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Jayce Build Guide by Vicious Skittle

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League of Legends Build Guide Author Vicious Skittle

Strength Through Progress - In Depth Jayce Guide

Vicious Skittle Last updated on August 30, 2018
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Cheat Sheet

Feel The Thunder

Jayce Build

LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Absolute Focus
Absolute Focus
LoL Rune: Gathering Storm
Gathering Storm

LoL Path: Domination
LoL Rune: Taste of Blood
Taste of Blood
LoL Rune: Ravenous Hunter
Ravenous Hunter

+12 Attack Damage or +20 Ability Power, Adaptive

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Top Lane
Ranked #42 in
Top Lane
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E

Threats to Jayce with this build

Show all
Threat Champion Notes
Shen Longsword Refill. Just make his life hell with bush dancing. Rush BC and take Teleport. Be careful of a taunt flash/flash taunt when a jungler is near. E him out of his ultimate and he's useless to his team.
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Hi and welcome to my guide on Jayce, the Defender of Tomorrow.

I am Vicious Skittle, a Diamond tier player on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Jayce as my pocket top and mid champion since about mid February due to his insane utility, likeness to ADCs (which was my old main role) and the fact he's just so damn smooth. Thanks to his buffs in patch 6.6 and patch 6.17 he's risen in popularity and no longer needs to build Tear thus pushing his VERY strong power spikes to happen sooner.

This guide focuses on both Jayce Mid and Top because they're pretty interchangeable and you won't have a huge playstyle change from the lanes. However, as a whole it's more focused for Top lane.
I've started a pateron for my guides and other escapades into creation of media. Totally optional and it's basically a donation. Nothing will change as far as my guides are, but having more money means I can spend more time on them. (Time is money after all, and these take a lot of time.)

Here is a link to the Patreon.

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Pros / Cons


+ Strong Lane Presence
+ Great early/mid game damage
+ Incredibly powerful poke
+ Excellent Utility
+ Incredible effective Range
+ Always has options

- Very hard to pick up/play
- Mana Management is important
- Falls of super late game
- Bad Passive
- Easy to mess up with
- Falls behind, stays behind

So overall Jayce is a lane dominant Marksman/Fighter Hybrid with endless options thanks to the fact he has 6 abilities instead of 4 and can be played almost anywhere. His lane dominance comes from high base damages and the fact he doesn't rely on an ultimate. Plus being ranged top lane is HUGE. He does have the weakness of having no true ultimate meaning he has no real "game changer" outside of good poke. Plus he's hard to properly play, a bad Jayce can squeek by currently (6.21) due to him being overbuffed, but a good Jayce is so much more threatening it's unreal. They're really easy to tell apart.

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> >
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You max your Q first, then your W second and your E last. You can't put ANY points into the transform ability, so it's ignored. Jayce has 6 skill points of his skills instead of the normal 5.

Q first because it increases the base damage of both forms damage. It's your main poke tool and early utility with the Slow in hammer form. Simple really, damage is good.

W second because in ranged form it scales up the damage your W will deal per auto attack, going from a low 70% up to a nice 110%. It also lowers the cooldown drastically allowing for better tower pushing and general DPS. In hammer form it increases the AoE field up from 100 to a whopping 400 over it's duration, it's one of the highest base damaging abilities in the game. It's also magic damage, which is good for when you go in on a tanky opponent who built armour. It also has a nice passive, giving you mana back per auto attack. A good Jayce will abuse this when he can.

E last because it's your utility spell. In ranged form all it does is increase the movement speed bonus. An old nerf to Jayce was the removal of lowering its CDR, but now it's a flat mana cost and a flat CD so it's pretty useless to max second. In hammer form its your main utility thanks to the knock-back and % damage it deals, which is very nice but it's not good enough to pick up over Hyper Charge / Lightning Field.

Ability Description
Hextech Capacitor INNATE:Each time Jayce switches between Mercury Hammer and Mercury Cannon he is ghosted and gains 40 bonus movement speed for 1.25 seconds.

