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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Thunderous Introduction








In this guide you will find all the precious information to play


As everyone else around here that has worked a lot for his guides, I am going to ask you not to downvote this guide if 1)you think that things should be different or 2)because you have a

Explanation to 1
Let's face the truth, many of you only see the cheat sheet and you rate the guide for the build(s) offered. So please in this guide take more than a simple look in the build because things look different than in any other

Explanation to 2
I understand that you all guys with


+ Lightning Pros +

Good harass thanks to ranged nature
AoE movement speed buff
Strong burst damage
Very dirable in Hammer stance
Can cover distances quite quickly
Nice skillset

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- Insulating Cons -

Squishy in ranged form
No dash or flash moves
No real ultimate
Needs to practise. a lot


Runes




Ok so the marks I use, come in useful against characters that scale better in late game and also can be lethal when combined with your percentage armor shred granted to you by


I guess you could use all AD marks and quintessences if you find your abilities' base damage way too low or you could run all Armor Penetration marks and quintessences if your opponents are too damn tanky. For seals, I could see flat or per lvl health and the glyphs could be flat Magic Resist if you are facing an AP top.





Alternatively you can pick up


I prefer




What it does

Explanation
A very nice passive. Great for running in range to use





What it does
To the Skies:

Shock Blast:

Explanation
To the skies is going to be your bread & butter initiation and gap-closing abilitiy. The base damage may seem rather low early on but it has 1 to 1 AD ratio and slows your target so you are almost guaranteed to get a free auto attack upon landing since it does not put your attack on cooldown.
Shock Blast is your long range harassment ability. Combined with your acceleration gate, the damage, range, travel speed, and area of effect are all increased significantly. I almost always try to shoot Shock Blast through Acceleration Gate unless I feel I need to save Gate for later use or I am only using it to get CS or light harassment and I dont want to AoE the creeps and push the wave.
Late game you can use this as your long ranged poke with acceleration gate in standoffs but when the teamfight breaks out you should save your gate to help positioning unless you are going for a long range snipe kill.



What it does
Lightning Field: Passive:


Hyper Charge:

Explanation
This is your one point wonder. With one point, this gives you an ability that maxes your attack speed for 3 attacks (Although it cuts the damage to 70% with just 1 point, its still a dps increase if you Orbwalk properly). The ability to recover mana while CSing/attacking with your Mercury Hammer. A very nice ability for harassing and (when you get your


Lightning Field will only be used for the mana restore as it is your main form of sustain to keep up your harassment in lane since you can drain your mana quite quickly by spamming your full harassment combo. If you can, try to CS using your Hammer if it is safe for free mana. Activate Lightning Field if you are going all in for a kill since it has no cast time, but try to avoid using it otherwise since it just uses mana and you're not likely to keep them in the full 4 seconds early on in lane.
The lightning field is also great for pushing lanes once you get a few points into this and have your maxed since the combined aoe damage can mostly clear creep waves rather quickly making




What it does
Thundering Blow:

Acceleration Gate: Jayce 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%.
Explanation
Great utility in both spells. I max this first in most situations and especially against heavy armor stackers like


Thundering Blow is great for peeling as well as executing targets in teamfights. Just be careful because if you miscalculate, you could end up saving a target so make sure you know the target will die when you use it for that intended purpose.
Acceleration Gate is the other half of your utility. This ability not only strengthens


Always spam this ability with your stance change to get back to lane or to objectives faster since it only costs 30 mana with a 10 second cooldown.



What it does
Mercury Cannon: Transforms 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 Hammer: Transforms 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.
Explanation
Straightforward ability that you automatically get at level 1 and can put additional points into as your ultimate. Great for added damage between




Just remember that the first attack after switching forms is rather slow compared to your normal animation and is pretty clunky, so try to get it out asap so you aren't stuck with a weird animation when it actually matters. His W from Cannon form should help alleviate this so remember to activate it whenever you plan on going in with your Hammer.
It may not look worth it to put extra points into this over




I like to start with E in most matchups although you can go Q. E is safer since you wont push your lane, can knock people away from you and speed yourself up. Q is more aggressive but will only do more damage if you can hit your full combo but this forces you into an early all in trade which is very risky and will most likely cause your lane to push. Since you will most likely be spending the majority of your time in mercury Cannon for your first levels, you should only ever switch to Hammer form to use your passive on hit and an ability. His E is perfect for this as it is his single best ability in Hammer form for the laning phase at level 1 because it is so versatile with damage, escape, disengage, and it does not push your lane at all.
Afterwards you can max Q or E first depending on lane opponents. Generallty I like to put points in Q if against normal opponents who are squishy and dont stack armor since it gives you more damage per point as it increases both ability's base damage. However since they are both physical damage dealing abilities, against an opponent like malphite who stacks armor, I will opt to max E first since you can ignore their armor with magical % health based damage and keep his health low while avoiding melee ranged counter-trades, effectively zoning them.
Also you have to consider that E is much easier to pull off than a full E Q Q combo and will end up netting you more damage in the long run regardless if you cannot routinely hit your combo. This can be due to them hiding behind creeps and you not able to get between them and their creep line or for whatever reason. If you want safer trades you can opt to max E as it will still be good in most matchups where Q is good to max. An example of someone I would max Q against would be pantheon since he can stay away from you easily and is a relatively strong laner but your E Q combo can really hurt him. Its really situational you just have to play around with it.
W is your 1 point wonder for mana sustain and the max attack speed buff which is amazing at level 1 for getting in quick harrassment and proccing on hit abilities like


