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Jayce Build Guide by NoLimitGoku

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author NoLimitGoku

S6 Combo Assassin Jayce (Top/Mid) 6.16

NoLimitGoku Last updated on June 23, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E

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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 12

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

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Hello Summoner's,

I am NoLimitGoku. I am by no means a pro. But we all have a main right? Well Jayce is my main. I've tried just about every build there is with him. And this one has been the most well rounded and successful. So i am sharing it with you.

I main Jayce because i feel that i can do anything that i want with him. Jayce can Gank, Peel, Tank, Split Push, And 1v1 just about any champion in the game. He is both ranged and melee. He has engage and disengage. And with this build he hits like a truck.

Enjoy :)

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2X Greater Quintessence of Cooldown Reduction
1X Greater Quintessence of Armor Penetration
8X Greater Mark of Attack Damage
1X Greater Mark of Armor Penetration
9x Greater Seal of Scaling Health
9X Greater Glyph of Scaling Cooldown Reduction

Cooldown Reduction
20% Cooldown Reduction by level 18. This is needed to have the full 40% cooldown reduction with items needed to chain Jayce's Abilities endlessly. You can literally do all 3 abilities in hammer stance. Switch to cannon stance, Do all 3 abilites. And Switch back to hammer stance to do it all over again.

Attack Damage
7.6 Flat attack damage. Jayce starts with 50 Attack Damage. In combination with starting with Long Sword (10 AD) and the Natural Talent mastery (3 AD). You will start the game at Level 1 with 70 Attack damage. This is essential to getting your last hits off on minnions with auto attacks in the early game. You have enough mana for maybe 3 EQ combo's. You need that to poke your opponent if they get cheeky. Or to disengage with knock back in case jungle goes for a gank. Do not let yourself get caught with no mana. You WILL die.

Armor Penetration
3.8 Armor Pen + 7 Armor Pen (Battering Blows Mastery). Starts you with 10.8 Armor Penetration. This allows you to poke holes though you opponent instead of love tapping them in the early game. After you get Ghostblade as your first item you will have 30 Armor penetration. Which means you just deleted your opponents defensive boots or are now doing true damage until they build a tank item.

+216 Health at Level 18. The extra health per level helps you not be so squishy. The reason we don't go with armor is because we aren't a tank. We have Death's Dance to keep us alive. So we need health for that. Unless your stacking a defensive stat its pointless to get it. Health will get you a lot further. We have Death's Dance and Phantom Dancer's Passive to mitigate damage while we life steal it all back hitting harder than Baron on Dwayne The Rock Johnson's Meal plan.

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Sorcery: Because your abilities are the majority of your damage.

Double Edged Sword : Because 3% Damage.

Natural Talent : Because the extra ability power is Considerably noticeable with your Lightning Field for both last hitting and wave clearing in general.

Oppressor : Because your Q (To the skies) Slows the enemy making your All in kill combo hit 2.5 Percent harder.

Battering Blows : Because armor penetration.

Deathfire Touch : Because even though most of your abilities are aoe. You are still getting 30% of your ad on every single ability. You are Jayce. You have the most abilities of all the champions in the game. After you stack tear you can spam your abilities at will. this adds up to far more than warlords every 15-25 seconds. Sure warlords is strong early. Deathfire isn't far off. But scales for however long the game lasts. It doesn't fall off mid to late game where 180 damage is child's play. I can not count how many times my opponent ran away with low health and died somewhere in the fog of war. Imagine applying Ignite every time you attack someone. Kind of the same effect. Your opponent does not realize how much damage was dealt until it is to late. This is most effective with Thundering Blow Which is a single target ability. Thus getting the full effect of Deathfire. And just so happens to be hands down your hardest hitting ability.


Savagery: Because last hitting early is Very difficult with Jayce and this helps slightly.

Assassin : Because 2% more damage and secret stash does not effect corrupting potion or Refillable potions.

Merciless : Because damage. Meditation is useless as Muramana gives you all the mana you will need.

Bandit : Because every single penny counts. Your solitary goal is to reach Tear and Ghostblade as quickly as possible.

