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Spells:
Flash
Ignite
Ability Order

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
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Pros
+is both a meele and a ranged champion +can fit in every situation +great mobility +has both nuke and ks spells +handsome... (ladies only!) |
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Cons
-squishy if he goes full damage build -bad mid-time game -hard to master the combos -need balance between hammer and cannon form |
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For the masteries you will have to get:
- whatever a physical attacker would take:
Brute Force ,
Deadliness for damage,
Alacrity for attack speed, ect.
- and the
Hardiness ,
Durability and
Veteran's Scars combo in order to be able to survive meele encounters.

For the runes you will need:
- Flat attack damage marks (
Greater Mark of Attack Damage): because your main stat is DAMAGE.
- Flat armor seals (
Greater Seal of Armor): because you will need that extra armor for theese meele encounters and because you will need it even at lvl 1
- Magic resist per lvl (
Greater Glyph of Scaling Magic Resist): because you will have to survive from that pesky
Veigar who kicks your *** with his
Primordial Burst and because the spells are becoming more and more deadly while the time passes and not at lvl 1
- Attack damage per lvl (
Greater Quintessence of Scaling Attack Damage): because again your main stat is DAMAGE, but since you have a base dmage boost from your masteries and runes you will need something extra as you level up.

Viable summoner spells
My choices for summoner spells are definately


Flash is the best summoner spell available, because you can chase that
Vladimir who sinks in his bloody pool and runs like a liitle girl or just blink over a wall and have your enemies asking: ''Where the hell did he go?''.
Ignite because it is great when you realise that "OMFG I havent enough hp to kill this bastard" then you just pop
Ignite and kill him while you are dead.

Semi-viable summoner spells
Teleport can be considered an useful spell only when soloing at top. The only reason you might use it is when you have just recalled and you need go return to the battle really soon. Can be used to replace
Flash
Smite is only for junglers and it is a must for them. Replaces
Ignite
Exhaust is really effective for champs with no slows or stuns, but you HAVE them so why to waste it? Anyway if really want to take it, it can replace
Ignite.

Non-viable summoner spells
It is all the others:
Ghost You have your speed boosts, you dont need more.
Heal is for babies who cant control their hp pool in early game and get themselves killed by minions, but if you are new to LOL it can help you a lot.
Revive Useless. If you want to
Revive after a lost team fight where all your team is dead, you will just find yourself ganged from 5 champs. (And we all now what happens at 1v5, eh?)
Surge usefull but it dosent guarantee you any kills and the extra AP is useless, too.
Cleanse is a lifesaver but you will surely get debuffed again in a couple of seconds
Clarity gives you mana... YOU DONT NEED ANY MORE MANA!!!!! Just swich to hammer and you can replace it all with a few strikes.
Promote Useless. Does it guarantee you any kills? NO! So do you need it? NO!
Clairvoyance /facepalm Come on now... Let the supports do this job.

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Tips and Tricks
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Mercury Cannon / Mercury Hammer as it is your ultimate and expands up to rank 4, you should always level it up at 6, 11 and 16 lvl.
To The Skies! / Shock Blast is your main damage ability. It is the skill you will use the most, so that is why we max it out first.
Lightning Field / Hyper Charge and
Thundering Blow / Acceleration Gate are pretty equal with each other. But it is essential to reach rank 3 on
Lightning Field / Hyper Charge first so that you do 3 full-damage-full-speed attack nothing more nothing less. After that you want to catch up with
Thundering Blow / Acceleration Gate. Finally you might as well lvl them up equally.

