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Jayce Build Guide by Hitumura

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League of Legends Build Guide Author Hitumura

Doctor Mister Professor Master Jayce

Hitumura Last updated on July 10, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Jayce is a little powerful, well a lot powerful, and he is the definition of versatility in this game. I have done some theory crafting and I choose to play Jayce as a pure AD type of hero. Innately he is tanky, which allows me to maximize his damage to the fullest degree. Please try on your smurf account before you rate, because assuming that this build is bad just by looking at it is a poor way to judge it. I have won 30 games using this build as Jayce already, so it can't be all that bad. (My current elo is 1337, so obviously I am doing something right. :])

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Greater Mark of Scaling Attack Damage

Greater Seal of Scaling Attack Damage

Greater Quintessence of Scaling Attack Damage

Greater Glyph of Scaling Attack Damage

Why would anyone pick these runes!?

Well, for starters it is a great way to keep him scaling. My build includes 50% armor penetration, so my need to use runes which will not maximize my power is unrequired :)

So why go full attack then?

Full attack will allow you to maximize your damage early on and continue to keep a strong front. All of your abilities (with the exception of your W Lightning Field/Hyper Charge) scale with AD. Increasing AD from all around will maximize the damage done.

Why not defense?

Jayce is naturally tanky. In this build I choose to use this aspect to have a champion that CAN neglect much of the normal precautionary defenses that most traditional Tops and AP carries require. If you are playing top, your need for extra defense is not nearly as high if you keep the harass going in ranged mode. If you are playing bottom, you are already naturally tankier than their AD carry and will have the advantage in that respect.

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This is my most commonly used mastery setup with this build. The 21 is obvious, it maximizes damage done for any AD carry.

The utility I decided to go with a move speed route. The extra move speed will make you ridiculous because you will move faster than everyone else in every situation, and you really notice it early game when you pickup Boots of Speed over the traditional Doran's Blade or Doran's Shield. This will allow you to resist ganks and chase people with extreme ease. The extra mana is still in place though, that way late game you can stay out longer and deal more damage.

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In my build I usually play top. If it is bottom you should trade places of Last Whisper and Infinity Edge.

Always start with boots, your chase will become quite dangerous with the addition of your passive being proc'd by your ultimate. The potions should also be part of your setup every game, it will increase your lane power in the beginning and allow you to sit and play in the lane for a bit and keep up with champs like Jax.

Your first purchase after your initial purchase should be the Boots of Swiftness This will allow you to chase the your opponents as they run, given your versatility in each lane, they should be running a lot.

Our first weapons depend on which lane you are using, if bot go b.f. sword, Pickaxe into Infinity Edge, if top go Pickaxe, Long Sword into Last Whisper. Top will have a tankier character, and you want to keep your physical damage high. Bot you will need the Infinity Edge to keep up with their character.

Afterwards, the build is the same, continue to grab two bloodthirters and then a Trinity Force. The lifesteal will help you in survivability and the Trinity Force will top off your character's power with additional everything.

Why don't I build Attack speed?

Hyper Charge (W) is ridiculous and what I use as my late game damage dealer. It gives you 3 attacks, at 2.500 attack speed, with a base damage multiplier of 130% at level 5. This is my favorite AD carry steroid in the entire game and will cover his attack speed. You shouldn't be shooting too many attacks anyways, your moves are too powerful to ignore. :)

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

One thing is odd to point off, I don't level my ults!

Your ult is simply a transform, the boost from it is nothing compared to the amount of early game damage you will gain when you ignore it.

I prioritize Q and E first. They are your early game crushers. The Q in Mercury Cannon mode is a high power nuke with low mana cost, and with use of E, the speed boost, it will increase its damage and range by 40%. Learning to use this for harassment is crucial and fun. Q and E in hammer mode are completely different, and really is where he shines. Q acts like Jax's, you will jump onto your target, dealing damage and closing the gap, but also causing a slow. What really makes him deadly though is the use of his W in Mercury Hammer mode, which is a knockback that deals Physical damage PLUS magic damage equivalent up to 20% of their maximum health at level 5. :D Beautiful right?

I start maxing out W the second I am done with the previous two. W is useless at early levels because in Hammer mode it is simply an aura damage dealer, much like Karthus's except it only lasts four seconds and has a smaller area. In Mercury cannon mode, it is the steroid you want AFTER you have high attack damage and an Infinity Edge to have large crits.

Your ult is wonderful, at level 1, and the damage increase is a nice bonus at the end, but it isn't nearly as nice as what you could have in the beginning.

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Summoner Spells

For obvious reasons, Flash serves a beautiful gap closer so that your Q in mercury cannon mode can close the gap completely :D. Oh, and you can escape with it ^.^

AS NICE AS HIS CC IS IT ISN'T ENOUGH. Exhaust tops this off and helps to set you up for every last shot! Some people prefer Ignite to make sure you finish the job, but why not deal 4x that amount of damage holding them their with Exhaust and never having to use the ignite to hopefully secure the kill?

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I will be adding to this guide periodically, please rate AFTER you try, you might be quite surprised with the result!