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Summoner Spells

I've tried em all. For both top and mid lane the best option is:

Flash + Teleport:

You need flash to counter flash. This is true for virtually every champion. And Teleport allows you to base and back while trying to survive farming for Tear of the Goddess. Jayce is exceptional at both split pushing and team fighting. Teleport allows him to be where he needs to be when it matters most. It's as simple as that.

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Starting Item's and First Buy's

Starting Item's:

Long Sword + Refillable Potion: There is no better option. The extra damage is needed for both poking your enemy so you don't get zoned out. And for last hitting minions. Just do it. Practice, get used to it. Find your limits.

If you are getting absolutely destroyed. You can upgrade Refillable Potion to Corrupting Potion To sustain you in lane.

First Buy's:
1. Tear of the Goddess: Your single solitary goal is to get tear without dying.

2. Serrated Dirk: Get this second. No matter what your opponent bought. This will hit harder.

3. Boots of Speed: Grab this third for some mobility.

4. Caulfield's Warhammer: Some cooldown reduction and attack damage.

5. Youmuu's Ghostblade: If you have not died yet. You win.

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Full Build Overview:

Youmuu's Ghostblade:

+60 Attack Damage - Gives you the damage you need to punish your opponent.

+20 Armor Penetration - Coupled with Runes and Masteries. Youmuu's gives you 30 Armor penetration Early. This forces your opponent to start building defensively or risk being poked with true damage. Buying you much needed time to stack Tear of the Goddess. If your opponent bought Ninja Tabi. You just deleted them.

+10% Cooldown Reduction - Probably the most important stat on Jayce. Your Primary stats are cooldown reduction and mana. Once you have 40% CDR and a large pool of mana. You can chain your combo's back to back.

Youmuu's Active - Grants 20% movement speed and 40% attack speed for 6 seconds. This is used to either stick to your opponent in all ins, Drop towers effortlessly, Or poke your opponent so hard that they don't even feel safe under their tower. Youmuu's active essentially gives you a 3rd Summoner Spell in the form of Ghost with a much lower cooldown at 45 seconds. Which is great for avoiding Jungle ganks.

Boots of Swiftness:

+55 Movement Speed - Jayce Is a master at kiting. The more movement speed the better. In combination with Acceleration Gate. Jayce is pretty tough to catch and stick to. Jayce's Defence is his mobility. Use it.

25% Reduced Slow Effects - If you get caught this helps you get away. Combined with Swiftness and Elixir of Iron You will have 65% slow effect reduction. good luck catching Jayce if you cant slow him.

Death's Dance:

+75 Attack Damage - More Attack Damage

+10% Cooldown Reduction - This is your final cooldown reducing item. By time you get this you will be at something like 37% cooldown reduction and 40% at level 18. Your cooldown reduction is very high at this stage of the game in comparison to most champions.

Passive: Heal for 15% of physical damage dealt - This is your primary sustain. This is your defense. This keeps you alive. This is irreplaceable. This is one of your strongest power spikes. You can now go toe to toe with literally any champion in the game.

Passive: 15% of damage taken is dealt as a bleed effect over 3 seconds - This in tandem with Phantom Dancer's 12% damage reduction passive mitigates damage so that no one can assassinate you. If someone kills you its because their try hard pants were up to their belly button.


+25 Attack Damage - More Attack Damage.

+1000 Mana - You no longer need to worry about mana. You can now Combo to your hearts delight.

Passive ~ Awe: Grants bonus attack damage equal to 2% of maximum mana. Refunds 15% of mana spent - at Level 18 this item gives you about 50 bonus attack damage. Not bad for 2400 gold. On top of the next passive on hit effect the damage that this item gives for 2400 gold is in a league of its own. Considering you build it for the mana sustain. The damage it provides is so gold efficient its just silly.

Passive ~ Shock: Single target abilities and basic attacks on Champions (on-hit) consume 3% of current mana to deal 6% of current mana as physical damage - At level 18 this provides 66 on hit damage on all of your auto attacks. Yet more damage from an item you bought for mana sustain. Efficient on the level of just silly...

