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Jayce Build Guide by AussieLord1

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League of Legends Build Guide Author AussieLord1

Must Read Jayce Guide - Season 3

AussieLord1 Last updated on June 19, 2013
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Top Lane
Ranked #14 in
Top Lane
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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


Utility: 0

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Hey guys.

This is my guide for Jayce. I haven't been playing him for that long but i felt there wasn't really any good guides out there for him, as they were almost all out of date before the season 3 patches. In my anger at is my guide. You might about now be saying: "Another **** Jayce Guide. Why Can't They Make A Good Jayce Guide, And Why Do I Have To Start All My Words With A Capitol" The answer to the later question is i don't know. BUT, what i have done is read the other guides, combined them together by removing all the bad bits but using the good bits (effectively, but not using Command C, Command V) I have added all their knowledge with my testing of it and my own experience of playing Jayce to create this guide. With out further ado...GOOD READING!!!

Please Note that the most important bit about this guide is the final section: "IMPORTANT: Playing Jayce"

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Pros / Cons

Pro's:Your text to link here...
1. Have you seen this guy!!!!! So much SWAG!!!! (i.e. he has a very cool character model with awesome special things. Try /taunt and /joke especially)
2. Good harass in both melee and ranged forms.
3. Versatile. Can be a ranged and melee, and anywhere between squishy adc and still damaging tank.
4. Cool abilities. Like flippin' amazin'
5. Not many people counter him to hard because he can be both melee and ranged.

1. Can be squishy
2. May have to solo top against two people if they don't have a jungler but you do. This can be annoying but doesn't stop you getting heaps of double kills (jks, be careful if this happens)

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Summoner Spells

For the Summoner Spells i chose Flash and Ignite. These are both very helpful as you will know, and no other summoner spells are really that relevant:

Clarity: you have enough mana from your Tear of the Goddess
Exhaust: just slow them with To The Skies!
Ghost: use Acceleration Gate instead and get something useful instead
Revive: why do you want this, to give the enemy a hexakill or something? Preferable you will never have to use this. At high elo it can be a game-changer late game but...i would suggest something that can be used all game long. Your choice. This goes more borderline.
Smite: your not jungling, silly
Heal: just buy a health pot will you.

There are some that are relevant and i believe work fine with Jayce:
Ignite: get the kill. What else do you want to do. You could use Acceleration Gate / Shock Blast combo (explained later) to get them but it is always useful, especially if there are minions in the way

Flash: catch up to the fleeing enemy. Allows to you slow them with To The Skies! and pull off a full combo to hopefully get the kill. ESSENTIAL!

Cleanse: allows you to make that successful escape, getting rid of the slows, stuns and snares that will screw you.

Teleport: you can use this to get around the map, so i included it here, but i would recommend using Hextech Capacitor and Acceleration Gate as they also give you stacks on your Tear of the Goddess

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Just a brief bit on the masteries i chose. The masteries here allow to get the maximum physical damage/crit strike you can get out of masteries, something you want as a kinda AD person. The defence masteries allow you to get more into your position as top laner, giving health and armour. I would suggest getting the offensive masteries first if under level 30 and then the defensive masteries.

I would also suggest making another, more defence centred, mastery page in the case that you are playing the role as tank. Optimally, though, you want somebody else to be on top with you being the tank but...this doesn't happen to often due to junglers.

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

This allows you to gain your speed from this, instead of boots, and is very helpful for escaping or chasing as,not only is there a speed boost, you also move through units which prevents those pesky minions enemy champs from hindering you.


To The Skies! ("Q"): ACTIVE: Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.

This is a good gap close. Not only does it deal damage, it also slows the enemy, allowing you to hit them more and use your other melee abilities against them, or set up some cool combo's (explained later - Playing Jayce)

Lightning Field ("W"): PASSIVE: Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
MANA PER HIT: 6 / 8 / 10 / 12 / 14
ACTIVE: Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.

This is very helpful for clearing minion waves and has a very high damage amount meaning it is also very useful against champs.

Thundering Blow ("E"): ACTIVE: Deals magic damage equal to a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.

This is very helpful against tanky teams as it deals a very large amount of damage percent wise (20% when maxed). Be careful when using it, though, as you knock them back, and can therefor help their escape this way.

Mercury Cannon ("R"): ACTIVE: Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks. Jayce gains 375 range, for a total of 500 range. The next attack in Cannon Stance reduces the enemy's armor and magic resist for 5 seconds.
Jayce begins with one rank in Transform and can increase it at levels 6, 11, and 16.

