Runes
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
Masteries
12 Ferocity
0/ 5
5/ 5
1/ 1
0/ 1
0/ 1
2/ 5
3/ 5
0/ 1
1/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
18 Cunning
0/ 5
5/ 5
0/ 1
1/ 1
0/ 1
4/ 5
1/ 5
0/ 1
1/ 1
0/ 1
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
0 Resolve
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
Skill Order
Q W E R
To the Skies! / Shock Blast
Lightning Field / Hyper Charge
Thundering Blow / Acceleration Gate
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

WHEN SOLOMID UPDATED THEIR SITE, THEY BROKE FORMATTING OF GUIDES BY DELETING ALL TEXT IN OTHER TABS, AND REMOVING THE INLINE PREVIEWS. THEY ALSO UNFEATURED EVERY GUIDE (INCLUDING ONES MUCH BETTER THAN MINE), UNLESS THEY WERE BY A PRO PLAYER (GENERALLY LOW EFFORT/QUALITY). BECAUSE OF THIS I ABANDONED THIS GUIDE, AND LATER QUIT LEAGUE FOR A YEAR.

BACK STREAMING AND ATTEMPTING TO CLIMB BACK TO DIAMOND AS OF FEB 2017.

KEEP PLAYING JAYCE, HES SICK.

SUMMONER: TAMATOA (EU)

STREAM: TWITCH.TV/FOXGLOV3S

TGG IS A CUCKOLD


Hi, this is my introductory (yet detailed) guide to my most played, and my favourite champion in League of Legends - Jayce, the Defender of Tomorrow.

I picked up Jayce mid season 4 on a whim and immediately found him to be a very rewarding champion to play. I started spamming him and began to rapidly climb with him while teaching myself how to play him, focusing on mastering him, learning his matchups and experimenting with different builds. He is a brutal lane bully in top lane, and an excellent roamer and poke champion for mid lane; he snowballs heavily and has amazing carry potential.

Pros:-Great lane bully-Insane burst late game-Absurd poke-Relevant throughout the game-Very easy to carry with-Solid roaming-Great split pushing-Shreds tanks and three shots squishies late game-Great skins-Very versatile and fun champion-Most handsome champion in League-THAT JAWLINE

Cons-Has some incredibly difficult matchups-Pretty squishy-Quite dependent on getting his core items-Only hard CC is a knockback-Smaller power spikes due to no ultimate (although still respectable with Q and W max)-Can get wrecked in lane by champions with multiple gapclosers

At the time of starting to make this guide (18/9/2014), this is my current win rate on Jayce: [img=http://i.imgur.com/bETA7yX.png]

And as of the time of my guide being featured (22/10/2014), these are my Jayce stats: [img=http://i.imgur.com/I4uaNXq.png]

Jayce is an incredibly versatile champion that can fill the roles of bursty assassin, amazing poker and sieger, or slippery split pusher. This guide will hopefully show you how to play him, in all 3 of these roles, to great effect.

[center][big]My Links[/big][/center]

[center][b]http://www.twitch.tv/acceleratetwitch

https://www.youtube.com/user/accelerate5[/b][/center]

Take Q level one for catching people in invades with your hammer form slow; scouting bushes with Shock Blast; or winning level 1 trades with 2 Qs. Take E level 2 to stop champions with strong level 2 engaging on you, and to protect yourself from level 2 ganks. Generally, for the first 2 levels as Jayce you just want to be harassing with AA's where possible and last hitting, as the Shock Blast combo doesn't do enough damage to warrant its mana cost. Put a second point in Q at level 3.

From level 3 onwards you can harass the enemy with accelerated Shock Blasts. If you get then enemy to 40% hp you will be able to all-in them and kill them. If you run ignite your kill windows is when they're at 60% hp. Since Jayce is more of an uncommon pick many people underestimate his burst, especially at level 3/4. Abuse this to cheese kills and snowball. You will always want to try and pick up a Tear and a Long Sword or Pickaxe on your first back.

If you are running teleport, keep an eye out for opportunities to turn around bot fights and secure some kills and usually a dragon for your team, giving you all an advantage.