My thoughts

This passive... sucks to be honest. It's only good for getting back into lane and running away from a bad trade (Transform into Acceleration Gate or Thundering Blow then legging it) or for following up on a Q E combo to all in a target. It's nice, it's noticeable but compared to something like Trial By Fire or Blade's End it sucks.

Ability Description
Shock Blast ACTIVE: Jayce fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing (70/120/170/220/270/320 + 120% bonus AD) 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% to deal a total of (98/168/238/308/378/448 + 168% bonus AD) physical damage.
Cost: 55/60/65/70/75/80/85 | Cooldown: 8s
To the Skies! ACTIVE: Jayce leaps to the target enemy and smashes his hammer to the ground, dealing (40/80/120/160/200/240 + 120% bonus AD) physical damage to all enemies in the area and slowing them for 2 seconds by (30/35/40/45/50/55%).
Cost: 40 | Cooldown: 16/14/12/10/8/6s

My thoughts

I max this FIRST all the time, every time. It deals a load of damage (448 base damage when shot through a gate in ranged form? That's A LOT.) With a huge bonus AD ratio. It also has a nice slow in hammer form, which is great for lane fights. You get this level 1 as well to Q auto Q in ranged form, then swap to hammer before Q autoing once more.

There isn't much to this ability. Press Q to fire a skillshot that deals damage in a small AoE, or press Q on a target to deal damage in a small AoE that also slows.

Ability Description
Hyper Charge ACTIVE: Jayce gains maximum attack speed (2.5) on his next 3 basic attacks within 4 seconds, with each one dealing a modified damage of (70/78/86/94/102/110%). Hyper Charge resets the autoattack timer.
Cost: 40 | Cooldown: 13/11.4/9.8/8.2/6.6/5s
Lightning Field ACTIVE: Jayce surrounds himself with an electric field for 4 seconds, dealing (100/160/220/280/340/400 + 100% AP) magic damage over the duration.
Cost: 40 | Cooldown: 10s

My thoughts

I max this SECOND all the time, every time. In cannon form, it's what gives Jayce some incredible DPS and super strong synergy with Fervor of Battle , Muramana and The Black Cleaver. Pressing W instantly resets your auto attack timer allowing for 4 auto attacks in a row at maximum attack speed which will deal INSANE damage to anything within your range. Towers get chunked, it stacks/applies fervor super quickly and the bonus damage from a Muramana is potential icing on the DPS cake. It's also pretty simple, just press W to attack really fast.

In hammer form, it has some nice dueling utility with the AoE magic damage (that has a huge base damage) enabling some scraps against tankier opponents. It's main benefit, outside of pushing a wave, is it's passive. Getting mana back on every auto allows good Jayce players to skip Tear altogether and buy just raw damage to fuel his fire. It's hard to know when it's safe to just whack at stuff in hammer form, but it's usually when you're under tower against a melee opponent or after you chunk them so if they get too close you can finish them off.

Ability Description
Acceleration Gate ACTIVE: Jayce deploys an Acceleration Gate for 4 seconds, granting all allies who pass through it, including himself, (30/35/40/45/50/55%) bonus movement speed that decays over 3 seconds. It also alters Shock Blast if it is fired through the Acceleration Gate.
Cost: 50 | Cooldown: 16s
Thundering Blow ACTIVE: Jayce swings his hammer at the target enemy, knocking them back and dealing (8/10.4/12.8/15.2/17.6/20% of target's maximum health + 100% bonus AD) magic damage to them. This damage is capped against monsters.
Cost: 40 | Cooldown: 15/14/13/12/11/10s

My thoughts

I max this LAST. In both forms it's main use is a utility spell. In cannon form, it deploys a gate that your team, including yourself can walk through to gain movement speed. It doesn't have a cast animation so it can be cast when moving without stopping. THIS is very important as it what allows for the "Q E combo" that I cover in the "Combos" section. Jayce can use the gate to disengage, engage or just generally improve his mobility by a fair bit.

