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Choose Champion Build:
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Early Game Damage
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Snowballing/ Late Game Damage
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Introduction
Hey everybody. My name is E223 and today I'm bringing you my first guide on MOBAFire so please bear with me here. I had been working on a guide prior to this, but then I thought it would be too difficult to keep up with the changes of season 3. Now I've decided to get my lazy butt up and keep working on this. Anyway, not that that rant is over, I hope you guys enjoy my guide. Credits to jhoijhoi for the template, which you can find here.
I started playing


But now here I am making this guide because I have adapted to Season 3 and I feel i need to finish what I started. So I present to you my

I chose this Video because It goes over all of

This is the mastery page I use 99% of the time when playing Jayce. If my teammates want me to do something other than just maximum DMG, for example if they want me to go tanky, I won't play

Greater Quintessence of Life Steal: This quintessence is used to help my sustain in lane because
Jayce doesn't have any sustain on his own. With this and the masteries, by just last hitting, unless you really being poked down, you should be able to sustain quite nicely. I especially like that you can be in hammer form and gain mana and health back at the same time.
Greater Mark of Attack Damage: With these marks, you are giving
Jayce a huge amount of Damage, especially early game. That is the aim of these marks.
Greater Glyph of Scaling Magic Resist: These glyphs are meant to protect you from AP champs top, because most of the champs that do counter
Jayce are AP , as well as the APC late game or if they come to gank.
Greater Seal of Armor: The seals are aimed at giving you more survivability in lane especially because most of the champs you find top are AD.
Greater Quintessence of Movement Speed: This quintessence is useful when you need mobility. IE: When you are going up against someone with a lot of skill shots or
Nidalee D: YOUR WORST ENEMY!
Greater Quintessence of Attack Damage: This quintessence is useful when you are trying to get even more AD early game, or you feel that you don't need the sustain from your other quints.



Ignitesize=60: I choose

















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Hextech Capacitor: Jayce gains 40 movement speed and ignores unit collision for 1.25 seconds each time Transform is cast.
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To the Skies! / Shock Blast (Q): 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%
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Lightning Field / Hyper Charge (W): 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.
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Thundering Blow / Acceleration Gate (E): Thundering Blow: Jayce deals (+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%.
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Mercury Cannon / Mercury Hammer (R): 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.

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Let's start with To the Skies! This is a gap closer with a slowing effect. What is different about this skill from most other champion's gap closers is the fact that you do not jump to the enemy but you jump to the location the enemy was located when you casted the ability. When you reach the location you deal AoE magic damage equal to all of your AD as well as slowing all targets in the area hit by a fairly good amount.
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Now lets move on to Shock Blast. Shock blast is used in
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Now we are focusing on Lightning Field. Lightning Field is available as your "W" in Mercury Hammer Stance. This ability is not really needed in your combos, and therefore it is very underrated by many people. This doesn't mean it does nothing it just means it is not as damage dealing as the other abilities. It does give
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Now moving on to Hyper Charge. This ability is your "W" in Mercury Cannon form. This skill is EVEN MORE under appreciated
SPACESARECOOL
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Thundering Blow is Jayce's "E" in Hammer form. This ability is definitely the coolest ability on
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