Even if behind, you should have a Tear and Phage/Brutalizer/Hexdrinker by now, which is enough to clear waves with an accelerated Shock Blast. If you're falling behind, you can just wave clear your way back into the game.

If you're ahead, as a top laner you can repeatedly bully and poke your opponent under turret to deny them farm, then when they're dead/back, take their turret. Jayce's Hyper Charge is excellent for taking towers when it gets 3 or 4 points in it, and because of Jayce's disengage and move speed, with 2 wards you can easily take their second tower while split pushing, while remaining safe from ganks. You also have the options after taking their first turret of invading the enemy jungle with your jungler, or roaming down to mid to snowball that lane.

If you're ahead as mid lane Jayce, you want to try and use your poke and wave clear to force them under turret, either through your minions pushing, or getting them low enough so they have to stay there not to die. When you have succeeded in doing this, you should look to roam top or bot, depending on which is struggling/pushed/warded/low/etc. If the enemy roams without you realising until it is too late, use their absence as an opportunity to quickly push their tower, or to roam to the opposite lane and attempt to secure a kill there.

Mid game is where dragon is most contested and most important so, as a mid laner, you should use every opportunity you have to roam bot and kill them, or counter-gank and kill their jungler. This is another dragon for your team. As a top laner, keep split pushing to draw pressure top; if your team is competent, while the enemy jungler (and possibly mid) try and catch you, your team will be able to secure a free dragon. Also, obviously keep looking for TP opportunities if you are running it.

Also remember that mids transition into late game, is the strongest point for Jayce's poke and you can easily take a third to half of a health bar off of most squishy champions.

You have a couple options as late game Jayce.

You can either split push in which case you'd follow the advice from the mid game section, although ideally your team would be grouping and pressuring mid which would allow you to take inhibitor turrets and possibly an inhibitor. Your split pushing with all your offensive items and Hyper Charge is ridiculous and you can easily take towers in 10-20 seconds depending on your build.

You can group with the team and siege objectives using your insane AOE poke and if your team manages to push up to the tower, you can melt it with your Hyper Charge. If you catch a squishy you can also assassinate them with your ridiculous burst.

Bare in mind that in very late game, Jayce's poke is somewhat less effective then mid game and he is better played as an assassin with Hyper Charge (the reason why I personally favour the crit build on Jayce).

Some general late game advice that I consider very important but is often forgotten is that face checking can lose a game, and if you kill 1 member of the enemy team, you can usually take a free Baron, or dive them at their turrets and beat them in numbers (unless they have an AOE cc comp, or are SUPER far ahead).

Jayce can be picked into several different situations including:

-When you need an effective top laner for a poke comp, which will also bring full team disengage.-When you need a lane bully to set behind certain dangerous melee champs in mid lane, such as Kassadin and Katarina.-To wreck melee lane bullys in top lane such as Darius and Renekton.-When your team lacks siege or poke.-When your team desperately needs wave clear or a split pusher.

[center]Heres a basic build guide for Jayce!This should only be used as a basic guideline if you are unsure on what to build, but will get you through most games.[/center]

[b]Start[/b]

[img=items/dorans-blade.png] or [img=items/long-sword.png]

[img=items/dorans-blade.png]: if you are against a laner who you do not need to shutdown early, but will outsustain you (including with their items); or will go for an early all-in, where you will need the health to survive.[img=items/long-sword.png]: if you are against a squishy laner, who you can rush brutaliser into to abuse, or you are against a poke champion who will avoid all-ins but punish you from range if you choose to ignore them and AFK farm.

[b]First Back[/b]

[img=items/tear-of-the-goddess.png], [img=items/manamune.png], [img=items/phage.png]

[img=items/tear-of-the-goddess.png]: you always want this on your first back.[img=items/manamune.png]: a good rush since you don't often go Brutalizer anymore, and even just Pickaxe gives more AD than Phage for just 875 gold.[img=items/phage.png]: a solid item on Jayce, and a component of Black Cleaver.