In melee form it's a nice % damage ability in the form of a great self peel. If W wasn't so good, or the bonus you get from E was better you would max this ability second purely because of the hammer form damage. (However, right now you SHOULD NEVER do so.) In lane, you mainly use it as an extra auto attack that deals magic damage in a trade, or save it for when a jungler gets on you (or anyone for that matter that you don't want). Press E and they get knocked away, simple. Late game you can use it as an execute due to its damage and the fact once you press it (unless you started in hammer form) you can no longer do damage.

YOU CANNOT INSEC WITH THIS SKILL. A common misconception is that this works similar to Dragon's Rage where you can press E on a target, then flash behind them to cancel the animation and instantly smack them backwards. Instead, as soon as you begin the windup your target is "stuck" to go to whatever distance is locked. It also means it's unescapable (unless you lose vision) meaning if you E them and begin the animation, but they flash, they will be knocked to the location of when you press E, not after they flash.

Ability Description
Transform: Mercury Cannon ACTIVE: Jayce transforms Mercury Hammer into the Mercury Cannon, gaining new abilities, ranged attacks, and causing his next basic attack to reduce his target's armour and magic resistance by (10/15/20/25%) for 5 seconds.
Cost: 0 | Cooldown: 6s
Transform: Mercury Hammer ACTIVE: Jayce transforms Mercury Cannon into the Mercury Hammer, gaining new abilities, melee attacks, 5/15/25/35 bonus armour and bonus magic resistance and causing his next basic attack to deal (20/60/100/140 + 40% bonus AD) bonus magic damage.
Cost: 0 | Cooldown: 6s

My thoughts

So you can't put any points into this ability. You instead start with it at level 1, your other 3 abilities have 6 ranks instead of 5 and it gains more bonuses based on Jayce's level. Every time you activate this ability, you Trigger your passive Hextech Capacitor. When you transform into the Mercury Cannon, your first auto attack will shred Armour/MR. Late game, 25% is bloody huge. If you're able to auto attack to shred their armour, then do a full combo (with a LDR/Black cleaver) you'll be able to melt tanks like butter. It's very underrated, mainly because it's rare to get close enough late game to make it worth it (as you're squishy) and early game 5% shred is too small to really notice.

When you transform into the Mercury Hammer you gain a small amount of resistances and deal bonus magic damage on your first auto. The resistances stay for as long as you're in hammer form, meaning they don't disappear. The first auto that deals magic damage and scales off of AD, is what has made Jayce OP as of its implementation and general play from the pro's. It deals a whopping 200 or so extra damage late game thanks to the amount of AD Jayce will buy. Compared to it's old AP scaling, it pretty much deals double damage from first back onwards. Landing a Q E combo into a hyper charge, then transform to a Q to 3 auto attacks cleaning up with a E... Not many will survive past the first auto in hammer form. It's disgusting, plus it usually procs along side Thunderlord's Decree for even more burst

A quick tip is that first, it won't charge Tear of the Goddess, they removed that in like Season 3. Second, you should spam it whilst you run back to lane simply because it's faster than not doing so (plus it's free!)

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Jayce has the luxury of being able to use nearly every keystone. The best are jack of all trade runes, but because you're Jayce you can also pick more defenceive or aggressive runes too. The one size fits all page I suggest though is the best as a whole for Jayce.

Summon Aery is the best keystone for Jayce period. It helps with auto attack harass and it's the only rune that will 100% buff the damage of your Q E combo. It also has the added benefit of being able to shield allies with your Acceleration Gate which if you're using to speed up an ally to run away can save them. Overall just the best rune with the best tree.

Electrocute is also a solid option but in my opinion inferior for Jayce. Your full on burst combo might deal a lot more damage with this rune but its heavy cooldown and the fact you're poking more than bursting in top lane means Aery is usually superior.

