Jayce Build Guide by Berzerk
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S4 Update in progress. Hello everyone this is Berzerk and welcome to my now season 3 updated Jayce guide. I want this guide to be a resource to help players both learn Jayce and improve their skills on him. As such I am including. A VIDEO GUIDE on Jayce at the bottom of each section of the guide, the purpose of these videos is to both restate AND enhance the information given in the text sections. I am doing this, as when I want to go learn a champion and guides are talking about cool combos with their skills BUT are not explaining it in a clear manner I typically go look up a YouTube video to show me. So last season I got into Jayce (back when people thought his release state was just ok, not OP) and saw what a monster he could be and invested time into learning him. I decided to make my guide as I felt others were not explaining Jayce to his full potential. I ended off last season 5-2 with Jayce in 5v5 (I was 0-3 with jayce in 3v3, I couldn't play him well there for some reason -.-) at a gold Elo level of 1500. I did not play ranked much last season and I got to 1500 only when riot announced that was the Elo I would need for rewards. I plan on trying for plat or diamond this season and using Jayce as one of my strong champions despite the nerfs. I feel Jayce is still a strong champion and can be amazing in the hands of someone who takes the time to learn what he can do. I'm hoping for a good season 3 and plan to update this guide whenever something new comes up. Without further edu onto the guide.
(Please note that the video guide will not be ready to release until I am able to get a bunch of season 4 footage sorry xD )
All of these updates should start coming once I finish my school semester.
+ Gives team a second ranged damage source.
+ Very Versatile
+ Good Trade
+ Strong Poke
+ Has very good matchups
+ Safe in lane
+ Has 8 abilities+ passive
- Cannon form
range is low.
- No lockdown CC,
only a knockback.
- Not innately
- No innate
The below rune page is the one I will use most of the time. I have however provided alternate rune choices that are viable on Jayce, if you are able to make pages with any of the types of runes below they should be able to work on Jayce decently.
Attack Damage Marks
My marks are aimed on giving Jayce a Big damage advantage early on for the ability to last hit easier as well as be able to trade off better.
Armor Pen Marks
These marks are very good for early game trading when the enemy has lower armor. If the enemy is someone squishy you may want to consider these runes instead of attack damage.
Magic Resist Glyphs
These glyphs are my standard glyphs for top lane. They provide me a good defence against that one random magic damage spell most champions provide and they help me in a fight where the enemy mid shows up.
You can run these glyphs if your lane opponent is all physical and you want to beat him in a fight.
Move Speed Quints
These Quints are my favorite since the boots start nerf. They work well with Jayce's passive which gives a flat amount of movement speed. This allows you to start with whatever you want and remain safe from most ganks while still being able to outmaneuver the enemy.
Attack Damage Quints
These are the popular quints and they are good. I typically prefer utility over early trade damage and last hitting.
Ever since riot made vamp harder to obtain (Vamp scept is 800 and the mastery is not in utility tree) these runes have gotten a little more use. They give jayce a form of sustain while he is last hitting/trading at ranged with cannon form. These runes are more for players who want to try and sustain and farm through the lane phase.
Armor Pen Quints
An alternate for AD quints. Pretty much the same effect not much of a difference.
As with runes, below is a Jayce mastery tree I use. In this section I will talk about what Jayce likes in the trees as well as providing images where I highlight what masteries work for Jayce in each tree if you want to go make your own mastery pages.
Flash is a core spell on Jayce as it allows you to quickly adapt to the situation, change your positioning at any needed time, or most importantly make plays. The ability to surprise enemies with a flash Q and enable you to land kills makes this spell more than worth it to take. Most of the time alot of improving your play with a champion can come down to simply how well you can flash into your combo before the enemy can react.
Ignite is a spell that is very useful as a true damage DoT in fights and can help you secure kills that you may not have gotten. The reason this spell synergizes well with Flash is that you can flash into your combo and ignite them as they flash away, giving you a kill you normally would not have gotten. The healing reduction is a nice bonus if the enemy team has any healers. If you would want to remove a spell from primary for something else, I would remove this and keep Flash.
Teleport is a spell that got a lot of buffs with the season 3 patch and is a really strong spell now. Now you may be saying Teleport did not receive any buffs. But it did indirectly. Both homeguard and distortion boots synergize amazingly well with Teleport. Now as far as the spell itself goes take it when you are fighting a lane in which the enemy is tanky or you wont be killing much Malphite or if you want to split push.
Exhaust is way underrated in the top lane and actually should be taken versus pretty much anyone with burst but no sustain IE: Riven, Wukong, Fiora. The effects of this spell should only give you kills if the enemy trys to duel you, unlike ignite which can be used for a burst kill. But this spell WILL scale into late game and will be able to cripple an enemy burst champion or ADC in a fight.
