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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Intro
This is my guide for Jayce - The Defender of Tomorrow. Personally I prefer playing him as a solo top, but I have been very successful playing him in the AD carry role as well.
As with any guide, this is simply a basic outline of how I personally build. There will and should be variation from game to game depending on who you are matched up against in lane. Later on I will discuss some of the situational items as well as my basic strategy against some of the common enemies you will see in lane.
This is my first guide, so I'm still learning how to set up guides with this site. I will be continually updating the guide to add more information and to make it look more visually appealing. Of course if you have any suggestions feel free to leave a comment.
Armed with wit, charm, and his signature transforming hammer, Jayce lives to protect his native Piltover. He rose to prominence as an inventor, one whose magnetic personality and innovative creations brightened the lives of his nation's people. However, his technological marvels also attracted the attention of Piltover's enemies. Viktor, the machine-augmented scientist from Zaun, staged a deadly raid on Jayce's laboratory, barely impeded by the lab's meager security force. Viktor stole designs for an arcane power converter. Jayce feared that Viktor would create weapons of devastating power with the stolen technology. He implored the Piltover government to respond, but the officials were unwilling to support an act of aggression. Refusing to allow his own inventions to threaten the people of Piltover, Jayce decided to strike back against Viktor himself.
Jayce returned to his laboratory and began making preparations for his one-man attack. After an intense period of research, development, and hands-on testing, he emerged. He had created an array of powerful armaments, including his crowning achievement – the versatile, transforming Mercury Hammer. Armed and ready, Jayce began his assault, easily smashing aside Viktor's acolytes as they rushed to stop him. Jayce fought his way into the heart of the lab and confronted Viktor, forcing the Zaunite to flee. After destroying Viktor's prototype weapon, Jayce returned to Piltover where he was hailed as a hero. He reveled in the adoration, but he knew that his actions had provoked the nation's 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."
―Jayce
Jayce returned to his laboratory and began making preparations for his one-man attack. After an intense period of research, development, and hands-on testing, he emerged. He had created an array of powerful armaments, including his crowning achievement – the versatile, transforming Mercury Hammer. Armed and ready, Jayce began his assault, easily smashing aside Viktor's acolytes as they rushed to stop him. Jayce fought his way into the heart of the lab and confronted Viktor, forcing the Zaunite to flee. After destroying Viktor's prototype weapon, Jayce returned to Piltover where he was hailed as a hero. He reveled in the adoration, but he knew that his actions had provoked the nation's 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."
―Jayce

Hextech Capacitator (Passive) - Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

To The Skies! (Q) - 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 (+1.0 per bonus attack damage)
Slow: 30 / 35 / 40 / 45 / 50 %

Shock Blast (Q) - 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%.
Cost: 55 / 60 / 65 / 70 / 75 mana
Physical Damage: 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage)
Accelerated Physical Damage: 84 / 161 / 238 / 315 / 392 (+1.68 per bonus attack damage)

Lightning Field (W) - (Passive): Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
(Active): Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage Per Second: 25 / 42.5 / 60 / 77.5 / 95 (+0.25 per ability power)
Total Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)

Hyper Charge (W) - Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %

Thundering Blow (E) - Deals magic damage equal to a base amount plus a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage)
Max Health to Damage Ratio: 8 / 11 / 14 / 17 / 20 %
Max Damage to Monsters: 200 / 300 / 400 / 500 / 600

Acceleration Gate (E) - 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.
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Movement Speed: 30 / 35 / 40 / 45 / 50 %

Transform: Mercury Cannon (Ultimate) - 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.
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

