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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Introduction
Introduction
Hey guys. GodricMaelstrom here with my first guide ever. I decided to write this guide for
So, without further ado, I give you my guide on
Credits to jhoijhoi for the template, which you can find here.
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Pros
+ Extremely versatile with ranged and melee combat skills + Decent soft CC with + Lots of movement speed buffs with + AMAZING poke with + Can turn a team depending on his stance + Has SIX skills he can use + Never mana dependent with his |
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Cons
- Very stance dependent (6 second cooldown could cost you a death) - The limited range with the - No real sustain without items - Hammer stance tends to slide off slightly endgame |
Mastery Explanations
OFFENSE TREE
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Tier 1:
Tier 2: Tier 3: Tier 4: Tier 5: Tier 6: What AD carry is complete without
DEFENSE TREE
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Greater Quintessence of Attack Speed: Attack Speed is crucial for this build and with these, you get a nice jump on your opponents.
Greater Mark of Attack Damage: No need to explain why you need AD with an AD carry.
Greater Glyph of Magic Resist: Some nice magic resist so that you have a better chance of surviving.
Greater Seal of Armor: Same as the glyphs of warding. More suvivability.
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Hextech Capacitor: This passive really only sees its use when chasing an enemy or fleeing from one. Also, while running back to the turret, make sure to spam
To the Skies!/Shock Blast: An amazing skill and will be your go to skill. In hammer, you get a pseudo-
Tips and Tricks
- Use this skill as your gap closer for fleeing enemies and use it as your main poke too.
- You can use both of the abilities from each stance to harrass. Use To the Skies! with Thundering Blow to do some nice mixed damage or use Shock Blast to provide some safe ranged physical damage.
Lightning Field/Hyper Charge: This is the surprise ability that not too many people rely on. It is the 1 in your 1-2 punch for massive damage dealing. Not only can you use Hyper Charge while in ranged, but you can also use this in hammer stance. By quickly switching stances then a quick To The Skies!, team fights become a piece of cake with your hammer and upped armor and MR while in hammer. Lightning Field is no slouch either. Use it to help clear out a huge wave of minions or to also help clean up a team fight.
Tips and Tricks
- Hyper Charge can be used in both stances.
- Applies stacks of
Black Cleaver very quickly which helps melt through tanks. - Easiest skill to use to clear minion waves.
Thundering Blow/Acceleration Gate: This ability is very very useful. In hammer stance, this ability can help push an enemy back into your team and also knock them away from weakened allies. Acceleration Gate works as a reverse
Tips and Tricks
- Save your allies or help them kill an enemy.
- Place Acceleration Gate along the path of an ally so that they run along the line of Acceleration Gate. It refreshes the timer the entire time they are in the gate.
- Couple Thundering Blow with to the skies for a nice melee harass that most enemy players won't expect.
Mercury Cannon/Mercury Hammer: Pretty self-explanatory. Switches your stances and also gives a nice movement speed boost. When switching into Cannon, your next basic attack will lower the enemy armor and MR so couple this with your Hyper Charge to deplete their armor and then their health. When switching into Hammer, your next basic attack deals additional magic damage and also increases your armor and MR by a small amount but just enough to make you an off tank.
Tips and Tricks
- Spam this when returning to a turret or trying to get somewhere in a hurry.
- When you need that additional survivability, switch to the Hammer.
- To melt the enemy tank, switch to Cannon before using Hyper Charge to decrease their armor by substantial amounts.
Item Sequence
The Brutalizer
1337
Phage
1100
Hexdrinker
1300
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: Controversial choice on boots. If you feel like you need additional Attack Speed, go with
Berserker's Greaves. If you need some counter CC, get
Mercury's Treads. I prefer to go with
Ionian Boots of Lucidity for the CDR so I can use more abilities quickly.
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: One of your core items. Added AD, crit chance, armor pen, and CDR plus a sweet active to help ensure that no one flees from you.
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: Another one of your core items. When this is used with Hyper Charge, enemy champs lose a ton of armor quickly and are left without their defenses. Easy kills!
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: The last of your core items. The slow from this item makes enemies
Ashe slowed to the point that they can't escape. Additional AD and health round out this item to make it a perfect fit for
Jayce.
THESE NEXT TWO ITEMS ARE PURELY SITUATIONAL! MOST GAMES YOU WILL NOT REACH THIS POINT IN YOUR BUILD SO CHOOSE THE LAST TWO ITEMS BASED ON THE GAME. I HAVE LISTED BELOW MY TWO PREFERRED ITEMS.
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: Provides some nice Attack Speed and gives some decent MR. Add in the awesome passive and the low price and this is a quick buy for late game.
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: Most of you will question why I picked
Zeal. Like I said above, this item almost never gets built in games. You can use this
Zeal to build into a
Trinity Force or a
Phantom Dancer. It is your decision.
This wraps up my guide for
Jayce the Defender of Today, Carry of Tomorrow! He is a great champ that is extremely versatile and can easily carry a team or fill in the role of the off tank. I hope you guys like my guide and maybe use it in some games!
Please, before you vote on the guide, try the build out in game and see for yourself how it works. And if you decide to leave a criticism for a comment, leave why you think it should be different. :) I want to make this guide the best it can be. Thanks for all your guys' support. GL HF!
Credits to jhoijhoi for the template, which you can find here.
Please, before you vote on the guide, try the build out in game and see for yourself how it works. And if you decide to leave a criticism for a comment, leave why you think it should be different. :) I want to make this guide the best it can be. Thanks for all your guys' support. GL HF!
Credits to jhoijhoi for the template, which you can find here.







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