For your first mini rune you have 2 options. Manaflow Band is the best choice in nearly every situation as it lets you pretty much ignore mana problems which can be a big problem for Jayce. Even if you go Tear it'll scale with your total mana pool. However sometimes the enemy team is just heavy AP based so Nullifying Orb has situational use.

One option here. Absolute Focus offers the most damage throughout the game after the Celerity Nerf. There is never a reason to pick up one of the other 2 runes in this tier.

Only one option here. Scorch is trash now that it's been nerfed so Gathering Storm is your only logical option. More AD based on game duration is nice for you at around 20 minutes where you get a free longsword to poke with.

You have plenty of choice when it comes to secondary runes, but the biggest standout is the most AD early (which is domination) and healing for lane/mid game. This means I suggest Taste of Blood and Ravenous Hunter. The healing you get from Taste really makes your lane pressure disgusting, and Ravenous scales so well once you get 3-4 kills letting you heal a lot from wave clearing.

However you do have lots of choice still. The Precision Tree makes last hitting eaiser the the small AS you get and Coup/Cut Down have great use against bursting targets and tanks. Bloodlines is also really nice as 8% lifesteal after stacking will quell all your sustain needs mostly.

The other domination runes also have good use. Eyeball Collection is solid because it's more AD, but I think it's not good enough as you won't be chain killing like a jungler or getting lots of vision control from roaming. Sudden Impact also seems good but the fact most of your damage comes from the Q E combo you won't get use out of it, it does have some use with using To The Skies! but I think the sustain is way more valuable. Relentless Hunter is just amazing for roaming, but offers nothing in combat and is something I would only consider mid lane.

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Summoner Spells


You'll always take Flash on Jayce. No exceptions. You need it because an instant blink has a billion and one uses, plus you don't have a huge amount of synergy with Ghost alone.

Your secondary summoner, can be one of several. The default one that I usually take is Ignite. I take Ignite because it gives me more snowball potential, thanks to Jayce having an incredible early game. In the top lane, your opponenets will usually take Teleport so they're down a combat summoner meaning you can abuse them every time your Ignite is up. So long as they don't get free roams. In mid lane, same reasons.

The other spell I recommend is Teleport. Top lane, it's a no brainer because you have little map impact until the towers start to fall (and by then, champions start to scale up a bit faster than Jayce) so TP can help a losing lane, or turn an objective fight and even just help you if you fall behind. It has great utility and tonnes of uses, just not effective in combat. I'd take this maybe 30-40% of the time top, and 10-20% of the time mid (Usually against hyper roamers, like Twisted Fate).

A spell I only take against assassins and Yasuo, Exhaust is something you must be aware of. Against the likes of a Talon or Zed an Exhaust can ruin their day, but more importantly you'll be on the receiving end of it. When you go for that tasty follow up after a combo, or if you catch someone in the jungle, a support might come by and ruin your day with an Exhaust meaning you'll be in melee range, with no spells and an enemy target that's alive and DPSing. Keep track of enemy summoner spells, and ping them when they get used to make more informed decisions.

Lastly Ghost can be taken alongside Flash (NEVER take ghost INSTEAD of flash) for some low CD mobility. It's great midlane when you're always looking to roam, and ignite just won't do anything (such as against Lux or Xerath). I also never take it top lane, as Ignite or Teleport has a lot more consistent and applicable use.

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Jayce is a combo champion. What that means is, he rarely fires off one ability or two, but instead needs to chain them together to get the most out of his kit. Champions similar to Jayce who need to use their whole kit, even several times in several unique ways, are the likes of: Ryze, Lee Sin, Orianna and Katarina. They can't just press one ability and do something. Ryze has his setup E, Lee has follow ups to all abilities, Orianna needs to position an extra item on the map, and Kat has her daggers she needs to play around. Jayce has his Q E combo and the stance swapping to abuse.