In some cases I like to put additional points into his ultimate whenever I need to be tankier in Hammer form or if I find myself switching into Hammer form alot because proper use of the passive attack buff from swapping deals decent free damage. It also makes you much more tanky while wielding your mercury Hammer which is great since the resistances you get scale from the decent amount of hp from




So what I generally do is:
Max out first E
After E here comes Q
W is coming right after
R is upgraded whenever possible


This keeps you mobile so you can poke people down with Mercury Cannon attacks and stay out of melee range, then close the gap to be more aggressive once you've gotten your full combo.
I like building 1x/2x




Afterwards finish

Now decide exactly what your team will need later on as the game progresses.
If your team is lacking a solid frontline and needs you to bolster it, you can build items such as



If you need pure damage then build either


Some viable off-tank hybrid (when I say hybrid I mean a mix of tankiness and damage) items are





You can mix and match these items any way you see fit. Accommodate to your teams needs and your enemies' weaknesses.
Examples of Standard Bruiser Build












Example of a Damage Oriented Build






Sometimes if your team needs a ranged damage dealer more than a bruiser you will need to build him like this or maybe a different way as long as you are fulfilling what your team needs.



Example Full-Tank Build







This type of build focuses more on survivability and utility.



Once you get to the lane, I like to start out by using Mercury Cannon and focusing on last hitting and getting an occasional free shot or two while they try to last hit. Remember to abuse the bush to drop minion aggro and zone your opponent.
Once you hit level 2 and have both Q and E, you can do what I like to call your bread & butter harassment combo. This combo is somewhat of an all-in meaning if things go badly you have nothing left to escape with so make sure if the jungler shows up you can get away since you will be using all of your escapes to harass.
Start by pushing him off of the creep wave with a few auto attacks. If he backs up then throw down your acceleration gate and fire Q through it while running at him. Activate Mercury Hammer and run through your gate for a huge speed boost to catch up to them then Q to them, hit them once with your Hammer switch passive, then E them away from you. Not many champions will be able to trade with a combo like this at level 2 if you pulled it off properly, especially since the combo ends with them getting shoved very far away from you. If you did this correctly you will force them to use health potions very quickly and can proceed to zone them with your Cannon.
After you hit 3+ try to last hit with your Hammer to get some free mana back, but only do this if its safe and he wont punish you for it. You can do the same combo as before but this time throwing in your W attack speed boost. Only use Lightning Field if you are going all-in since it requires you to stay near them for a long period of time and isnt very easy to get off safely in a normal trade.
If you want harassment that is safer you can try the reverse of the all-in combo. This involves you swapping into Hammer Stance, waiting a bit for your Mercury Cannon cooldown and then running at them, using [To the skies! / Shock Blast]] + autoattack with your Hammer passive and then


Although this combo is safer, it is harder to pull off as you will not have your gate speed boost to initiate the Hammer portion of the trade and they can just walk away to keep you away. You also will not be able to probe for trading opportunities with your mercury Cannon autoattack. You should use your judgment when deciding how to harass your opponent.



When grouping for objectives or teamfights you will start off by being in Cannon stance, regardless if you're building dps, tank or bruiser. Often, the first ability you will use will be your Acceleration Gate. Make sure you place this in such a way that your team has easy access to it and you can also get a good angle to shoot your Q through it as well.
Mid game skirmishes will usually consist with you poking at your enemy with E + Q combo in Cannon form until they are low enough for you to charge in with your all in combo. You will generally want to group with your team and push for objectives once you complete a




Use your Gate to help your team reposition rather than using it mainly for your Q since it deals significantly less damage in comparison than it used to and your gate is much more valuable as a mobility tool now than a damage amplification on poke. Use your W to help proc Triforce on people diving in to slow them down and try to peel them off. You can also use


If you wen't for a more ranged carry type build, play like a ranged carry and a support for your other ranged carry (assuming you ran standard bot lane). Focus what he is focusing and keep both you and your other carries safe with your gate and if need be, your Hammer abilities as long as it is safe to use them. Jayce's range is a little unsafe but after you get a few items and have your W maxed, you deal significant dps while buffed as you will have max attack speed and 130% damage for 3 shots. This will be a huge burst of damage if built like a carry. Just make sure to practice AD carry positioning and treat yourself like one but don't tunnel vision on just dealing damage as you need to provide utility as well.
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Basic Harassment Combo is:
E to open gate + Q through it
Empowering Basic Burst dmg combo of hammer stance:
Press W and then change to hammer and do the combo
Assisting your team:
Place E so that everyone can chase, escape etc.
Covering Distances, Escape and Chase:
E+R(press when cd is done)

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Basic Burst Damage Combo:
Q+Autoattack+E+

Protecting, Anti-dive, Anti-Gank:
E+

Quick escape!:
Q a minion
Clear out minion waves:
Open W and Q a minion in "central" position

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Don't change stances all the time you might need to be in a particular stance in a particular time but you may not have it then due to constantly pressing R.
Practise a lot to get familiar with

If you lack mana, change to hammer stance and auto-attack anything available to get mana
Always play safe, farm, get as many creep kills as possible, and remember you play a team game, the aim is the victory and you should help all your team get there.
- Started holding notes for
Jayce on the 6th of July 2012
- Guide created (on site) on the 18th of July 2012
- Guide published on the 23rd of July 2012
THINGS TO DO:
- ADD JUNGLING SECTION-NOT SURE
- ADD PHOTOS-RESULTS, COMBOS ETC>
- ADD VIDEOS-JUNGLING, GAMEPLAY, COMBOS- NEED YOUR HELP!!! DUNNO HOW TO DO IT!!!
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