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JAYCE BUILD GUIDE: JAYCE MID [S3] by aePheva

by aePheva (last updated over a year ago)

Featured2,332,661 Views 56 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Hextech Capacitor
QTo the Skies! / Shock Blast
WLightning Field / Hyper Charge
EThundering Blow / Acceleration Gate
RTransform: Mercury Cannon / Transform: Mercury Hammer
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Hextech Capacitor
QTo the Skies! / Shock Blast
WLightning Field / Hyper Charge
EThundering Blow / Acceleration Gate
RTransform: Mercury Cannon / Transform: Mercury Hammer

Champion Matchups

Introduction

I CAN CURRENTLY REWRITING THIS GUIDE FOR THE NEW TRINITY FORCE BUFF. JAYCE MID IS VIABLE AGAIN

My summoner name is aePheva, and I am currently Diamond 1 (almost Challenger yay!). I'm from Toronto and studying psychology at the U of T Scarborough campus. I got into League during beta but quit for a year, coming back to play during the end of season 1. I play a ton of Jayce mid and probably the best Jayce in North America (in terms of number of games and win rate).

Currently, I am working on my youtube channel. It's not that great as of yet, but stay tuned. You can find it at www.youtube.com/aePheva. I am also beginning to stream at http://www.twitch.tv/aepheva

Jayce has currently about a 46% (now 48%!) win rate. This is probably because most people play Jayce in the top lane. It is in my opinion that he is most viable as a mid champion and therefore this guide will exclusively discuss Jayce in the middle lane. His mechanics and playstyle will be explained in detail further into the guide.

[http://imgur.com/fDSJG6A.jpg]
[http://imgur.com/kkOSmpW.jpg]

My stats as shown. I have over 300 ranked games as Jayce at a 60% win rate.

Pros:
- Has a very strong, long range poke
- Large team presence with his Acceleration Gate
- Very high damage if built correctly
- Counters a lot of AP champions
- Jayce Bond

Cons:
- Very difficult to learn and master
- Heavily reliant on combos to do damage early game
- Mana issues early game
- Depends on itemization to stay relevant

Update Log

May 1/2013:
- Major guide revamp

March 18/2013:
- Seperated Core Items section into a seperate "Why Rush Manamune?" section. Is more in-depth.

March 10/2013:
- Changed Item Choices wording (I.E and BT)
- Changed Item Build (removed I.e in mid game)
- Changed Item Build (changed end game build example)

March 5/2013:
- Changed Item Build (BotRK hotfix makes it no longer broken)
- Updated "Core Items" section
- Added Vladimir, Yorick, and Xerath to matchups section
- Added Team Compositions chapter

March 4/2013: Added updatelog
- Changed Item Build (BotRK should be rushed)
- Added video (Vs Diana)

Masteries

I've found that the 21/9 mastery page setup as shown below is the best for giving Jayce the damage he needs. It offers also some defensive stats and hp early game. Notice the one point in Destruction. I find that extra bit of tower damage to be extremely useful mid/late game. Personal preference mainly.

21 points are in offensive because your main objective as Jayce mid is to do damage. If you want to be a tanky bruiser, then it's better to run 9/21/0. But that's a guide for another time.

VS AP MID:
[http://imgur.com/ToaelhW.jpg]

Simply replace the 3 in magic resistance and place them into Hardiness. Helps that extra little bit against attack damage spells.

VS AD MID:
[http://imgur.com/4A0HO6i.jpg]

You *could* try the 9/21 setup, but the tank role should ideally be either the top laner or the jungler. Jayce contributes much more to the team if you build straight up damage. You should also never get anything from the utility tree. Some people like to put 3 points into meditation for extra mana regen, but your early faerie charm into Tear of the Goddess will be more than enough to solve your mana issues.

Runes

[http://imgur.com/gfUh4qk.jpg]

RUNES I USE:
9X Greater Mark of Attack Damage
9X Greater Seal of Armour
9X Greater Glyth of Magic Resist
3X Greater Quintessence of Attack Damage

Explanation:
FLAT AD REDS: Jayce has a very low base attack damage of 54. More AD allows Jayce to last hit, harass, and generally do more damage early game. You could run armour penetration and it is true that this would benefit him in the late game. But the early game is where Jayce is the weakest and you should do everything you can to get through it.

