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Jayce Build Guide by ahmaks08

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League of Legends Build Guide Author ahmaks08

Jayce: This My Way For Good Tomorrow (Not Completed)

ahmaks08 Last updated on July 13, 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: 0

Strength of Spirit

Utility: 9

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İt's my first guide

(also ı thanking jhoijhoi for her guide about how to make a good guide(Making A Guide))

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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."

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Pros / Cons

Pros / Cons

+ Can be ranged or Melee +
+ Decently tanky +
+ Has very good AD Scaling ratios +
+ Great range and Damage +
+ Beats Darius and Jax top +
+ Has a giant hammer +
- Can run out of mana quickl -
- Tricky Combos -
- Focused -
- Hard skill shot with Q & E -

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage
Atack Damage +0.95 (9x = 13.60)
This will give you a nice amount of early game damage.
Armor +1.41 (9x = 12.69)
This gives you a nice armor.
Magic Resist +1.34 (9x = 12.06)
This gives you a little magic resist for ad ad champion at earl game.
Atack Damage +2.25 (3x = 6.75)
That good whit those marks in early game .

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That my classic masteries fo ad champion but if u don't have magic resist and armor runes give masterie points and instead of and Offensive Materies

Summoner's Wrath + Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown.
Brute Force + 1 / 2 / 3 Attack Damage.
Alacrity + 1 / 2 / 3 / 4% Attack Speed.
Deadliness size=22 + +0.125 / 0.25 / 0.375 / 0.5 Attack damage per level.
Weapon Expertise + 10% Armor Penetration.
Lethality + 10% Critical Strike Damage.
Vampirism + 1 / 2 / 3% Life Steal.
Sunder + 2 / 4 / 6 Armor Penetration.
Executioner size + Increases damage dealt by 6% to targets below 40% Health.Defensive Masteries

Hardiness+ 2 / 4 / 6 Armor.
Resistance +2 / 4 / 6 Magic Resist.Utility Masteries

Summoner's Insight + Flash: Reduces cooldown by 15 seconds.
Good Hands + Reduces time spent dead by 4 / 7 / 10%.
Expanded Mind + 4 / 8 / 12 Mana per level (+72 / 144 / 216 Mana at champion level 18)
Meditation + 1 / 2 / 3 Mana Regen per 5 seconds.

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Skill Sequence And Skills Explained

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

Skills Explained

(Passive) Hextech Capacitor

Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

Jayce's innate ability is very useful, and gives us a no-cost, speed boost. But have 6 seconds cooldown time so don't use often this at enemy lane.

Q - To the Skies!

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 %

This realy useful, you are catch the enemy ad do slow.

W - Lightning Field

(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.

Cost: 40 mana
Cooldown: 10 seconds
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)

I don' use that ability iat early game but at late game open that ability jump into the enemies.

E - Thundering Blow

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.

Cost: 40 mana
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

I if you need run away at enemy use this ability knockback to enemy and start run.

R - Transform: Mercury Cannon

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.

Cost: 40 mana
Cooldown: 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

Q - Shock Blast

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%.

Cooldown: 8 seconds
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)

Use this ability whit E - Acceleration Gate. (That is more deadly)

W - Hyper Charge

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
Hyper Charge fires three autoattacks at maximum attack speed (2.5 attacks/second)
Cost: 40 mana
Physical Damage: 70 / 85 / 100 / 115 / 130% of his AD

You need this ability specially destroy the enemy turret.

E - Acceleration Gate

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.

Cost: 30 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Movement Speed: 30 / 35 / 40 / 45 / 50 %

You very love that ability if you dont have that ability u cant run and u die and your Q - Shock Blast not to be deadly ability.

R - Transform: Mercury Hammer

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.

Cooldown: 6 seconds
Bonus Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Magic Damage: 20 / 60 / 100 / 140

İf you dont die while u run away use E - Acceleration Gate and use this u gain magic resist and armor and for a one time bonus damage that awesome.


For framing use your Mercury Cannon / Mercury Hammer (Mercury Cannon)
and at late game use your all abilities at minions because you have a lot of abilities and less cooldown time.

Main Combo

İf you want kill enemies u must do combos. Combos: Open your Mercury Cannon place Acceleration Gate and use Shock Blast if is fired through the gate the missile speed, range, and damage will increase. Than if he or she doesn't go back open your Lightning Field / Hyper Hyper Charge and hit him or her this is gain good atack speed and open your Mercury Hammer and do your To the Skies! and same time open your Lightning Field this slow him or her than overhaul him or her and use your Thundering Blow he or she probably die if he or she don't die start again this combo :)

(watch out your abilities cooldown if Mercury Cannon on use your all abilities and change to Mercury Hammer u see To the Skies!, Lightning Field and Thundering Blow is reload but be carefull)

(Yellow = Mercury Hammer and Blue = Mercury Cannon abilities)

That is my main combo others part of this main combo like Q - E.

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Summoner Spells

Teleports your champion toward your cursor's location. 265 second cooldown.
You need that spells if you want escape all champions.

Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. 180 second cooldown. Being able to kill the enemy champion

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Items And Alternatives

Doran's Blade
Total Price: 475
10 Attack Damage, 80 Health, 3 Life Steal. You need this item for early game damage.
Berserker's Greaves
Total Price: 920
25 Attack Speed. UNIQUE Passive: Enhanced Movement 2. This champion need attack speed.
Total Price: 1260
25 Ability Power, 250 Mana. UNIQUE Passive: Every time you use an ability, for 10 seconds, your next physical attack deals 100% extra base damage. 2 second cooldown. You steady use ability.
Total Price: 1315
18 Attack Damage, 225 Health. UNIQUE Passive: 25% chance on hit to reduce your target's Movement Speed by 30% for 2.5 seconds.That passive is awesome.
Trinity Force
Total Price: 4070
30 Ability Power, 30 Attack Damage, 30 Attack Speed, 15 Critical Strike Chance, 250 Health, 250 Mana, 12 Movement Speed Multiplier. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack. 2 second cooldown. Does not stack with Sheen or Lich Bane.Sheen + Phage + Zeal this is a great thing.
Vampiric Scepter
Total Price: 450
10 Life Steal. You need life steal before huge attack damage.
Infinity Edge
Total Price: 3830
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% critical strike damage. You need this for huge attack damage and critkcal change.
The Bloodthirster
Total Price: 3000
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. That life steal is great u don't die easily.
Phantom Dancer
Total Price: 2845
55 Attack Speed, 30 Critical Strike Chance, 12 Movement Speed Multiplier.Speed is not every thing but its great.
Guardian Angel
Total Price: 2600
68 Armor, 38 Magic Resistance. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes.You need armor and magic resist its nice for that jop and you have a chance for don't die.


The Black Cleaver
Total Price: 2865
55 Attack Damage, 30 Attack Speed. UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds, (maximum 3 stacks).İf you need more speed and armor reduce you should buy instead of Guardian Angel or Infinity Edge ı prefer Infinity Edge.
Phantom Dancer
Total Price: 2845
55 Attack Speed, 30 Critical Strike Chance, 12 Movement Speed Multiplier. İf you need speed more than armor and magic resist you should buy instead of Guardian Angel.
Atma's Impaler
Total Price: 2355
45 Armor, 18 Critical Strike Chance. UNIQUE Passive: Physical attacks deal an additional 1.5% of your max Health in damage.İf you need critical chance and armor more than magic resist you should buy instead of Guardian Angel.
Total Price: 2000
100 Armor. UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken before armor as magic damage. A minimum of 15 damage must be received.İf ad enemies easiyl kill you should buy instead of Guardian Angel.
Force of Nature
Total Price: 2610
40 Health Regeneration, 76 Magic Resistance, 8 Movement Speed Multiplier. UNIQUE Passive: Restores 1.75% of your champion's maximum health per 5 seconds. İf ap enemies easiyl kill you should buy instead of Guardian Angel.
Randuin's Omen
Total Price: 3075
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist.500 Range) 60 second cooldown.
İf you need health and health regen you should buy instead of Guardian Angel.

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General Jungle Knowledge

Baron Nashor
Initial Spawn: (15:00) Respawn Time: (7:00)

Baron is the most important buff in the game, although he takes awhile to kill, it is entirely worth it to take down, providing the extra gold (global 300g), experience, and stats. Your team will have a major advantage against the other team, solely with this buff. So keeping track on this is a major priority by timing the death of Baron all the way to its re-spawn, so the enemy team doesn't get it at all, or get it again.

Initial Spawn: (2:30) Respawn Time: (6:00)

Dragon/Drake is the next important thing you should keep track of, giving an amount of global 190 gold, and experience to those who are near it can determine who wins games. You may think that 190 gold is not much, but in competitive matches any gold you have over your enemy is worth it. You often see team fights at Dragon/Drake solely for that purpose.

Red Buff
Initial Spawn: (1:55) Respawn Time: (5:00)

Red Buff is important for your jungler, it enable him to gank more efficiently in early levels due to the slow, deals true damage and creates a type of mini-ignite towards the selected opponent. After that it usually goes to an AD range carry such as Caitlyn, Vayne, Corki, etc. This helps tremendously in game-play overall, with a slow from just auto-attacking, a mini-ignite, and true damage, your team will be at a slight advantage if you control both red buffs.

Blue Buff
Initial Spawn: (1:55) Respawn Time: (5:00)

Blue buff is another buff for a caster and sustaining jungle. Blue buff reduces your cooldown timer, and increases mana regeneration. Usually given to a caster after the jungler can sustain in the jungle with ease, with this buff on the caster, it becomes much more of a hassle in lane and overall. Spamming abilities with ease, placing this on your own caster, and denying it from your enemies can win games.

Wolves, Wraiths, & Small Golems
Initial Spawn: (1:40) Respawn Time: (1:00)

Nothing to really worry about, just might as well place it in. These give no buffs or major advantage in the game, but simply denying a jungler of this early game can cripple them hard, so make sure to protect these camps at level 1, in case of counter-jungling.

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I Must Say That

I am from Turkey. My english therefore not as good as yours. Possibly ı do some grammar mistakes. I hope that guide usefull for you.