard from him to escape seeing that he has no inherent escape aside from flash.
1
Yasuo if played correctly, you shouldn't ever be in his range. You can poke him early with autos and q and bully him with hammer form any time he tries to e onto you. If played correctly Yasuo shouldn't be able to do anything against you in lane.
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Introduction

Hey guy! Glad you are here. Jayce is an Awesome Champion, that isn't played a lot, and has a HUGE skill cap. In this guide i will supply as much knowledge that i can so that you can take Jayce into your games with confidence. Jayce is a solo lane fighter, who excels in mid to long range combat. He has a very strong early game against most laners because of the numerous amount of abilities at his disposal early in the game, and being a Tear of the Goddess champion his late game is also very good. Jayce can be utilized in MANY ways, being a great teamfighter, great split pusher, and he also has great wave clear and poke. Overall he has a plethora of uses in any team comp.


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Pros / Cons

Pros:
- Has good lane phase because the range and poke he has with his Cannon form.
- Can fill many rolls in a team comp.
- Can split push and teamfight with great success.
- Provides decent utility for a mid lane carry.
- Snowballs SUPER well.
- Can 3 shot squishies late game with IE and Hyper Charge.

Cons:
- Very susceptible to all in champs.
- Has a slow start when building tear.
- Sacrifices safety with ad build when using hammer stance to jump into a team.
- CD reliant.


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Runes

As far as runes go on Jayce. There are too many options to use that are all effective in their own way. this is the page that i use most often in mid lane.
all the options are dependent on your lane opponent. Whether you need MR, Armor, Armor Pen, or health.

Mark of Attack damage: All of Jayce's abilities scale with attack damage, aside from Lightning field. It is also very helpful when last hitting.

Greater Seal of Health: Great for AP match-ups, Gives a little more defense against AP opponents having the flat HP.

Greater Seal of Armor: Take these when you are up against strong AD match-ups like Zed or Riven.

Greater Glyph of Magic Resist: Take these against AP match-ups that you have a hard time laning against for the extra safety.(instead of scaling CDR)

Greater Glyph of Scaling Cooldown Reduction: These are great on Jayce, CDR is essential for his late game. Nothing better than runes that scale with you into it!

Greater Quintessence of Attack Damage: For the same reasons you take the Marks of attack damage.

Greater Quintessence of Attack Speed: I tend to only take one of these in my build, I like it because it helps with CS early and to help smooth out your auto cancelling in trades.


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Masteries

As for Masteries, I split 4 into CDR and attack speed. I also take feast for the HP and mana sustain early. Then the rest is pretty general stuff. Make sure to take both weaving point as you are weaving autos and spell casts together basically all the time. As for the 9 left. i usually put them in the defensive tree for the extra help in lane phase. but if you are against a poke champ that doesn't like to fight. you can take the extra sustain and mana regen from the Utility tree.


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Abilites.

Ability Description/tips:
Passive: Hextech Capacitor; Every time Jayce switches forms, he gains 40 flat move speed and ignores unit collision for 1.25s. Makes you run fast and gives you the ability to walk through minions.

Cannon Form:
Shock Blast(Q): Shock Blast is an AOE skill shot nuke that does (70/120/170/220/270/320 + 120% AD) Physical damage, with a range of 1050. Shock Blast can also be shot through Jayce's Acceleration gate to increase the damage and range by 40%(range w/ gate= 1470). This is the ability Jayce is known for, His best wave clear/poke ability, and a great tool that also gives him vision in the blast zone. This ability can be used to scout bushes from a great distance. (especially when used with Acceleration gate)

Hyper Charge(W): When used Hyper Charge gives Max attack speed on Jayce's next 3 auto attacks, for the next 4 seconds. Hyper Charge does (70/78/86/94/102/110) percent of his auto attack's damage. Late game Hyper charge is where a lot of Jayce's damage comes from. When maxed, the 110% auto attack damage combo's with Infinity edge's passive and the active from manamune, gives Jayce very good sustained damage along with the chance to 3 shot squishies late game.

Acceleration Gate(E): The only one of Jayce's abilited that doesnt do damage, his Acceleration Gate! Acceleration Gate appears for 4 seconds, It gives Jayce and his allies (30/35/40/45/50/55%) move speed that decays over 3 seconds once you step out of the gate. The gate is great for helping you and your team get to/get out of places quickly. When using your acceleration gate in lane stand in it, don't just shoot your Shock blast through it and walk away. Use the Move speed to your advantage, to help re-position yourself for a Accelerated Q, or to help evade skill shots thrown at you during trades. Also when using it to get to a fight or lane cast it parallel with the way you are going and run through the length of the gate to get the most time with the MS you possibly can.

Hammer Form:
To The Skies!(Q): To The Skies! is a targeted leap with 600 range, that deals (30/70/110/150/190/230 + 100% Bonus AD) AOE physical damage and applies an area affect slow of (30/35/40/45/50/55%) for 2 seconds. This is Jayce's only gap closer, the tricky thing about To The Skies! is that it is not completely "targeted"; meaning when it it is cast, it goes to the location of where the enemy was. SO what that means is people can flash out of your To The Skies! after you cast it, and you will just look dumb slamming the ground for nothing. With the way i build Jayce this ability can get you into trouble (jumping into the enemy team, and getting stuck there), so use it sparingly.

Lightning Field(W): Passive: Every time Jayce auto attacks while in hammer form, he regenerates (6/8/10/12/14/16) mana. Active: Jayce generates a Static field dealing (25/40/55/70/85/100 + 25% ap) magic damage per second, for 4 seconds. This ability can be used all the time. it doesn't do a great amount of damage, but can be just enough at some times. Like to prep a wave for your Q.

Thundering Blow(E): Thundering Blow is a targeted knock back for .75s dealing (8/10.4/12.8/15.2/17.6/20% target's max health +100% Bonus AD) Magic damage. This Ability is an interesting one. Besides Lightning Field this is the only other ability that does MAGIC DAMAGE even though it scales with Attack damage. this ability can proc manamune's active affect. (which is awesome, more damage right?) This knock back has a wierd function and cannot be used like Lee Sin's Dragon Rage, so you can't E flash to get the instant knock back in the opposite direction. (I've tried, its awkward, Don't do it. they just fly the same way they would have if you didn't flash.)

Last but not least, His R passives.
Hammer form: Passive #1: While in hammer form he gains bonus armor and magic resist (5/15/25/35) which level up passively at level 1, 6, 11, and 16.
Passive #2: After switching to Hammer Form, Jayce's next auto attack will deal (20/60/100/140 + 40% AP) magic damage, on top of his base auto attack damage.

Cannon Form: After switching to Cannon Form, Jayce's next auto attack will shred armor and magic resist by (10/15/20/25%) for 5 sec.

What abilities to max/ Early laning strategy:

Start with Q for Poke and to help CS early. Level 2 put a point into E for the power spike with acceleration gate Q and the knock back and slow from Q and E in hammer form. After that Max Q, then W, Then E. As far as maxing E second, there isn't really a reason to. the only benefit you get is Upgrades to E in hammer form. (ie. damage and CD) It's really not worth it seeing that your Acceleration gate has a fixed CD and only gives a little bit more MS. the points in Hyper Charge for the Percentage damage, it's too valuable.


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COMBOS!

Generally a Good combo for Jayce is to start in cannon form, Auto once, then press W for the reset and AS, then Acceleration Gate Q, Switch forms, using the MS from both your gate and passive run and use To The Skies! and pop your W, Then finally use the slow from To The Skies! and auto for as much damage as possible then finish up the combo with a swing of your hammer. using your % damage from your E like an execute.


A second combo that i like to use if i have the drop on them is to start in Hammer Form. Auto once with your passive while also using your W for the passive damage, use your E and right after your E, follow up with your Q. Then Switch to your Cannon Form, use Hyper charge immediately and auto 3 times, then finish it off with an Accelerated Shock Blast.


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Items.

Manamune: is essential on Jayce, for the increased mana pool to fuel his poke, for the active combo'd with his Hyper Charge and Thundering Blow, and the good amount of ad that comes long with it.

Ghostblade: is a must have now that black cleaver's build path has been changed. You NEED the early brutalizer for it. Thought the active, the awesome crit, and the synergy from the MS and AS work very well with his kit.

Infinity Edge: is what makes Jayce's late game so scary. The crit bonus damage along with the active from manamune and hyper charge, allow him to 3 shot squishies from full health. TONS OF DAMAGE! Infinity Edge (250% damage on crit) + rank 5 Hyper Charge (110% damage on autos) = 270% damage from a single crit auto, PLUS the active bonus from manamune... Spooky.

Last Whisper: Cuz you want to do the deeps, and bypassing 40% of a target's armor is a good way to do that.

Ionian Boots of Lucidity: To help you get as close as possible to the CDR cap late game for the AWESOME E,Q poke Combo.


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Lane Phase.

Laning with Jayce is generally easy, he has a few matchups that are interesting but for the most part he doesn't have any super counters early in this meta. Jayce's biggest problem are champions that have VERY good all in potential (ie. Riven, Fiora, Diana). Champions that have dashes to stay on Jayce after he uses he E to get separation. Once Jayce uses his E to get his lane opponent off of hit he doesnt have any real advantages in melee range. The Best way to play him is in mid range and to kite using your speed buffs from E in Cannon Form and the speed bonus from his passive. One tip that i can give is when you are laning early and want to pressure your lane opponent, is to use your E but don't fire your Q instantly. Once you use your E they will generally try to juke or dash in a direction seeing that you are going to shoot your Q at them. Hold the Q and stand in your acceleration gate, try to get a few autos off and make them put themselves in a corner so that you can hit your Q or make them run out of lane where then you can take control of the wave and bully them away from the minions with ranged autos.


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Mid Game.

This is when Jayce has great game control. His E, Q combo give him great poke and Vision. This allows him to stop objectives and help dwindle enemy champs health bars before fight for towers or dragon. Also his W in Cannon Form gives him GREAT pushing power and he can take towers very fast. At this time in the game unless horrendously fed, he will not have any of the damage modifiers in his build yet (ie. Infinity edge) so his cant all in as well as possible. So during this time you want to stay in cannon form, Shoot your Q, and Utilize your Hyper Charge. And to only go Hammer Form if it is safe enough to go in, because once you use your transform and Q in Hammer Form you have to wait for your transform to come back up for you to have any chance of escaping a sticky situation with your speed boosts.


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Late/End Game.

This is When Jayce really starts to shine. With your IE and armor penetration items complete along with your finished muramana, your damage will now be disgusting. If you utilize vision and wards to where you can get the jump on a squishy, you can auto them 3 times with your W and follow up with a E, Q combo, and they should evaporate from the rift. Along with his Lower cd's on his E, Q combo lets him poke with GREAT success, his Q also makes his waveclear great and overall he doesn't have a huge lack of anything.