FLAT ARMOUR YELLOWS: One of those "standard" runes. Armour reduces the damage of auto attacks from champions and minions. There's nothing better.

FLAT MR BLUES: Another one of those "standard" runes. Good for reducing the ability damage dealt to you. You could run Mr per level but that is personal preference.

FLAT AD QUINTS: Flat AD quints helps with last hitting, harassing, and early game damage. Same explanation as for flat ad reds.

In summary, this is simply the best set up for Jayce. The 15 extra attack damage is crucial for his early game harassing, as well as assisting with last hitting. Armour yellows and flat magic resist blues are standard.

Summoner Spells


Flash and ignite is highly recommended. Ignite gives you that extra bit of damage to get kills while flash allows you to reposition or flash over ledges and walls for a kill or to escape being killed. These two summoners are pretty standard for any mid champion.

Optional:


Barrier is a very good defensive summoner. It gives you that extra bit of health to survive enemy ganks and allows you to dive. I personally prefer more offensive capabilities (ignite) rather than defensive. Personal preference, really.

Exhaust is used as a way to reduce the damage output of a champion and therefore is almost always placed on the enemy ADC. That means you would have to be in range of that ADC. That means you will most likely to be dead if you are in range of that ADC. There's a reason why exhaust is mostly run on supports. I would highly recommend ignite instead.

Ghost can be viable, but it doesn't give you that instant reposition that flash does. It can be used, however, for the lower cooldown and the ability to chase opposing champions. I might test this in the near future.

The most viable summoner in this category in my opinion would be teleport. It would allow Jayce to backdoor (steal towers) in the late game. You could also teleport to top or bot lane for a gank. However, if you get teleport, you will be trading off lane dominance.

In summary, you *could* pick these summoners but I'd recommend not to, unless you know what you are doing. I highly recommend ignite/flash

NEVER GET:


They simply have no use on Jayce.

Skills

Passive: Hextech Capacitor

Explanation:

The extra movement speed from Hextech Capacitor is useful when you are chasing an enemy or running away. When returning to a lane, or roaming, always change forms (your ultimate) so you can travel that much faster. Furthermore, there is a brief moment while changing forms that you can walk through minions and champions. Useful for escaping and chasing champions.

With Acceleration Gate plus this passive, you gain a ton of additional movement speed. That's why you should always Acceleration Gate first, then switch forms and run through the gate.


Q: To the Skies! / Shock Blast

Explanation:

To the Skies! - This is your gap closer. It does a nice chunk of damage that scales with AD as well as slowing the enemy champion if it hits. Be EXTREMELY wary of diving in on the enemy champion with this skill. Most of my deaths are from using To the Skies! only to see their enemy jungler come out from the bushes.

Note that if the enemy champion has a blink or a flash skill, or uses flash, right before you land To the Skies!, they take no damage nor the slow. AND are examples of champions that can abuse this technicality.

Shock Blast - Your main damage skill. Note that if shot into bushes, it reveals anything hit. Useful for checking for champions. When shot through the acceleration gate, speed and range is increased dramatically. Damage is also increased by a fairly large amount. Great for sniping, poking, and stealing kills from your teammates.

One downside of this skill is it shoots in a straight line, and stops at the first minion, jungle creep, or champion it hits. A good player can hide behind his minions so you can't hit him with Shock Blast. Note however, that when Shock Blast hits something, it damages in a small RADIUS. With Acceleration Gate, the radius increases dramatically. That means you could hit the enemy champion EVEN IF YOU HIT THE MINIONS, and EVEN IF YOU HIT THE GROUND BESIDE THEM. The points in caps lock are very important. Be sure to practice them.


W: Lightning Field / Hyper Charge

Explanation:

Lightning Field - It does negligible damage, so I only put one point into it at level 4. Useful to regenerate mana in the earlier levels however. Not a very good skill in general.

Hyper Charge - This skill is the best attack speed buff in the game. Hyper Charge is the main reason why I rush a Muramana. At rank 5, it does 130% your base AD at max attack speed AS WELL as activating the passive from Muramana. Furthermore auto attacks fired with Hyper Charge can crit if you have an , for example.

Earlier in the game, however, Hyper Charge is not that useful and a waste of mana.



E: Thundering Blow / Acceleration Gate

Explanation:

Thundering Blow - Does percentage damage! Deals a very nice chunk of damage that stacks with Muramana. Note that it also knocks back the champion in the direction that you are facing. Be careful of the damage it does. I don't know how many times I accidentally saved someone with this skill.