So lets start with the basic, Q E or E Q combo. In Cannon form. First, you must place your E, Acceleration Gate, and then you fire your Q, Shock Blast, through it to make it do more... everything. That's the most basic of the basic. However, the more efficient way is to Q then E. You line up your Q shot as you normally would, and as you're firing (as it has a cast animation) you quickly pull your cursor to just infront of Jayce then cast your Acceleration gate. What this does, aside from looking stylish, makes it A LOT harder to react to the sped up Q. Here is a clip of it in action.

See how much faster that is than a normal E Q combo? It does take some practice to get this down consistently. So don't worry if you can't right away.

The next combo is the other "need to know" combo which is the "all in". Utilizing all 6 abilities to burst a target as fast a possible. Start with a Q E, then if it lands activate your Hyper Charge and swap into hammer form. Once in hammer form run to the target (through the acceleration gate) and leap them with To The Skies!. Once you're mid air (so begun the Q animation) activate your Lightning Field. Then auto attack the target until they're either dead or you need to disengage (or even execute the target) with a Thundering Blow.

This is your standard "all in" combo. You can do it in reverse by starting with a hammer form W > Q > E then during the knockback, change into cannon form to do an auto reset with W into a Q E combo.

Here is a clip of the standard all in at 50% speed (on a jungle buff, but you can do this on a player).

As you can see, at level 3 with nothing but a long sword (and yes, I'm using my runes/masteries listed above) I did 700 damage within 5 seconds. You'll do less to a champion, but you get the idea of the potential damage Jayce can do with a well executed combo.

Just practice makes perfect.

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Item Sequence

Youmuu's Ghostblade

The Black Cleaver

Trinity Force

These are your 3 "core" items. You build GB first every game nearly. BC first against a tanky top, and GB first against a squishy top. Trinity replaces BC if against a squishy TEAM and you're snowballing. Everything else can be replaced or changed around, it's only these 3 items that never change.

Jayce loves this item. Giving 60 AD, 15 Lethality, a great active and a healthy 10% CDR it gives Jayce every stat he could want to kill a squishy champion. You usually will be building this first if you're ahead or even. Your Q E combos will deal 600 damage to a 1k HP ADC and your damage in general will just be HUGE. Always get this item either first or second.

Another item Jayce adores. Granting % Armour shred, extra movementspeed, a healthy chunk of AD, a nice buffer of HP and a whopping 20% CDR it's THE item for Jayce. The huge amount of CDR it offers means that's pretty good to rush against tanks like Malphite and should be what you buy first if you're top lane against a non squishy champ most of the time. I can't really say much more about it, it's great. Always first or second.

I'll admit, I didn't like tri force. I felt like it was far too expensive for the extra burst in comparison to the more HP, cheaper and armour shred. However, with the 7.9 change to BC's armour shred and the fact I've been less stubborn about builds I must say, Trinity Force is really good vs squishies. I must emphasise you need to be ahead to buy it (it's more than 2 kills worth of gold more expensive than BC) and the armour shred is a lot more valuble vs tanky champions, but the extra burst this offers is REALLY big.

Situational Items

Here is the list of items you should consider buying on Jayce 4th/5th. More often than not, 4th you'll be buying %pen but you won't always (hence why I list it as situational) and other boot explanations. You should be able to make your own judgements based off of what is happening at each point in each game with their unique champs and team comps. This is something that is hard to teach, and you need to learn through practice.

One of the three Defence boots. You take this if your opponents have little to no magic damage and not much CC. Great against champions like Yasuo or Riven. Also solid if their ADC gets uncontrollably fed.

You take these boots when you don't hit 40% CDR from your other 5 items+runes, or if you want 40% ASAP. Due to the fact they're one of the cheapest boots, you can get these early and sell them for something situational once you get 40% from your other items. However, more often than not you'll be getting only 30% CDR from items ( Youmuu's Ghostblade and The Black Cleaver). If you plan on buying a Maw of Malmortius third, don't get these. If you get Maw 4th/5th item then get these boots for the early spike, and sell them when you buy Maw.

