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Jayce Build Guide by Mithran91

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League of Legends Build Guide Author Mithran91

Jayce lanes where he pleases (AD Carry/Top/Jungle)

Mithran91 Last updated on July 9, 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: 8

Strength of Spirit

Utility: 1

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Hey all this is my first ever guide and seeing as Jayce Doesn't really have many at the time of writing this i thought i would give it a go.

I have made a carry build that i beleave works very well, but like all carry builds you have to adapt to the team comp. Seeing as I play AD carry a lot I thought this was slightly boring so:

After experimenting somewhat with different build I have found he makes and equally good jungler and solo top. The builds I have included are hybrid ones seeing as AD bruiser jungler/top will have a lot of guides made for them.

These two build use the fact that his To The Skies! / Shock Blast in Hammer Form scales 1 to 1 on AP!

Both of these build are hybrid AD and Ap with some CD reduction. with this build and a blue buff you can keep Lightning Field up constantly!!! THOR IS HERE!!!!!

P.s. I am not the best at spelling and grammer in English but i will do my best :)

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Pros / Cons

Fast Clear Speed (Jungle)
Good Ganks (jungle)
Can Keep lighning field up constantly with blue buff (jungle/top)
A lot of damage (AD CARRY, other builds have moderate damage)
Has some good utility (all builds)
hard to counter with such a vairaty of roles he can play
Fun to play :)

Can be squishy (uses up a vital item slot to counter this)
Hard to master the combos (all builds)
No Hard CC (all builds)
Very Item dependent (all builds)

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Summoner Spells

Ok so the basics apply here, if you are jungling...TAKE SMITE! All junglers need this. Some can clear without it however this helps with securing all of the Major neutral monster camps!

Flash is another key summoner skill to use. Its a gap closer and an escape skill, you can move over obstacles and if used correctly can be the difference between life and death for you or you're opponent!

If you are going top then ignite is a good skill for finishing of fleeing opponents that are escaping you or good for during a fight to get the advantage if you and you're opponent are doing equal amounts of damage.

This is another good skill for solo top players, it slows the enemies attack and movement speed significantly allowing you to win a straight up fight, to close the distance between you and you're fleeing opponent or to escape if you are being chased you're self. This is also good on junglers for ganking however for Jayce I would rather have Flash

The new meta for carries, if you have no heals on youre support then use this.

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You're choice of boots is very dependent of you're and the enemies team compositions.

Is a very good all round choice, this gives you increased attack speed, making you're jungle faster, increasing the amount of life steal you receive and is a good choice if you can figure out if other boots are more useful of not (I do sometimes buy these and then sell them for another pair later on)

sorcerer shoes
These boots are good for increasing the damage on To The Skies! / Shock Blast in hammer form.

If the enemy team is very cc heavy then these boots can be a life saver, these will cut short cc's applied to you. A good example of this is when you get caught in Galio's Idol of Durand you will leave the taunt slightly earlier than normal allowing you to move out of the damage range, ether by running if you're on the outside or by flashing.

If the enemy team if very AD heavy then these may be a good choice.

Because of his reliability on his abilities these boots may be a good choice, you may run into some mana problems earlier on with these especially if you can not have blue, due to giving it to AP mid

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The AD Build

So i thought I would include an AD build seeing as that is what most people are going for at the moment. I pay a lot of different carries and one thing I have learnt from my experience is how you have to adapt to the situation thus the build above is very much situational.

Items to use as AD Carry.

These are you're standard AD carry boots, increased attack speed is a massive bonus early game.

These items are very good early, good damage and sustain increase. However if I am doing very well I will skip these items for a b.f. sword and Vampiric Scepter

Standerd carry item you dont leave home without this!

This is an amazing item for a carry, it is the best item for self sustain, i would normally take this last.

This item is perfect I you are against a tanky and health heavy team, it is very expensive tho so more a late game item. Take this instead of Last Whisper or Phantom Dancer.

This item is excellent against heavy AD teams and the second life is very useful. Replace banshee's vail with this.

This item is very good against high ap teams, especially teams with good initiate skills. Such as ashes arrow.

This is the poor many banshee's vail. It will remove all conditions from you and is a very good item against a heavy cc team.

Catalyst the Protector
This item is good if you are struggling to sustain in you're lane early game, it gives you a nice bust when you level up. I would sell it of later on tho because it is taking up a much valued item slot

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Hybrid Item alterations

other items apart from the ones I listed at the top of this guide include:

This Item can be taken if you're team is laking in AOE damage, you're attack speed especially with Guinsoo's Rageblade at 8 stacks will be extremely high proking the damage from this very often in a team fight.

If you're team is laking in a tank character you can fill this role out by getting this item, however by doing this you will loose out on a portion of you're damage.

Another good item if the enemy has a good deal of physical damage, this item also gives you the utility of reducing the enemies attack speed (especially good for when in the middle of a fight in hammer form) as well as a good CD reduction for you.


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Skill Combos


Basic combos:
+ In Cannon Form.
This combo is you're long range poke and snipe attack, use it to ether initiate, last hit an enemy or clear a creap wave in one (at higher levels)

+ in hammer form.
When you use To The Skies! / Shock Blast whilst in mid air activate Lightning Field / Hyper Charge this will give you the most amount of damage giving the most ticks of you're Lightning Field / Hyper Charge.

+ in hammer form.
Use the To The Skies! / Shock Blast and when you land move behind the target and use Thundering Blow / Acceleration Gate to push them towards you're team or you're tower.

Hit an opponent into a wall with Thundering Blow / Acceleration Gate which will stun them.