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Jayce Build Guide by TheRefuGs

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League of Legends Build Guide Author TheRefuGs

Jayce - The Comprehensive Full AD/Burst Guide

TheRefuGs Last updated on August 4, 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: 9

Strength of Spirit

Utility: 0

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Hello everyone, this is the RefuG's guide to playing Jayce. This guide plays him as an AD carry champion. I see a lot of people play Jayce, but they suck balls (no offence). Hopefully this guide will help everyone playing Jayce to get as many wins and kills for their team as possible

This guide is for bot lane, but can be easily modified for mid, solo top and jungle

I know that not everyone will like this build or the way that it says to play Jayce, but this has helped me get many kills, win for my team and make my match history look good :)

If this guide was helpful in any way, please vote it up and feel free to leave a comment. If you have any opinions on improving the guide, you can leave a comment. Constructive criticism always helps :).

Here are some examples of my games using this build:


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Pros / Cons


+ Long ranged spells with heaps of damage

+ Huge variety of abilities/combos

+ Consistent high damage all game (Early, mid, late)

+ Great early game harass

+ Both melee and ranged

+ Can be built many different ways


- Mana hungry at early game

- Squishy (depends on build)

- No CC

- Hard to master

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Good Against/Bad Against

Good Against:

Bad Against:

Good With:

Keep in mind that these characters are from my personal experience and match history. I will update these champions regularly based on experience and updates (buffs/nerfs).

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Offensive Tree:

I use 21 points in offensive for obvious reasons. As said in the introduction, this build is an AD carry build/guide and i want to utilize the points as much as possible to increase damage output.

I put one point in here since I take Ignite as a summoner spell. In the laning phase/early game, this helps a lot. When you Ignite to secure kills, it gives you 5+ AD while on cooldown. This doesn't sound like much, but it will help in the early phase of the game.

This is useful for getting last hits on creeps.

Attack speed is fantastic for AD :)

9 more attack damage at lvl 18 :O

This is great for taking down tanks with lots of armor such as Volibear or Rammus.

This is helpful late game, especially when you activate Lightning Field / Hyper Charge. When hypercharge is lvl 5, it does 130% of your attack damage. so with more critical damage, you are literally able to 2-hit squishy's such as Vayne, Teemo and Ashe.

Useful for sustain.

Again, good against tanks.

Very useful for securing kills.

Defensive Tree:

I go 9 points in defensive for a boost of survivability and health/armor in early and late game.

This helps a little against AP champs.

This is good for early game fights.

4 points in this gives you 108 extra HP at lvl 18. A small but handy boost

A good small boost in laning phases.

These masteries can obviously be modified for various situations. For example, if you are solo-ing top, you may want to exchange some offence points and put them into the defense tree. Even though these can be modified, i suggest that these always be either 21/9/0 or 9/21/0. This way you can try to maximize survivability or damage.

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Greater Mark of Mana

Greater Seal of Mana Regeneration

Greater Glyph of Mana Regeneration

Greater Quintessence of Ability Power

These runes are for a lot of early AD, but this sacrifices any defense runes. This is what I use though, because with early kills, your champion will usually snowball and gather many more kills late game.

You can also switch up the runes to adapt to a situation. It is also decided by your personal preference and play style.

Here are some other runes that may benefit you and your play style:

Greater Quintessence of Movement Speed - Movement speed (sometimes you may find Jayce slow)
Greater Quintessence of Armor - Armor
Greater Quintessence of Scaling Attack Damage - Better AD for late game
Greater Quintessence of Health - Health/surviivability

greater mark of desolation - Armor penetration
Greater Mark of Scaling Attack Damage - More AD at lvl 18

greater seal of defense - Armor for defense per lvl
Greater Seal of Health - More health
Greater Seal of Armor - More starting armor
Greater Seal of Magic Resist - Magic resist

Greater Glyph of Health - Health
Greater Glyph of Mana - More mana
Greater Glyph of Magic Resist - Magic resist

Jayce is a very versatile champion so you can switch your runes to virtually whatever you want, but it always comes down to personal preference.

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Summoner Spells

Good Choices:

This is an obvious choice. You can use it to close the gap between the enemy, or to make a quick escape. After using Flash, you can either use acceleration gate to get away faster or hyper charge when you flash towards the enemy.
This is a great spell for securing kills on escaping enemies. Also, if you have followed the masteries, using this with Summoner's Wrath will give you 5 AD while it's on cool down.

Viable choices:

You should use this spell if your are mid or solo top as it can change who wins the lane.
This has a lower cool down than flash and is good for chasing enemies.
Sometimes, players may find Jayce slow, so taking exhaust will help you get a kill on the enemy without them escaping (if used correctly).
This is helpful in early game fights. It can turn the fight completely around, but you probably wont need this late game since you have The Bloodthirster.

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Champion Abilities

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

- Honestly, this is not the best passive, but can be useful in chasing and escaping since Mercury Cannon / Mercury Hammer is only a 6 sec cooldown

SPACE To The Skies!: Jayce leaps to an enemy dealing 20/65/110/155/200(+1.0 per bonus attack damage) physical damage and slowing enemies by 30/35/40/45/50% for 2 seconds.
SPACE SPACE -This is a great ability for chasing and securing kills. Use it to slow enemies for you and your team with a great amount of damage.
- You cannot use this on allies like Jax's Leap Strike, so it cannot be used for escaping unless jumping to a weaker enemy or enemy minion.
- Does AOE damage and slows all enemies in the radius. This can turn team fights around.