One of the three Defence boots. You take this if your opponents have a lot of magic damage and a decent amount of CC. Great against champions like Veigar, Morgana, Ahri and Kennen. The best defence boot if you don't need CDR and are not sure what boots to get.

One of the three Defence boots. You take this if your opponents have very little auto attack based damage and Tenacity reducible CC, or if they have some obscene slows. Champions like Olaf, Dr. Mundo and Shyvana are best countered by being able to keep away from them as no matter what other boots you have, if they get into melee range you're probably dead.

This is the definition of an assassins item. Giving a 65 AD, 15 Lethality, movementspeed out of combat, a passive that lets you sneak by wards and another passive that gives you bonus TRUE damage on your first auto for a couple of seconds from being off the enemy maps that scales directly with your Lethality. As you'll be stacking a lot of the stuff (14 from runes, 20 from GB and 15 from itself) the True damage it will deal will be 173. 173 Damage ontop of your total burst is insane, especially because it's true damage. It can be amplified by another 30 points if you get the Edge of Night but that's situational. I would get this if I'm fed, and I would get it 4th item if they have no tanks, 5th if I need to delete a squishy champion as fast as possible. You can get it third instead of BT if you're playing midlane, just to be a proper assassin.

This item is great if you plan to dive past peelers 60 AD, 15 Lethality, 35 MR, Movement Speed and an incredible active. The extra Lethality gives you more damage against squishy champions and bonus damage for the Duskblade. MR is always nice against teams with any magic damage and the active is great for diving. The active gives you a spell shield that takes 1.5s to appear (you must channel for 1.5s, you can move but cannot take damage or use anything yourself) and after that short wind up you gain the shield for 10s. This is great for diving the back line as it means you can't be CC'd until someone lands an ability on you. Only get this if they have NO tanks.

At this point in the game, they'll usually have some form of tank on the enemy team. As The Black Cleaver only shreds armour once you deal damage, this item will allow you do deal a significant amount of damage to tanky targets if they soak your poke. Plus cleaning up fights if you kill their backline first becomes a good idea as you'll still be able to take objectives. This is a situational item that has replacements outlined below.

Simple item here, you buy this instead of Lord Dominik's Regards if the enemy team have a decent amount of healing/sustain. Dr. Mundo, Soraka, Vladimir and Aatrox come to mind for getting this item. Get the Executioner's Calling early if you're laning vs one, or get it when you start to need to fight past the healer.

If they have no real magic damage threats and you want to deal absurd damage whilst never being able to get poked out, then get this. 80 AD, 20% lifesteal and an overshield based off of lifesteal makes this item great against poke. I would get this

A great defence item that will replace your Mercurial Scimitar and free up your boots to get something other than Lucidity. Giving you 55AD, 10% CDR and 45MR with one of the best hybrid passives in the game. When you take damage below a certain HP threshold, you gain a magic damage only shield and you get extra AD/Lifesteal/Spellvamp for as long as you remain in combat. This item is great against magic damage burst that isn't helped by removing a CC affect. Such as a good Xerath or Katarina whom can one shot you easily without the help of CC. Solid defence item.

This is my guilty pleasure item, I love it's concept and it feels pretty good to buy. 80 AD, 10%CDR and 15% healing from Physical damage make this item real spicy. In 7.9 it got a huge buff and I now buy it every game I don't need a maw! It's 30% damage delay can save your *** so many times it's unreal. Just make sure that if you're in a fight to keep fighting so you can sustain during the DoT.

Due to the fact Jayce is very squishy, this item is a great "get out of Jail free card" if you get hit by some CC (and if you do get hit by CC, you're probably dead). Meaning it's a lot safer for you to run face first to an enemy squishy even if they have CC based peel (Like Leona or Morgana). Still, don't be looking to get hit by CC as you only have one use and most champions with CC have more than 1. Ontop of the great active, it has 65 AD, 10% lifesteal and 35 MR. This makes it great if you get hit by poke of your own, as most poke is magic and you'll have some lifesteal to sustain back up. This is a situational item that has replacements outlined below.

