Jayce Build Guide by Preminance
Champion Build: Jayce
| Health | 2240 |
| Health Regen | 22.2 |
| Mana | 1960 |
| Mana Regen | 28.4 |
| Armor | 113.69 |
| Magic Resist | 90.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 356.75 |
| Attack Speed | 0.993 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 56.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes + Notes
Starting Items + Notes
Ability Sequence + Notes





Masteries + Notes
Introduction
What's up, guys? This is my first MOBAFire guide (or forum-related guide for that matter)... so if it doesn't look pretty, I'm sorry :p
But! This doesn't mean that I don't know what the hell I'm doing; everything I put in this guide is from my knowledge of the game (been playing for over a year and half now) and personal experiences of playing Jayce (and solo-top). So far, he is my favorite solo-topper to play: "Why?" you ask? Well, let's find out!
Incoming Updates!
What makes
Jayce different from the rest?
A fairly simple question... with a fairly simple response. Honestly, the 9001% legit response is that HE DOESN'T FALL-OFF! Ever! No matter the circumstance, with this build, you'll be not only useful but excel in the overall game- (that means you'll carry!) Also... he has a gun AND a freakin' huge hammer, why wouldn't you choose him?
PLEASE leave some feedback! I need to know what to improve/add to this guide and make it better, so tell me anything I forgot or something you'd like to see. Thanks!
Pros / Cons
The fact that Jayce has 2 different skill-sets might make him seem a little overwhelming to some... and this part is to tell you that it's worth learning him! And he's actually quite easy to pick-up :p
Pros
+ Excels at 1v1s
+ VERY fun to play :D
+ Great escape/chase
+ Built-in mana regen to his autoattacks! That means SPAM SPAM SPAM!
+ Overall just freakin' amazing :)
Cons
- Little sustain early game (keep 'dem pots!)
- His main counter in lane is sustain, so champions like
Runes / Masteries / Summoner Spells
Runes
These are the recommended runes that I believe
| 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 |
||||||||||||
So now, I'll list the runes+masteries manually and explain why I have them and any substitutes.
/\ = Recommended rune
~~ = Alternative rune
Marks
Seals
Glyphs
Quintessences
Masteries
The way I'll list masteries is the amount of points in each tree, like so: x-x-x
Then I'll explain the reasoning behind each set-up. Kay, here we go.
Here are my recommended masteries for Jayce:
21-9-0
21 down the offensive tree is pretty much standard for any bruiser. Taking the points in
The 9 in defense supports the meaning of the term "off-tank" :p
BE SURE TO SPLIT 2 POINTS BETWEEN ARMOR AND MAGIC RESIST FOR THE DEFENSIVE TREE!!!!!!!!!!!!!!! Most solo tops have one or two tricks up their sleeves that deal either mixed or pure magic damage. Best to prepare accordingly, right? So split the points between
Now, here is another set-up that would work if your role is to be more of a pure-tank than an off-tank:
9-21-0
9 in offense is just filling in the rest of your points here, cuz honestly, do you want extra damage from
21 down the defensive-tree makes you... well, tanky! You're basically getting all the masteries that reduce incoming damage such as
As for
Summoner Spells
Generally (99.9% of games) I take the ever-so-common Flash
Utility Spell
Here are your options for your first (utility) spell:
Flash
Ghost
TeleportNow that you know your options, here's why I take
Flash
Since you NEVER want to play a solo-top without any form of escape (
Pro Tip on
Teleport
Aggressive Spell
Now that you've decided on a utility spell, let's look at the options for the aggressive ones:
Ignite
Exhaust
Heal (yes, I'll explain it...)Ignite
As for
What I mean is if you're at about ~300 hp at level 6 and you're laning against a
SPELLS TO AVOID
Utterly useless. Why? Well, what you're saying is you want to come back to life... just to die again? Cool, you're also about to get reported for feeding.
Did you think you were jungling?
"I WANT IT CUZ I GET BIGGER AND GET AP!!!!!!" Lol, no.
You're so fast already... if you use this, you're just gonna get
Were you planning on pushing a tower with your new friend you made (or should I say...
You're not the support, silly :p
Skill Sequence / Explanation
This section is a quick briefing on Jayce's skills as well as why you should rank them the way I propose.
VERY IMPORTANT:
Passive:
Jayce's first ability is: (hammer) He jumps to a target, dealing an AoE damage-slow. (cannon) He fires a skill-shot AoE nuke that has a fairly small blast-radius. However, its damage (ESPECIALLY when used in-sync with his E) makes up for its lack of size. And it scales off AD, woo! MAX THIS FIRST! This is your main-damage output in the laning phase (in both the cannon and hammer mode) because you'll be focusing on buying your
Jayce's second ability is: (hammer) He becomes electric-man, shocking people in a circle around him for a few seconds. This is AMAZING damage when in a 1v1 with someone or just chillin', farming creeps. And, the added-benefit to it is that you gain mana for EACH AUTO-ATTACK while holding your hammer! Truly amazing. (cannon) He "hyper-charges" his gun to shoot off 3 pulsed rounds. At ranks 1+2 they deal less damage than regular auto attacks, but once you get to rank 3 OHHHH BABYYYYY, does the damage come out! MAX THIS LAST!
Jayce's third ability is: (hammer) He knocks back a target-enemy, dealing (damage that scales with your AD) + a % of their max hp. (cannon) He deploys a fairly large-range gate that, when himself or allies pass through it, gives a move speed buff that diminishes over time. BUT! A little secret and the main reason behind this being useful at all is that, if you shoot your Q through it... it buffs it by 40%! This means it goes 40% further 40% faster, and does 40% MORE DAMAGE!!!! :D MAX THIS SECOND!!
R: Mercury Cannon/Hammer
Jayce's ultimate ability is that he can transform between a short-range melee fighter to a medium range "I can hit you, but you can't hit me" fighter. But, that'd be kinda lame if that was ALL his ultimate did, right? Here's the secret: (cannon) You shred their Armor and Magic Resist by a flat amount for a period of time. This is great when you're coming back to lane; just instantly hit them and shoot a Q off for some damage. (hammer) Your next basic attack deals additional magic damage. "Well... come on, that's all we get for having a huge freakin' hammer?" Actually, nope. Here's the best benefit about it: You also gain bonus armor and magic resist! This buff lasts FOR AS LONG AS YOU HAVE THE HAMMER OUT! Amazing, right? Here are a few things to remember:
- It doesn't cost mana! So you don't have to worry about this ability for performing a wombo-combo.
- The synergy with your passive is actually useful! If someone comes up to gank you, or when you're heading back to lane, use it! The quick movespeed buff WILL help.
- You get different abilities according to which weapon you have selected, so you MUST pay attention! If you try to use your skill-shot Q when you're on hammer-duty... well, sorry :p
Playing Jayce: Early Game (Farming/Harassing)
If you are familiar with the role of Solo Top at all, then you know that the team heavily depends on you to do well in order for Mid Game (team fights) to go in your favor. If you're not familiar with Solo Top, then basically this means: IT IS ALL ABOUT EARLY GAME! If you perform well in the early phase of the game, then it will carry over into Mid Game, ESPECIALLY with
Jayce.
But, this also means that Early Game is the MOST IMPORTANT phase of the game as
Jayce! So, there are a few key things you must do in order to secure your status as a person NOT to be reckoned with: (These are listed in order of priority)
1. Last-hitting creeps
(DO NOT push the lane to their tower until you have a
Sight Ward! I usually am safe pushing to about 1/2 way between their tower and the middle of the lane (where the creeps meet at the first wave)... but NEVER go to their tower before wards!) I recommend last-hitting in cannon mode because it's easier (you have range while most Solo Tops are melee), and you can do #2 A LOT more effectively.
2. Harassing your opponent
(This means auto-attacking them with the cannon and using the almighty E+Q= BOOOOOOOM! combo (cannon-mode.) I don't recommend trying to 1v1 a melee opponent until level 4, then you have some HUGE harass.
The Wombo-Combo
Welcome, ladies and gentlemen, to the almighty wombo-combo! This combo is all the harass that you'd ever need in top, even enough to kill your opponent in just A SINGLE combo! So, without further adu, here it is... the Wombo-Combo!
- Start off in cannon mode and use your E
Thundering Blow / Acceleration Gate while setting-up a clear shot with your Q
To the Skies! / Shock Blast... once you're sure it will hit (remember, it's AoE), launch your Q
To the Skies! / Shock Blast through your E
Thundering Blow / Acceleration Gate (applying the 40% buff that I already explained). This is a RIDICULOUS amount of damage, even at level 4! - Then proceed to hammer mode, jumping on top of the poor soul you're laning against with your Q
To the Skies! / Shock Blast (this is AoE as well). Try to remember to activate your W
Lightning Field / Hyper Charge in mid-air to start it's AoE damage too. If you can, move behind them (they're slowed, remember?) and knock them back the way you came with your E
Thundering Blow / Acceleration Gate, which deals a nice 8% of the max health (yes, at rank 1) too :D - Land AT LEAST one auto-attack to proc it's bonus magic damage, and then chase them, switch back to cannon mode when you can, and finish them off with a final E+Q combo.