This skill combos extremely well with your To the Skies!. You jump in with To the Skies! and it will slow the enemy champion. You can then WALK IN FRONT of them and use Thundering Blow to knock them BEHIND YOU. There is a glitch too, that if you use this skill a split second before they flash away, it will still knock them back. This will be discussion in the "Advanced Tactics" section.

Acceleration Gate - This skill gives amazing team presence by speeding everyone that passes through it. When chasing or running away from an opponent, always make sure to use this on your entire team. As said before, shock blast can be shot through this gate to amplify damage, speed, and range.

Note that Acceleration Gate can also be used to reveal the fog of war. Useful in some cases.



R: Transform: Mercury Cannon / Transform: Mercury Hammer

Explanation:

Mercury Hammer - You gain bonus defensive stats as well as a nice chunk of extra damage on your next auto attack. Note that this form is melee.

Mercury Cannon - Your first auto attack will lower resistances as well as transforming you into a range character. Fun stuff. You should always be staying in your Mercury Cannon form to farm minions. Also, if you can use the passive from Mercury Cannon before you use your other skills, the lowered resistances will make you do that much more damage.

It is also important to remember that your cooldowns are UNRELATED to each other after you change forms. It means you can do a glorious 12 hit combo (in video form soon!)




Skill Order

Your skill order should be R>Q>E>W, with one point in W at level 4.

Explanation:
: This is your main form of damage. Max this first, with one point at level 1. During the early and mid game, your Shock Blast/Acceleration Gate combo can do amazing damage. It is for this reason why I say Jayce is better than Nidalee at poking. A well timed combo can hit all five enemy champions.

: Get this skill at level 4 and max this last. It simply is not as useful as your other skills. The passive is useful for regening mana though. Hyper Charge is very useful late game, but not in the early game which is why this is maxed last.

: Rank this at level 2 and max this second. It is your disengage skill. If someone like a dashes at you, you can simply whack him away with a well timed Thundering Blow. It also deals a fairly nice chunk of damage. The Acceleration Gate is only needed at one point in the early game.

: As with all ultimates, rank this up as soon as you can.

Core Items

Starting Items:
RECOMMENDED:


ALTERNATIVELY



Explanation:
If you are just starting out as Jayce, I highly recommend the first build. With 6 potions, you will have all the sustain you need to survive in lane. The alternative build is for when they have a champion that cannot harass well such as Nasus or Cho Gath.

Core:
upgraded into into

Explanation:
Rushing tear of the goddess is extremely important. Always always always buy this first! It erases the mana problems Jayce has. The reason why Muramana, the upgraded form of tear, is so good on Jayce is because almost his entire skill kit is single target skills, with the exception of his Shock Blast/Acceleration Gate combo. Muramana furthermore combos extremely well with Hyper Charge.

I'd recommend upgrading Tear into Manamune as your first or second major item. I usually get Manamune as my first item, even before boots. This may seem contrary to common sense, after all, is it not better to buy straight damage or armour penetration first? But if you look at the math, Manamune is objectively better.

Why Rush Manamune?

Manamune gives +250 mana, +20 attack damage, +7 mana regen per 5 seconds. The passive increases attack damage by 2% your maximum mana, as well as increasing mana by each auto attack and spell used. Once you buy this item, you will always have at least 1000 mana, which would equal to 20 extra damage. Note that this is a conservative estimate. So for 1400 gold you get at least 40 extra damage, a lot of mana and passive mana regen for your skills.

Compared with a B.F. Sword that gives only 45 attack for 1550 gold... Manamune is objectively better.

But you might say, "Hey. Isn't rushing a BT the point in buying a B.F sword?" Look at the math. Buying a Manamune AND a B.F sword costs 1400 + 1550 gold = 2950 total gold. This would give at LEAST 90 attack damage (45 from Manamune and 45 from the BF sword). A Bloodthirster costs 3200 gold for 100 damage at maximum stacks.

Furthermore, the earlier you upgrade Manamune to Muramana, the better. The active passive of Muramana is, in my opinion, the best in the entire game. It allows you to do both attack AND ability power damage. I usually get Muramana by the time I get a Bloodthirster or an I.E. The fastest time it ever took me was 17 minutes, but I got a triple kill during the first minute of the game.