[b]Mid Game[/b]

[img=items/the-black-cleaver.png], [img=items/ionian-boots-of-lucidity.png], [img=items/bf-sword.png], [img=items/last-whisper.png], [img=items/mercurys-treads.png]

[img=items/the-black-cleaver.png]: fantastic item now it gives your more kiting potential, allows you to shred tanks a little more, and gives a MASSIVE 20% CDR on upgrade from Phage.[img=items/ionian-boots-of-lucidity.png]: Great item as it allows for more poke, more tear stacking, more Attack Speed (through Hyper Charge), and more safety (through Gates).[img=items/bf-sword.png]: useful after the 2 previous items if the enemy team has almost 0 armor built.[img=items/last-whisper.png]: before BF if they've started building armor.[img=items/mercurys-treads.png]: instead of CDR boots if they have a lot of hard CC, or at least 1 hard CC that will guarantee death (Morg Q, Ahri E, Fiddle Q, Ashe ult).

[b]Late Game[/b]

[img=items/the-bloodthirster.png], [img=items/infinity-edge.png], [img=items/youmuus-ghostblade.png], [img=items/the-black-cleaver.png], [img=items/mercurial-scimitar.png], [img=items/banshees-veil.png], [img=items/guardian-angel.png]

[img=items/the-bloodthirster.png]: better for split pushing (for dueling purposes) and sieging (for sustaining enemy poke), shield can also help vs bursty teams. You can also get this as your final item if you're ahead and went for the IE build. It will make you near invincible.[img=items/infinity-edge.png]: better for assassinating the enemy team and killing enemies with a single Hyper Charge when ahead. Consider this when you're the sole hope of your team, or you feel the need to hard carry. [img=items/the-black-cleaver.png]: when they have multiple, high armor tanks/ when your team is all physical damage/ when the sole hope of your team is physical damage.[img=items/mercurial-scimitar.png]: when, similarly to mercs, they have a very vital CC to escape (Ashe R, Morg Q, Ahri E, Lissandra R)/ a suppress (Warwick R, Malzahar R, Skarner R)/ or a Zed (to cleanse Death Mark).[img=items/banshees-veil.png]: when they have a combo reliant burst mage (LeBlanc/Veigar/Annie) or dangerous long range engage (Blitzcrank/Morgana/Ashe/Thresh). Also a very good all round defensive item if you can't decide otherwise.[img=items/guardian-angel.png]: if against reset reliant carries (Katarina/Master Yi) to deny them reset so your team can blow them up as they are unable to escape/ the enemy are using all their resources to kill you only in teamfights.

[b]Don't Forget![/b]

[img=items/elixir-of-wrath.png], [img=items/elixer-of-iron.png], [img=items/sight-ward.png], [img=items/vision-ward.png], [img=items/greater-stealth-totem.png], [img=items/greater-vision-totem.png], [img=items/oracles-lens.png]

[img=items/elixir-of-wrath.png]: vital with the crit build as it gives you lifesteal.[img=items/elixer-of-iron.png]: against heavy CC teams where you can use the tenacity.[img=items/sight-ward.png]: vision denies and allows pick for your team, as well as preventing ganks and roams, very useful![img=items/vision-ward.png]: good to put in small choke points and around baron/dragon where you can clear a lot of wards, or get extremely long duration on the ward, making it very efficient. Also useful vs Vayne/Akali/Rengar/Talon. Vital for denyinh Evelynn ganks.[img=items/greater-stealth-totem.png]: amazing for split pushing, gives 2 free wards and gives you a lot of safety.[img=items/greater-vision-totem.png]: same uses as normal pink ward.[img=items/oracles-lens.png]: good for chasing Vayne/Rengar/Talon, good for clearing out entire jungles worth of vision with your team if you win a teamfight.

This section will be about which champions from each role Jayce does well with if they are on his team.