Alternatives
This is the only alternative I can think and it is used if your ally steals your kills frequently. So, after you have hitted rank 3 on



Item Sequence






Infinity Edge
3450

Black Cleaver
3000

Madred's Bloodrazor
3800

Phantom Dancer
2650

Frozen Mallet
3100

Starting Items
OR
Personally I always start with

But: if you need to go faster to your lane (when for instance someone says: "All come to bot for first blood!") or when you mid or face an assasin: (




Early-time Game
These are your core items: You can't replace them with anything. Why? Because you need the Attack Speed like a drug addict and






Mid-time Game
These items must be bought approximately 12-18 mins after the battle begins. These items have all






Late-time Game
These are the items you will be purchasing at the end of the game. Why?
Black Cleaver has Attack Damage and Attack Speed - both stats
Jayce desperately needs - paired with this amesome Armor Reduction passive.
Madred's Bloodrazor It is somewhat expensive but it adds some Attack Speed and Attack Damage, which is essential for a good
Jayce and of course this icredible passive, which works better with highly fed tanks or specific champions (like
Dr. Mundo), so if you encounter something like that, this item is a must. But if you dont or if you havent much money to spent, just skip it and move on (but keep
Recurve Bow!!)
Phantom Dancer is the item with the biggest Attack Speed boost on the game but it doesnt end there. The Critical Strike Chance if added to
Infinity Edge gives you a 55% chace for your attacks to crit. The Movement Speed boost is essential if you want to outrun your enemy or even catching that mother****ing
Teemo.
Frozen Mallet perfect bonus Health, a little Attack Damage and THE SLOW. THE SLOW enables you to keep them pinned down while you **** them from behind. What else do you need?
Alternatives
Bloodthirster It is just an alternative that can be used to replace
Black Cleaver. BUT it doesnt give you any Attack Speed or any Armor Reduction. It can only be used when you find yourself not being able to engage in meele and only firing Shock Blasts from behind, you will enpower your these nukes even more.
Ionic Spark has an absolutely great Attack Speed boost accompanied by its passive and some health. The passive is great for cleaning up minions and monster camps, it also helps dealing that little damage needed for killing that champion, who didnt die from your
Thundering Blow / Acceleration Gate just by attacking the minion next to him. It can be used to replace
Madred's Bloodrazor, but it cuts some Attack Damage. Finally only build it if
Madred's Bloodrazor isnt needed (see above).
Trinity Force Personally I have little experience on
Jayce with such a build and every time I tried it, it ended a disastrus game for me. Anyway if you want to use this it replaces
Frozen Mallet and
Phantom Dancer and you must add something increasing your Attack Damage like a second
Infinity Edge or a
Maw of Malmortius. Finally, you have to wait these 2 seconds before activating any of your abilities, something that ruins your combos.

