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Jayce Build Guide by fl0wESL

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League of Legends Build Guide Author fl0wESL

How to dominate with Jayce! - Now with more information!

fl0wESL Last updated on August 16, 2013
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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: 9


Utility: 0

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Hello, and welcome to my brand new Jayce guide. To day I will show you some good information about Jayce since I've played some games with him. We will be focusing on how to be a succesful top-lane Jayce. We will more likely use the hammer than cannon.


I've found out that the cheat sheet doesn't calculate everything in runes, masteries & items.
Also I wanna say that all the items on the cheat sheet is situational items!

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Jayce's Background

Armed with wit, charm, and his signature transforming hammer, Jayce lives to protect his native Piltover. Long before his nation called him a hero, however, he was a promising young inventor. When Piltover commissioned him to study a rare arcane crystal, Jayce discovered it could be used as a vast energy source. Eager to make a name for himself, he began developing a device to harness its power. Word of the crystal's potential reached beyond the borders of Piltover. Viktor, the machine-augmented scientist from Zaun, brought Jayce an offer – together, they could use the crystal to advance his "glorious evolution," a vision of humanity fused with technology. Jayce refused, but the Zaunite had no intention of leaving empty handed. He effortlessly blasted Jayce aside and seized the crystal, incinerating the lab's meager security force as he left for Zaun. Jayce implored the Piltover government to respond, but the officials refused to support an act of aggression. He decided to act alone, realizing that if no one struck back, Piltover would never be safe.
Jayce returned to the lab to prepare for his attack. After intense research, development, and hands-on testing, he emerged with his crowning achievement –the Mercury Hammer. Weapon in hand, Jayce marched to Zaun and began his one-man assault. Viktor's acolytes rushed to stop him, but Jayce smashed them aside, fighting his way into the heart of the lab. Inside, Jayce saw the horrifying brilliance of Viktor's creations, all powered by the energy of the arcane crystal. He realized that his only option was to destroy the power source, but Viktor stood in his way. Though their clash left both scientists heavily wounded, Jayce managed a desperate strike at the crystal. He shattered it and escaped as Viktor's machines erupted in flames. When he returned home, exhausted but victorious, the citizens of Piltover hailed Jayce as a hero. He reveled in the adoration, but knew that his actions had drawn the attention of dangerous enemies. Now devoted to the defense of his people, Jayce is Piltover's best hope for a bright future.

"Trust me: if we're smart, Piltover can stand strong against any threat. Hey, I'm living proof."

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Health: 420 (+90 pr. level)
Attack damage: 46.5 (+3.5 pr. level)
Health regen: 6 (+0.8 pr. level)
Mana regen: 7 (+0.7 pr. level)
Attack speed: 0.658 (+3% pr. level)
Mana: 240 (+40 pr. level)
Armor: 12.5 (+3.5 pr. level)
Magic resist: 30 (+0 pr. level)
Range: 125:500
Movement speed: 335

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Summoner spells

- Flash is very good on Jayce, mostly because you can over the walls and if you only need one basic attack you can and hit the enemy.

- Ignite is one of the best summoner spells in the game, because it helps alot in killing enemy squishies and/or tanks. Take this on Jayce!

- If you feel more comfortable on feel free to use it. In my opinion is not the best choice on Jayce, since Jayce already has multiple ways to get movement speed.

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Hextech Capacitor (Passive)


Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

To The Skies!


Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.

Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 20 / 65 / 110 / 155 / 200 (+100% bonus Attack Damage)
Slow: 30 / 35 / 40 / 45 / 50 %

Shock Blast


Jayce fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing physical damage to all enemies in the area of the explosion.
If Shock Blast is fired through an Acceleration Gate, the area of effect, missile speed and range will be increased, and its damage will increase by 40%.

Cooldown: 8 seconds
Cost: 55 / 60 / 65 / 70 / 75 mana
Physical Damage: 60 / 115 / 170 / 225 / 280 (+120% per bonus attack damage)
Accelerated Physical Damage: 84 / 161 / 238 / 315 / 392 (+168% per bonus attack damage)

Lightning Field (Hammer Passive)


Jayce regenerates mana each time he strikes an enemy while in Hammer Stance: Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.