Top: [img=champ/drmundo.png][img=champ/nasus.png][img=champ/olaf.png][img=champ/ryze.png][img=champ/shyvana.png][img=champ/singed.png]Explanation: These are all tank or heavy bruiser champions that lack a gap closer and can be kited easily, yet are terror when they actually get on an enemy. The 55% move speed for Jayce's Acceleration Gate allows them to run directly onto the enemy back line and get in their face without them having the chance to kite. If you get [img=champ/drmundo.png] onto the enemy ADC he will just hit cleaver after cleaver, permaslowing them and getting them lower and lower while the enemy are forced to try and peel him off. This will usually be a won teamfight. And just think of how much damage [img=champ/nasus.png] can actually do late game if he gets onto a squishy.

Jungle: [img=champ/udyr.png][img=champ/hecarim.png][img=champ/warwick.png][img=champ/volibear.png][img=champ/vi.png][img=champ/amumu.png][img=champ/fiddlesticks.png][img=champ/rengar.png]Explanation: The first 4 work well with Jayce for the same reason as the top laners, as they are easily kited but are terrors when they can actually reach the enemy. The next 3 are hard engage champions that dive right into the middle of the enemy team, and lock down a . Jayce works well with champions like this because his gate allows his team to swiftly collapse on caught carries and blow them up before the enemy has a chance to react. Jayce works well with [img=champ/rengar.png] because he can use his gate to poke but with the secret intention of sending a stealthed lion speeding towards the enemy ADC.

Mid: [img=champ/ahri.png][img=champ/lulu.png][img=champ/lux.png][img=champ/nidalee.png][img=champ/syndra.png][img=champ/twistedfate.png][img=champ/xerath.png][img=champ/zed.png][img=champ/ziggs.png]Explanation: This one is simple, its poke. All these champions have strong poke and paired with Jayce can easily force multiple people to back off from objectives, or chicken out of teamfights and give up ground.

ADC: [img=champ/caitlyn.png][img=champ/corki.png][img=champ/ezreal.png][img=champ/kogmaw.png][img=champ/varus.png][img=champ/sivir.png][img=champ/twitch.png]Explanation: The first 5 are for the same reasoning as mid lane. Poke. If you pair Jayce with a poke mid laners and a poke ADC, you can literally kill an enemy who isn't on your screen by all concentrating your poke on one person, or you can force the entire enemy team back from their own turrets. [img=champ/sivir.png] also has good poke, but the main reason she works well with Jayce is her ult. The key part is that it gives the entire team a speed boost, which when stacked with Jayce's acceleration gate, gives a 5 man hard engage that works disgustingly well. [img=champ/twitch.png] works well with Jayce as the gate allows him to stealth then quickly run up to isolated ADCs and assassinate them, it also allows him to get optimal positioning in teamfights.

Support: [img=champ/blitzcrank.png][img=champ/morgana.png][img=champ/karma.png][img=champ/janna.png][img=champ/nami.png][img=champ/sona.png]Explanation: [img=champ/blitzcrank.png] for the reason that he can use Talisman to speed himself (and the team up), his W to speed himself up, and your gate for massive move speed allowing him to easily grab someone for your team to kill. [img=champ/morgana.png] as the move speed your gate gives her allow her to engage even harder with her ult, and stay on top of the enemy team ensuring that she CCs as many people as possible. [img=champ/karma.png] as with her RE she also gives a massive team wide speed up, which stacked with your gate provides massive 5 man engage, just like [img=champ/sivir.png]. The last 3 work well with Jayce as they give the much needed disengage for a dedicated poke comp; poke comps are countered by hard engage comps and these champions can completely nullify hard engage when played right.

1: [img=champ/drmundo.png]/[img=champ/ryze.png], [img=champ/vi.png], [img=champ/jayce.png], [img=champ/sivir.png], [img=champ/morgana.png]Type: Speedy hard engage compExplanation: This team has relevance all throughout the game, with the early game strength of Ryze top, Vi, Sivir and Morgana; Jayce to help carry through the mid game and a solid comp that has high damage, high CC, solid AOE, good poke, strong engage AND strong disengage in the late game. If Morgana hits a snare when teams are facing off, either Vi can engage, or Sivir/Jayce can use their team wide speed ups to instantly collapse on whoever Morg snared. If the team desperately needs to disengage, Sivir and Jayce speed combo can be used to evacuate the whole team at massive speed. With the speed ups in teamfights, Morgana will have absolutely no problem locking down someone with her ult, and Ryze/Mundo will be able to walk straight into the back line with no chance of being kited. Using their spell shield and knock back, Jayce and Sivir will always be safe from enemy bruisers diving onto them.