Note that with the most recent change to Muramana, it now does attack damage. What this means is that the damage from Muramana now calculates off armour pents!

In summary, it takes about the same amount of gold for about the same amount of damage. However, the earlier you get the Muramana, the better.

Item Choices

Attack Damage Items:
: Useful end game against high health champions. Good also against teams that lack armour. Do not rush this item however, the damage that this item gives for the cost it takes to buy it makes it a terrible early item for Jayce.

: I like to buy one of these right after I get the tear. It really helps to increase your health, last hitting and gives a little life steal as well. Personal preference mainly.

: If you find yourself struggling in lane vs an AP champion, I would buy this item early. It offers magic resist as well as a shield that would help deal with harass. Some attack damage stats as well so it's not a waste.

: I sometimes get this immediately as my major damage item after Manamune. It has amazing synergy with your Hyper Charge. Infinity edge is better when you want to do damage with your auto attacks, so it's better during the end game.

: Essential in shredding the armour of the enemy team. I like getting this after black cleaver for the armour reduction.

: I rarely get this. If I do, it is either my last or near last item. Useful against teams with a ton of CC.

: Good for additional armour penetration against all AD teams.

: The best item in terms of attack damage. At maximum stacks it offers a whopping 100 bonus AD. If you find that you need sustain, such as if the enemy team has a lot of poke, then you can buy this. I tend to buy this right after Manamune.

: Useful early game for a cheap source of armour penetration and some damage. I usually get one early after either my Tear or my Manamune.

Boot Choices:
: Good for reducing the time it takes between Shock Blast/Acceleration Gate pokes. With blue buff, you can spam your skills without fear of running out of mana. Get this if you need to seige towers and poke instead of full on team fights. These boots are what I usually get now, to maximize poke damage.

: Useful against CC heavy teams.

: I sometimes buy these against all AD teams that lack CC. Very situational.

Defensive Items:
To be honest, I rarely get any defensive items. The best offense is the best defense. However, if your team is very squishy or you feel that you die instantly, here are some choices.

: Good against teams with a lot of AP.

: I get this sometimes if I'm really fed. The other team prioritizes to kill you, but what do you know, you revive and your team cleans them up. Good as a last item, the stats it gives now aren't that great though.

: If I need to go tanky, this is one of the items that I'd recommend. Provides armour, hp and an excellent passive. Don't pick this item, however, if the other team is primarily ability power based.

: What's there not to love? Flat health, armour, and a passive that deals damage around you. It looks cool too.

: This item gives the most health in the game. If you're going tanky I'd highly recommend this.

Items Please Don't Buy:
: Your Hyper Charge already speeds your auto attacks to the maximum speed. So why would you need attack speed boots?

: At the amount of gold it costs to buy this, it is much better to simply build attack damage items.

Any AP items: You are a champion that scales off attack damage, not ability power.

In the majority of my games, my end build tends to look like this:
muramanainfinity-edgethe-black-cleaverionian-boots-of-luciditylast-whisperthe-bloodthirster

Early Game

The early game, or the laning phase, is marked by farming. Towers are still up, dragon and Baron has not spawned yet.

Note that "poking" is defined as doing damage at a distance.

Jayce has a very weak early game not because he lacks damage, but he lacks mana. It is very important to remember that you should ONLY use your Shock Blast/Acceleration gate combo to poke. Never ever use it to farm. There is one exception however, I'm going to share a secret that I haven't seen any other Jayce player use.

Always place a ward so that you can see the enemy wraiths. When the opposing jungler goes to clear it, you can use your Shock Blast/Accleration gate to steal it. Because the range is so incredibly large, you can snipe it fairly easily without leaving your lane. Practice this because it can really help you in lane.

It is also wise to poke ONLY with your Shock Blast. Your fairie charm will help you recover the mana that is spent.

Usually around level 4-5 I start playing extremely aggressive. Poke with your Shock Blast/Acceleration Gate combo once or twice and go in for the kill in your Mercury Hammer stance. Jump in with To The Skies!, land your auto attack and finish them off with your Thundering Blow. Remember to be careful about the enemy jungler. Always ward up!

Another important part of laning is the ability to harass and zone. Basically, whenever the opposing champions goes to last hit a minion, you auto attack and fire a Shock Blast. This gives you "Lane Control", or the ability to control the enemy champion. If you walk towards him, he walks away because he is afraid that you can kill him.

