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Recommended Items
Runes: Conqueror
1
2
3
4

Precision
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Default

Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Rengar
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Summoner Spells
Jayce Top Lane Summoners
Your default choice. Allows you to scale and make plays across the map. Take this in most matchups.
Situational pick into extreme 1v1 matchups where you need the extra damage to secure kills. Take this against champions like
Aatrox,
Olaf and
Fiora when you're confident in extended trades.
Key Principle: Ignite is valuable when it's "all or nothing"—when just that extra damage secures the kill. If you're left with 5% enemy HP after a fight, TP lets you survive and scale. Ignite is all-in commitment, so use it wisely.
Rune Pages & When to Use Them
Jayce has incredible flexibility with rune choices depending on your matchups. The primary keystones you'll use are based on your gameplan: do you need lane control and pressure, or do you need to survive and scale?
When to Take Conqueror: Conqueror is your main keystone when you want to take advantage of the laning phase and suppress your opponent as much as possible. Use this when you want to win fights and exert pressure.
Key Matchups:
Irelia,
Sylas,
Jax,
Aatrox, and other champions you can constantly pressure and look to kill. You need to commit to extended fights and not back down.
Playstyle: Conqueror gives you the aggressive edge in extended trades. You press down hard to gain advantages and look for kill opportunities. Once you start fighting, you keep fighting. This is the rune choice when you want to dominate your opponent.
Balance: You need to balance between aggressive fighting and maintaining good positioning. Since you're not running defensive runes, be aware of gank timings.
When to Take Grasp: Grasp is a safe option used when you want a stable laning phase without aggressive kill pressure. It provides consistent lane sustain and trading ability.
Key Matchups: Against champions like
Fiora where you want to apply subtle pressure rather than go for aggressive kills. Take it against level 1 divers like
Riven,
Jax,
Darius,
Fiora, and
Irelia who jump on you early.
Advantages: You manage your health better throughout the early stages and have a smooth laning phase. The Demolish effect from Resolve is valuable for mid-game side lane pressure and tower taking.
Disadvantages: It's harder to go strong in the lane battle compared to Conqueror. You sacrifice kill potential and lane dominance for stability and good side lane control.
When to Take Phase Rush: Phase Rush is used when you need to control trades and kite around enemy abilities. This is valuable when the opponent has slowing mechanics or skill-based abilities you want to avoid.
Key Matchups:
Aatrox,
Cassiopeia,
Olaf, and similar champions. They rely on slowing or landing key skills on you. Phase Rush helps you maintain distance and reposition away from these threats.
Why It Works: Phase Rush provides the movement speed and utility to control the pace of fights and kite around dangerous abilities. You gain better survivability and trading potential against skill-reliant champions.
When to Take Electrocute: Electrocute is mostly taken for mid lane. Its used for matchups where you only get one combo to win the fight. You need out-of-vision Q accuracy and burst potential to secure kills before extended trading.
Key Matchups:
LeBlanc,
Ahri,
Akali,
Lissandra,
Zed, and similar champions. These are champions where you need burst to win before they can retaliate.
Playstyle: Your goal is to land one perfect combo and win the fight. You can't take extended trades—it's all-in for the kill. You need out-of-vision Q accuracy to set up these one-shot opportunities.
Why: Only one combo worth fighting. If the enemy has many options to respond, you need the burst damage to end it immediately.
Conqueror (Aggressive Lane Control)
When to Take Conqueror: Conqueror is your main keystone when you want to take advantage of the laning phase and suppress your opponent as much as possible. Use this when you want to win fights and exert pressure.
Key Matchups:
Playstyle: Conqueror gives you the aggressive edge in extended trades. You press down hard to gain advantages and look for kill opportunities. Once you start fighting, you keep fighting. This is the rune choice when you want to dominate your opponent.
Balance: You need to balance between aggressive fighting and maintaining good positioning. Since you're not running defensive runes, be aware of gank timings.
Grasp of the Undying (Safe Laning)
When to Take Grasp: Grasp is a safe option used when you want a stable laning phase without aggressive kill pressure. It provides consistent lane sustain and trading ability.
Key Matchups: Against champions like
Advantages: You manage your health better throughout the early stages and have a smooth laning phase. The Demolish effect from Resolve is valuable for mid-game side lane pressure and tower taking.
Disadvantages: It's harder to go strong in the lane battle compared to Conqueror. You sacrifice kill potential and lane dominance for stability and good side lane control.
Conqueror vs Grasp:
Grasp is simply the safe option in certain matchups when you prioritize not dying and maintaining steady farm over aggressive dominance.- Grasp: Used for subtle pressure and stable control. Against Fiora, Grasp lets you maintain lane without hard committing to kills. You get good side lane control through Demolish.