Phantom Dancer:

+45% Attack Speed - This allows you to melt through Turrets, Champions, and Minions. Paired with Youmuu's active of 40% attack speed. You can now use your W to max your attack speed for 3 attacks. And then do it again until your w is back up. You are now a nuke champion, A melee auto attack Champion, A ranged poke Champion, And a Ranged auto attack Champion. OP much?

+5% Movement Speed - More mobility.

+30% Critical Strike Chance - Your damage just got stupid...

Passive ~ Spectral Waltz: Grants Ghosting and +7% movement speed while within 500 units of a visible enemy champion. - You can now move through units. More mobility.

Passive ~ Lament: Grants 12% damage reduction against the last enemy champion hit (ends after 10 seconds out-of-combat). - More damage mitigation. Paired with Death's Dance passive you now mitigate 27% of damage dealt to you.

Infinity Edge:

+70 Attack Damage - More Damage... Why not....

+20% Critical Strike Chance - You are now at 50% Critical Strike Chance. The enemy is now tilted. Permanently.

+50% Critical Strike Damage - This is where you go for Penta Kills.

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Skill Sequence

Jayce is a bit different than most champions because his ultimate only has 1 rank and you start with it. His Q, W, and E each have 6 ranks instead of the typical 5 on most champions.

Q - To The Skies! and Shock Blast - You will take this ability at level 1. You will also Max this ability first. Q is your Engage, Slow, and Poke.

W - Lightning Field and Hyper Charge - You will Take this at Level 3 and Max it Second. W Is your Primary means of CS. It is also good for Poke. And later on after you have some damage it is great for melting towers. Also W's Passive is your early means of sustaining mana. At level 6 You gain 16 mana per melee attack.

E - Thundering Blow and Acceleration Gate - You will take this at Level 2 and max it Third. E is primarily for utility. It opens your gate to extend the range of your q. and to speed you up. E also has a knock-back for disengage.

R - Hextech Capacitor: You have this ability at Level 1. This switches from ranged to melee form and back. There is only 1 rank.

The reason you take Q and E first is for your QE Combo. This is Your Only meaningful early damage and poke. This is how you control your lane.

You max Q first because it is Most of your damage.

You max W second for the mana sustain and the CS.

You max E Last because It is your utility Spells.

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Q - To The Skies!: ACTIVE: Jayce dashes to the target enemy and smashes his hammer to the ground, dealing physical damage to all enemies in the area and slowing them for 2 seconds.

This ability does everything. You can engage your target. Slow your target. Stick to your target. If you are out of range of your target Q to a minion to catch up. Or likewise if you are running away Q to a minion to create more distance.

Q - Shock Blast: ACTIVE: Jayce fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing physical damage to all enemies around them.

If Shock Blast is fired through an Acceleration Gate its area of effect, range and damage are increased by 40%, and its speed by 30.34%.

A few things on this ability. You do not always have to shoot it through the acceleration gate. As a matter of fact before you get Tear of the Goddess you may not even want to use your EQ combo at all. It costs a TON of mana This is why we stack tear.

Now when your finished with Tear of the Goddess and have some mana stacked up fire at will. But keep in mind. An oom Jayce is a dead Jayce. Always conserve mana. Make it count. Don't just use your abilities to use them in the early game.

W - Lightning Field: PASSIVE: Jayce restores mana each time he hits an enemy with a basic attack while in Transform Mercury Hammer Stance.
MANA RESTORED: 6 / 8 / 10 / 12 / 14 / 16 mana

ACTIVE: Jayce surrounds himself with an electric field for 4 seconds, dealing magic damage each second to all nearby enemies.

When your getting low on mana use your passive from Hammer stance to get mana back without having to base. Lightning Field Doesn't do a lot of damage. It's most useful for getting last hits on a lot of minions that are about to die and you cant auto attack them all in time. Or simply used in combination with To The Skies! to clear a minion wave quickly.

W - Hyper Charge: ACTIVE: Jayce increases his attack speed to 2.5 on his next 3 basic attacks within 4 seconds, with each one dealing modified damage.

Hyper Charge resets Jayce's auto attack timer.

This ability has endless applications. This is great for poking early. landing 4 empowered auto attacks on a level 3 enemy champion hurts. Hyper Charge melts through towers. This is your primary siege weapon. It works great when you have multiple minions low and don't want to miss any last hits.

