Jayce Build Guide by the chaos bringer 00
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Not Updated For Current Season
Not Updated For Current Season
Ok so let's go again. My name is Jesus Christ (chaos bringer 00, lvl 30 EUNE) and this is obviously my Jayce guide and this is a guide for solo top Jayce. So Jayce is the 100th champion in the game and he is the fourth champion to have 7 abilities after Nidalee, Lee Sin and Shyvana. Thanks to his ultimate, he has 2 natures, a ranged one and a melee one. Being a bruiser that is ranged makes him very powerful in lane and allows him to win many difficult top-lane match-ups (ex. Yorick, Darius).
In this guide you will find all the precious information to play Jayce in the top-lane. However if you feel that I should offer more information on a subject or that I have completely missed one, please do not hesitate to point them out to me. I want this to become a very informative Jayce guide so that everyone can take advantage (with the good meaning) of it so please help me make this good as hell and popular to everyone and I'll do the same for your guides, if the deserve it of course.
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 Jayce guide too.
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 Jayce guide on this site.
Explanation to 2
I understand that you all guys with Jayce guides have put much effort in your guides and you believe that they deserve better scores, more attraction and everything similar to these, but this ain't a reason for downvoting other people's guides. We, who create guides, should only do it because we love helping other people. At the very least bit, that's what I do it for. So it would be unfair to downvote other guides just to secure your position in the score-board or because you are jealous. Having told this, I hope I made you reconsider clicking that downvote button just because my guide seems to be good.
Lightning Pros and Insulating Cons
+ 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
- Insulating Cons -
Squishy in ranged form
No dash or flash moves
No real ultimate
Needs to practise. a lot
Ok forget what is shown in the cheat sheet, these were only a balanced version of what you should use. The truth is that masteries differ regarding the lane match-up.
So here are the 3 possible set-ups that I suggest you use:
Aggressive against a bruiser:
Passive against a bruiser:
Against an AP character:
Ok this is the runes that I use when play Jayce:
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
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 Mercury Cannon / Mercury Hammer. The seals and glyphs are currently the best for bruisers like Jayce. The quintessences are great for last hitting and poking/harassing (call it whatever you want) your opponent. Also they help a bit with your lox base damage abilities.
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.
Electric summoner spells
Flash and Ignite are key on Jayce for escaping ganks, making plays, and securing kills in lane and during teamfights.
Alternatively you can pick up Exhaust instead of Flash but that is situational.
I prefer Ignite because Jayce is a very strong laner who can score early kills with the extra damage. His combo does extremely high burst damage and Ignite can be just that bit of extra damage to take your opponent by surprise and secure a kill. Also gives you some wiggle room for trying to execute people with your since if you miscalculate you can end up saving them.
Jayce's electrifying skillset
What it does
Jayce gains 40 movement speed and ignores unit collision for 1.25 seconds each time Transform is cast.
A very nice passive. Great for running in range to use To The Skies! / Shock Blast or running away with Thundering Blow / Acceleration Gate (Cannon form). The ability to walk through minions for about 1 second is often overlooked. You can catch your opponent off guard in lane with this while using your acceleration gate and switching to your Hammer to get an easy harassment combo off if they extend too close to you by running straight through the creep line.
What it does
To the Skies: Jayce 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 Blast: Jayce 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 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: 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 Charge: Jayce 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.
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 Phage) for proccing your Phage! Also remember that if you activate this and then switch to your Hammer, you will get the attack speed boost for your Hammer as well. This is great for activating your first attack on your passive since the animation is rather slow for some odd reason.
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 Jayce an effective split pusher combined with his escapes and high burst damage to towers with his attack speed boost and mercury Hammer passive.
What it does
Thundering Blow: Jayce 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 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%.
Great utility in both spells. I max this first in most situations and especially against heavy armor stackers like Malphite. You can cut through their resistances and keep their health low in lane with % health based magic damage. This ability is great to end your harassment combo as it knocks your opponent away making it very difficult for them to continue trading with you as it forces helps you disengage after dishing out all of your damage. It is also great to deny gap closing bruisers from engaging you if you don't want to fight them straight up, which you shouldn't have to since you can poke them from range and wear them down until its time to kill. For example if a Jax jumps on you with his stun activated just knock him away and laugh. Great to end a combo with for heavy damage and disengage or to open a counter harass combo if an enemy uses their gap closer on you, you can slow them knock them back with this and then switch to Cannon form and run them down with range and superior speed.
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 To The Skies! / Shock Blast (Cannon Form) but also gives you and your team a pseudo Shurelya's Reverie on a fairly short cooldown (your allies can enter it from anywhere so you can lay it horizontal or vertical, whichever is better for positioning). Great for maintaining good positioning in stand offs and teamfights as well as helping you and the rest of your initiators to close the gap, or even helping your carries and high priority targets keep their distance from bruisers, assassins, and other forms of CC.
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.
Straightforward ability that you automatically get at level 1 and can put additional points into as your ultimate. Great for added damage between Jayce's armor shred from Cannon Form and his extra damage from Hammer Form. The Hammer Form passive works well with Sheen and at level 6+ with a Sheen you can do considerable burst damage by swapping to Hammer Form, using Tothe Skies! / Shock Blast + auto attack + Thundering Blow / Acceleration Gate for some strong free damage.