It might be hard to visualize what I mean, so here is a video detailing the process: [to be posted]

Mid Game

This stage is often called the objective phase. Fights for Dragon, even Baron, will be increasingly frequent. Towers will also start to fall at this time.

At this point in the game, you should have at least your Manamune and almost a major damage item like Bloodthirster. Before a team fight, make sure to poke often, whenever you can, with your Shock Blast/Acceleration Gate combo. Ideally, you should be getting blue buff. It really helps.

Because Jayce is being built full damage in this guide, be mindful of your positioning at all times. If you get caught, 9 times out of 10, you WILL die.

Seiging (Taking a tower):
If you are "seiging" or taking a tower, poke often with your combo while getting auto attacks on the tower in your Mercury Cannon stance. Your team should ideally be poking with you. If you placed a point in Destruction like I do, you'll find that Jayce shreds towers with his auto attacks and his Hyper Charge.

Remember, however, that your Mercury Cannon passive will not work on the tower. Neither does Muramana. But the extra damage from your Mercury Hammer stance passive does.

Dragon:
There's really nothing special or different when taking dragons. But one tip would be never to use your skills to take it. Stay only in your Mercury Cannon form and auto attack. You want to save your cooldowns for if a team fight erupts. Also note that it is wise to use your Shock Blast/Acceleration Gate to poke the enemy team, as always.

Late Game/End Game

This is the final stage of the game where most champions have now completed their builds. Most towers are down, and Baron will be highly contested.

The main objectives in this phase of the game is taking towers, Baron, and winning team fights. I covered how to "seige" in the last chapter. There is nothing different from taking Baron compared to taking Dragon. One thing to remember, however, is that if you get caught without your team, you WILL instantly die (unless you built tanky). Always always always be aware of your surroundings.

As for team fights, that will be covered in the next chapter.

Team Fights:
In team fights, Jayce's primary role is to be another ADC, or attack damage carry. You are in the back of your team focusing the closest person that you can. As always, poke with your Shock Blast/Acceleration Gate combo as often as you can.

If your team wants to initiate and go in, you should also use your Acceleration Gate to speed them up. Once you practice Jayce enough, you can poke with your combo AND speed your team up at the same time.

Stay in your Mercury Cannon form and auto attack with your Hyper Charge. Remember! Even if you run out of cooldowns, continue auto attacking unless you are sure you can win the fight if you jump in with Mercury Hammer.

The Jayce Combo

This is a separate section because it is very hard to do the full combo if you do not have prior experience with Jayce.

I hope this video will be of help: [to be posted shortly]

AP Champion Matchups

More will be updated as I gain more experience playing against them.

difficulty rating: 3/5 - A good Ahri will not die once she is level 6 so abuse the early levels! Note that if she snowballs, you will have a very difficult time in lane.

difficulty rating: 3/5 - This is a skill based match up. Pre-6 Akali can't kill you so make sure to harass with your auto attack as much as possible. Once she is level 6 however, she *can* kill you if you are low enough. As always, abuse your long range poke a few times.

difficulty rating: 2/5 - Harass all game. She can't stop your poke damage.

difficulty rating: 3.5/5 - This lane is surprisingly difficult. You can't jump in on a good Annie because of her stun, and she has enough burst level 6 to kill you. Try to sneak in auto attacks/pokes when her stun isn't up. I would recommend farming however, unless you know you can kill the Annie for sure.

difficulty rating: 2/5 - Farm up and poke whenever you can.

difficulty rating: 1/5 - Deny him farm by harassing with your auto attack and combos, easy lane if you dodge his skill shots.

difficulty rating : 4/5 - Beat her during the early game. Once she hits level 6, her gap closer and her knock up can and will kill you.

difficulty rating: 1/5 - Just auto attack him whenever he goes to farm. Poke with your combo if he wastes his jumping thing. At level 6, make sure to dodge his fish ultimate. But in general, one of the easiest matchups.

difficulty rating: 1/5 - Dodge his skillshots and this lane is pathetically easy.

difficulty rating: 2/5 - Although it is really really hard to kill Gragas, he cannot kill you either. Dodge his barrels. Just deny him farm as usualy.

difficulty rating: 1/5 - As long as you don't continuously get hit my his Q, this should be a ridiculously easy lane. Simply poke poke poke, and jump in when Karthus is low enough.

difficulty rating: 1/5 - Harass, deny, kill. Probably the easiest lane for Jayce.

difficulty rating: 4/5 - She can't kill you if you use Thundering Blow to disengage her ulti. Avoid letting her proc her q passive. It's really hard to kill her as well. Farm up. Note that she can simply blink away from your Thundering Blow. A good Katarina can be very very annoying.

difficulty rating: 3/5 - I've found that Jayce counters Kayle until she gets her items (or gets fed). Try to pick up a kill before she is level 6. Use your poke often.