2: [img=champ/jayce.png], [img=champ/elise.png], [img=champ/xerath.png], [img=champ/corki.png], [img=champ/janna.png]Type: Dedicated poke and siege compExplanation: An extremely powerful mid game comp, that remains strong at all points of the game and is focused on relentlessly poking the enemy down with mixed damage AOE poke, and abusing the team wide huge burst if somebody should be caught by Xerath or Elise's stuns. This comp is almost solely for poking, and sieging with their insane wave clear, while spamming the single target CC until one enemy makes the mistake of getting hit and is 100-0'd. The biggest problem with poke comps is of course their vulnerability to hard engage. This is completely nullified by Janna who at the push of a button can perfectly disengage when the enemy team make a move. If you are teamfighting and things go awry, she can simply use her ult as a teamfight reset, pushing the enemy away and healing the team substantially. She can also use her shield to amplify your and Corki's poke as her shield essentially gives you a free B.F.Sword worth of AD. If your poke gets someone low Xerath also has the option to ult and attempt to finish them off.

Dragon is more important than ever with its new permanent buffs. Dragon control allows you to snowball out of control with your team wide buffs and for this reason I now recommend going Teleport in top lane whenever you can get away with it for the extra drag control, your team will thank you.

First dragon buff is really good so even if you're a couple behind, make sure you try and get 1 dragon at least. Second dragon buff is probably the smallest power spike (although the wave clear allows you to roam more from mid, or split push more in top lane). Third is a very nice little bonus as move speed gives Jayce a lot of safety. Fourth dragon buff combined with your Hyper Charge late game allows you to completely melt towers. It goes without saying that fifth dragon buff is incredibly strong so avoid letting the enemy make the leap from 4 to 5 at all costs.

I will briefly mention the importance of wards. I see way too many people just refuse to buy them. If you're getting camped? Buy wards. Planning to split push? Buy 2 wards. Playing mid lane? Buy a ward each for river brushes to prevent ganks, and save your team from the enemy mid roam. They're so cheap and so useful to spend extra gold on. Also buy pink wards. Place them in brushes in high traffic areas. I've had pink wards last 20 minutes and prevent multiple enemy attempts at ganks and objectives.

Also remember your trinkets. If you're against a [img=champ/rengar.png]/[img=champ/akali.png]/[img=champ/talon.png]/etc, an upgraded red trinket is an 8 second oracles, and gives them no place to hide. You should also be picking up a red trinket around level 9 in mid lane, so you can clear enemy wards and roam more effectively. You should pick a red trinket up a little later as a top laner as the extra ward allows you to split push more safely. You should always have an upgraded red trinket late game though, for vision control over Baron, Dragon, and the jungle.

Alternately, if you are split pushing a lot you can upgrade your yellow trinket at level 9, to give you more wards and more safety.

If no-one else on your team has one late game, you can pick up a blue trinket to safely check baron/dragon.

The following is a very small section taken from Vapora's Guide To Talon.


The priority of your consumables is as such: [img=items/health-potion.png]x2 > [img=items/vision-ward.png] > [img=items/sight-ward.png]. Don't buy a Vision Ward if you have personally already set one down, as you can only place one pink at a time.


I will take this as an opportunity to shoutout Vapora's Guide to Talon, as it is the most useful guide I've ever raid. i encourage everyone to read the section on mana efficiency as it really helped me so much.

Link: http://www.mobafire.com/league-of-legends/build/vaporas-guide-to-talon-336414

The obvious basic combo as Jayce is your Shock Blast. You can press E then Q through the gate but ideally, if your ping is low enough, you can Q then instantly E on top of yourself to take the opponent by surprise and make it more difficult for them to dodge.

