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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Introduction (HD Video)

Superman + The Incredibles =
FACT
I think you will find Jayce to be one of the most interesting and fun champions to play because of his versatility and synergy between abilities. I mean…You can create combos and then chain them together! Only a superhero can do that!

I think you will find Jayce to be one of the most interesting and fun champions to play because of his versatility and synergy between abilities. I mean…You can create combos and then chain them together! Only a superhero can do that!

Video explanation of Jayce's abilities.
Use the links at the top of the video to skip around.
What this guide will do:
-Encourage players to play Jayce like a superhero!
-Encourage the discovery of cool chained combos! While providing a few viable options for building Jayce
-Assume that you have played Jayce at least once already and have a basic understanding of his abilities.
What this guide will not do:
-Tell players that there’s only one way to play Jayce
-Tell players that there is a “right way” and a “wrong way” to play Jayce, because there isn’t! Just have fun and look like a superhero while you do it!
NOTE: This is my very first guide so please be kind! It is still under development.


Pros
+ He’s’ a Superhero! Heck, we could end the list right here! + Has a ridiculous skill shot nuke from afar + Has many different ability combos and synergies as well as versatility + His AD scales very well in all game phases. Early, Mid, and especially late. |
SPACE |
|
SPACE |
Cons
- Jayce doesn’t like Viktor (but who does?) - Somewhat squishy, if you aren’t careful. But don’t worry! We have a remedy for that! - Kind of slow even with Level 2 boots. Ability speed boosts make up for that. |

OK, this section is the fun part of the guide. In this section I will present to you a few different combos and ways to chain those combos together like a superhero! These are just suggestions and there is no “correct” or even “best” way to do things. I personally just want to have fun and look like a superhero while playing Jayce, and that's probably why you are here too! :) Metropolis / Metroville will never be the same!
Below you'll find a video highlighting a few ways to put some of the combos together.
Power Blast!
While in Mercury Cannon stance: E
+ Q


Place your E down between yourself and a villain(enemy champion) or group of minions, then send your Q through it for “Tons of damage!” After that, you can run through it yourself for a speed boost to prepare for another combo!

Accelerated Hyper Charge!
While in Mercury Cannon stance: E
+ W


Place your E down in front of you while running toward a villain. Then, when you are within range, activate your W for three quick auto attacks.

Thunder in the Skies!
Start in Mercury Hammer stance + Q
+ E


Use your Q to close the gap between yourself and a villain. Then Run in front of them while they are slowed. Once you are in front, knock them back toward your team with E or finish the kill with it if they are low enough.

Hammer Time!
While in Mercury Cannon stance: W
+ R
+ Q



This one is fun, and makes you look like a total superhero! While in ranged stance, activate your W, then transform to melee stance and use your Q on a villain! You’ll slow them from the Q, then attack them three times with your hammer very quickly. Definitely a superhero move!

Static Thunder in the Skies!
Start in Mercury Hammer stance + Q
+W
+ E



While in melee stance, use your Q on a villain but while you are in mid air activate your W for the AOE damage. Then use your E when it’s appropriate, ie for the kill, or to knock him to your teammates.

Thunder in the Skies! to Transform-Hypercharge!
Start in Mercury Hammer stance + Q
+ E
+ R
+ W




Here’s a chained combo! While in melee stance, use your Q on a villain, then knock him away with your E. Now use your R to switch to ranged mode. Then activate your W for three quick auto-attacks. From here you can E to retreat through your gate then send a shock blast back through it if they are naïve enough to follow you!


