Jayce Build Guide by KforKurious
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Welcome to my guide on how to play Jayce. In my opinion, I think Jayce is one of the stronger AD Carries in the game. The skill cap is very high, (unlike a lot of the other AD Carries who are just right click to win) since he relies a lot on combos. He has some of the best harass in the game considering his range on his E + Q Combo is one of the farthest (if not the farthest) ability range in the game and does insane amounts of damage. Poke down their carry, then unleash the ultimate combo of destruction to finish the job (More on the combo later)
Enjoy the guide, and use it to dominate the League with Jayce.
(The only 3 games I had in my match History with Jayce)
Pros / Cons
Hard to learn
Very reliant on combos
Low MR with this build
Lets start off with teh Summoner Spells.
Why heal? Well, It is a great spell to get used to using if you are serious about being the ADC. You WILL be focused so its nice to be able to bait people with that extra health boost they wont expect. You should tell your support to take exhaust instead of heal because you don't need 2.
Flash is great for avoiding ganks, great escapes, or flashing in to finish someone off. I do not recommend swapping this out with anything else.
Now obviously you do not have to use heal. If you decide not to, I suggest Ignite for a couple reasons. 1) The enemy ADC, or at least someone on their team, will have a heal, so you want to limit their healing with ignite. 2) It does great DOT (Damage over Time) that sneaks up on people allowing for some Cheeky kills.
Now, you CAN use ghost, but you already have a speed steroid, so ask yourself, "Is it really necessary?"
In this section I will briefly explain why I choose the runes I do, and what are some alternative runes you can use If you do not agree with mine.
Good old flat AD Marks. Why? Well as I explained in the introduction, Jayce has some of the best harass; Flat AD runes will help boost that damage so you can force teh enemy champions out of the lane causing them to lose farm and xp.
Flat AD again? Well yeah, most ADC builds will suggest armor seals, but with Jayce, you have your hammer stance which grants you armor while you are in it. Also, with your extreme range on your harass, you shouldn't be up close n personal unless you have poked them down enough to go in and combo them for the kill. And The flat AD will help with more harass; as stated above.
Attack speed glyphs? Yup, I do not suggest Flat AD for Glyphs because they just do not give you enough AD to be worth the money, so why not throw in some AS into the build to help with farm and kills.
Flat AD AGAIN? Yes, I like to murder kids, Don't give them any chances for survival. So when you start the game, and you have a good 74ish AD with boots or 84ish AD with a Dorans, You will absolutely melt people.
I highly suggest not changing the marks. I do not see another alternative that will help him as much as flat AD.
Sure, You could swap AD for armor, obviously you would lose some damage on your harass, but it would allow you to be more of an up close and personal champ and possibly go for more kills. (doubt it)
With the build I suggest, you have very minimal Magic Resist by the end of the game, obviously you can look at the situational items and modify the build if they have a lot of magic damage, but these will just help secure a safe amount of MR. Why not flat MR? Well, since you will be playing him as an ADC, you shouldnt be running into to many magic damage encounters. So you dont need the MR until later on in the game.
Quints, Leave them alone as well, you want that AD, Trust me.
Why the 21/9/0?
Well, I choose 21 on attack because more damage = more kills for an ADC. It's rare that you will find a build for an ADC suggesting anything but 21 on attack.
9 on defense? Sure you lose that increased buff duration from the utility masteries, but the defense masteries I chose focus on health, allowing you to be a bigger bully early game.
You can mess around with the masteries to fit your liking, I think masteries are more about personal opinion then what guides say.
Now time for the fun part, Going over the items.
This is a common debate for an ADC, but let me simplify this for you. In general, if your support does not have a heal, you will want boots and pots. But say you have a soraka or alistar, you can start with a dorans to give you that extra damage and health making you a bigger bully.
But don't make this decision based on just your support. Before you buy, look at their team, figure out who will be bot lane. If their support is someone like blitz or lux, you might want to think about getting boots so you do not get pulled or snared as easy. Boots will allow for more jukes. Say their ADC is a gap closer such as Tristana or Corki, you will also probably want to start boots and pots so when they jump to you, you can get away safely.
