Jayce Build Guide by Azar218
| Health | 3240 |
| Health Regen | 22.2 |
| Mana | 1960 |
| Mana Regen | 28.4 |
| Armor | 138.69 |
| Magic Resist | 109.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 270.3 |
| Attack Speed | 0.993 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 10 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes
Spawn #1 + Notes
Spawn #2 + Notes
Spawn #3 + Notes
Ability Sequence





Masteries
Introduction
Hello, and welcome to my first guide on MOBAFire. I decided to make this guide because I felt that
Jayce was--as of the time this guide was made--a fairly underestimated champion. Most people don't seem to understand how Jayce can be played to his full potential. This isn't to say that I am the best
Jayce player, or that any of the other guides are worse than mine. For the longest time, I've used the Jazzy Jayce build guide, and I still like it, but I felt that there were flaws in it, and I wanted to add my own input to the
Jayce build guides.
Quick little note: My original intention was to finish the revamp before releasing it, but I figured I may as well let you guys know that I'm doing one.
A Note About Builds
In the last update I removed two builds and I'm redoing this section to make it more concise and readable. The object of this section to being with was to give a little 'at a glance' to each guide to decide if you wanted to read further.
Solo Top: Main Build
This build is geared towards both tankiness and damage, and good sustain in the early game so you don't need to recall every time you run out of mana.
Jungle
This build is similar to the main build, but with a jungling start, and a
Spirit Stone item. It again offers good survivability and damage, as well as some chasing power through the proc on
Spirit of the Elder Lizard.
AD Carry
This build is geared more towards damage through the
Muramana proc and lots of flat AD. It lacks in the way of survivability, though, but should offer good sustain through Bloodthirster and some survivability through
Guardian Angel.
Pros / Cons

|
|
Masteries
I decided to run 21/9/0 on
|
space |
Offense Tree
Tier 1 - 4 points go into Tier 2 - 4 points go into Tier 3 - 3 points into Tier 4 - Pumps a little more AD into Tier 5 - The flat penetration is nice, but it more leads into Tier 6 - More damage to low-health targets and minions from all sources. |
|
space |
Defense Tree
Tier 1 - All 4 points go into Tier 2 - 2 points into Tier 3 - |
Runes

| 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 |
||||||||||||
Summoner Spells

|
|
|

Obviously there are other good spells,
Skill Break-Down


: A nice passive, but there isn't much to say about it. The ignoring unit collision is nice for general mobility, as is the speed buff. It lets
Jayce chase efficiently, and move around the map faster.

: This is Jayce's gap closer. It is a terrifyingly strong skill, though more for utility than damage, although the damage isn't bad. It deals 200 (+1.0 per bonus AD) and inflicts a 50% slow at max rank. The damage on this skill could be better in my opinion, but the good slow and alright damage makes it my choice to max first, if not more for
Shock Blast's sake.

: This is Jayce's main damage skill. Without it, his damage in
Mercury Cannon form is bad and he has no poke ability. This is ability is very strong, even without the boost from
Acceleration Gate. With two ]]Doran's Blade]]s, around level 9, you should be able to kill the caster minions with a solitary
Shock Blast. At max rank, this skill deals 280 (+1.2 per bonus AD) in a small area. When combined with
Acceleration Gate, the explosion, missile speed, damage, and range are all increase by 40%.

: This is Jayce's mana sustain skill. At max rank, it deals 380 (+1 per AP) magic damage in an area around him each second over 4 seconds. It also restores 14 mana on each auto attack. I max this last, mainly because you only really need it for early mana sustain, and the damage on it is never good, even though it does scale with all of his AP. I almost never use it, though, but it should be used to increase DPS.

: This is Jayce's early last-hitting/ward clearing early. It attacks fast enough to destroy a ward before it disappears, provided you use it in time. It also resets the attack timer, so you can actually get four fast auto attacks in very quickly. It is also great for pushing, and can be combined with
Mercury Hammer form basic attacks for some really nice pushing power. At max rank, this ability deals 130% of his total AD as the basic attacks.

: This is
Jayce's pimp-slap skill. It's what makes him awesome. In some ways, it defines his playstyle in
Mercury Hammer stance--jump in, hit the carry out, etc. It deals 20% of the target's max health as damage, as well as a flat amount that scales (+1.0 per bonus AD). The ability is also a knockback/stun that lasts about a second. One important thing to note; the stun lasts a hair longer than the knockback.

:
Jayce's escape skill. It is the greatest of his many speed buffs, adding an extra 50% movement speed that decays over 3 seconds. It also combines with
Shock Blast, increasing the missile's effectiveness by 40%. This ability should be used for positioning, helping teammates escape sticky situations, or simply beefing up your Q's. In any case, use it wisely, and try to reserve it for when you need it, because its cooldown is rather long until it's ranked up.

: This is
Jayce's bread and butter skill. It doesn't deal damage, but this truly defines his playstyle. A good Jayce player needs to choose the stance that's best for the situation. The
Mercury Hammer, when first called upon, increases Jayce's Armor and MR by 35, and the first auto attack in this form deals 140 bonus magic damage. In
Mercury Cannon form, Jayce receives no stat bonuses but a 25% Armor/MR debuff, making an auto attack a good opening for a
Shock Blast/
Acceleration Gate combo.
Items


: Finally, after so fricking long, Riot decided to give us an item dedicated to AD Casters. The armor shred on this thing is amazing, and it builds from
The Brutalizer. I honestly can't think of a better item on
Jayce. It's that amazing.
: I've been playing
Jayce a little more, and upon looking at Muramana, I decided to replace
Trinity Force here with Muramana.
Muramana offers a nice active that procs on
Shock Blast, making it deal rough 500-600 damage with the
Acceleration Gate multiplier. It also increases his Hammer Stance damage in a way that
Ravenous Hydra couldn't. Muramana is also reliable, in that you will always land auto attacks and spells like
Thundering Blow and
To The Skies!, both of which proc
Muramana's toggle.

