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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
I. Introduction

I would appreciate that the person who is routinely downvoting my guide with no explanation whatsoever please stop. I know who you are, and consider it to be a very low thing to be doing.
Armed with wit, charm, and his signature transforming hammer, Jayce lives to protect his native Piltover. He rose to prominence as an inventor, one whose magnetic personality and innovative creations brightened the lives of his nation's people. However, his technological marvels also attracted the attention of Piltover's enemies. Viktor, the machine-augmented scientist from Zaun, staged a deadly raid on Jayce's laboratory, barely impeded by the lab's meager security force. Viktor stole designs for an arcane power converter. Jayce feared that Viktor would create weapons of devastating power with the stolen technology. He implored the Piltover government to respond, but the officials were unwilling to support an act of aggression. Refusing to allow his own inventions to threaten the people of Piltover, Jayce decided to strike back against Viktor himself.
Jayce returned to his laboratory and began making preparations for his one-man attack. After an intense period of research, development, and hands-on testing, he emerged. He had created an array of powerful armaments, including his crowning achievement – the versatile, transforming Mercury Hammer. Armed and ready, Jayce began his assault, easily smashing aside Viktor's acolytes as they rushed to stop him. Jayce fought his way into the heart of the lab and confronted Viktor, forcing the Zaunite to flee. After destroying Viktor's prototype weapon, Jayce returned to Piltover where he was hailed as a hero. He reveled in the adoration, but he knew that his actions had provoked the nation's enemies. Now devoted to the defense of his people, Jayce is Piltover's best hope for a bright future.

Hello everyone, my name's Batesii, and I'll be bringing you a Jayce guide (which also happens to be my|first guide!). I have been playing League of Legends for around 2-3 years, and in this time, have played almost every champion. I have a good knowledge of the game mechanics, stats, items, champions etc.
Every time I think about writing a champion guide, I always find a guide already there, which is already fantastic -- no use reinventing the wheel right?
I bought Jayce the day he was released, and will continue to update and improve this guide frequently, in the hopes that my guide, will be that fantastic one!

"What is so good about

It's not about him being "good", it's about him suiting your playstyle.
Riot tries very hard to make every champion have both equal strengths, and weaknesses.
But if you thouroughly read this guide, put in the time to learn the champion, and have the creativity to experiment and similate to the individual match, you will DOMINATE in every game! Have a look below, and see what you think:


Major graphics update coming in the next few days!
Also stay tuned for the Jungling guide coming shortly!
A big thank you to everyone who has voted on the guide, makes me feel wonderful to have helped out so many people! <3
11/7 - Guide Published
12/7 - Modified Item Build to include more Magic Resist, and to have more early-game damage.
****- Changed Magic Resist Glyphs to Magic Resist PER LEVEL glyphs.
****- Updated the

****- Updated ITEMS section with new items, and added discussions for alternative items.
****- Added a SKILL DISCUSSION section.
****- Exchanged


Some results from the build!!!
Warproxo's Results!

Hockey527's Results!



The runes that I use with Jayce are very standard for a "DPS Bruiser", meaning a champion who can deal tons of damage, and also|take tons of damage.
This is the rune page I feel is the most efficient, it takes advantage of his high AD scaling and his early game lane power. The AD also helps with last hitting, which is never bad.

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+ 0.95 Attack Damage |
This will give you a very nice amount of early game damage. These are taken over per/level runes as the early-game damage is VITAL to you coming out as the top champion in your lane.

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+ 1.41 Armor |
This gives you a nice bit of armor on your champion to give you that early-game tankiness that


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+ 0.15 Magic Resist Per/Level |
The reason we have chosen "per level" glyphs, instead of the "flat" glyphs, is because we really don't need the Magic resist as much early game. The AP champs will not be hitting hard (yet), and it is much more beneficial for us to use the scaling glyphs. We will get around double the Magic Resist at level 18 taking these instead of flats.

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+ 2.25 Attack Damage |
These quintessences, as well as your marks, will make you hit hard at level 1. Taking these over per/level runes is actually very noticable early-game, and it gives you such a warm feeling to see your attacks remove huge chunks of health! =D

Alternative Runes
Marks
You could switch out the marks and quints for Armor penetration, but because of his Scaling I feel flat ad benefits him the most.
Seals + Glyphs
Armor+MR is non-negotiable. Jayce is an aggresive champion when it comes to fighting and he will be in the middle of TeamFights in his melee form. The MR and armor helps him survive. Also helps win trades in lane.
Quints
There is although a small margin of choice in Quints. Due to Jayce having no sustain you can opt in for either Hp regen Or Lifesteal. This will help him survive in a hard lane where he will need the sustain. If you have to decide between Hp regen and Lifesteal. I recommend the latter since he will be harassing a lot in his ranged form and they scale far better during the game.