Hyper charge persists through changing stance. So you can use your EQ Combo. Activate hyper charge. Switch from cannon stance to hammer stance. and Use your melee form combo with 3 max attack speed melee attacks. This Combo is your maximum damage output combo. It goes like this:
Cannon Stance > E > Q > W > Hammer Stance > Q > W > 3X Auto Attack > E
This Combo Defines Combo Assassin Jayce.

E - Thundering Blow: ACTIVE: Jayce swings his hammer at the target enemy, Airborne icon knocking them back and dealing magic damage to them. This damage is capped against monsters.

This is your Primary Disengage. It is also a great finishing ability as it does damage up to 20% of the targets maximum health + 100% Bonus Attack Damage. Thundering blow is also great for baiting your enemy in to tower diving you. To The Skies! when they dive. Walk behind them and knock them in to your turret. They will be slowed. All in them while your turret pounds on them. Easy Kills. Another reason this ability works so well with Finishing. Is your enemy will be building armor against you. Because you do Physical damage. Well Thundering Blow does magic damage based on 100% of your AD and 20% of their health at level 6. It hits extremely hard. and it hits them with damage they have not built defense for.

E - Acceleration Gate: ACTIVE: Jayce deploys an Acceleration Gate for 4 seconds, granting all allies who pass through it, including himself, bonus movement speed that decays over 3 seconds.

Yet another ability that can be used for so many different things. First off it reveals fog of war. Jayce should never have to face check anything as Shock Blast Also reveals fog of war. you can use Acceleration Gate over walls in every single creep in the jungle and To The Skies! over the wall. Acceleration gate can be used to speed up your allies if they are running from an enemy or likewise speed them up to help them catch their target. And of course it is used to turn Shock Blast in to a sniper rifle.

You will find many video's of people saying that you should Shock Blast and then drop your gate on top of yourself. I don't particularly agree. Most of the time you are either to close to the target for them to dodge your EQ Combo. Or they are to far away to see you in the fog of war. There is always going to be a best place to put your gate. so use your best judgment. Personally i think trying to drop your gate on top of yourself after firing your Shock Blast is just asking for a fail. Why raise the chance of something going wrong. when you don't have to? I guess people like to be flashy. Personally. I like to win. Your choice really. Sometimes i will Use the QE Combo if i feel it is necessary. But rarely is it required to hit your shot.

R - Hextech Capacitor: INNATE: Each time Jayce casts Transform: Mercury Hammer
or Transform: Mercury Cannon he is ghosted (Can walk through units) and gains 40 bonus movement speed for 1.25 seconds.

Use this to get a short boost of speed to move around the map faster, Catch an enemy, or run away. Also a good trick if you are running away from an enemy is to run in to a line of minions. Transform to go through them. Your enemy then has to run around them. Allowing you a sneaky escape.

Transform: Mercury Hammer - ACTIVE: Jayce transforms the Transform: Mercury Cannon into the Mercury Hammer, gaining new abilities, melee attacks, 5 / 15 / 25 / 35 bonus armor and magic resistance, and causing his next basic attack to deal 20 / 60 / 100 / 140 (+ 40% AP) bonus magic damage.

If you need to tank anything for any reason Like Baron, Dragon, or a Team fight. Transform in to Your Mercury Hammer stance. It gives you up to 35 bonus Magic and Armor resistance. His Next attack also does bonus damage up to 140 +40% AP.

Transform: Mercury Cannon - ACTIVE: Jayce transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities, ranged attacks, and causing his next basic attack to reduce his target's armor and magic resistance by 10 / 15 / 20 / 25% for 5 seconds.

Make sure you auto attack your target after switching to cannon stance before you drop your combo's to get the 5 seconds of Armor and Magic Penetration. With the 30 armor Penetration from Youmuu's Ghostblade, Runes, and Masteries. You will basically do true damage to All enemy carry's.

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The reason you start Long Sword is for farming. Jayce early farm without the extra 20 Attack damage from items, runes, and masteries to start the game is absolutely awful. It makes it very easy for your opponent to zone you off of your farm when you have to wait till there is a sliver of health left and all it will take is one more caster minion to kill it. Then you have to rely on your abilities. Well Jayce is mana starved at level 1. Hell stating he starts with no mana would not be far off. If you get caught oom your dead. End of story.

