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Recommended Items
Runes:
Sorcery
Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Introduction

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.

This guide focuses on both


........... |
Pros
+ Strong Lane Presence + Great early/mid game damage + Incredibly powerful poke + Excellent Utility + Incredible effective Range + Always has options |
....... |
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Cons
- 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 |
space
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.




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

E last because it's your utility spell. In ranged form all it does is increase the movement speed bonus. An old nerf to



Ability Description
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![]() | Hextech Capacitor |
INNATE:Each time ![]() ![]() ![]() ![]() |
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




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.
My thoughts
I max this SECOND all the time, every time. In cannon form, it's what gives


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. Its main benefit, outside of pushing a wave, is it's passive. Getting mana back on every auto and the new


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

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


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 letting you deal some good hybrid damage early on. The burst potential is fantastic, and in a full combo you can kill someone very quickly with the items and runes you usually take.
When you're running back to lane you should spam this ability on cooldown for the extra movement speed, just make sure to be in the correct form before you actually get into lane as you may need to quickly do something but be unable to swap into the correct form.

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The only option you can make consistent use out of is ![]() ![]() ![]() ![]() |
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Offence: Attack Damage +6 |
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Flex: Attack Damage +6 |
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Defense: Health 15-90 |
As


You'll always take



Your secondary summoner, can be one of several. The default one that I usually take is




The other spell I recommend is



A spell I only take against assassins and





Lastly














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).




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.

Item Sequence

Youmuu's Ghostblade
2800

Duskblade of Draktharr
3100

Black Cleaver
3000
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.
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This is the definition of an assassins item. Giving a 55 AD, 21 Lethality, a passive that lets you sneak by wards and another passive that gives you bonus damage on your first basic attack after being out of sight of the enemy team. If you trigger the damage in melee form you'll also gain a momentary 99% slow. This item is perfect for ![]() |
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Another item ![]() ![]() |
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.
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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 ![]() ![]() |
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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 ![]() ![]() ![]() ![]() |
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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 ![]() ![]() ![]() |
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A fantastic defence item for any physical damage based champion. Cheap, offers good attack damage and some armour with the fantastic passive of reviving after you die every few minutes. This late game allows ![]() |
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Towards the later stages of the game, lethality and the % penetration of the last whisper items become a lot smaller in difference against squishy targets. If you don't need both defence hybrid items like ![]() ![]() ![]() |
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Simple item here, you buy this instead of ![]() ![]() ![]() ![]() ![]() ![]() |
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A great defence item that will replace your ![]() ![]() ![]() |
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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 damage make this item really good. The DoT you take is also incredibly powerful as it slows down burst by 30%. Although you still take the full damage, it can buy you a precious second or two to deal some damage to heal it back. The only downside is that ![]() |
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Due to the fact ![]() ![]() ![]() |

Laning as

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,

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.

This is where

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

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

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



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.

So overall,

He's mechanically demanding, and will always be at least viable due to his flexibility. Tank/DPS

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

Remember, there is always Strength through Progress.


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.
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.

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