- Conqueror: Used to take advantage of the laning phase aggressively. Against Fiora with Conqueror, you can suppress her and look to kill her during the lane phase.
Phase Rush (Slow Resistance & Skill Avoidance)
When to Take Phase Rush: Phase Rush is used when you need to control trades and kite around enemy abilities. This is valuable when the opponent has slowing mechanics or skill-based abilities you want to avoid.
Key Matchups:
Why It Works: Phase Rush provides the movement speed and utility to control the pace of fights and kite around dangerous abilities. You gain better survivability and trading potential against skill-reliant champions.
Note: The slow resistance was nerfed from 75% to 50%, so it's less valuable than before. Only take it when necessary.
Electrocute (One-Combo Burst)
When to Take Electrocute: Electrocute is mostly taken for mid lane. Its used for matchups where you only get one combo to win the fight. You need out-of-vision Q accuracy and burst potential to secure kills before extended trading.
Key Matchups:
Playstyle: Your goal is to land one perfect combo and win the fight. You can't take extended trades—it's all-in for the kill. You need out-of-vision Q accuracy to set up these one-shot opportunities.
Why: Only one combo worth fighting. If the enemy has many options to respond, you need the burst damage to end it immediately.
Common Takeaway: Either you explode or they explode—there's no in-between with Electrocute.
Early Game Items & First Recall
Standard Opening
Items:
First Recall Options
Safe Setup (No Kill/Even Trade):
If Doing Well:
- Buy an extra
Long Sword to stack damage
- Skip Tear temporarily
- Buy
Serrated Dirk +
Refillable Potion for more aggressive play - Important: If you got a solo kill first base, definitely go Dirk instead of Tear
- Against Healing Champions: Rush
Executioner's Calling - Matchups:
Warwick,
Zac,
Vladimir,
Dr. Mundo - Healing cut is very important in these matchups
Boots Decision
| Boot Type | When to Take |
|---|---|
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| Against heavy AD or auto-attack reliant enemies. Take this when enemy jungle and top are both AD. |
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| Against heavy AP or when there's a lot of CC in the enemy team. |
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| When you're growing steadily and don't need defensive boots. Cooldown reduction is extremely valuable to Jayce since it allows for more frequent Q/E spam and ability rotation. This is the standard choice when doing well. |
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Primarily into |
Build Paths by Situation
Standard/Aggressive Build
-
Youmuu's Ghostblade (first item) -
Manamune (second item) -
Serylda's Grudge (third item, 80% of the time)
This is your default and most common build path.
Tank Killer Build (Multiple Tanks)
-
Black Cleaver (first item against
K'Sante,
Sion,
Poppy,
Malphite) -
Manamune (second item) -
Spear of Shojin (mandatory third when going Cleaver for bruiser scaling)
Solo Frontline Build (No Team Tanks)
Situation: Your team has absolutely zero frontline and you're forced to be the team's primary tank.
-
Youmuu's Ghostblade (still start with this) -
Black Cleaver (for armor penetration and tankiness) -
Sterak's Gage or
Jak'Sho (pure HP tank items)
Build pure survivability items while maintaining your first two damage items. You become a tanky damage dealer rather than a pure assassin.
First Item Decision
Youmuu's Ghostblade (Best Most of the Time)
Why: Youmuu's is the best first item in the majority of situations because lethality synergizes perfectly with Jayce. You're a Q + E spam champion, so the active helps with minion pushing and consistent pressure through Q/E rotations.
Advantages:
- Lethality amplifies your poke damage
- Active skill helps with wave clear
- Q/E spam becomes very strong with the stats
Black Cleaver (Into Tanks)
When to Take: Against multiple tanks like
Important Distinction:
No matter the situation, winning through Youmuu's is the best - However, if you can't win the 1v1 on raw stats, you build more toward survivability with Cleaver. If your team has other AD-based champions and you need to be more of a frontline, Cleaver makes sense.
When You Still Take Youmuu's vs Tanks:
- If you're looking purely at 1v1 and confident you can win fights
- If your team comp is AD-heavy and doesn't need you to frontline
Eclipse (Niche, Not Recommended)
When: Sometimes taken just to test or in rare 1v1 matchups against
Reality: Eclipse and Black Cleaver are generally pretty bad compared to Youmuu's. Most high-elo builds go Youmuu's.