: difficulty rating: 4/5 - A good Lux cannot be killed. If you jump in, she will snare you. If you try to poke, she will shield herself. She has a weaker early game, however, so try to poke when you can.

difficulty rating: 5/5 - Can't kill this guy, he can kill you. Farm up.

difficulty rating: 2/5 - Can't do much to you. Use e to knock him out of meditate.

difficulty rating: 2/5 - You do much more damage than him. Should be easy. Just make sure to dodge his skill shots.

: difficulty rating: 1/5 - Harass him when goes in to farm.

difficulty rating: 2/5 - Jayce wrecks ap nidalee. Just dodge her spears.

difficulty rating: 2/5 - Orianna is really squishy. Just poke her and dodge her skillshots.

difficulty rating: 2/5 - You out damage him for the entire game. Make sure to dodge his skill shots by standing behind minions. He *can* kill you once he hits level 6, so be wary.

difficulty rating: 4.5/5 - Unless you can outplay ryze, this lane is very difficult. Ryze WILL get tanky enough and will be able to do much more damage than you can. Try to push your lane early so he misses farm. Ask your jungler to gank as well.

difficulty rating: 1.5/5 - Poke when you can, jump in for the finish. Sorakas are naturally very squishy so unless you die a couple of times to their jungler, you will win the lane.

difficulty rating: 2/5 - You outpush and out damage him. Be careful of his gold card however.

difficulty rating 3/5 - Depending on how the other guy builds Vladimir, this lane is either really easy or really annoying. Note that you can out trade Vladimir in the early levels so don't be afraid to jump in with Mercury Hammer. Be careful of junglers, as always.

difficulty rating: 3/5 - This is more of a skill based matchup. Both of you have long ranged pokes. Be careful when he hits lvl 6 however, his combo can easily burst and kill you. Note that Xerath is extremely squishy so if you poke a few times, you can jump in with hammer stance and win the trade.

AD Champion Matchups

Jayce does less well against these matchups, compared to AP champion matchups.

difficulty rating: 2/5 - If you can dodge his combo, he's useless. Fun fact: you can e him out of his own ultimate.

difficulty rating: 3/5 - This lane is more of a skill based match up. Both of you can do the same amount of damage in poke. Both of you can deal damage with a gap closer. Abuse the fact that your poke has a longer range.

difficulty rating: 4/5 - Farm farm farm. Never jump on him unless you are 100% certain you can kill. Lee sin can sustain your harass and poke, remember.

difficulty rating: 5/5 - I really really really hate Yoricks mid. He sustains everything you do to him while out poking you with his ghouls. Just farm under your tower and beg your jungler to come. Luckily, Yorick isn't that great in team fights other than his ultimate.

difficulty rating: 2/5 - Poke. He can't kill you unless you over extend.




Team Composition

I feel like this warranted a separate chapter by itself because many times, people on your team do not know what to do when they see a Jayce mid. Even at Diamond elo, too many times we have lost because we had 5 AD champions and the other team built all armour.

As a squishy AD champion mid, ideally your top lane should either be a tanky AP champion or a champion with true damage. Your jungler should either be AP or tanky as well. Note that the mechanics of team composition is pretty advanced, and there is no way I could cover everything in one chapter. Everything I write below does not take into account of your bot lane composition, nor the enemy team composition. It also does not take into account what your team wants to do (poke, all-in, split push, protect the carry, etc).

These are simply champions that work well with Jayce at the Diamond elo level of play.

