Passive: Hextech Capacitor
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
So this passive is pretty useful when you use your Transform when you are chasing down an enemy that is trying to run away with little health. This passive will completely allow you to run through enemies and give you the speed to use your
and gap close.
Q: To the Skies! / Shock Blast
- 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.
- 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%.
So this (Hammer form) is the skill that allows Jayce to chase down enemies. It has an OK range which will allow you to jump on enemies. It is also usually Jayce's combo starter, like you use this skill first before you use any other skill. It does quite a bit of damage and you should max this first.
In Cannon form, this is your poke weapon. Use it with your
to do enormous amounts of damage in early/mid game. Its usefulness stops at around late game when the enemies start to get a lot of health, but if you use this ability well, you can deny your lane opponent of farm so that you get a head start on items.
W: Lightning Field / Hyper Charge
- 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.
- 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.
This is the skill that is maxed last with Jayce, for a good reason. There is not really a point to either its Hammer or Cannon form. The only usefulness is that every time you auto-attack with this ability unlocked, your Hammer form passive gives you extra mana, so you don't actually need any mana potions. The Cannon form only gives you 3 shots which are faster, which can be used to clean up kills or to take down minions, but there isn't really a good reason to invest in this skill. Take a point early, and max it last.
E: Thundering Blow / Acceleration Gate
- 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.
- 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.
I max this skill second, because this skill gives good utility with Acceleration Gate and a good interrupt and finisher as Thundering Blow. However, since Thundering Blow has been nerfed, you should not max this first. His Thundering Blow is supposed to be a finisher, dealing MAGIC DAMAGE to the target and knocking them back. Can be used to knock them back into tower for tower aggro.
R: Transform: Mercury Cannon / Transform: Mercury Hammer
- 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.
- 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.
Use this ability whenever you are trying to get to a location, due to it synergizing with your passive to give you extra movement speed. It also gives you extra stats according to the stance you are in. The next attack after you have Transformed also downgrades the target's stats. Take a point whenever you can.