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 Thundering Blow / Acceleration Gate but the tankiness you get while in Hammer Form is actually worth it since you will not be buying defensive items until a bit later, plus it also gives you free damage everytime you switch to Hammer Form. You can opt to not skill this up in favor of extra points into Thundering Blow / Acceleration Gate or To The Skies! / Shock Blast. However, I recommend skilling his ultimate up since if used properly, his Hammer form first attack damage is similar to what you would gain putting another point into To The Skies! / Shock Blast and it also gives you some free resistances in Hammer form which is always great!
The skill order is flexible, but I generally like to get his 3 abilities at levels 1-3 since it gives you a distinct advantage over other champions. You will have 7 level 1 abilities counting your passive swap versus 3 level 1 abilities or 1 lvl 2 ability and 1 lvl 1 ability, giving you much more versatility and damage than most other champions at this level.
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 Phage's, which you will buy early. Getting the slow from this item while hitting them with your W passive will let you easily get behind them and knock them back with Thundering Blow / Acceleration Gate which can help set up a very good gank opportunity or even let you kill them outright.
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 Doran's Blades and your Trinity Force before you build tanky items.
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
I like to start the game with Boots of Speed + 3x/4x Health Potions
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 Doran's Blades and then a Phage. If you have enough money after backing your first time, you can straight up buy a Phage and skip Doran's Blades altogether.
Afterwards finish Trinity Force and your choice of boots in any order.
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 Aegis of the Legion, Randuin's Omen and Guardian Angel to become tankier.
If you need pure damage then build either The Bloodthirster or Infinity Edge
Some viable off-tank hybrid (when I say hybrid I mean a mix of tankiness and damage) items are Hexdrinker, Wit's End, Frozen Mallet(the latter only if you don't opt for Trinity Force) and Madred's Bloodrazor
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. Jayce may not be the best for the job but he is versatile and can fill multiple roles. With this example you would play Jayce like a secondary AD carry only going in with Mercury Hammer to execute with a To The Skies! / Shock Blast + Thundering Blow / Accelerating Gate combo.
Example Full-Tank Build
This type of build focuses more on survivability and utility. Madred's Bloodrazor and Trinity Force along with Mercury Cannon and the % damage from Mercury Hammer's E help keep your damage relevant against tanky targets. This makes you somewhat threatening to their front line as you help peel for your carries with the option of diving onto a squishier target and helping your team focus them since you are so durable.
Ok so now you may say a big thank you for "teaching" you how to build Jayce but there is something left, equally important to proper building. That's right, game-phase analysis. In the next 3 chapters I am going to have a quite extended analysis on all early, mid and late game. I might also add some videos in the future but I will need help on that one since I don't know how to make a replay. These information will be constantly updated so keep in mind this.
At level 1 save your skill point and move with your team whether you are invading or defending your jungle. You might consider taking Q over E if it looks like a level 1 fight is breaking out since it is great for poking with range in lvl 1 fights or diving in with AoE damage and a slow if your team has the upper hand. It can secure you some kills in level 1 fights you otherwise may not have gotten. If you dont need your Q for any particular reason I suggest you take E.
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 Thundering Blow / Acceleration Gate to knock them away. Immediately switch to Cannon stance, activate your W and use your gate + shock blast combo while running them down. This is safer because at the end of your combo you are closer to your gate and can speed away if you need to, and your Thundering Blow / Acceleration Gate will be off of cooldown sooner if you get ganked meaning you can knock the ganker away sooner as you retreat.
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.
By now you should have your Phage. You now want to fish for Phage procs either with your W attack speed boost or by just throwing random auto attacks. As soon as you proc Phage, you can go with your all-in harassment combo or play it safe and switch to your Hammer for the safer trade keeping your Cannon abilities off of cooldown in case you need to escape.
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 Trinity Force but dont be afraid to afk farm and split push if it doesnt look like your roaming will pay off. Jayce is a very good split pusher because of his mobility, escape, and 1v1 dominance in the mid game.
You should now be built for either a bruiser or a dps role. You can also be somewhat of a hybrid but I feel this isnt as effective by this stage in the game since you wont have the survivability to stand against their damage nor the damage dealing capabilities to take out important targets quick enough before you are focused down. By now your burst combo has fallen off. Even though your E scales with % max HP, your other abilities do not and you'll notice yourself doing less and less damage in 1 big burst like you used to mid game with Triforce and full combo at level 13+. Instead of diving in and trying to kill carries you should be looking to protect your carry now if he/she should require it. This means saving Thundering Blow / Acceleration Gate to expel divers or high priority ultimates (like Amumu) from the fight.
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 To The Skies! / Shock Blast to slow a group of enemies down and it combos very well with Randuin's Omen.
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.
High voltage combos and tricks
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)
Basic Burst Damage Combo:
Protecting, Anti-dive, Anti-Gank:
Q a minion
Clear out minion waves:
Open W and Q a minion in "central" position
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 Jayce's skill-set and style.
If you lack mana, change to hammer stance and auto-attack anything available to get mana
So I hope you learned a thing or 2 from my guide and anyways thnx for reading it. If you still have questions please post them below or send me a pm. If you played some games following this guide send me the results and I will post them. As I've already said pls leave back some feedback and I'll leave some to your guides. Also if you decide that this guide is good enough to be more popular go ahead and click that upvote button and I'll do the same to one of your guide(s) that really deserves it.
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.
Thnx to riot for creating this so fun to play champion, thnx to jhoijhoi for the line dividers:
Guide History, things to do
- 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!!!