As you can see, very typical masteries for an AD bruiser. See below for detailed reasoning behind the choices.


OFFENSIVE MASTERIES

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* |
+ The +5 attack power is very strong early game. + Extra AD for early game, since you are of course an AD bruiser. + We need decent AS - early game fights can come down to 1 auto-attack. + This 10% armor-pen is VERY important as our runes do not provide it. + Extra attack damage. Need I say more? Also allows access to ![]() + Although the build does not focus on crits, we do have decent crit chance end-game. + Lifesteal is so nice early game -- no matter how small it is. + More armor penetration so that you can hit for more damage early-game. + Great for picking off those low health champions. |

DEFENSIVE MASTERIES


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FLASH |
Teleports your champion toward your cursor's location. 265 second cooldown.
Flash is such a multi-use spell, that it is vital to




The uses are numerous, and it is a must-have spell. Even after a recent nerf,

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IGNITE |
Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. 180 second cooldown.
Once you get level 6, ignite gives you huge gank potential in lane. Being able to kill the enemy champion in lane is huge, and having ignite in lane has its advantages over other summoner spells like



When choosing skills, you need to remember that every skill is actually TWO skills.
You will need to ask yourself the question "Will this benifit me in my other form as well?"
So choosing skills can actually be a little tricky for champions with multiple forms.
See below, the sequence that we will be using. Don't be afraid to experiment!

Generally, our preference for the skills is:
If the enemy team has a dangerous early ganking jungler like








I choose to max
first for the sheer amount of burst and pushing power it has in its ranged form, especially combined with
. This helps jayce bully the lane and when his opponent leaves he can just shove the creeps to the enemy tower and recall. The damage on his melee Q isn't half bad either ^.^


I max
second cause my god that damage is amazing! The knockback not only scales pretty decently on its own, it also scales with AD *AND* does damage based on the enemy's health. This baby starts to pack a pretty significant punch when maxed. The health damage also becomes pretty high when you reach mid game where people have bought HP.

I max
last because, lets face it -- although a good steroid / passive mana-regen, it just doesn't compare to his other 2 abilities. you can opt not take an early point in this and rather get another point in E early. but the passive mana-regen and the additional magic damage from the active in melee really does help. When you reach late game and get the some ranks into
the ranged steroid will add to an already insane amount of burst.




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(Passive) Hextech Capacitor |
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
Jayce's innate ability is very useful, and gives us a no-cost, speed boost. As such, it is important to maximize this, by tech-swapping ON COOLDOWN, while you are roaming, chasing, running, getting back to your lane etc.
Tech-Swapping: The act of changing from Cannon, to Hammer, or vice-versa.
Please remember that tech-swapping costs NO mana, so why not enjoy these free perks to the max?


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Q - To the Skies! |
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 %
To the skies! is the melee-stance Q, comparable to Jax's Leap Strike. This is the gap closer, and should be used while chasing, or to harass. The added slow is incredibly useful for stopping that 200 health


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W - 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
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage Per Second: 25 / 42.5 / 60 / 77.5 / 95 (+0.25 per ability power)
Total Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)
The passive mana per hit from this ability helps helps with lane sustainability, but you will normally be farming as Cannon. The active is not overly damaging, but it can be useful when farming minions. This ability is maxed last, with a single point in it early game.

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E - Thundering Blow |
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
This is very good against high HP champions and the knock back also stuns the enemy briefly. This is very deadly when used in tandem with your Q - To the Skies!

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R - Transform: Mercury Cannon |
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 resist for 5 seconds.
Cooldown: 6 seconds
Armor and Magic Resist Reduction: 10 / 15 / 20 / 25 %
This is great for shredding tanky matchups, and the 5 seconds is more than enough time to unload your deadly skill-set. This is useful for adding an extra kick to your auto-attack harasses, and should be utilized as much as possible as an opener for encounters.


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Q - Shock Blast |
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.If Shock Blast is fired through an Acceleration Gate, the area of effect, missile speed and range will be increased, and its damage will increase by 40%.
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)
Great wave clearer and last hitter, Especially when combined with your Gate. Also I find it great to steal enemy buffs with. Very high damage when used with Acceleration Gate (we are talking NIDALEE SPEAR kind of damage).

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W - Hyper Charge |
Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.
Cooldown: 14 / 12 / 10 / 8 / 6 seconds
Damage: 70 / 85 / 100 / 115 / 130 %
Works nicely with our


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E - Acceleration Gate |
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.
Cost: 30 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Movement Speed: 30 / 35 / 40 / 45 / 50 %
Great escape and catch up ability. Combined with Shock Blast, it is a great for damage. Don't be afraid to use it often, as the mana-cost is very small!