Transform: Mercury Hammer (Ultimate) - 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 Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Magic Damage: 20 / 60 / 100 / 140
Early Game
Early game farming with Jayce is pretty easy. With flat AD runes you will start with 69 AD and can sit back with Mercury Cannon to avoid taking too much unnecessary damage. Acceleration Gate/Shock Blast combo is a good way to quickly clear waves. When you run low on mana or whenever the enemy goes back, switch to Mercury Hammer to farm. This gives you mana each time you land a basic attack. Be careful doing this if you are against a ranged champion though, as it will make you easier to harass.
Early/Mid Game
Once you have wriggles and phage farming becomes very easy. If my enemy has good pushing ability, I like to acceleration gate/shock blast the caster minions. By this point in the game it should 1 hit them, giving you 3 cs each time. From there just last hit the rest of the minions. Once again if you need mana, switch to Mercury Hammer.
Late Game
By this point in the game farming should be no problem. Use your various skills to quickly clear waves when there isn't a team fight brewing.
Early game farming with Jayce is pretty easy. With flat AD runes you will start with 69 AD and can sit back with Mercury Cannon to avoid taking too much unnecessary damage. Acceleration Gate/Shock Blast combo is a good way to quickly clear waves. When you run low on mana or whenever the enemy goes back, switch to Mercury Hammer to farm. This gives you mana each time you land a basic attack. Be careful doing this if you are against a ranged champion though, as it will make you easier to harass.
Early/Mid Game
Once you have wriggles and phage farming becomes very easy. If my enemy has good pushing ability, I like to acceleration gate/shock blast the caster minions. By this point in the game it should 1 hit them, giving you 3 cs each time. From there just last hit the rest of the minions. Once again if you need mana, switch to Mercury Hammer.
Late Game
By this point in the game farming should be no problem. Use your various skills to quickly clear waves when there isn't a team fight brewing.


Boots of Speed + 3 Health Potions - I ALWAYS start with these items. Not only does it give you more speed to avoid any incoming skill shots, but the health pots help you stay in lane much longer.

Wriggles Lantern - Usually by my first trip back I can afford my Wriggles. This is a great sustain item, as well as free wards and easier farming.


Mercury Threads/Ninja Tabi - I usually go with Merc Threads for the tenacity, but if you are against a heavy AD team then Ninja Tabi may be the better and cheaper choice.

Heart of Gold - If you are being zoned out of your lane, grab this early. It will give you GP/5 plus some health that may help you stay in lane a bit longer. It can be sold later on.

Phage - I try to get this early for the slow proc, extra health, and damage. If you are struggling against an AP solo top, you may want to grab Wit's End or Hexdrinker first.

Wit's End - Wit's End is relatively cheap and is great for the huge attack speed increase and magic resist. Personally, I get hexdrinker over Wit's on Jayce, but it's not necessarily a bad choice.

Hexdrinker - Spellshield and MR. If you're not against an AP top or heavy AP team there may be better items to go with altogether.

Frozen Mallet - The item I get after phage depends on who I'm laning against. This is usually my first major item on Jayce. The slow and health work good with Jayce.

Maw of Malmortius - Maw of Malmortius is great for the spell shield and magic resist. On top of that it grants some AD, which is always helpful.

Trinity Force - Trinity Force adds a lot of extra damage. Jayce's damage relies heavily on chaining skills together, so procing the passive damage increase from Trin Force is never an issue.

Atma's Impaler - With a major focus on health in this build, atma's is good not only for the increased damage but also the extra armor.

Warmog's Armor - If you decide you don't need Wits End, this is a great item to have in your build. It will grant you more damage thanks to Atma's, as well as make you harder to kill due to the health and health regen it grants.

Riven, the Exile - Hard - Riven is an incredibly tricky champ to beat. All it takes is a 1-2 kill advantage and she will win the lane with ease thanks to her mobility, shield, and high damage. Best strategy against her is to not push and just farm in cannon mode until your jungle comes to gank.

Fiddlesticks, the Harbinger of Doom - Hard - I've only had this happen once, and it was because I was zoning Darius hard so they switched lanes. Get merc treads early and ward often. If acceleration gate is on CD stay out of fear range. Fear + Gank can be hard to get away from.

Garen, the Might of Demacia - Hard - If you can't get an advantage early game he will run in, silence, spin, then go hide until he has regenerated. Once he starts building armor he will zone you easily.
MORE TO COME SOON!
7/12/2012 - Added Riven, Fiddlesticks, and Garen to the Solo Top matchup list
7/12/2012 - Added skill icons in the "Skill" chapter
7/12/2012 - Changed "Kit" chapter to be called "Skills" as "kit" was not clear
7/12/2012 - Added pictures and fixed some explanations for solo top items
7/12/2012 - Added a second solo top build for AP opponents
7/9/2012 - Guide Created
7/12/2012 - Added skill icons in the "Skill" chapter
7/12/2012 - Changed "Kit" chapter to be called "Skills" as "kit" was not clear
7/12/2012 - Added pictures and fixed some explanations for solo top items
7/12/2012 - Added a second solo top build for AP opponents
7/9/2012 - Guide Created
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