Your ULTI - How and When to use.
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Ok everyone, ![]() ![]()
Hammer Form
Cannon form
So as you see they are quite balanced. The different uses are these who will make you chose between them. First of all here's a golden rule: Keep your weapon charged!! Before any fight you must make sure that your weapon has the buff from ![]() BUT: you should never activate your ulti just before the fight because you spent your fisrt attack on some minions! So your second golden rule is: Never initiate with your ulti on cooldown!!. The build I'm offering you is not on the tanky side: YOU ARE NOT A TANK DAMN IT!!!! So, you cant fight all the 5 seconds (this time is approximately needed at lvl 18 vs lvl 18 fights) only on hammer form! You will be surely wery low on hp to continue or even worse die! So try to weaken your enemie while on cannon form and finish him off at hammer form. Anyway your third golden rule is: Start the fight with cannon, finish it with hammer!! In team fights your choise ought to be definately the cannon. You must not jump into the enemy team even if you are going to kill someone because unless you can ![]() And because every rule has its BUT there is only one case you can initiate with hammer: When your TURRENT is being pushed. If you slow them and knock them back you will have some free attacks, because they cant afford to harm you under your turrent. After that you can transform into cannon and snipe them from behind. So your fifth rule is: Under turrent is reverse: fight with hamm kill with cann!! Finally, the minions are your worst enemy, because they stop your skill shots! There is nothing more frusturating than a minion stopping your nuke-killingblow-killstealing Shock Blast! I often find myself yelling: "WHO THE HELL PLANTED THAT MINION THERE!!!!!!!!!!!!!!!!!. But if you are at hammer form these little bastards can be veeeeeeeery useful (see the ability section for more info). So your last goiden rule is: The minion is your hammer's best friend, but your cannon hates them!! To sum up, here are your golden rules with which you can master your ulti:
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COMBOS
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I know I just said that the key to ![]() Anyway, because the way jayce plays in solo, duo vs duo, and team vs team is totally different I will separate them. But first I want to list the combos: 1.(Base ranged combo) E and then Q: Start by entering the cannon stance, then deploy an Acceleration Gate towards the way you want to fire and then shoot an Shock Blast though it. This must be cast immidiately without letting your opponent hide or run away, so it is better to aim with your mouse before the cast and to something like that: E, click, Q, click, BOOM! 2.(Advanced ranged - meele combo) E and Q and W and R and R and Q and W and E: Start at cannon, cast combo #1 (see above), activate Hyper Charge, switch to hammer form, pass through the gate, leap to the enemy using To the Skies!, activate the Lightning Field, and as the enemies hp runs low (for the right time see the abilities section) cast the Thundering Blow. This combo should be lethal to almost enemies with lower than 60% health. 3.(Advanced meele - ranged combo) Q and W and E and R and W and E and Q: Start in hammer form and always locaded in a bush, leap to the enemy with To the Skies!, activate Lightning Field, when the effect ends cast Thundering Blow, switch to cannon, activate Hyper Charge, after these 3 strikes cast the combo #1 and pass trough the gate and start chasing if the enemy is not dead. This combo is very dangerous and only use this on a squishy or when one of your allies is being chased. 4.(Basic combo for gangs or defending turrents) E and W and Q and R and W and E and Q: Start in hammer form and by walking to your opponent, cast Thundering Blow and knock the enemy into your turrent or enemies, cast Lightning Field and remain as close as possible, cast To the Skies! if they try to escape or ![]()
DUO VS DUO
As this is the case which will occur the most, it is by far easier to learn. Fisrt of all you depent on your opponent: if he attacks you attack. But as much damage you can do you are not able to reduce the hp of a fleeing opponent from 100% to 0%. So what to do? Simply cast your combo #1 whenever you find a gap (a space between minions), but you must be aware that this will only last for 1 or 2 seconds! When your opponent desides to attack, stop doing anything else and cast combo #2 on the enemy he is attacking. Remember that you must take that kill!!! Anyway when a gang happens use combo #4 and try to find more opportunities to cast combo #3.
SOLO
This particular case is really dangerous, especially when not expected (" A SUMMONER HAS DISCONNECTED!"). Still you can do really well if you are provided with frequent gangs or if you are facing 2 meeles. The only thing you can do is to cast combo #1 again and again. Also, you mustnt use combos #3 and #4 because it would be very dangerous. Finally, you should only use combo #2, if you are sure that you can kill both enemies or you can ![]()
TEAM FIGHTS
You are not a ****ing tank! So sit back there during poke wars (pre-fight time when everyone tries to hurt the enemy team with skill shots like your Shock Blast or other long range abilities) and fire your combo #1 at everyone!! When the fight begins dont hesitate like a moron tring to line up your combos and change stanses!! What can you do? Firstly pick a stance you will keep all the time (I know that it is against everything i have said so far, but unless you do so, you will end up with 0 kills and 5 assists). Anyway I strongly recomment hammer form. After that you should do your best to secure the kill. In hammer cast the #2 combo without the cannon part. In cannon just basic attack everyone and use Hyper Charge when an enemy runs low on health. Finally, if an enemy tries to flee with low health switch to cannon and snipe them with combo #1. You should only do that if there are no minions or enemy champoins in your way or any allies able to kill them faster than you (an ![]() ![]() |
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THANKS FOR READING MY GUIDE!!
I hope that you have enjoied it and that it will lead you to some very good games as

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