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R - Transform: Mercury Hammer |
Transforms the Mercury Cannon into the Mercury Hammer, 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 Magic Damage: 20 / 60 / 100 / 140
This skill will -- believe it or not -- be the most USED skill in your arsenal. You must use this to it's full advantage. The burst damage is great, and synergizes well with our


Since there is no mana cost with Jayce's Ultimate, remember to tech-swap as much as you can for free bonus damage!


Please see the below discussions on


Maxing W before E
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ArchAlChemist wrote:
Interesting reading other people's opinions on how to play Jayce.
Personally I find maxing his w second is better on the grounds that both modes you get a better damage output, his e only boosts his melee mode and doesn't give his q more damage. |
This is very true, the damage output is higher, but you need to weigh this up against the reduced cooldown and increased damage of your E. I personally use my E quite often, and it's a very good tool for both escaping, knocking enemies towards your allies, or even a tower. The damage is also very significant, and gets up to 20%.
In my opinion, lightening field is a little bit lack-luster, and in all honestly I'm usually dueling in Hammer mode, so it's just inconvenient to change into Cannon mode, activate the AS boost, and then have to wait a whole 6 seconds before you can get back into Hammer. A very good point though, and I will certainly try it out!


Item Sequence

Ninja Tabi
1100

Phage
1100

Frozen Mallet
3100

Maw of Malmortius
3100

Bloodthirster
3400

Last Whisper
1450
The items that we use with

Please remember that these items are not set in stone!
Need more magic resist? Grab the

Need more armor? Grab the

That's not all there is to it, but what I am basically saying is that you need to modify this build to suit your match AND your playstyle (most important part). So have fun, experiment -- try some other items not listed here, and let us know how they went for you!
Remember that it is quite alright to grab a defensive item such as

See the below explanation of each item in the build. Note: this is not the order they should be bought in, rather it's an informative look at each one.

BOOTS OF SPEED
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Very often I will start with ![]() ![]() ![]() ![]() ![]() |
Total Price: 350
Recipe Price: 350
UNIQUE Passive: Enhanced Movement 1
Alternative Items:
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Doran's Blade |
Getting 2 of these helps you dominate early, it gives great stats for a cheap price and they are the early game champions best friend. They help you kill, farm, survive and press your advantage. They, along with the other Doran's items, are the most money-efficient items in the game.
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long sword |




WRIGGLE'S LANTERN
Total Price: 1600
Recipe Price: 150
30 Armor, 23 Attack Damage, 12 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown.
Alternative Items:
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Hexdrinker |
If you are having a hard time against an AP champ in your lane, consider getting your



NINJA TABI
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Total Price: 850
Recipe Price: 200
25 Armor. UNIQUE Passive: Enhanced Movement 2 , Reduces the damage taken from non-turret basic attacks by 10%
Alternative Items:
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Mercury's Treads |
As with the Hexdrinker, if your enemy team is very AP heavy, or you need the tenacity because of their numerous CC's, then mecury's treads are the item for you. It's a very close debate between whether this, or



FROZEN MALLET
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The ![]() ![]() |
Total Price: 3250
Recipe Price: 825
20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds. (30% for ranged attacks)
Alternative items:
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Trinity Force |





MAW OF MALMORTIUS
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This item is still rather new to the league, it was only introduced quite recently, but is already very popular in a lot of builds. This item is almost a *must* on Jayce -- it gives him the much needed magic resist, and should only be replaced with a different item in the case that your team has absolutely NO AP champs (this is quite rare, but may happen). Even then, this item is still really nice; the AD that scales with your health is very "![]() ![]() |
Total Price: 3300
Recipe Price: 925
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown.
Alternative Items:
None


THE BLOODTHIRSTER
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Total Price: 3000
Recipe Price: 900
60 Attack Damage, 12 Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death.
Alternative Items:
None


LAST WHISPER
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![]() ![]() ![]() |
Total Price: 2290
Recipe Price: 900
40 Attack Damage. UNIQUE Passive: +40% Armor Penetration
Alternative Items:
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Please see the below discussions on item choices for


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** | - - - - |

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Kortron wrote:
Question: As you don't need critical, couldn't
![]() ![]() I mean you would get even more AD and still reduce enemy armor, I mean you have your passive but wouldn't it be nice to have some extra armor penetration? |
We truly need as much armour penetration as we can get, and



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Ashryn123 wrote:
I have a couple pointers, unless someone has already covered it...But by the time you have everything you need, excluding the 3 slots that the Dorans blades and Wriggles lantern take up, scrap them and get Trinity Force...all that ability changing while in combat is so nice from Sheen, plus it gives you a nice boost in dmg..I actually suggest scrapping the two dorans and going straight for Phage...but thats me, try it out..I usually build Tri force first and it does amazing things for me. I voted you up by the way, pretty helpful guide overall!
|
You quite right, the




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Q - To the Skies! |
Jayce's To the Skies! is a very useful ability. We can use it to catch up to enemies + slow them from escaping, make our own escape, and much more.
Below is an image of how To the Skies! can be used to quickly get to the Blue Golem Buff.
Initially, you must use your Shock Blast on the creep location, then the area will be briefly revealed, allowing you to use your To the Skies to leap over the wall!
Jayce's Shock Blast gives him vision of the area he hits, allowing him to quickly swap to his hammer and use To the Skies! to close the gap on creeps and players hidden in the fog of war.


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E - Acceleration Gate |
Jayce's Acceleration Gate also gives vision.

Jayce's Acceleration gate gives a speed boost that decreases over time once you leave the gate. Placing the gate to your side rather than in front of you, allows you to keep at peak-boost longer.


!SECTION UNDER CONSTRUCTION!
Complete Date: 15/07/2012
Complete Date: 15/07/2012
////////////////////
JUNGLING ROUTES:
Wolves -> Blue -> Wraiths -> Wolves -> Red -> Gank (MID or BOT)
This is incrediably safe and the way to go if you are wanting to gank bot. Remember to keep in mind that ganking bot means that you will be going into a 3v2, which is harder to have success with (compared to a mid or top gank where there is a 2v1).
This is more challenging and requires you to gank at level 2 without red (level your Q and E first). You may have less success with this route, but it *can* work, and is worth a shot if you notice an over-extending opponent or a low-health opponent.
This is a very difficult route but very rewarding. First you need to make sure you can get to their wraiths faster than their jungler which comes with experience. If you find yourself in trouble
Flash through their
wraith wall and immediately hit mid with something. The initial mid gank on your way from THEIR wraiths to YOUR wraiths sometimes yields a quick first blood but more importantly is if it doesnt it will usually burn their mid's
Flash. After red you can gank mid again knowing their flash is down.
To do list:
JAYCE ITEMS.
ADD PICTURES ETC.
FORMATTING.
BBcode links for neutral mobs
MOB information: health/specifics
This is incrediably safe and the way to go if you are wanting to gank bot. Remember to keep in mind that ganking bot means that you will be going into a 3v2, which is harder to have success with (compared to a mid or top gank where there is a 2v1).
Wolves -> Blue -> Gank (TOP) -> Wolves -> Red -> Wraiths
This is more challenging and requires you to gank at level 2 without red (level your Q and E first). You may have less success with this route, but it *can* work, and is worth a shot if you notice an over-extending opponent or a low-health opponent.
Wolves -> Blue -> ENEMY Wraiths -> Gank (MID) -> YOUR Wraiths -> Red -> (Gank MID)
This is a very difficult route but very rewarding. First you need to make sure you can get to their wraiths faster than their jungler which comes with experience. If you find yourself in trouble



To do list:
JAYCE ITEMS.
ADD PICTURES ETC.
FORMATTING.
BBcode links for neutral mobs
MOB information: health/specifics







![]() ** *** ![]() ![]() ![]() ![]() *** ![]() * * * * * * * * * * * * * * * * |
** |
AHRI - [ Ability Power ] [ Carry ]Distance must be kept when facing Ahri -- She has many abilities like her ![]() ![]() Notable Skills: ![]() ![]() ![]() Countering AHRI: * Keep your distance, with minions in between you and her. * Be ready at all times to dodge her ![]() * Harrass her with your ![]() ![]() * She is very weak if you engage her in melee range (she can't hit you with skill-shots). * Remember to get some early game magic resist. Mercury’s treads will decrease her damage, and additionally decrease the time that her annoying ![]() |

![]() ** *** ![]() ![]() ![]() ![]() *** ![]() * * * * * * * * * * * * * * * * * * * * * * * * * * * * * |
** |
AKALI - [ Ability Power ] [ Attack Damage ] [ Carry ]Before level 6, Akali will not be too much of a problem for you. Once she hits this point though, she gains her ability ![]() ![]() Notable Skills: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Countering AKALI: * Attacking her directly after her ![]() * Be VERY aware of when she reaches level 6, she will instantly get 3 charges of her ![]() * Harrass her with your ![]() ![]() ![]() * Engage her when her energy is low, as this is what she mainly depends upon for damage (when she is going mainly AP). |


I would like to thank anyone who took the time reading this guide, I hope it will help both newer

Remember to vote on the guide if it has helped you! It will give me the drive to make it bigger and better ^.^

Thanks to jhoijhoi for the line dividers/separators, and her amazing guide, Making a Guide.
Thanks also to JayceMJ from youtube! His informative videos made me aware of a couple of things I had never even thought of. Keep up the great work! =)
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