As Jayce you do not have to worry as much about getting ganked or gap closers jumping in and killing you because of your E ability (explained more later)
Now, I know the "New meta" is all about the 2 dorans, boots, and a vampiric scepter start, but I don't agree (not with Jayce at least). I like to jump right into the Bloodthrister because once you have figured out Jayce, you can be getting plenty of kills while maintaining plenty of farm while in lane, and everyone knows an early bloodthirster can make a carry unkillable due to the high amount of damage and lifesteal it provides.
I like to get these instead of Merc treads because you will become tanky enough by the end of the game, and it is quite hard to stun/slow jayce because in general, you shouldn't be able to catch him. He has that speed steroid, and a knockback (more on this below). The bonus attack speed will help with farming and killing, so in general, these are good boots, for just about any ADC.
Now, there is always the big question "Is a trinity force really worth the money?" Normally, I say no, Personally, I rarely get a Trinity force on anybody, But with Jayce, I think it works perfect with him. The sheen proc along with the proc of your hammer stance switch (more info below) will deal HUGE amounts of damage. the bonus attack speed/movement speed is nice along with a slow and some extra heath to compliment your Atmas.
Good ol' Warmog's. By the time you get around to this item, it should be a bit later in the game, where some ADC become to squishy and are easily focused down. Well once you get your warmogs, you have around 3000 Health, with a lot of lifesteal/heath regen, making it a pain in the A** to focus you down and kill you. And of course once you get your Atmas you will get a great damage boost from all the health the warmogs provides. Since an ADC should always be farming something, you will max out the Warmog's passive quickly. During team fights, you will be diving in the fights in hammer stance, so you need some extra health to survive a bit longer.
Now, once it is time to get this item, you will have around 3k health, but still be lacking a bit of armor. So whats better then an item that gives a nice damage boost along with some extra armor to make you a bit harder to kill. This is a great item for almost all bruisers, but It works great with ADC Jayce because of the Crit chance along with the damage boost.
Now to finish your build, you really have many many options. I usually like to finish it with a GA because everyone knows how annoying it is to have to focus down someone with a GA. Since you are the ADC, you will most likely be getting focused, so Its nice to be able to dive right in there, deal massive damage, and pop right back up for the PENTA KILL. The extra armor + MR is great since during team fights you will end up diving in.
If you are going to swap out anything in this build, I suggest replacing it with an IE. Keep in mind, you are the ADC so you will want to dish out heave crits. You already have the crit chance from the Tri Force and the Atmas, so add a little more and deal more damage.
If you feel like your team does not have enough tank, or if the other teams AP Carry is fed, consider swapping out something for a FON. As I said earlier, one of the downsides to my build is you have low MR; getting a bit more wouldn't hurt.
IF YOU GET THIS, DO NOT GET A TRI FORCE. The Tri force already has a phage in it, giving you that slow chance. Frozen mallet gives you 100% slows, so 1/3 of the money you put into the Tri force has now become a waste. Frozen mallet is a good substitute for the Tri force though because it gives you more health and makes chasing easier (although you shouldn't not have a problem with that since you are Jayce).
To the SkiesJayce leaps to an enemy dealing 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage) physical damage and slowing enemies by 30 / 35 / 40 / 45 / 50% for 2 seconds.
Shock BlastJayce fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage) physical damage to all enemies in the area of the explosion. If fired through an Acceleration Gate, Shock Blast's damage, range, speed, and explosion radius are increased by 40%.
To the Skies is your Q when you are in hammer stance. This ability is quite self explanitory. You press Q and click the target, then you leap to them and slow them while dealing damage.
Shock Blast is your Q while you are in Range mode. It fires out a small shock ball that damages enemies it hits, and enemies in a radius around where it hits. Alone it has a pretty good range, but if you fire it through your E, it gains massive range and damage. (more on this later)
Lightning FieldPassive: Jayce restores 6 / 8 / 10 / 12 / 14 mana per strike while in Hammer form. Active: Jayce creates a field of lightning that damages nearby enemies for 100 / 170 / 240 / 310 / 380 (+100% of ability power) magic damage per second for 4 seconds.
Hyper ChargeJayce gains a burst of energy, increasing his attack speed to the maximum amount for 3 attacks. These attacks do 70 / 85 / 100 / 115 / 130% of his attack damage.