Ghost is a strong spell. In full honesty it is better than flash as far as escaping and gaining ground goes, BUT there is something it does flash doesnt. It gives a warning. When someone sees ghost pop they will know you are trying to do something and take that as a backoff sign making it weaker than flash for getting kills in lane.
Heal is a good spell pretty much if you want to bait your opponent into making a mistake. It scales slightly well into late game if no one else on your team has it, but that is pretty much it as far as its uses go.
To the Skies!
PASSIVE: Jayce regenerates (6 / 8 / 10 / 12 / 14) mana each time he strikes an enemy while in Hammer Stance.
ACTIVE: Creates an electric aura, dealing [100 / 170 / 240 / 310 / 380 (+ 100% AP)] magic damage over 4 seconds to nearby enemies.
Deals magic damage equal to a percentage [8% / 11% / 14% / 17% / 20% (+100% Bonus AD)] of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters at 200 / 300 / 400 / 500 / 600.
You and all allies a big movement speed boost if traveled through. This skill also has a special interaction with your Q by enhancing its effects.
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 by 10% / 15% / 20% / 25% for 5 seconds.
This start is good against champions who have alot of spammable burst in lane such as Pantheon or Riven. This gives you the armor to live through their damage and the sustain to survive and farm.
This start is in my opinion the new ideal as it offers sustain, safety, and allows you to build into a tear of the goddess early on.
Boots of Mobility
Blade of the Ruined King
Ravenous Hydra/Runaan's Hurricane
Sword of the Divine
The Black Cleaver
This section Will be used to explain Various Sections of Jayces Gameplay
Jayce is very good at receiving jungler ganks. If he is able to either flash or To the skys! in a position to shoot the enemy backwards, it will often result in a free kill.
(Mostly only effective if you are on blue team) If you are able to kill the enemy, or you see the enemy jungler at bot lane without his buff you can go into his jungle and quickly STEAL it. The best way is to pull the buff out of the way with your Q.
- Use your early advantage to establish a lead.
- Farm with cannon form post 6 and disengage with hammer if she trys to jump you.
- Keep a pink ward at all times post 6
- Tell your jungler her ward placement info and tell him its a free kill if he comes with CC.
- Killable before she hits level 6.
- Post level 6 you cannot fight her unless you can poke her down first.
- Take teleport for a very safe farmfesty lane phase.
- Need a maxed out E to kill him post 6
- Avoid rupture and he can't do anything to you in this lane.
- Once he gets tanky you jungler wont probably even be able to gank him.
- Killable pre 6
- Post 6 becomes a farm fest that is pretty boring to even be in unless you have a maxed out E.
- Keep at ranged, do not let him get in range for a max power Q.
- Flip to hammer when he throws his pull so you can E him away instantly
- If he gets a lead use ranged Qs to farm.
- Ganks are free kills in this lane.
- Killable lane at all times
- If he can get you in a position where he can stick to you he is stronger.
- Bully her pre6 before she is able to get her ranged dash
- Post 6 farm from ranged and avoid her Qs
- Do not straight up duel her
- Call for ganks she has 0 escapes and autopushes the lane.
- Killable pre6
- Killable post 6 only with ganks
- Farm from ranged
- Always keep minions between you and her
- Be in hammer form when she rappels to shoot her away
- Try and end the lane early so that you may group up and get to use your poke.
- Never really killable
- If you get a gank
- Avoid trading if its not free.
- Use your E after her second Q
- Invest in some early armor
- Killable easily with ganks.
- Killable post 6 only after poked down.
8/3/2012 Guide Release!
8/20/2012 Name change, added Lee Sin
9/15/2012 Jayce mana costs made scaling, doesnt affect this much
10/8/2012 Changed build 1 rec item from Bloodrazer to IE as it gives me more damage output when all is said and done
10/18/2012 Played Jayce on PBE and DESPITE the damage nerf on E I still max it first vs tanky targets as you will be using it for % damage.
10/28/2012 Changed skill order on soloQ to maxing Q since the recent E nerfs
11/12/2012 Removed and Heart of Gold from the build since they are getting removed.
1/3/2013 Season 3 Update part 1 out!
2/18/2013 Been spamming Jayce, made a new cheatsheet for him of what I have been using.
Well this is my guide on Jayce. Jayce is a really fun champion with a high skill ceiling, so I doubt we will be seeing any master Jayces for a little while. The things you can do if you learn him are pretty crazy. Jayce has a way to adapt to every situation, that is fun and very unique.I hope you enjoyed my style of playing him and learned a lot about the champion himself.
All the videos are from my Youtube channel Here.
Many thanks to my fellow mobafire members who commented/supported my top facts series =D.
Many thanks to my friends who played with me while I tried all of these different top laners.
If you have any questions/suggestions feel free to either message me on the site OR come talk to me in the mobafire chat room in the game client.
Check out my complete guide to top lane Here
A thanks to JhoiJhoi's Guide on making a guide for a big help with coding and by having the templates for us to use =D.