So what this means is you should be Auto attacking every single minion unless absolutely necessary until you get Tear of the Goddess.

You should be in melee form as much as possible. This takes some getting used to. This obviously depends on your opponent as well. Your goal is to have full mana at all times until you get Tear of the Goddess it is very easy to lose track of your mana while farming. If your opponent jumps on you and you have no mana you can not do damage. And you can not get away. Likewise if Jungle comes for a gank and you are oom. You are extremely screwed.

Your auto attacks provide a considerable amount of poke. With the armor penetration and the high Attack damage to start. Your opponent will not want to take to many of those shots. You should be auto attacking your opponent as much as possible. Especially at Level 3 when you get Hyper Charge. Drop 4 auto attacks on anyone level 3 and they will be at or below half health. And it took you 3 seconds and virtually no mana to do it. Very effective.
By time you have Tear of the Goddess and Serrated Dirk Farming becomes effortless.

For farming waves quickly. Walk to the side of the wave. EQ combo the 3 caster minions in cannon stance. Activate Hyper Charge. Switch to Hammer stance. Q > W > X3 Auto Attack Combo the siege minion and the melee minions. And the wave is cleared.

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Ranged Poke Combo - Mercury Cannon > Auto Attack > Hyper Charge > 3X Auto Attack > Back Pedal > Place Acceleration Gate Behind you > Run through gate > Fire Shock Blast through gate behind you at enemy > Continue Back pedaling.

They will stop chasing you because they are almost dead.

All in Combo - Mercury Hammer > Mercury Cannon > Auto Attack > Acceleration Gate > Shock Blast > Hyper Charge > Mercury Hammer > To The Skies! > Lightning Field > 3X Auto Attack > Thundering Blow

The only unit living though this is Baron.

Tower Bait Combo - Mercury Hammer > To The Skies! > Lightning Field > Walk through enemy (They will be slowed) > Thundering Blow Towards tower > Mercury Cannon > Acceleration Gate > Shock Blast > Auto Attack > Hyper Charge > 3X Auto Attacks

*Tip - It helps tremedously to use Youmuu's Ghostblade Active for the movement speed to position yourself after walking through the enemy to Thundering Blow them in to your tower.

Chase Combo - Mercury Cannon > Acceleration Gate > Shock Blast > Hyper Charge > Mercury Hammer > Lightning Field > To The Skies! > 3X Auto Attack > Youmuu's Ghostblade Active > To The Skies! > Continue Spamming To The Skies! to keep the enemy slowed while Auto Attacking in between. Only Finish with Thundering Blow if they are low enough or you will be helping them get away. Which is obviously fail...

This is really only possible at 40% cooldown reduction.

Mana Regen Combo - Mercury Cannon > Hyper Charge > Mercury Hammer > 3X Auto Attack. Rinse and Repeat.

I usually use this against towers to get as much mana back as possible. And also against Siege Minions.

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So to recap...

Your sole purpose as Jayce is to reach Tear of the Goddess and Youmuu's Ghostblade.
Once you have these 2 items you are Golden. You can spam your abilities, Make Plays, Farm effortlessly, and kill everything in sight.

Focus on not dying early. You will get to Tear of the Goddess and Youmuu's Ghostblade eventually. Be patient. Back as many times as you need. Most champions can not do substantial damage to your tower before you get these 2 essential items. Just run back and get them off it. Once you have Tear of the Goddess and Youmuu's Ghostblade they wont get near your tower again.

Every item in this build has a purpose. Every item has a power spike. Build them in order.

Once you get to Death's Dance feel free to push your lane in and roam. You are unbelievably strong. Just make sure to keep an eye on your lane. Your opponent will be tilted and might try to sneak your tower while your killing their entire team just to spite you.

When you Upgrade to Muramana and buy Phantom Dancer you can start taking objectives. You can drop towers from full health to zero with a single minion wave.

If it gets to the point you can buy Infinity Edge It's because your having so much fun you just didn't feel like ending the game yet. Don't forget your Elixir to add insult to injury.