Cost: 40 mana
Cooldown: 10 seconds
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage Per Second: 25 / 42.5 / 60 / 77.5 / 95 (+25% bonus ability power)
Total Magic Damage: 100 / 170 / 240 / 310 / 380 (+100% bonus ability power)

Hyper Charge


Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.

Cost: 40 mana
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %

Thundering Blow


Jayce deals magic damage equal to a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.
MAX HEALTH TO DAMAGE RATIO: 8% / 11% / 14% / 17% / 20% (+100% Bonus AD)
MAX DAMAGE TO MONSTERS: 200 / 300 / 400 / 500 / 600

RANGE: 240
COOLDOWN: 14 / 13 / 12 / 11 / 10
COST: 40 / 50 / 60 / 70 / 80 mana

Acceleration Gate


Jayce deploys an Acceleration Gate for 4 seconds, increasing the movement speed of all allies who pass through it for 3 seconds. This bonus fades over the duration.

RANGE: 650
COOLDOWN: 14 / 13 / 12 / 11 / 10
COST: 50 mana
MOVEMENT SPEED: 30% / 35% / 40% / 45% / 50%

Mercury Cannon


Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.
The next attack in Cannon Stance reduces the enemy's armor and magic resist for 5 seconds.


Mercury Hammer


Jayce transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities and bonus armor and magic resist.
The next attack in Hammer Stance deals additional magic damage.

BONUS MAGIC DAMAGE: 20 / 60 / 100 / 140 (+ 40% bonus Ability Power)

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Ability details

To The Skies! is a targeted dash ability that brings Jayce to his target's location, dealing physical damage and slowing his target and enemy units in a small radius around it on arrival.
To The Skies! procs spell vamp and Rylai's Crystal Scepter's slow similarly with all area of effect spells and abilities with diminished effect.
To The Skies! pops Spell Shield.
To The Skies! will not damage Black Shield but the slow will be negated.
To The Skies! does not follow the target's movements; if the target uses a movement ability or Flash, Jayce will still land at the target's original position.
To The Skies! will bring Jayce to a location linearly in front of his target.

Shock Blast is a collision linear skillshot that deals physical damage in an area around the first enemy unit it hits or after reaching its maximum range. If Shock Blast is fired through Acceleration Gate, its projectile speed and range are increased by approximately half their original value, and its damage is increased by 40%.
Shock Blast procs spell vamp and Rylai's Crystal Scepter's slow similarly with all area of effect spells and abilities with diminished effect.
Shock Blast pops Spell Shield.
Shock Blast will not damage Black Shield.
Shock Blast briefly reveals Fog of War in the area where it explodes.
Shock Blast's range increase when used with Acceleration Gate is not affected by when the projectile actually passes through the gate; the boost simply re-targets Shock Blast to reach a location further along the same path of travel, but further away from Jayce's original position.

Lightning Field passively causes Jayce to gain an amount of mana whenever he autoattacks an enemy unit while in Hammer Stance. When activated, Lightning Field is a point blank area of effect ability that deals magic damage to enemies in a wide area around Jayce over 4 seconds.
Lightning Field procs spell vamp and Rylai's Crystal Scepter's slow similarly with all area of effect spells and abilities with diminished effect.
Lightning Field does not pop Spell Shield.
Lightning Field will damage Black Shield.
Lightning Field has no cast time and does not interrupt Jayce's previous orders.
Jayce may freely act while Lightning Field is active.

Hyper Charge is a self-targeted ability that grants Jayce 300% bonus attack speed for his next 3 autoattacks within 4 seconds. These 3 attacks deal a percentage of his regular attack damage depending on its rank.
Hyper Charge will grant Jayce maximum attack speed (2.5) by itself. However, combined with attack speed reductions such as Nasus's Wither, he may not achieve maximum attack speed.
Hyper Charge will reset Jayce's attack timer on cast.
The enhanced attacks can critically strike and will stack with critical strike damage multiplicatively (i.e. at rank 5 a critical strike with no modifiers and Hyper Charge active will deal 130% * 2 = 260% damage).
The enhanced attacks will not pop Spell Shield.
The buff lasts for 4 seconds, total, regardless of how many attacks were used.
The buff will persist even if Jayce switches into Hammer Stance.
The enhanced attacks will deal the same amount as a regular autoattack only at rank 3. At ranks 4 and 5, they will deal increased damage, while at ranks 1 and 2 they deal reduced damage.
This ability can also be utilized to instantly destroy wards that have not yet been put into a state of stealth due to the full attack speed.