Superhero!
Glass Cannon
At level 1, start with your:
Q



With many champs, we like to start with our Q ability and rank it twice by level 3 for early poking. Well, we all like poking :) but Jayce, is a very clever superhero and I think that having all 8(ult counts as 2!) of his abilities by level 3 is the best way to dish out maximum damage and have a little crowd control in case you attempt an early kill with your laning partner if you have one.
If you are building AD Superhero...
-Concentrate on ranking his Q

-Then rank up his W


-Rank up his R

If you are building AD glass cannon...
-Concentrate on ranking his Q

-Then W

-Rank up his E



I will give two separate builds here, Superhero!(Bruiser) and AD Glass Cannon. I will provide an explanation of the AD Glass cannon build for now, and then in a day or two Ill have more info on the Superhero! Build. Although, honestly the superhero! build is pretty self explanatory. It provides, +Damage, +Health, +Armor for early to mid game skirmishes. Then, the last few items are completely situational no matter your path.




“Boots pots” is a good way to start on many champions, especially AD’s. Boots will give you enough speed to get in and out of early game fights as well as get to minions faster for last hitting. The health potions are great for recouping HP after early game skirmishes. Don’t forget to use your potions!


Get 2 of these when you have 950 Gold. They are great way to pick up early game health, attach damage, and a little lifesteal. Jayce is a bit squishy when building full AD, and his ranged auto-attack is kind of short so we need the extra health to survive while we farm cs (CS=Creep Score). After your two


From here you must choose a path…
Superhero! or Glass Cannon
Superhero!

Glass Cannon:

I know, I know. You are thinking “it’s going to take me forever to get 1650 gold! Truth is, if you are farming correctly, you’ll get that 1650 earlier than you think. Especially if you are able to sneak in an early kill or a few assists. After you get the




Superhero!

Glass Cannon:

To the edge of infinity, and beyond! Wait…what was I talking about? Oh right, grab your infinity edge asap. “Why infinity edge?! Jayce is not a critty superhero! Dummy Trev!” Take a close look at it. 25% crit chance from one weapon is not to be scoffed at and neither is the crit bonus damage. The point of the infinity edge ultimately is to pack the biggest possible punch in one item slot. Don’t overanalyze it, don’t think too hard, just buy it and watch the bodies hit the floor once you activate W

Superhero!

Glass Cannon:

By this time you are probably entering mid game and sustainability becomes a bit more important. Because of how mobile Jayce is, you’ll find that you can enter the fray and probably make it out by the skin of your teeth in some cases. The Vamp Scepter combined with the AD from doran’s and the Infin. Edge will make lifestealing your health back from minions or the jungle.
Superhero!

Glass Cannon:

Finish the Vamp Scepter with this. It offers good attack Damage, and great lifesteal after you have farmed it up a bit on minions. Try not to die after purchasing it though or you’ll lose about half of your bonus lifesteal.
Superhero!


You can finish the phage as a


The

+30 ability power
+30 attack damage
+30% attack speed
+15% critical strike chance
+250 health
+250 mana
+12% movement speedPassive Unique: Your basic attacks have a 25% chance to slow your target's movement speed by 35% for 2.5 seconds.
Unique: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage. 2 second cooldown.
-OPTIONAL –
Choose what suits you best from these items. The basic AD carry build from this point is pretty much complete. It is late game now though, and we have to decide how to react to Lex Luthor or “Syndrome”!!
#2
A second blood thirster will give you even more sustainability into late game however it does not provide any pure survival stats so be careful! Only true superheros can pull this off!

If you are doing well, confident in your survival skills, and want to continue building more AD feel free to! The black cleaver provides more AD, attack speed, and an armor debuff that stacks 3 times for a total of 45 armor reduction to your target! The cleaver provides nothing for survival! Not even Lifesteal! So again, be careful this purchase as well.


This mastery provides many improvements to what many consider the offensive summoner spells. Since I have taken







The extra 3 points of attack damage from this mastery help us to get easier last hits on minions as well as poke our enemies with combos. As you have probably noticed, having extra attack damage early in the match is a constant in this guide.