: This is another great item. It gives some nice MR mid-game, and since most casters are going to be mid-late game champions, these should be built as soon as possible if their AP is doing anything, which will be most of the time. The Tenacity also makes me buy these more often than not;
Jayce is devastated by hard CC's.
: These are your third wheel boots. You almost never get them, unless their team is
Master Yi,
Tryndamere,
Fiora,
Master Yi, and
Master Yi. They're alright, but
Mercury's Treads usually wins out. Again, only get these unless their AD is a problem, or if you don't want to get your Tenacity through Merc Treads.
:
Jayce has great synergy with high movement speed items because he has a very nice slew of speed bonuses. The slow resistance on these boots is great, as
Jayce's escapes all rely on movement speed, and it reduces the power that slows have over in situations where he needs to get away. Get these boots if their team is filled with slows, and you need to be moving around a lot.

: Since the Season 3 update, this item has lost favor for me. I like the changes that were made to it, but I still think there are better options. Nonetheless, it's still here because it is a good item when you're getting a lot of kills and you want TONS OF DAMAGE.
:
: This item has replaced
: Otherwise known as
: I've been in love with
: I cannot tell how many times I've been saved by this thing (not necessarily on
: Randuin's is also a great item that I see becoming very popular in the near future. The Cold Steel passive is great for slowing down the enemy carry, especially if it isn't a carry that builds tons of attack speed (i.e.
: Another item to get when the AP is trouble. Again, this is a nice item because it offers good damage, but this item is more for the Solo Top Match-Ups
This section is currently under work and will be filled out once I get around to testing it.
Gameplay
Early Game
In the early game, you should focus on farming as much as possible. From levels 1-3, I try to stay in
On your first trip back, grab 2 sight wards, along with whatever else you need. You should ward in any of the green spots marked.

Once you get
Mid Game
Once you start moving as a group, should gank where it's needed, and when you find yourself in combat, always focus the enemy with the highest DPS. You should never initiate a fight. EVER. That's the tank's job. Also, keep an eye on top lane. Don't let it get pushed in the other team's favor, and farm constantly.
Late Game
Late game, you'll be fighting a lot. When you get into a fight, let the tank initiate, then leap in with
Summary


So, time for the end. It's been a good run, and it's been fun creating this thing, and I hope you enjoy this guide. I just want to make clear that this isn't the RIGHT way to play
Jayce. This is simply the way I play him. I have borrowed some ideas from both Jazzy Jayce and The Superhero's Guide to Jayce, the two top guides on MOBAFire. I will link them in the section below. Thanks so much for reading and bearing with me, and if you liked it, leave a comment and a rating, and if you didn't leave a comment and a rating. I'll accept any criticism you guys can offer, but I won't respond to trolls or spammers. I want good, honest people critiquing my work, not trolls and jerks. And again, thanks for reading.
Further Formalities
A special thanks to JhoiJhoi for letting me use her paragraph dividers, as well as teaching how to do this. I never could have done this without her help.
Making a Guide by JhoiJhoi
Also, check out these two builds:
The Superhero's Guide to Jayce
Jazzy Jayce
Changelog
May 7, 2013
- More changes to item cheat sheet.
- Sorry about the **** with photobucket, working on it.
May 5, 2013- Did some more revisions relating to the revamp, more or less finalized them.
- Nixed the jungling section, partially because I didn't feel like revising it, more because I'm not here to teach people how to jungle, and reading that certainly won't help them. Besides, i'm not a huge fan of jungle
Jayce.
December 11, 2012- Fized a bug with my Jungle/Glass Cannon build, basically reversed the tags.
December 7, 2012- Re-added Atma's Impaler into Jungling and Solo Top builds, and updated Items chapter accordingly. Added Hextech Gunblade to Items section, which is pending test. If anyone wants to, I would appreciate feedback on it.
- Added Enchantments section to the builds up top and in the Items chapter. Removed Other Viable
- Options from the Items chapter.
- Fired my coffee boy.
December 5, 2012- Removed Tankier Build.
- Updated for Season 3, made the builds more AD Caster-friendly, and removed Atma's Impaler and Banshee's Veil from all builds, and divided the builds into "Spawn" and "[role in which the build details] Jayce".
October 22, 2012- Added Tankier build.
October 10, 2012- Added two new builds--AD Glasscannon and Support.
- Renamed Guide to "A Jayce of All Trades".
- Added Aegis of the Legion and Guardian Angel into Items section.
September 9, 2012- Again revised the build at the top. Added Cleanse as a viable Summoner Spell and added Quicksilver Sash to the Items section.
August 30, 2012- Added Jungling build and route. Still need to add images though.
- Updated build sequence for solo top build.
August 20, 2012- Updated item sequence at the top to make it easier to understand.
- Ability Explanation an combo sequence coming soon!
- Added Ghost to Summoner Spells.
August 19, 2012- Guide posted.
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
|
Dominate Dominion #57
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (39)