I'm going to cover all the pure defence items here. On Jayce, your goal is to kill a squishy champion fast enough that they can't do damage, or to Poke people out allowing your team to pressure objectives safely. So because of this, the only true defence item you should consider is Guardian Angel or maybe Sterak's Gage. GA now gives AD so I nearly always buy it as my last item unless I need some extra AD/lifesteal to duel a split pusher, or if I need to stop burst in every team fight and get a steraks. You can get actual tank items like Randuin's Omen against champs like Yasuo or 80% crit ADCs, but to be honest you're better off getting more damage to kill them first. Plus you should be ending the game before 6 items if you can help it.

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With the Assassin rework comes the changes to flat penetration, and the renaming to Lethality. Unfortunately, it's more complicated than the stat it replaced as it now scales based off the enemies level rather than being pure flat. This is basically to make it easier to balance those who use Lethality, and make it less annoying if you're a low level getting chain ganked by an AD assassin.

In this section, I'll cover the 3 Lethality items Jayce will/may buy and the Serrated Dirk component and what it will do for your damage.

All the formulas are taken from the lolwiki, it gives a nice and easy to understand chart of the exact flat pen you get based on the targets level.

As you can see from the table, the flat penetration you deal is based on the targets level. For Ghostblade, it's worse at every stage of the game. That being said it's a net nerf to Jayce's damage but the attackspeed on the active was kind of useless and now the item is decently cheaper giving a spike sooner. I buy this first or second every game with very, very few exceptions.

Comparing the new duskblade to the old is easy. The new one is a lot better. This is because the Pen you get from this item actually scales past it's old self at level 3 (where it's a flat 10 like pre change) plus the passive isn't bad anymore. It's why I now consider it an amazing item on Jayce, it will allow you to shift from a pokey assassin to a full on assassin.

A new item to the game that is the utility Lethality item. It has the same AD, lower lethality and a higher cost than GB, but it does have some great defensive applications. You wind it up before you dive in, and you can potentially ignore a peel attempt. This is great if you're stacking lethality or their peel is 1 spell wonder ( Dark Binding, Crescendo or Tidal Wave come to mind)

The component to all the lethality items, it gives a low 10 lethality and a meh 25 AD. Does it's job as a longsword based item, allowing Jayce to consistently get stronger every back. It's damage is like GB, worse in every way except at level 18 where it's even, but the OOC passive is the only benefit it has over the old now.

All in all, the items are now stronger as a whole than before (post level 8) but are also easier to balance than before. You can't just wail on an ADC 5 levels below you and deal true damage. I mean you can still one shot them, just now you need to land everything instead of just E Q auto.

They also all share out of combat movement speed, this is great as a pseudo assassin, letting you run all over the map quickly. Split pushing and being a top laner, this a real nice overlooked passive.

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Laning as Jayce is pretty straight forward for the most part. You're the king of the lane as you usually can out-trade/push most champions. Those that can stand toe to toe with you, are generally skill matchups.

Do keep in mind, as a solo laner you're on your own. Don't expect your jungler to gank (it's nice if he does, but don't expect it) and do your best to 1v2. What I mean by this is, assume your jungler won't gank, but assume theirs will. Make sure to keep wards up as being the lane bully means usually you'll be pushed closer to their tower than not.

Firs things first, is you should look to auto attack down the enemy as often as you can. After you auto, walk into a bush to drop creep aggro. Try not to just spam Q's early, as their damage is similar to an auto attack. I personally use it to force a level 2 quickly rather than to get any meaningful poke off.

Once you hit level 2, you can start to look to kill the opponent. If you hit level 2 first, walk at them and line up a Q into a few W auto attacks. If they're in a bad spot, you can go into hammer form to Q Auto (Don't use W early, it's a waste of mana). If you chunked them low enough, Ignite and finish of a kill for first blood. If they won't die to ignite, don't use it and just take the won trade.