+4% increased attack speed is never a bad thing for an AD superhero and it goes well with your




Armor pen lets your attack damage abilities as well as auto-attacks ignore a percentage of the opponent’s armor. Because Jayces abilities scale so well with his attack damage, we only need a small amount of this for now which makes



This gives us 0.5 attack damage per level for a total of [+4.5 at level 9] or [+9 at level 18] Not spectacular in my opinion but every little bit helps! This leads us into into



+10% critical strike damage means that your critical strikes will hit for 210% of your current attack damage. If you purchase the



+3% lifesteal gives us back a small bit of health from our auto attacks. You won’t notice much from this until later in the game when you have purchased some of your damage items. 3% of 100 attack damage for example is only 3HP returned to you. But but but!! Later in the game you will have a



More armor Penetration! Everyone likes penetration right? +6 more armor pen for a total of +16 armor pen from this build will be enough until late game when we may want to consider more armor penetration items to counter high armor items that Lex Luthor will purchase.


Finish off your foes! This mastery gives your superhero +6% extra damage when the villain you are attacking is under 40% health. An offensive mastery indeed!

-DEFENSIVE MASTERIES!–


2 points into each of these masteries gives us an additional +4 armor and magic resist for the times that we are in the fray in downtown Metropolis!


This mastery gives us additional health per level. This is useful for when you are feeling ballsy and want to switch into melee stance for crowd control, or to catch a runner! I avoid




Runes





Flat damage runes give us early game harass and easier creep score, which is extremely important with Jayce. I avoid going with armor pen these days because the advantage that we get from early game AD makes farming minions much easier as well as poking even though Armor pen runes will make you hit like a truck late game. Thankfully, AD scales extremely well late game with Jayce’s abilities Hyper Charge and Shock Blast so armor pen isn’t an absolute necessity.

The extra armor from resilience runes goes great along with the additional armor Jayce gains while in the Hammer stance. This way you can have more survivability and versatility, no matter how you choose to build with your items as the game plays out.

The magic resist from these runes will give you more survivability for the times that you are hammering Transform: Mercury Hammer champions or minions at the front lines of battle to either close the gap with



These flat AD quints along with the flad AD marks will make it a bit easier for you to last hit minions and poke enemy champs who come a bit too close early in the game as well as make people QQ about how OP your E +Q ranged combo combo is.








This section is pretty much just a copy and paste of the wiki with a bit of formatting. Everything in this section is in the wiki. I have provided it here so that you don't have to go back and forth between the wiki and the guide.

To the Skies! (Active): Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.
Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage)
Slow: 30 / 35 / 40 / 45 / 50 %

Shock Blast (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.
Cooldown: 8 seconds
Cost: 55 / 60 / 65 / 70 / 75 mana
Physical Damage: 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage)
Accelerated Physical Damage: 84 / 161 / 238 /315 / 392 (+1.68 per bonus attack damage)
Additional Notes about
To the Skies! is a targeted dash ability that brings Jayce to his target's location, dealingphysical damage and slowing histarget and enemy units in a small radius.
Shock Blast is a collision linear skillshot that deals physical damage in an area around the first enemy unit it hits or after reaching its maximum range. If Shock Blast is fired through Acceleration Gate, its projectile speed and range are increased by approximately half their original value, and its damage is increased by 40%.

Lightning Field (Passive): Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
(Active): Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.
Cost: 40 mana
Cooldown: 10 seconds [/LIST]
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)

Hyper Charge (Active): Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.
Cost: 40 mana [/LIST]
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %
Additional Notes about
Lightning Field passively causes Jayce to gain an amount of mana whenever he autoattacks an enemy unit while in Hammer Stance. When activated, Lightning Field is a point blank area of effect ability that deals magic damage to enemies in a wide area around Jayce over 4 seconds.
Hyper Charge is a self-active ability that grants Jayce maximum attackspeed (2.5) for his next 3 autoattackswithin 4 seconds. These 3 attacks deal a percentage of his regular damage depending on its rank.