Thundering Blow is a single targeted ability that deals magic damage to a target enemy unit equal to a percentage of the target's maximum health. Additionally, Thundering Blow knocks the target back a set distance over 0.75 seconds.
Thundering Blow procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
Thundering Blow pops Spell Shield.
Thundering Blow will damage Black Shield and the knockback will be negated.
Similarly with Alistar's Headbutt, the target is "suppressed" for the duration it would take to travel the entire distance of the knock-back, if the target is knocked back near a wall or structure and cannot travel the whole distance.

Acceleration Gate is a linear area of effect ability that increases the movement speed of all allied champions that walk through it. Additionally, firing Shock Blast through the gate will increase its projectile speed and range by approximately half of their original values, and its damage will be increased by 40%.
Acceleration Gate has no cast time and does not interrupt movement if Jayce is in range of the target location.
Acceleration Gate does not increase the movement speed of pets or minions.
Acceleration Gate reveals Fog of War in the area where the gate generators are.

Transform is automatically unlocked at level 1. It can reach up to rank 4 by upgrading the ability at levels 6, 11, and 16.
Both Transform abilities have no cast time and do not interrupt Jayce's movement.
Both of the autoattack modifying buffs from Transform have no set duraton, and will not expire until Jayce lands an autoattack.
However, the buffs will not persist if Transform is used again; for example, Hammer Stance's bonus magic damage buff will be removed if Jayce switches into Cannon Stance.
If the attack misses for any reason (blind, parried, dodged, blocked) the buff will not be expended.
Using either Transform ability will trigger Hextech Capacitor.

Transform: Mercury Cannon is a self-target ability that changes Jayce's Mercury Hammer into its cannon counterpart, granting him ranged autoattacks and a new set of champion abilities. Additionally, Jayce's first attack after entering Cannon Stance will reduce his target's armor and magic resistance for 5 seconds.
Transform: Mercury Cannon's on-hit effect does not affect turrets or other structures.

Transform: Mercury Hammer is a self-target ability that changes Jayce's Mercury Cannon into its hammer counterpart, granting him increased armor and magic resistance along with a new set of champion abilities. Additionally, Jayce's next attack after entering Hammer Stance will deal bonus magic damage.
Transform: Mercury Hammer's bonus damage can affect turrets and other structures.