This allows you to switch between melee and ranged stance, and is Jayce's defining ability. Use it to gain stacks on Tear of the Goddess because it has no cost and a low cooldown, as well as to get the small speed boost to aid chasing/escaping (see Hextech Capacitor). Each stance has individual cooldowns so you can change stance to use more abilities without waiting for cooldowns. When you change stance you gain a boost, so if engaging/attacking you preferable want to have this up by changing stances 2 times, as it is a helpful bonus,especially start game.


Shock Blast ("Q"): ACTIVE: 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.
PHYSICAL DAMAGE: 60 / 115 / 170 / 225 / 280 (+ 120% Bonus AD)
If Shock Blast is fired through an Acceleration Gate the area of effect, missile speed, range and damage will increase by 40%.

This is Jayce's main ranged ability as it has a long range and has very good ad ration's (1.2). You can use this to chase down fleeing enemies on low health, in the middle of the battle for extra damage, or, importantly, to check bushes for enemies.

Hyper Charge ("W"): ACTIVE: Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.

Although it does reduced damage at first, this ability becomes very good when maxed out, as it deals 390% of attack damage in just over 1 second, but deals only 70% of ad for each shot at low levels. Use this in combat for extra damage or to last hit a enemy champion in a team fight (everybody likes kills, don't deny it)

Acceleration Gate ("E"): ACTIVE: 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.
If Shock Blast is fired through the gate the missile speed and range will be increased, and its damage will increase by 40%.

Use this ability to chase down enemies or to escape rapidly. If positioned correctly, it can give your whole team a large movement boost to help chase down those fleeing excuses for champions. Its main use, though is in conjunction with Shock Blast, as it increases the speed of the missile, making it harder to avoid, increases its range, making it better for hitting escaping enemies, and most importantly, dramatically increasing its damage (more detail in Playing Jayce section)

Mercury Hammer ("R"): ACTIVE: Transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities, melee attacks, and bonus armor and magic resist.
The next attack in Hammer Stance deals additional magic damage.
Jayce begins with one rank in Transform and can increase it at levels 6, 11, and 16.

This allows you to switch between melee and ranged stance, and is Jayce's defining ability. Use it to gain stacks on Tear of the Goddess because it has no cost and a low cooldown, as well as to get the small speed boost to aid chasing/escaping (see Hextech Capacitor). Each stance has individual cooldowns so you can change stance to use more abilities without waiting for cooldowns. When you change stance you gain a boost, so if engaging/attacking you preferable want to have this up by changing stances 2 times, as it is a helpful bonus,especially start game.

NOTE: All these abilities are combined together in the next section. Keep reading, it is the most important!!!

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Okay, here is my guide to the items. I first intender to just have stuff about under Notes but i wrote to much in some cases and it didn't appear in full it is:

Start Game #1:( Sapphire Crystal) This provides you with sustain early game and allows you to use your abilities a bit more freely. It also sees you on your way to your first real item : Tear of the Goddess. You also make up for the movement through your passive and spamming your ulti.

Start Game #2:( Boots of Speed) The usual starting items. I prefer the first start game items but...I included the mana pot because you are a bit mana hungry.

Recall #1 - 300 gp aprox.: ( Tear of the Goddess)I know this is an early recall but it allows you to start stacking you "Tear of the Goddess" which is very helpful.

Recall #2 - 1550 gp aprox.:( B. F. Sword) Damage. Nuf said.

Recall #3 - 1650 gp aprox.:( The Bloodthirster) Allows you more sustain in lane with the life steal, as well as providing heaps of damage when stacked. Allows you to start stacking earlier.

Recall #4 - When You Got Money:( Infinity Edge) More damage. Also provides a cool new passive.

Situational #1 - Squishy:( Frozen Mallet) Provides a lot of health while still providing damage to help you out. Another cool and helpful passive. It also prevents you becoming a "Glass Cannon" - you do heaps of damage but the enemy can destroy you very quickly. This is barely under Situational because health, even in the small amounts, in very necessary. Especially once you start carrying and they focus you. You can replace this with another health item (preferable with armour/magic resist) but i really like the slow and damage it provides. It all about the damage. :D

Situational #2 - To Slow:( Berserker's Greaves) While you should have enough movement from your passive and Acceleration Gate, if you feel you are to slow...BOOTS!!!

I use Berserker's Greaves because attack speed helps, but if you feel you are to slow, get "Boots of Swiftness"

(I don't usually get boots early game but i added Enchantment: Alarcity for the extra speed. Others work but...)

Situational #3 - "They Gots Da Armour":( Last Whisper) Damage. If the enemy has to much armour and you feel you aren't doing anything...get armour penetration. Get it anyway if you have spare money after finishing the rest of the build, because it will make you do more damage.