Thundering Blow (Active): Deals magic damage equal to a base amount plus a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.
Cost: 40 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage)
Max Health to Damage Ratio: 8 / 11 / 14 / 17 / 20%
Max Damage to Monsters: 200 / 300 / 400 / 500 /600

Acceleration Gate (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 willbe increased, and its damage will increase by 40%.
Cost: 30 mana [/LIST]
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Bonus Movement Speed: 30 / 35 / 40 / 45 / 50 %
Additional Notes about
ThunderingBlow is a targeted ability that deals a base amount of magicdamage plus a percentage of the target's maximum health. Additionally,Thundering Blow knocks the target back a set distance.
Acceleration Gate is a linear area of effect ability that increases the movement speed of all allies that walk through it.Additionally, firing Shock Blast through the gate will increase its projectilespeed and range by approximately half of their original values, and its damagewill be increased by 40%.

Transform: Mercury Cannon (Active): Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.
The next attack in Cannon Stance reduces the enemy's armor and magic resistfor 5 seconds.
Cooldown: 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

Transform: Mercury Hammer Transforms the Mercury Cannon into the MercuryHammer, gaining new abilities and bonus armor and magic resist.
The next attack in Hammer Stance deals additional magic damage.
Cooldown: 6 seconds
Bonus Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Damage: 20 / 60 / 100 / 140
Additional Notes about
Transform:Mercury Cannon is a self-active ability that changes Jayce's Mercury Hammerinto its cannon counterpart, granting him ranged autoattacksand a new set of skills. Additionally, Jayce's first attack after enteringCannon Stance will reduce his target's armor and magic resistance for 5 seconds.
Transform: Mercury Hammer is a self-active ability that changes Jayce'sMercury Cannon into its hammer counterpart, granting him increased armor and magic resistance along with a new set of skills.Additionally, Jayce's next attack after entering Hammer Stance will deal bonus magicdamage.

To the Skies! (Active): Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.
Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage)
Slow: 30 / 35 / 40 / 45 / 50 %

Shock Blast (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.
Cooldown: 8 seconds
Cost: 55 / 60 / 65 / 70 / 75 mana
Physical Damage: 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage)
Accelerated Physical Damage: 84 / 161 / 238 /315 / 392 (+1.68 per bonus attack damage)

Additional Notes about
and
To the Skies! is a targeted dash ability that brings Jayce to his target's location, dealingphysical damage and slowing histarget and enemy units in a small radius.
- To the Skies! procs spell vamp and
Rylai's slowsimilarly with all area of effect spells and abilities with diminished effect.
- To the Skies! pops spell shield.
- To the Skies! will not damage Black Shield
but the slow will be negated.
- To the Skies! does not follow the target's movements; if the target uses a movement ability or Flash
, Jayce will still land at its original position.
Shock Blast is a collision linear skillshot that deals physical damage in an area around the first enemy unit it hits or after reaching its maximum range. If Shock Blast is fired through Acceleration Gate, its projectile speed and range are increased by approximately half their original value, and its damage is increased by 40%.
- Shock Blast procs spell vamp and
Rylai's slowsimilarly with all area of effect spells and abilities with diminished effect.
- Shock Blast pops spell shield.
- Shock Blast will not damage Black Shield
.
- Shock Blast briefly reveals Fog of War in the area where it explodes.


Lightning Field (Passive): Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
(Active): Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.
Cost: 40 mana
Cooldown: 10 seconds [/LIST]
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)

Hyper Charge (Active): Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.
Cost: 40 mana [/LIST]
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %

Additional Notes about
and
Lightning Field passively causes Jayce to gain an amount of mana whenever he autoattacks an enemy unit while in Hammer Stance. When activated, Lightning Field is a point blank area of effect ability that deals magic damage to enemies in a wide area around Jayce over 4 seconds.
- Lightning Field procs spell vamp and
Rylai's slowsimilarly with all area of effect spells and abilities with diminished effect.
- Lightning Field does not pop spell shield.
- Lightning Field will damage Black Shield
.
- Lightning Field has no cast time and does not interrupt Jayce's previous orders.
- Jayce may freely act while Lightning Field is active.
Hyper Charge is a self-active ability that grants Jayce maximum attackspeed (2.5) for his next 3 autoattackswithin 4 seconds. These 3 attacks deal a percentage of his regular damage depending on its rank.
- Activating Hyper Charge will reset Jayce's attack timer.
- The enhanced attacks can critically strike and will stack with critical strike damage multiplicatively, i.e. at rank 5 a critical strike with no modifiers and Hyper Charge active will deal 130% * 2 = 260% damage.
- The enhanced attacks will not pop spell shield.
- The enhanced attacks will deal the same amount as a regular autoattack only at rank 3. At ranks 4 and 5, they will deal increased damage, while at ranks 1 and 2 they deal reduced damage.
- The buff lasts for 4 seconds, total, regardless of how many attacks were used.
- The buff will last even if you use
Transform: Mercury Hammer. Meaning you can perform up to 3 quick melee attacks.


Thundering Blow (Active): Deals magic damage equal to a base amount plus a percentage of the target's maximum health, knocking the target back a short distance. This damage is capped against monsters.
Cost: 40 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage)
Max Health to Damage Ratio: 8 / 11 / 14 / 17 / 20%
Max Damage to Monsters: 200 / 300 / 400 / 500 /600

Acceleration Gate (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 willbe increased, and its damage will increase by 40%.
Cost: 30 mana [/LIST]
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Bonus Movement Speed: 30 / 35 / 40 / 45 / 50 %

Additional Notes about
and
ThunderingBlow is a targeted ability that deals a base amount of magicdamage plus a percentage of the target's maximum health. Additionally,Thundering Blow knocks the target back a set distance.
- Thundering Blow procs spell vamp and
Rylai's slowsimilarly with all single target spells and abilities with full effect.
- Thundering Blow pops spell shield.
- Thundering Blow will damage Black Shield
and the knockback will be negated.
- Similarly with
Alistar's
Headbutt, the target is "suppressed" for the duration it would take to travel the entire distance of the knockback. If the target is knocked back near a wall and cannot travel the whole distance, they will be stunned instead.
Acceleration Gate is a linear area of effect ability that increases the movement speed of all allies that walk through it.Additionally, firing Shock Blast through the gate will increase its projectilespeed and range by approximately half of their original values, and its damagewill be increased by 40%.
- Acceleration Gate does not increase the movement speed of pets or minions.
- Acceleration Gate reveals fog of war in the area where the gate generators are.


Transform: Mercury Cannon (Active): Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.
The next attack in Cannon Stance reduces the enemy's armor and magic resistfor 5 seconds.
Cooldown: 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %

Transform: Mercury Hammer Transforms the Mercury Cannon into the MercuryHammer, gaining new abilities and bonus armor and magic resist.
The next attack in Hammer Stance deals additional magic damage.
Cooldown: 6 seconds
Bonus Armor and Magic Resist: 5 / 15 / 25 / 35
Bonus Damage: 20 / 60 / 100 / 140

Additional Notes about
and
Transform:Mercury Cannon is a self-active ability that changes Jayce's Mercury Hammerinto its cannon counterpart, granting him ranged autoattacksand a new set of skills. Additionally, Jayce's first attack after enteringCannon Stance will reduce his target's armor and magic resistance for 5 seconds.
- Transform: Mercury Cannon's on-hit effect does not affect turrets or other structures.
- The buff granting the on-hit effect on his next attack will remain until he lands an autoattack.
Transform: Mercury Hammer is a self-active ability that changes Jayce'sMercury Cannon into its hammer counterpart, granting him increased armor and magic resistance along with a new set of skills.Additionally, Jayce's next attack after entering Hammer Stance will deal bonus magicdamage.
- Transform: Mercury Hammer's bonus damage can affect turrets and other structures.
- The buff granting the on-hit effect on his next attack will remain until he lands an attack.
- Transform is automatically unlocked at level 1. It can reach up to rank 4 by upgrading the ability at levels 6, 11, and 16.
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