Good Top Laners:
rating: 3/5 - Her AP burst forces the other team to build magic resist, preventing them from stacking armour. Overall decent champion.

rating: 5/5 - I love Cho Gath. He serves as a tanky frontline to protect you as well as doing ability power damage AND a true damage ultimate. Also has tons of crowd control.

rating: 4/5 - Almost as good as Cho Gath. He's a tanky frontline as well, but lacks the amount of CC (crowd control) that Cho has. However, Darius offers more in terms of damage. Especially, his chain ultimates. Fun stuff.

rating: 4/5 - Better than Akali because she has some crowd control. Overall decent pick.

rating: 3/5 - Overall decent pick. This is only a 3 because Elise does nothing to protect you.

rating: 2/5 - I really don't like Fizz. The enemy team usually just ignores them and dives onto me. Only mentioned here because he's AP and a lot of people are currently playing him at top lane.

rating: 5/5 - Good Kayles are amazing. Their damage, their heal, their 40 second late game ultimate.

rating: 3.5/5 - Good for his ultimate and his CC. If Kennen builds tanky, my rating for him jumps to 4.5.

rating: 10/5 - BEST CHAMPION EVER TO BE WITH JAYCE. I have almost never lost a game where a Nidalee was on my team (something like 15-1 as of March 5, 2013). The Nidalee and Jayce poke simply has no counter in solo queue. Both AD and AP works.

rating: 4/5 - Good because Rumbles naturally build tanky. His damage is also nothing to laugh at.

rating: 4/5 - Tanky, consistant AP damage. People also tend to chase singeds for some reason. What is there not to like?

rating: 3/5 - A decent champion because he is tanky and offers AP damage.

If your top laner is an AD champion, your jungler should ideally be an AP champ. Otherwise your team will have a tough time late game.

Good Junglers:
rating 5/5: Tanky with an AOE CC that stops them from moving. Allows you to do more damage to a stationary target. I love mumu junglers.

rating 5/5: Same reasoning as a top lane Chogath

rating 4/5: Same reasoning as top lane Diana

rating 5/5: I actually really like Evelynn junglers. With her ultimate, there is no way for any champion to out run Jayce/Eve when she ganks. Shoutout to Kelberry's Evelynn, never lost a game with him as Eve on my team yet (4-0 and counting).

rating 5/5: Very very strong presence mid/late game with his ultimate.

rating 3/5: He has very weak ganks early game, when Jayce needs help the most. But Hecarim has a large impact late game, which is why he gets a 3 and not a 1.

rating 4/5: Very strong ganks, and tanky as well.

rating 4/5: A good Karthus jungler is nothing to laugh at. He has good ganks with his wall thing, that slows. Karthus has a very large impact late game as well.

rating 5/5: Very strong ganks and initiates with his ultimate. Extremely tanky as well.

rating 5/5: One of top junglers I like to have on my team. His ganks are amazing pre-6.

rating 4/5: A good Nautilus is hard to come by. But he offers CC, tankiness, and very strong ganks.

rating 3/5: This one is a bit iffy for me. Honestly depends on the Shaco.

rating 3/5: Very weak ganks pre-6. And even when he hits level 6, Skarner does very little damage. Only useful because of his grab, it's game changing.

rating 3.5/5: Good during the late game and against teams that cannot kite him. Early game, however, it's hard for an Udyr to successfully land his Bear stance.

rating 4/5: Very strong ganks, as well as an ultimate with a knockup. Furthermore, she is tanky and does a lot of damage. All in all, a strong pick.

rating 5/5: Another one of those underplayed champions that I really like. He has extremely strong early game ganks and damage.

rating 5/5: Strong early game ganks that does not fall off in the late game. He's kinda broken at the moment.

Advanced Tactics

I'll add in an in depth video on how to do these in the near future. Stay tuned!

The Gatling Gun:
When firing your Shock Blast/Acceleration Gate combo in make sure to fire your Shock Blast first then follow up immediately with an Acceleration Gate in front of you. It is much harder for the enemy to dodge this way. Too many times I have seen people place the Acceleration Gate first, then the Shock Blast. It requires a lot of time to learn how to aim this way, but the results are well worth it.

The Advanced Gatling Gun:
To fire the fastest Shock Blast/Acceleration Gate combo possible, it's not enough simply to fire Shock Blast first then to place your Acceleration Gate. You have to shoot Shock Blast while simultaneously placing your Acceleration Gate so that it is VERTICAL in front of you. This is done by placing the Acceleration Gate directly on top of yourself. However, it is very easy to place the gate behind you, or simply mistime your skills. Takes a lot of practice to do this reliably.