My favourite all-in combo as Jayce for 1v1s is, starting in cannon form: QE>W>R>Q>W>AA-AA-AA-E>R and chase them down. This starts with an accelerated Shock Blast, followed by activating Hyper Charge, then changing form and using To The Skies! to get on top of them and slow them. You then instantly use your Lightning Field as you should get the full damage off due to the enemy being slowed. You then use your previously activated Hyper Charge in 3 hammer form AA's (as this buff is kept after changing forms) which will also proc the on hit magic damage from changing to hammer stance on the first hit. You then use your knock back to prevent them trading with you. If they are still at high enough health to kill you, run backwards at this point, if they are low and running away, change back into cannon form for more attack range and move speed, keep activating Hyper Charge on cooldown for bonus damage and snipe them with Shock Blast if they're about to escape. If they're low enough to kill but instead all-in you, change to cannon form and kite them with your range, using Shock Blast and Hyper Charge on cooldown for more damage.

Late game when you want to pop squishies in cannon form, use your QE for some burst damage and move speed, activate Muramana and Hyper Charge then AA them. If they're low enough to kill with your hammer form burst, just change form and leap in to finish them off. If they still have fairly high health, chase them in ranged form while spamming Hyper Charge.

Depending how the game plays out you play teamfights differently but generally when the teamfight begins you want to sit near your ADC and play like one. You stay in cannon form and use your Hyper Charge to melt anyone in your range. You use your gate to allow your team to fall back or engage hard, collapsing onto their carries. If their bruiser comes for you and your ADC, change to hammer form, knock them back ten use the move speed to reposition ready for your cannon form to come back up. If they start running, change to hammer form after using your gate and use your To The Skies! to slow them down and make a pick for their team.

Remember your Muramana active.

-Use To The Skies! on minions or jungle creeps to dodge skill shots if you can't dodge them via running.-You can Shock Blast jungle camps over the wall to get vision then use To The Skies! to jump onto the camp to get around the map faster, or escape ganks.-Casting Acceleration Gate on top of yourself for Shock Blasts also gives you an instant move speed spike, as well as reducing their window to dodge.-Running along the gate will repeatedly give you the movement speed boost so you can cast it sideways when running to lane so you can run the full length of it and get the move speed buff for a longer duration.-You don't [i]have[/i] to use Acceleration Gate to harass with Shock Blast.-Obviously as I mentioned earlier, you can cast Shock Blast before your gate in the combo, permitting your ping isn't too high.-Many gap closers can be interrupted with your knock back.-In ganks, after slowing with your To The Skies! or if your jungler lands their CC, you can run behind the enemy and knock them back towards your turret.-If you are sure you won't die from it, it is perfectly okay to flash > To The Skies! to make a pick.

  • Basic build should be a combination of [big][img=items/muramana.png], [img=items/last-whisper.png], [img=items/ionian-boots-of-lucidity.png]/[img=items/mercurys-treads.png]/[img=items/ninja-tabi.png], [img=items/the-black-cleaver.png], [img=items/infinity-edge.png]/[img=items/the-bloodthirster.png]/[img=items/maw-of-malmortius.png], [img=items/banshees-veil.png]/[img=items/randuins-omen.png]/[img=items/guardian-angel.png]/[img=items/mercurial-scimitar.png]/[img=items/trinity-force.png]/[img=items/youmuus-ghostblade.png]/[img=items/maw-of-malmortius.png]/[img=items/frozen-mallet.png]/[img=items/frozen-heart.png]/[img=items/warmogs-armor.png]/[img=items/zhonyas-hourglass.png][/big].

  • Max Q>W>E.

  • Split push when possible in top lane, and roam a lot with gate in mid lane.

  • Get tear ASAP.

  • You power spike at levels 1, 3, 4, 11, 13 with standard max order.

  • Your item power spikes are [img=items/the-brutalizer.png] (if you choose to get it), [img=items/muramana.png], [img=items/last-whisper.png], [img=items/the-black-cleaver.png] and [img=items/infinity-edge.png] (if you choose to get it).