Lightning Field is your W when you are in Hammer stance. When you press it, A medium sized ring of lightning forms around you and does a certain amount of damage to enemies in the ring. Although it has 100% AP scaling, that doesnt mean you should buy AP items. You should grab a point in this early for its passive which gives you mana per hit. This can be very useful for getting some extra harass due to you not running out of mana. I don't max this until 18 because it doesnt really do that much damage, its mainly only good for its passive.
Hyper Charge is your W ability when you are in Cannon stance. This makes you have a brief moment of maximum attack speed, lasting for a maximum of 3 shots. Although, these attacks do less damage then normal, until you get this ability to level 3. You can max your W at level 13 instead of your E, but it is not recommended with the build I suggest.
Thundering BlowJayce deals 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage) + 8 / 11 / 14 / 17 / 20% of targets maximum health as magic damage and knocks them back a short distance. Damage to monsters is capped at 200 / 300 / 400 / 500 / 600 magic damage.
Acceleration GateJayce deploys an Acceleration Gate, which increases the movement speed of allied champions who pass through it by 30 / 35 / 40 / 45 / 50% for 3 seconds. This movement speed bonus rapidly decreases over its duration. If Shock Blast is fired through the gate, its speed, range, damage, and explosion radius are increased by 40%.
Thundering Blow is your E when you are in Hammer Stance. This knocks back enemies a bit, and deals a % of their maximum health as magic damage. I max this second because it is crucial for the finishing blow of your combo, and even helps avoid ganks.
Acceleration Gate is your E when you are in Cannon Stance. This will be key to playing Jayce. You must use this in combo with your Q to deal mass damage and great Harass. When placed, any ally that walks through it, will gain a mass increase of movement speed over a short period of time. Use this to assist your jungler on ganks, and to avoid enemy ganks. Its a great way to start a teamfight or escape one that is going bad. If you fire your Q through the gate, it gains a mass amount of range and damage. Use this to your advantage while in lane, Harass the enemy until they are low enough to pounce and kill.
Mercury CannonTransforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist by 10/15/20/25% for 5 seconds.
Mercury HammerTransforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increases Jayce's Armor and Magic Resist by 5/15/25/35. The first attack in this form deals 20/60/100/140 additional magic damage.
This is your Ult. You start with it at level 1. Use it to your advantage while fighting. If you know you are about to fight, switch to your range stance, take the first shot on the enemy to lower their armor and magic resist, then finish the range combo (more below) switch to your hammer stance, pounce and hit them for the extra magic damage. Keep in mind you have increased armor and magic damage while in hammer stance, so use that stance when you are about to take a lot of damage.
Hextech CapacitorJayce gains 40 movement speed and ignores unit collision for 1.25 seconds each time Transform is cast.
This is your passive, its pretty self explanitory, It increases your movement speed every time you switch stances. This is great for chasing people down or avoiding ganks.
Jayce is all about combos. If you feel that you are no good with combos then do not try to play him. Sure you might be able to do alright, but if you cannot be fast with your fingers and use the right abilities at the right time, you won't do as good as you could.
As I have mentioned before, You will want to try to harass as much as you can before you go in for the combo, but you can just jump right in with the combo and chase them down, either way works.
To start it off, you will want to use the acceleration gate (e) then shoot your Q through it, follow your Q through the gate to get the massive speed boost and use your ult to gain even more movement speed and switch into hammer stance. When in range, use your Q to pounce to them, immediatly activate your W, run behind them (they will be slowed so this shouldnt be hard) and knock them back twords your nexus so they are farther away from their escape (you can also knock them into the wall for a short stun) and continue to hit them with your hammer. IF they are still alive after that, switch back to range mode, use your E and Q and finish them off with your W.
If you perfect this combo, you will be able to take on anyone.
Team fights are very similar to the combo. you want to use your E to speed up your whole team, then immediately dive onto the enemy ADC (or whoever does the most damage) finish them off, and continue to pounce/blast away the rest of them.
Jayce is a walking beast. You can take on anyone 1v1, you can greatly help your jungler with ganks, harass down the other ADC, do whatever you want to absolutely destroy the other team. Tanky, High damage, fast, Speed + AS steroid, everything you could wish for.