The Snipe:
You can fire your Shock Blast/Acceleration Gate combo through the fog of war, making it effectively almost impossible to dodge. Learn the range of your combo to utilize this properly and stand behind the mid lane ledge.

The WTF (because people always say wtf to this):
You can use Thundering Blow to whack champions through ledges, even larger walls such as the wraith camp. Useful when you are escaping.

The Singed Flip:
If you flash behind the enemy champion and activate your Thundering Blow at the right time, you will knock the enemy champ behind you even if they flash. Named after what Singed always does.

Here is a video that shows this in action (begins at about 8:25 for those that want to skip the beginning).



The Oracle:
Both your Shock Blast and your Acceleration Gate reveals bushes and the fog of war. Use this to your advantage.

The Thief:
You can steal wraith camps from the enemy jungler with your Shock Blast/Acceleration Gate combo. Jayce is the only champion in the game that can reliably do this. Master this, and you will have mastered Jayce.

Here is a video with commentary describing some of these tactics, more to come!:

Final Comments

Good luck with your endeavors. Jayce takes a bit of time to learn and master, but once you do, you'll find that he is actually quite overpowered. Also don't be discouraged if it takes a long time to learn Jayce. It took me something like 50 games before I started to win reliably.

Great thanks to Windask and Łightßrite for their help with my (upcoming) videos. You guys are fantastic.

Here is a full length game of Jayce OP: [to be added]

Comments

August 13, 2013 - 04:00 AM #1

i always carry with this build and we still lose

June 17, 2013 - 08:24 AM #2

I have a friend in Diamond 1 and he told me he disagrees with starting a manamune and that you should rush brutalizer/last whisperer because the armor pen scales better with the e/q combo. He also said that I shouldn't even worry about upgrading the the manamune until i have 650+stacks on it, and that I should pick up an early dorans or 2 for better objective control (turrets/dragon). And that rushing BT is a terrible option and should be the 3rd or 4th item in my build order for mid Jayce. I am just looking to hear your input on his input ^^

June 7, 2013 - 04:24 PM #3

Really awesome guide. I just bought Jayce last night to attempt in mid and was excited to find a well - UP TO DATE - thought out guide.



The video commentary and examples are a great addition and I'll be checking back in anticipation for more.



Nice guide, man. Appreciate Your time and thought.

June 5, 2013 - 06:58 PM #4

no I haven't o_0

June 4, 2013 - 10:11 AM #5

why have you removed your youtube-channel?

May 14, 2013 - 02:19 PM #6

1. What is this 12 hit combo you speak of? Is it common for you to pull off?



2. Any love for Zephyr as an item mid to late since it has movement, cdr, atkspeed, and tenacity?



I feel useless when all my skills go on cd in team fights and I feel that atkspeed gives jayce more options

May 13, 2013 - 03:54 PM #7

I level up E and R over W because of the % damage of Thundering Blow, the increase of damage of the ultimate passives and the increase of resistances.



Furthermore, Hyper Charge (W) scales much better during the mid/end game with Muramana and AD damage. Early game wise, not so much.



Also not to bash Voyboy or anything, I'm sure he's much better than me in top lane, but he could have killed the Xin during that early trade. If you watch the video, he only fired Shock Blast, without Acceleration Gate included. If he did the entire Shock Blast/Acceleration Gate combo instead he would have picked up first blood.



Maybe it's personal preference, but I would definitely go R,Q,E,W -especially in the mid lane.

May 13, 2013 - 03:28 PM #8

Hey voyboy has been lvling up q then w,e,r. He doesn't think R is great so he lvls last when he could lvl W which he says is actually op. I'm beginning to agree w him wat do u think? Also what about zephyr as an item on jayce? so far I think it's great.



http://m.youtube.com/watch?feature=plpp&v=wO6GM9T7K_8

May 11, 2013 - 04:16 PM #9

Yeah it should be BT instead of BC, BC was working out for me for some reason. But you're completely right, I'll change it in a few

May 11, 2013 - 10:37 AM #10

you should really put BT instead of BC. With Lucidity boots, masteries and blue buff, you already hit the CDR cap (39%). Getting more CDR is a waste. Not to mention that the armor reduction is useless as you are all about poke and burst. Additionnaly with BT lategame you'll just hit like a truck with W (600+ per attack, without mentioning 1K criticals without W on).

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