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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Introduction
Pros
- Deals a ton of damage early game
- Even if he is so tanky, he deals so much damage
- Can easily snipe enemy champions when they are at their turret
- Very good chaser
- Very good escape champion
Cons
- Easily runs out of mana, so don't spam your skills
- Gets focused in battles 1st most of the time
- Hard to learn his combos and abilities
- Terrible at tanking towers and cannot tower dive unless you have most of your tanky items
- Deals a ton of damage early game
- Even if he is so tanky, he deals so much damage
- Can easily snipe enemy champions when they are at their turret
- Very good chaser
- Very good escape champion
Cons
- Easily runs out of mana, so don't spam your skills
- Gets focused in battles 1st most of the time
- Hard to learn his combos and abilities
- Terrible at tanking towers and cannot tower dive unless you have most of your tanky items
If your having trouble in lanes against high health champions and your Acceleration Gate+Shock Blast combo doesn't do a lot of damage to them, you can max out your Thundering Blow first for that extra magic damage based on a percentage of their health. Otherwise, just stick to maxing your first.
Flash and Ignite are the 2 choices you mostly would use. Otherwise, if you don't have an Exhaust on your team, switch ignite for exhaust.
Other good choices:
Ghost
Ghost is good on jayce, along with using it with your Acceleration Gate to catch up to enemies very quickly and then just use all your combos and kill them.
Exhaust
This is great for catching up to people. If used with Ghost, there is really no way your enemy can escape.
Other good choices:
Ghost
Ghost is good on jayce, along with using it with your Acceleration Gate to catch up to enemies very quickly and then just use all your combos and kill them.
Exhaust
This is great for catching up to people. If used with Ghost, there is really no way your enemy can escape.
The runes I use for any AD I use is, 3 Marks of Alacrity, 5 Marks of Strength, 9 Seal of Resilience, 8 Glyphs of Alacrity, 1 Quintessence of Fortitude, and 2 Quintessences of Strength. These are just standard AD runes and Standard jungling runes that I use. I know there is a lot more better runes to use, but I don't need to cover that because this is my guide anyway.
I don't think I will need to explain a bunch on my masteries. But I go 21/9/0 for the damage in the offense tree, including the Arcane Knowledge mastery, because it makes my W stronger in Mercury Hammer form and too just finish them with it easier. Since your gonna get tanky items anyway in my build, you don't need to go 9/21/0 or 0/21/9 etc.
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