After you perform this wombo-combo, you'll be pretty low on mana. Don't fret, though! Chances are you either killed your opponent or made them recall... so all you have to do is switch to hammer mode and auto-attack the hell outta creeps! Remember, you gain mana for each strike and the mana gained increases as you rank-up your W
Lightning Field / Hyper Charge.
In order to have a successful early game, all you have to do is perform the Wombo-Combo, wash, rinse, and repeat :) That's really it. BUT! Remember your priorities!!!!!!
Farming > ATTEMPTING to kill someone (you won't ALWAYS get the kill, you cocky bastard :p)
Follow this section accordingly, and I promise that you will ALWAYS win lane during Early Game.
Playing Jayce: Mid/Late Game (Team Fights)
So... now that you've picked up a few kills, have tons of cs (cuz, you know, you didn't miss ANY cs during laning, of course...) and have most of your core items, let the Mid Game commence! From here on out, your priorities change from cs'ing in lane to paying attention to your team. Whatever your team is doing, try and be there with them. Of course, there are exceptions such as every lane (mid, jung and bot) are at Dragon and the enemies don't have any
If you notice that your team is preparing for a team fight (such as: you're at an enemy tower getting ready to push it down), then you NEED to poke the enemy team.
A good question that some of you might have been asking is: "So which weapon should I use during team fights?" Well, I'm here to give the answer! Based on what you've read so far about Jayce and his abilities, I hope that some of you are guessing or contemplating which weapon, cannon or hammer, is better in a fight. The answer: both! Confused? Let me explain...
There are different circumstances for both weapons, so I'll start with the cannon. Basically, YOU are the initiator for the team fights, so what better way to do so then with your Wombo-Combo! That's right, it's still packin' a punch! But, I'm getting ahead of myself... the combo is a bit different when used for an engage. So, it would start out by using your E
Go ahead and switch to your hammer, then proceed to find either the AD carry, or (whoever's doing better) either the AP mid or jungler.
NOTE: I'm assuming that your team is following up with you at this part, if they're not, then DO NOT engage with the hammer yet!
Now that you're ready to engage like a MAN, jump onto whoever you chose (using your Q
So, now we have the issue of stragglers. If your team didn't quite manage to secure all the kills, you have the toolset to mop-up, with ease, actually. All you have to do is chase them down (remember about your various move-speed buffs), whip out the cannon, and use your E+Q combo once more. If that doesn't finish them off, proceed with the wombo-combo :D
Late-Game and Mid-Game are basically the same... except you have to start worrying about the threats of your towers being pushed, inhibitors being destroyed, and baron being... baron'd. I'm not your teacher of LoL, so I'm not gonna tell you EXACTLY how to play the game, but I'll say this:
Just like in Mid-Game, pay attention to your team! ESPECIALLY during Late-Game, where one wrong move, or 1 person out of position means potential disaster.
REMEMBER: The Mid-Game phase is THE MOST IMPORTANT PHASE to your team! The match victor is usually determined by the outcome of the Mid-Game, so YOU need to play a heavy role in it!
Item Builds / Explanations
Instead of making various builds for various encounters, I'll just list every item you'd want to get on
Jayce and explain why (also going more into depth adding if it's an optional item or if it's necessary.)
I'll update this section for Season 3 soon!
Starting Item(s)
Core Items
Mid-Game/Core Items
NOTE: I'm putting these items in the order that you should buy them.
So... in order to prevent mayhem like that ^ from ever happening, the almighty cape of the suns is your answer. Not only does it give you a MASSIVE health bonus (I'm being a little redundant on the effects of HP on
NOTE: I put this item as the 2nd to last because not only do I feel that it SHOULD be here, but I'm a sucker for getting more gold, and holding onto HoG
Final Notes on Build
Overall, this build adapts
Summary / Conclusion
First off, I'd like to say THANK YOU for reading this guide! Please give it a rating and leave a comment! I want feedback :)
Also, I will CONSTANTLY be updating this guide; adding new sections that revolve around gameplay, strategies and such. I will decide it's a finished project once I feel that there's really nothing else to say.
Once again, thank you very much for taking the time to read over this guide, and if you choose to follow it, I guarantee your Match History will look snazzy ;)
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