"Tear of the Goddess" Fully Stacked: ( Muramana)Gives you quite a bit of damage and never need mana again. Passive also massively increases damage of your Thundering Blow

Example Finish Build:( Jayce) Title says it all. I rarely get to full build though, as we generally win by that stage, with Jayce carrying hard. That is unless the rest of your team is ******ed and feeds.

NOTE: The reason the first couple of items are called "Recall #..." is because optimally you don't want to die (go figure), and i think Jayce is so cool and amazing that you really don't have to bother with this dyeing thingo. If you ever do die though, make a pompous excuse like :"cbf to recall to buy items"

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IMPORTANT: Playing Jayce

Ok, this is the main and most important part of the guide. This bit is all about the different combo's and ways to play Jayce. I kinda expect that you know how to play lane phase and team fights because its not like it is different from every other champion. What i have done is outline combo's that you will use in the lane phase and team fights to get the kills, including harass. Enjoy!

Early Game: What i suggest doing early game (like "first blood" stage early game) is to get your q and run up to the first bush ASAP. Get used to doing the shop quickly and heading off immediately. After a bit, throw a Shock Blast through the other, further bush. If there is a champ there it will explode, DAMAGING THEN AND REVEALING THEM! Switch to melee stance and "To the Skies!]] onto the one on lower health. This should start it off pretty well with the enemy taking damage of your Shock Blast, To The Skies! and the first hit buff of the melee stance, as well as being slowed. This should allow you to finish them off, using Ignite and Flash if necessary and switching back to ranged stance to catch them running away, using another Shock Blast to catch them. This should, in theory, get you first blood. Note: do not do this if you are soloing top, as there may be 2 of them and, even with one of half health or so, they will destroy you.

Harassing: There are two main ways to harass as Jayce. The first, in ranged stance, and the main one, is to use an Acceleration Gate and Shock Blast combo as these move very fast and do a lot of damage. Place an Acceleration Gate and fire Shock Blast through it. Easy. Because of the speed they will find it hard to dodge but you might have to adapt and recognise patterns in their movements to hit them if they adapt to you. A good idea is to place the Acceleration Gate while standing in the buses with it just in front of you but still in the bushes. Although it might appear to stick out, they cannot see it and therefor it is easier to hit these as they cannot see you firing and have less time to react.

These other, more dangerous, form of harassing is in melee stance. You To The Skies! onto the enemy champ, auto attack to get the Mercury Hammer first hit buff and knock them away from you with Thundering Blow, using the slow of To The Skies! to get away. You are likely to get attacked during this though and, although doing more damage, especially with Lightning Field woven into the combo, you will also take more damage and run the risk of getting stunned/snared near them, allowing them to attack you.

Engaging / Going for the Kill Combo's: After harassing them down in ranged, the best way to get a kill is to switch to melee stance as you gain extra armour, extra damage on the first strike, and more damaging abilities. To The Skies! to them and activate Lightning Field to deal damage. You know have three options. One option is to use to slow of To The Skies! to get behind them and then use Thundering Blow to deal heaps of damage and knock them back to your tower or allies, and making them run through you to get back to their lines. This is the better option but much harder. The second is the continue auto-attacking them in melee dealing the damage your auto-attacks and Lightning Field before Thundering Blowing them at the end when they are on low health. The third option is to Thundering Blow them immediately to deal the damage, though you can knock them back to their lines by doing this, helping them.

For the most damage output it is best to switch to ranged stance mid-fight, allowing you to use Shock Blast to deal more damage and Hyper Charge to deal even more damage and make sure nobody steals YOUR kill due to high attack speed. It also makes it harder to run away because you are ranged and attacking them for longer.

If you are on low health in a team fight, it is best to stay down the back and just shoot off Acceleration Gate- Shock Blast combo's to deal damage and make sure you get assists at least.

Use Acceleration Gate to catch fleeing enemies, or combine it with Shock Blast to deal large amounts of damage to them to secure the kill, the shoot catching them to the increased range and speed.

Taking towers: Just a quick thing on taking towers. It is best to use ranged stance as it is easier to run away should the enemy arrive, and you can increase the damage to the tower using Hyper Charge, while all melee abilities cannot affect towers.

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OK. DONE!!!! I hope you liked my guide. I shall try and update it with every patch to do with Jayce released (if i can be bothered). The reason i didn't add things about countering/being countered was that Jayce can not be countered easily as he is both melee and ranged. He can counter tanks with Thundering Blow, close the gap to ranged champs with To The Skies!, stay back and harass well with range and damage of the Acceleration Gate/ Shock Blast combo.

Overall... JAYCE O.P.!!!!

May all your games be carried by you.

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