After this point, you'll want to ward up so you don't get ganked. Top lane should be tri bush or river (blue or red side) and in mid you should ward a pixel brush and stay closer to that side so you can escape a gank easily.

Continue to harass, farm and kill your lane opponent. Also, don't be shy to roam to another lane. With your passive and Lethality item OOC movement speed, you can shove in a wave and attempt to pressure or kill an opposing laners allied team.

Try and get tower ASAP, as it'll give you more room to roam with and extra gold for you and your team. Once either your tower or the enemy tower goes down, this is usually the transition into midgane.

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This is where Jayce shines. His Q E combo will deal 400-500 damage, his burst is one of the highest in the game and he can push down towers faster than an ADC if left alone. Here, you'll want to look to skirmish (NOT team fight). So anything with less than 5v5 is a skirmish, obviously you want this in your favour.

Group up around your teams target objectives, and tell them (nicely) what you want to do. No point in have a 5v5 stalemate mid, just gets boring and gets no one anywhere.

Start by rotating to all lanes killing the outer towers. Ask your team to group with you whilst you do so, mid will be the hardest usually so get bot and top first. Always look to catch out a squishy whilst making sure you're not vulnerable yourself. Keep warding, buying Control Wards and just generally being the guy making the first moves instead of reacting to other people.

Once the towers start to fall, look to keep taking towers (and maybe even an inhib) along side jungle control. Make sure the enemy jungle is clear of their wards, and lit up with yours. (Always have a Control Ward in your inventory if you have the gold. ALWAYS.) and continue to look for kills that will allow you to take objectives.

Try and snowball this into winning outright, by taking things like Dragons and Baron and then either sieging down without resistance or catching and killing several members of the enemy team.

As Jayce, you can force this all by yourself. If you say go top, and catch their ADC alone you can then either attempt to take the tower, or regroup with your team and force a 4v5/objective. This will last for a long time, as late game you'll start to be unable to find lone targets or unable to kill someone safely.

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Jayce will begin to fall off after his GB BC DB powerspike. This is because your Q is no longer gaining base damage along side the AD you get, and your W is probably maxed too. At this point, your strengths still lay with Poking down targets and catching squshies, but just know it's a lot more risky to all in a target as people usually stop being alone at this point.

You'll mainly be focusing on baiting the enemy team into bad fights by poking down key targets then killing their team (or them) if they don't play properly. Which is common for every elo outside of chall, at which point you probably don't need to read guides.

Try and catch enemies in a rotation, or when you get alone time in a lane, blitz through a tower with your W and raw AD.

In a full 5v5 teamfight, you're at your weakest. Try to poke down the backline before it starts, but if that's not possible just stay in ranged form auto attacking until you can get a clear shot at one shotting anyone. Use your E to get extra mobility, and to pseudo peel for your AD/Mid.

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So overall, Jayce is a lane bully that can transition into a godlike midgame monster, but falls off a bit late game due to his lack of true ultimate and 500 range. However, his lane pressure and midgame damage means he can single handedly carry a game and has the tool to do so against any comp.

He's mechanically demanding, and will always be at least viable due to his flexibility. Tank/DPS Jayce isn't meta right now, but it's still usable. So long as Black Cleaver isn't dumpster tier, he can find a place in top lane.

Thank you for reading my guide on Jayce, The Defend of Tomorrow.
Remember, there is always Strength through Progress.

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Special Thanks

Headers: Janitsu. His stuff is a lot nicer than anything I could make artistically.

ATM there is only one person, because this guide is built from the ground up by myself. That being said, edits/changes can always be added to here.

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So I've started to stream occasionally and I play all roles. I'll mainly be playing support (as that's my "main" role) but whenever I get top/mid I'll more often than not be Jayce.

Here is a link to the Patreon.Again I'll link to it and again I'll emphasise it's 500% optional. If you like my stuff and want to help me out, then I would appreciate any amount of money.