  • Play teamfights like an ADC. Stay in ranged form and use Hyper Charge to melt the enemy team. Stay with your ADC and use your Thundering Blow to peel for the 2 of you.

  • General all-in combo is, starting in cannon form: QE>W>R>Q>W>AA-AA-AA-E>R and chase them down in cannon form.

4.21 - you now cannot use Hyper Charge, then wait for it to go off cooldown before attacking, instantly activating it again and giving you 6 empowered AA's. His burst has been nerfed but with a late game crit build he only needs 2-3 shots to delete someone anyway, so more a nerf to non-crit based builds. A deserved change as it gave him absurd burst, not a serious nerf (and he got the cooldown reduced by a second to compensate).

5.1 - they nerfed the damage on Hyper Charge, with it doing doing 110% AD per AA instead of 130%. Ugh. Very irritating nerf to Jayce, pretty significant but at least it doesn't affect his ridiculously good mid game. The change in which they took 5% crit off Infinity Edge and shifted it to Phantom Dancer for ADCs coming in the same patch also hurts. Like I said, annoying but you can still 3 shot people with all your offensive items if you get lucky with crits. Crit based assassin build certainly still viable but Bloodthirster might be more optimal now; further testing required. At least it didn't hit his poke at all and it's not at all a nerf to his lane bullying in top lane.

5.8 - new cleaver is ridiculously good on Jayce, it allows him to reach CDR cap with boots, cleaver, and runes/masteries. Tanks cannot stand up to you with this and it makes you a little tankier, and allows more kiting potential. This item is fantastic, even early.

5.11 - Jayce buffs! When they were on the PBE and his Hyper Charge damage had been nerfed to 100% damage per AA I was skeptical, but with it remaining the same at max rank, him now gaining his ult effect passively, and having higher bases on his Q's, he is a massive mid game monster and will be able to assassinate most people assuming you hit all your spells. With the lower cooldown To The Skies!, a larger slow, and a larger speed up to move speed on his Accelerate Gate, he has gained versatility. All in all a large buff to his mid game, and a decent buff to his late game. (Please note that at this point I will have missed changes to the guide since I will not have noticed everything that needs updating).

18/09/2014 - Work began.25/09/2014 - Finished the bulk of the guide.02/10/2014 til 21/10/2014 - Small updates and any extra information I could think of.22/10/2014 - Featured + 10,000 views!30/10/2014 - 25,000 views!06/11/2014 - 4.19 update + Gnar matchup added.19/11/2014 - 50,000 views!04/12/2014 - Patch 4.20 update.11/12/2014 - Patch 4.21 update + Change Log (with major relevance to Jayce) added above.18/12/2014 - Changed recommended items.16/01/2015 - Patch 5.1 update (still working on item builds).23/01/2015 - 100,000 views!29/01/2015 - Patch 5.2 update.06/02/2015 - Added Lissandra matchup and Nidalee matchup updated.12/03/2015 - Patch 5.5 update. Runes slightly updated and Fizz matchup updated.19/03/2015 - Big updates to rune pages; also added new Quick Build section for a quick, easy guide to Jayce itemisation; and Vapora's Quick Guide to Consumables.26/03/2015 - Patch 5.6 update.10/04/2015 - Patch 5.7 update + Sion matchup added.07/05/2015 - Patch 5.8 update.14/05/2015 - Patch 5.9 update. Large updates to build and item sections; minor updates to all sections; redundant item builds and starting items removed. Majority of changes based around Black Cleaver.04/06/2015 - Patch 5.10 update + Ekko matchup added.22/06/2015 - 200,000 views!24/06/2015 - Patches 5.11 and 5.12 update, as well as revision on Brutalizer.21/08/2015 - Patch 5.16 update + Fiora matchup updated.

That's about the sum of my guide to Jayce, I will keep this guide updated on new champion matchups, depending on flavour of the month mid and top laners, buffs/nerfs to Jayce and his counterpicks, and itemisation changes. Feel free to leave criticisms in the comments, and good luck playing the Defender of Tomorrow.

Comments coming soon!
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