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Strategy - Skill usage

Jayce has a great variety of abilities at his disposal. Judicious use of different combinations grants him excellent flexibility, able to adjust for most situations.
If you are in your Mercury Hammer form and need to quickly relocate, you can use your transform into the Mercury Cannon, giving you extra movement speed thanks to your passive and then immediately placing Acceleration Gate will give you a further significant speed boost.
Additionally, casting Acceleration Gate, passing through it and then firing Shock Blast back through it will likely deal considerable damage to your pursuer, forcing him back or allowing you to finish him off with Hyper Charge and To The Skies! combo.
Also, when firing Shock Blast through an Acceleration Gate, the range and damage on the Shock Blast is greatly increased allowing for high poking potential in the laning phase.
Placing Jayce within the Acceleration Gate and casting Shock Blast won't tip off the enemy of the exact line you'll be firing on, giving them less time to better react. As well, casting Shock Blast and then placing Acceleration Gate in its path can allow it to hit an enemy that wrongly assumes they can out-run the ability.
If you are being poked under your tower, quickly casting To The Skies! on a group of minions will clear them and damage your opponent. While they are slowed, you can use Thundering Blow to knock them back into tower range for a potential surprise kill.
If jungling and a tower is being pushed, you can combo Shock Blast and Acceleration Gate to quickly clear a group of minions and then Thundering Blow the enemy champion into the tower and finish with To the Skies!
Changing forms introduces an entirely new set of abilities that do not share the same cooldown timer with the other set of abilities. Changing forms twice will not cause an ability to go off cooldown any sooner.
Hyper Charge's Attack damage and attack speed boost can affect attacks dealt by the hammer. Combine this with the magic damage from the switch and the leap from To the Skies! and finish with Thundering Blow to deal a quick and powerful combo.
The magic damage from the switch also affects structures. Combined with the huge attack speed boost from his Hyper Charge, this can also take down towers very quickly.
Hyper Charge can be used to destroy enemy Wards before they dissapear after they are placed.
Shock Blast's explosion can reveal the Fog of War and grant vision in brush for a small period. Thundering Blow has the capability to knock enemies over thin walls. Lightning Field can be very useful when trying to destroy minion waves and jungle camps.
Lightning Field's passive allows easy mana recovery.
When in Hammer Stance, To The Skies! makes an excellent gap closer, and grants the oppurtunity to unload deadly ability combinations.
Hextech Capacitor's ability to ignore unit collision and increased movement speed can allow great positioning for singling out particular enemies, especially when they are attempting an escape.
When an enemy is escaping, use Transform: Mercury Hammer to switch to Hammer Stance. Then, with the extra movement speed and the ability to ignore unit collision, move through the enemy until you are located in front of them. Then use Thundering Blow to knock them back. If they are too far away to catch with the movespeed alone, To The Skies! can be used as a gap closer, slowing them and even further disrupting an attempted escape.
Most of Jayce's abilities do not interrupt movement or attack animations.
Transform: Mercury Cannon, Transform: Mercury Hammer, Lightning Field, placement of Acceleration Gate, and the activation of Hyper Charge do not interrupt movement.
It is to be kept in mind that Jayce's Mercury Cannon has a much faster attack animation than his Mercury Hammer. This makes last hitting minions much easier to accomplish while ranged rather than as melee.
As Acceleration Gate will also speed up allies in addition to yourself, casting it immediately in your team's path can help greatly when making a unified retreat or chase attempt.
Even though Thundering Blow does not scale off a target's missing health, it can be used as an execute-style ability. Keep your eye on the opponent's health and cast Thundering Blow when they have reached the same % of their health as it will deal for a safe kill.
Acceleration Gate reveals Fog of War at either end of the gate, use this to help set up jumps on minion camps in the jungle.
While in lane if against a melee champion, be sure to continually harass them while in your Mercury Cannon form, this will deny their minion kills and help give you more lane control. Doing this will inadvertedly push up your lane so stay at a distance once you've pushed up to a tower in order to allow for an easy escape from a gank.
If you know your enemy laner is not present, switch to your Mercury Hammer and restore mana.

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Strategy - Build usage

Jayce can successfully be built as an AD carry or tanky AD caster depending on his team's needs. The AD caster build largely focuses on his Mercury Hammer and his carry build revolves around use of his Mercury Cannon, though both builds make use of both stances.
Playing and building around Mercury Hammer is generally easier of the two as the transition from ranged to melee is a easier and less-risky one for a champion that has built significant durability items, while a transition from melee to ranged is obviously beneficial for chasing down targets or kiting enemies - and without durability items, one is unlikely to live long enough to allow a good transition from melee to ranged.
Jayce synergizes extremely well with movement speed items due to his many position-dependant abilities. Consider taking items and spells such as Boots of Swiftness, Zeal and Ghost if needed.
Trinity Force is an extremely useful item for Jayce regardless of his build, as he benefits at least moderately from all the stats it provides. He can proc its passive effects regularly as he will be making repeated use of his spells and autoattacks in combat.
Building an early Sheen transforms Jayce into a deadly pusher; his Lightning Field and Shock Blast make farming minion waves exceptionally easy and the Sheen procs from his Transform: Mercury Hammer and Hyper Charge will do heavy damage to turrets.
Stacking attack speed on Jayce can be largely redundant as he already has a powerful attack speed steroid in the form of his Hyper Charge. Focusing instead on attack damage items can be more beneficial on him.
Because of the passive mana recovery on his Lightning Field, Jayce is more restricted by his health than by his mana in the laning phase. Building some early health regeneration or life steal with items such as a Philosopher's Stone or a Vampiric Scepter can allow Jayce to stay in a lane for a very long time, provided you can afford to push the lane by hitting creeps.
Offensively, most of Jayce's damage is on the physical side, making armor penetration items such as The Brutalizer and Last Whisper very effective on him.
The Black Cleaver is a very strong item for Jayce when combined with his Hyper Charge and Transform: Mercury Cannon , as he can very quickly get all three reduction stacks on an opponent and cut a very significant portion of their armor away.
Frozen Mallet combines well with Jayce's exceptional chasing abilities by slowing the opponent and making it extremely difficult to escape from him. It also grants a large amount of health, letting him stay in a fight for much longer.
Cooldown reduction can be a useful stat to itemize for on Jayce because of the utility his spells afford him.
The active effect of Shureleya's Reverie stacks well with the team-wide movement speed boost his Acceleration Gate gives, allowing Jayce and his team to relocate extremely rapidly in an emergency. It also builds out of Philosopher's Stone, an item which will largely solve any sustain problems in the early game, and Kindlegem, granting much-needed cooldown reduction and health.
Once he has obtained at least 17% cooldown reduction, Jayce is capable of permanently maintaining all eight stacks of Guinsoo's Rageblade outside of combat, as his Transform: Mercury Hammer and Transform: Mercury Cannon are both free to cast.
Against a magic damage-heavy team, Jayce can opt to use either a Maw of Malmortius or Wit's End as sources of AD-focused magic resistance. A Maw of Malmortius arguably benefits him more because of Hyper Charge's attack speed steroid and superior attack damage scaling, but by the same token Hyper Charge can also let him very quickly build the passive stacks on Wit's End and offers higher magic resistance.
Infinity Edge is an extremely powerful item on Jayce when using Hyper Charge at max rank, as the enhanced attacks can critically strike. With an Infinity Edge critical hits will deal 250% of his damage, and with a max ranked Hyper Charge, the enhanced attacks stack with critical strikes multiplicatively. This can ultimately result in up to three critical hits doing 325% damage.