Item Progression After First Item
Second Item: Manamune (Usually)
Standard:
Exceptions:
- Against Shields (Ivern, Lulu, etc.): Delay
Manamune and go
Serpent's Fang second instead - If You Built Dirk First and Snowballing: You can skip
Tear of the Goddess and go
Manamune as third item while upgrading
Serrated Dirk second
Third Item: Serylda's Grudge (80% of the Time)
Why:
Default: When in doubt, take Serylda's
Alternatives:
Spear of Shojin:
- When you built
Black Cleaver (Shojin becomes mandatory for the bruiser build) - When you want to be on the frontline and need sustained teamfight presence
- When your team already has enough damage and you need balance
- Only if the enemy has NO tanks
Opportunity: When you're really fed and want maximum damage
Edge of Night: In standard situations, especially against
Morgana Q or when you want to go for picks- Only be selfish: When there's no tank and you want to focus purely on damage
- Against heavy shield composition (
Ivern,
Lulu, etc.) - Delays your other core items but necessary when shields are everywhere
- When you need survivability against AP-heavy enemies
Laning Fundamentals
The Push Structure (Most Important)
Hammerkim emphasizes that the push structure is the foundation of Jayce's gameplay. Different compositions require different pushing methods, but the fundamental principle remains.
When pushing
- Your Q accuracy should be extremely high
- Don't randomly throw Qs from max range as they have high miss chance
- Practice hitting Qs from positions where enemies can't see you clearly
- Use hammer Q for close-range guaranteed hits when necessary
- If you miss Q frequently, you'll be pushed back and lose lane control
Maintaining Wave Balance:
- Proper wave management allows you to control the lane
- Push timing must extend into proper positioning
- The balance between maintaining lane control and having good positioning matters
Matchup Tier List
This matchup tier list is based on Hammerkim's opinion with the assumption that the Jayce player makes minimal mistakes. Different playstyles and team compositions can shift these matchups.
Tier 5 - Extremely Hard (Avoid)
| Champion | Champion | Champion |
|---|---|---|
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Tier 4 - Opponent Favoured
| Champion | Notes |
|---|---|
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| There's a specific timing window where Jayce can abuse her before she scales. Focus on gaining advantages early through proper laning and CS. Once she gets items, she becomes very difficult. |
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| Requires early aggression. You must prevent him from farming and end the lane before level 6. Once he gets items, you lose the 1v1 advantage. |
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| Gangplank can make many mistakes but still win fights. Even though Jayce never makes mistakes, Gangplank's one-shot potential makes it favoured for him. Focus on farming safely and maintaining push structure. |
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Tier 3 - Skill Matchup
| Champion | Notes |
|---|---|
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| Very hard matchup. Jayce needs to farm without fighting. Best strategy is to maintain push structure and avoid extended trades. Since Cassiopeia will win long fights, your only path to victory is denying her engagement while farming safely. |
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| Rather than trying to pressure aggressively, maintain the push structure. Sion's value decreases as the game slows down, so safe farming is fine against him. |
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| Relatively easy if you respect his all-in potential. Push structure is straightforward. One mistake = death, but if you play cleanly, Kled is manageable. |
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|---|---|---|---|
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Tier 2 - Jayce Favoured
| Champion | Notes |
|---|---|
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| Tank matchups are generally easy. If Jayce understands basic push structure and operation, losses to tanks are almost always due to ganks or your own mistakes. The push advantage is too strong. |
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Tier 1 - Easy (Free)
| Champion | Champion | Champion | Champion |
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All tank matchups are essentially free if you don't make mistakes. Just maintain proper wave management and avoid ganks.
Key Takeaways
- Tanks are your easiest matchups - Understand push structure and don't get ganked, you'll win
- Irelia/Tryndamere have timing windows - You must end the lane early before they scale
- Gangplank is deceptive - He can make mistakes and still win due to one-shot potential
- Cassiopeia is a very hard matchup - Farm safely and avoid fighting at all costs
- Against Sion - Don't force pressure, just maintain push and let his value decrease
- Kled is skill-based - One mistake means death, but play cleanly and you win
Final Advice for Climbing
When asked for his biggest piece of advice, Hammerkim emphasized:
The most important thing about Jayce is laning. Focus on:
The most important thing about Jayce is laning. Focus on:
- 1. Minion Pushing - The pushing method differs based on composition, but concentration on landing Q shots should be high when pushing
- 2. Q Accuracy - Can't hit Q on the lane effectively? Don't randomly throw them. Practice from positions where enemies can't see you or use hammer Q at close range
- 3. Wave Management - Balance between maintaining push control and not being pushed back by missing spells
- 4. Consistency - Hitting those Qs consistently is what separates good Jayce players from great ones
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