Shock Blast: Jayce fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing 60/115/170/225/280 (+1.2 per bonus attack damage) physical damage to all enemies in the area of the explosion. If fired through an Acceleration Gate, Shock Blast's damage, range, speed and explosion radius are increased by 40%.

- The harass ability of this spell is so good that it's almost unbelievable. Combine this spell with your Acceleration Gate (E) to increase range. You can even secure kills when they are under their turret.
- If the opportunity presents itself, use the Acceleration Gate and Shock Blast combo to harass them dealing tons of damage.
- You will have a relatively easy time at bot lane if their AD is squishy. This can take of half of a champion's health in one hit. It is very effective on champions such as Vayne, Teemo and Twitch.
- Caution - This explodes on minions

SPACE Lightning Field: Passive: Jayce restores 6/8/10/12/14 mana per strike while in Hammer form. Active: Jayce creates a field of lightning that damages nearby enemies for 100/170/240/310/380 (+100% of ability power) magic damage per second for 4 seconds.

SPACE SPACE - The highlight of this ability to me is it's passive. Once you have run out of mana, you can gain it back by hitting minions, turrets and champions.
- It is also good for killing multiple minions at once. This can be a good jungling ability.

Hyper Charge: Jayce gains a burst of energy, increasing his attack speed to the maximum amount for 3 attacks. These attacks do 70/85/100/115/130% of his attack damage.

- If there was one word (or acronym) for this ability, it would be OP. When it is lvl 5, you can do about 1000-2000 damage in about 1 second.
- Try combining this with an Acceleration Gate for a quick, high speed harass.
- This ability absolutely destroys squishy's or other AD champs.

SPACE Thundering Blow: Jayce deals 40/70/100/130/160 (+1.0 per bonus attack damage +8/11/14/17/20% of the targets maximum health as magic damage and knocks them back a short distance. Damage to monsters is capped at 200/300/40/500/600 magic damage.
SPACE SPACE - This is a good ability for escaping, or helping a friend escape. When you are running, turn around and use this ability to create more distance between you and your pursuer.
- You can combine this ability with To the Skies! Use Q, then while the enemy is slow, run in front of them and use Thundering Blow to knock them back into your turret.
- If the champion that you use Thundering Blow on hits a wall, he will be stunned for a second.

Acceleration Gate: Jayce deploys an Acceleration Gate, which increases the movement speed of allied champions who pass through it by 30/35/4035/50% for 3 seconds. This movement speed bonus rapidly decreases over its duration. If Shock Blast is fired through the gate, its speed, range, damage and explosion radius are increased by 40%

- Good ability for closing the gap or escaping
- This will increase all allies movement speed too. Use it to help people secure kills.

SPACE Mercury Cannon: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's armor and magic resist by 10/15/20/25% for 5 seconds.
SPACE SPACE - Transform into the Mercury Cannon when entering a team fight and hit the enemy you are targeting first. This will make them weaker by reducing their armor and magic resist
- Remember - Whenever you transform, Hextech Capacitor will give you a short speed boost. Use this in your advantage.

Mercury Hammer: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increases Jayce's Armor and Magic Resist by 5/15/25/35. The first attack in this form deals 20/60/100/140 additional magic damage.
- Transform when in the laning phase to last hit creeps.
- When the enemy is on low health, switch to Mercury Hammer to do extra damage.

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Skill Priority

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


To The Skies! / Shock Blast >> Lightning Field / Hyper Charge >> Thundering Blow / Acceleration Gate >> Mercury Cannon / Mercury Hammer

To The Skies! / Shock Blast This is a great harass with your Acceleration Gate. Max this by lvl 9 to win your lane and get easy kills.

Lightning Field / Hyper Charge Get this ability at level 3 to combine it with the Acceleration Gate. Also combine it with To The Skies! to knock enemies back into your turret.

Lightning Field / Hyper Charge Get this ability at level 2 to increase the range and damage of Shock Blast. This will also allow you two escape routes if you need them.
Mercury Cannon / Mercury Hammer Switch between the two forms to harass, last hit minions and to regain mana. Level these at 6,11 and 16.

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Starting Items:

SPACE Doran's Blade is a good starting item for any lane as it gives you health, AD and small lifesteal.
SPACE Boots of Speed and 3 Health Potions are good starting items for speed and survivability but will lack the extra damage and health of a Doran's Blade

First Trip:

SPACE B. F. Sword Trying to rush this item seems impossible, but if you are last hitting correctly and constantly harassing, you can afford this. The B. F. Sword will give you a huge damage upgrade to your QE combo (mercury cannon).

Early Game:

SPACE Berserker's Greaves Try get these ASAP to escape ganks easier and to give you a slight attack speed bonus.
SPACE Vampiric Scepter Get this item for a little more lane sustain. You will build this later into a The Bloodthirster.

Mid Game:

SPACE Infinity Edge will be a great item for a major damage boost. By this part of the game, the people you are laning against will fear you, and you might want to spread the fear to others by roaming. This is great for assassinating because of the crit chance and damage.
SPACE The Bloodthirster Since you do a lot of damage by now, keeping you health bar full with this item should be easy. This also grants you well earned extra AD.
SPACE Zeal Do you need to kill people faster, swiftly and with more speed? Wish granted! Get one of these to aid you in your quest of destruction. This will later be built into a Phantom Dancer.

Late Game:

SPACE The Black Cleaveris a great item. Is your team tired of armor? Are you sick of those tanks? This item is just for you! Get this to shred through enemy armor.
SPACE Phantom Dancer. Feeling sluggish? Slow? The Phantom Dancer increase your attack speed, movement speed and critical chance!

Last Item:

Here are some good last items you should consider to finish your Jayce: