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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Introduction
I picked up Jayce a while ago and now he's one of my main champs. His kit for so long has entertained me on the Rift and I wanted to share a build for Season 6 I found while experimenting.
When someone says Jayce, no one thinks tank. People usually find him to be a bursty damage dealer. When it comes time to team fight, he, if he screws up, can get utterly destroyed for the fact, quite frankly, he's Jayce. He's not innately a tanky champion.
Always build appropriately for your opponent, but if you need so more health on your team, definitely refer to this build to help your itemization for a bulkier version of Jayce.
Tanky Jayce
Pros
Has great sustain + utilizes AP damage
Still has the power to pop squishies + has Jayce's utility
Cons
Build path doesn't utilize Armor Penetration early on if that's important
Falling behind while using this build means relying on your team for more damage
The phrase, Tanky Jayce, already raises some eyebrows.
Hextech Gunblade
With the new
Hextech Gunblade, all damage that Jayce puts out turns into health. That includes his magic damage dealing moves:
Lightning Field and
Thundering Blow. This healing also includes his
Shock Blast (even when used in conjunction with his
Acceleration Gate!), and the rest of his AD based abilities.
Why build an effectively AP Item on Jayce?
Jayce benefits from both AP and AD.
Lightning Field scales 1 to 1 with your AP (It says 25% per second, meaning if the full duration is inflicted it's 100%), and as such will deal as much AP as you put into it. There is nothing lost when buying the
Hextech Gunblade or any of its component items. All of it will contribute to your damage and sustain. Also, both forms of damage contribute to your almighty
Thunderlord's Decree
. The slow that the
Hextech Gunblade brings can even help you gap close with
To The Skies! or aim for your
Shock Blast.
Why build tanky at all?
With your
Lightning Field, you deal damage by standing next to someone. Not being able to deal the full amount of damage because you don't have enough health to continue a fight doesn't allow you use it to its fullest. The usage of
Hextech Gunblade and
Sunfire Aegis remedy this issue, giving you sustain, health, and some extra magic damage on top to continue a fight. At that point you can use your
Lightning Field, chase with
To The Skies!, hit them with your hammer a couple of times and finish with the percent based magic damage of
Thundering Blow or even just change into your cannon form and snipe a fleeing target with
Shock Blast. The good news is all of your moves (except for your
Acceleration Gate, of course), will deal damage and heal you.
Hextech Gunblade
With the new





Why build an effectively AP Item on Jayce?
Jayce benefits from both AP and AD.






Why build tanky at all?
With your








Choose:
Teleport
Great usage of it around the map can win games, but poor usage is a waste of a spell slot. The basic summoner spell to take in along with flash, but think about what you will be doing before taking it in.
Ignite
Helps you finish off enemies if they survive your
Thundering Blow, assists in aggressive play. You might need this to get the keys kills that allow you to win lane and carry, so think about this as an option as well.
Use:
Flash
You better bring this to the Rift. Gives you offensive and defensive potential. Use it. It helps you position for your
To The Skies!, escape, and a bunch of other things.

Great usage of it around the map can win games, but poor usage is a waste of a spell slot. The basic summoner spell to take in along with flash, but think about what you will be doing before taking it in.

Helps you finish off enemies if they survive your

Use:

You better bring this to the Rift. Gives you offensive and defensive potential. Use it. It helps you position for your

Ferocity Tree
Fury
/
Sorcery
Attack speed doesn't heavily benefit Jayce as much as his abilities, but his last hits might seem a bit clunky. This is a toss-up to preference but I feel having more damage in his abilities is more helpful when utilizing your
Hextech Gunblade
Double Edged Sword
/
Feast
This is completely up to preference. I would rather not run
Double Edged Sword
considering you're building tanky.
Vampirism
/
Natural Talent
Vampirism
works best with the
Hextech Gunblade so run it.
Bounty Hunter
/
Oppressor
Bounty Hunter
seems like a better pick. Jayce doesn't have any innate comboable CC.
Cunning Tree
Wanderer
/
Savagery
Savagery is overall more helpful as it assists in last hitting.
Runic Affinity
/
Secret Stash
/
Assassin
It's a matter of preference between sustain(
Secret Stash
) and damage (
Assassin
).
Merciless
/
Meditation
Merciless
is a sure pick considering the next mastery.
Bandit
/
Dangerous Game
Dangerous Game
is a very helpful mastery, run it.
Precision/
Intelligence
Precision's free penetration is very much welcomed. Although, this is up to preference if you really want to have that 5% cooldown.
Thunderlord's Decree
I don't care about the other masteries. Run this one! Basically free damage and helps with Jayce's bursty potential.


Attack speed doesn't heavily benefit Jayce as much as his abilities, but his last hits might seem a bit clunky. This is a toss-up to preference but I feel having more damage in his abilities is more helpful when utilizing your



This is completely up to preference. I would rather not run








Cunning Tree






It's a matter of preference between sustain(












I don't care about the other masteries. Run this one! Basically free damage and helps with Jayce's bursty potential.
Hammer Form
Q - To the Skies!
Deals attack damage, scales on AD, jumps to enemy unit dealing splash damage in a small area around landing
W - Lightning Field
Deals magic damage, scales on AP, continually deals damage around you
E - Thundering Blow
Deals % magic damage (Based on enemy champion's MAX HEALTH), knocks enemy champion back
R - Transform!
Switches form + abilities and stats relating to magic resist and armor, applies bonuses from
Hextech Capacitor
Cannon Form
Q - Shock Blast
Deals attack damage, scales on AD, shoots a skillshot projectile that explodes on contact to deal splash damage
W - Hyper Charge
Increases attack speed to its max to with an applied damage modifier for 3 basic attacks (at lowest 70%; at highest 110%)
E - Acceleration Gate
Increases movement speed allied champions for a while (including you) when stepping through it, used in conjunction with
Shock Blast to increase the range, speed, and damage of it
Which skills do I max first?
I would max Q first for the fact both sides give reliable damage.
It's a toss up between W or E for which you want to max next.
W gives you
Lightning Field +
Hyper Charge
The draw of W is the hammer form's passive ability (from
Lightning Field) to replenish mana from basic attacks improves. Also, your hyper charge starts to become more useful considering the damage increases.
E gives you
Thundering Blow +
Acceleration Gate
The main draw of E is increasing the percent damage of
Thundering Blow. This is really helpful considering you aren't running armor penetration early on (it's dealt in magic damage) and being able to basically knock off 20% of the enemy's health is very impressive.
(My preference is maxing E, but you can go either way.)

Deals attack damage, scales on AD, jumps to enemy unit dealing splash damage in a small area around landing

Deals magic damage, scales on AP, continually deals damage around you

Deals % magic damage (Based on enemy champion's MAX HEALTH), knocks enemy champion back


Switches form + abilities and stats relating to magic resist and armor, applies bonuses from

Cannon Form

Deals attack damage, scales on AD, shoots a skillshot projectile that explodes on contact to deal splash damage

Increases attack speed to its max to with an applied damage modifier for 3 basic attacks (at lowest 70%; at highest 110%)

Increases movement speed allied champions for a while (including you) when stepping through it, used in conjunction with

Which skills do I max first?
I would max Q first for the fact both sides give reliable damage.
It's a toss up between W or E for which you want to max next.
W gives you


The draw of W is the hammer form's passive ability (from

E gives you


The main draw of E is increasing the percent damage of

(My preference is maxing E, but you can go either way.)
Core Items

It speeds up the rate from



Gives you all your sustain. You should probably start by running either side of it to give you sustain (



Gives you armor and health. Will be used in conjunction with your

1) Starting Items


Gives some mana to work with, possibly to harass more with your




A basic start. You get some early AD and the potion gives some early sustain in lane. The long sword will be used in building the AD portion of your

2) Manamune
After starting lane, your goal should be rushing your


3) Boots
After your

Although I have some recommendations up there, it should be left up to preference.
4) Hextech Gunblade
You'll be receiving more sustain than from your potion now. You should build one side of the



5) Sunfire Cape
After your


6) Options
At this point you should be done with your core. At this point, build more items thinking about the enemy teams' comp.
Some recommendations would be:

Increases healing from


Gives you health and a method for armor penetration on other tanky champs, helps if you have other attack damage dealers on your team

Gives you health and more armor if the carry seems to be AD oriented
(My preferences are starting Sapphire Crystal, buying Lucidity boots, and starting the Gunblade on the Hextech Revolver side.)
Combos
Make sure you train your muscle memory for these combos. Quick execution is what gets you your keystone proc and all the damage you can do in on your opponent.
Q


A basic Jayce hammer combo. Brings you close, allows you to hit them once with your hammer (proc-ing the damage bonus from your


Q





An extended combo, utlizing both forms. There are things you should keep in mind relating to the cannon form of your combo. Check if enemy minions can interrupt your



E



A really basic combo to help escape a sticky enemy champ. Knocks the enemy champ away and allows you to speed off. Doesn't work all the time if they're able to get their crowd control abilities off first.
Things to keep in mind concerning the Hextech Gunblade
Make sure to use its active! Slows are pretty helpful considering you have a gap closer.
If you see a large wave of minions, jump into them with

If you know you're going get cc'd, activate your

Tips
Practice your Q (

If you're able to use your hammer to whack them from where they want to go (like the safety of the turret), use it! If flashing for it while your jungler is ganking means a kill, do it!
Be very sparing with your E

The "Q > basic attack > E" hammer combo, a mere set of basic attacks (maybe done with W




Although it may be tempting, do not always use your E



To do the full amount of damage you can do at a time, you will have to cycle through all of your skills, even through the forms. Always keep an eye on when you use your R as there is a sizable cooldown in between going back and forth between them. Getting caught out when you thought you could switch to your other abilities won't do you any favors.
While fleeing from an enemy and using your


Be careful with the usage of your

Always remember to use your

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