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Jayce is highly vulnerable to ranged harass in lane due to his short autoattack range of 500 in cannon form, and most ranged attackers can reliably hit him without fear of return fire and Jayce cannot benefit from the mana-gain-per-hit passive of Lightning Field without taking ranged harass should he run out of mana while in cannon form. Consider good poking top laners such as Kayle, [[Nidalee or Kennen to take advantage of this.
Although his poke in the form of Shock Blast is highly damaging, the projectile from this ability is slow and relatively easy to dodge. He can enhance the attack using his Acceleration Gate, but this makes his attack telegraphed, and lets you possibly enact countermeasures to it. You can also simply remain behind minions to block the shots. However, an accelerated Shock Blast has an AoE effect that can damage you through a line of minions.
Despite his good mobility, Jayce only has one hard gap closer in the form of To The Skies!. Strong slows like Nasus's Wither can enormously reduce his effectiveness in combat.
To The Skies!, even though it is a targetted ability, does not actually track enemies who are moving. A blink or dash ability used while he is in flight can dodge his attack and avoid his slow. You should try to save these escapes for when he is about to use it.
Most of Jayce's damage is physical. Buying early armor can help in mitigating his damage.
Stacking health against Jayce is less effective as his Thundering Blow deals a large amount of magic damage based on your % maximum health.
When on the run from Jayce and his team, you can attempt unusual juking maneuvers in order to mess up his attempts to use Thundering Blow to knock you back towards his team.
You may need different strategies to deal with Jayce depending on how he is playing.
Jayce's ability to disrupt a team as a bruiser relies on the abilities of his Transform: Mercury Hammer and he must be in close range to do this. Knockback abilities like Tristana's Buster Shot and Alistar's Headbutt can quickly remove the threat he poses from a teamfight.
Carry Jayce can put out considerable damage with his abilities in Transform: Mercury Cannon form, but the short range on his autoattacks means he must remain close to the front of a battle to make the most of his kit. This means he is highly vulnerable to attack from tanky champions such as Irelia or assassins like Akali. Even better, pulls such as Blitzcrank's Rocket Grab and Nautilus' Dredge Line when pulled off can yank him into range of your entire team and quickly burst him down before he can dish out significant damage.
Jayce can use To The Skies! to cross walls and provide a surprise attack. Both denying him vision of key bushes by destroying any wards placed there and warding yourself to keep track of his movements will prevent him from abusing this.
Since Jayce is not very sustainable, champions such as Cho'Gath, AD Nidalee, and Dr. Mundo would be able to out-sustain Jayce if they keep sucessfully harassing him. Building items such as Chain Vest, Philosopher's Stone and starting with a Cloth Armor and 5 Health Potion can help out-sustain Jayce.