IntroductionHey, Wingsofdeathx here with a guide for Jayce.
Jayce is a bruiser/ranged damage hybrid that has good team utility with his , which also can combo well with his for decent poke. He doesn't have the best initiation or damage by himself but with a team, he can be very dangerous as his abilities help his team re-position very quickly in a teamfight whether you are trying to retreat or get your team into the battle. He can stick onto squishy targets fairly well and even knock someone back into your team or a high priority target out of the fight with . This ability also allows him to execute low health targets as he deals % max health in damage making him a great asset to focus fire.
I find Jayce very fun to play. He has a unique playstyle and high mobility with and coupled with his very high range on (cannon form) and a large amount of abilities which give him a decent skill cap for a fast and exciting playstyle that is very satisfying if you can land everything. Not to mention he is a very solid split pusher as well as bolstering your front line or doubling as a mid range dps, Jayce can fit in many team comps and is a strong laner as well.
I like to go standard 19/11 on Jayce because he deals both magical damage through + and physical damage with both parts of and auto attacks.
I dont put any further points into offense because executioner isnt really worth taking. It is a small amount of damage and most of the time you are trading with champions that have over 40% hp so it doesnt even see much play in the laning phase of the game. It can help secure a kill but indomitable is just too good of a mastery to pass up since it helps you trade better by taking less damage from minions and from champion abilities as well. Keep in mind that it reduces damage over time abilities on each tick so you get more out of it if abilities spread their damage out over multiple hits.
As I said before, I like 11 into defense because it bolsters his already formidable tankiness and allows him to trade exceptionally well in lane. With the -2 minion damage and -2 damage mastery you can poke people down with your mercury cannon while taking minimal damage from minions, then close in for the kill with Mercury Hammer thanks to the extra hp/resistances from masteries plus Jayce's innate passive. I like the extra health to make me slightly tankier late game but health regen is also great to help him shrug off minion damage and stay in lane a little bit longer as he has no innate sustain. You can pick either one depending on the matchup.
Alternatively you can go 9/21 and go all the way down defense but I don't feel like this is necessary and you benefit more from the hybrid setup since you can harass so well in lane and stay pretty safe.
For runes I like to get standard resistances to round out your tankiness and flat attack damage and armor pen to maximize your ability to harass in lane. Armor pen is good because it scales well with your % armor shred, you have 2 abilities with a decent amount of flat physical damage, and it causes your auto attacks to hit harder on champions and scale better later into the game.
All of Jayce's damage abilities except for 1 have an AD ratio and his base damage is on the low side. I like to take AD quints to help boost his abilities and last hitting power as well as his ranged harassment with mercury cannon.
Armor seals and MR glyphs are standard for bruisers and even if you're building him like a glass cannon damage dealer they are still great in the laning phase and can even help later on into the game. There really isnt much else of an alternative to these runes.
At early levels you can zone people with Mercury Cannon. With these runes you can create opportunities to zone or even kill my opponents at early levels (1-3) since Jayce has a distinct advantage over other champions in that every time you skill up a new ability you get 2 new abilities instead of 1, with half of your skills doing magical and the other half doing physical, making your arsenal just that much more deadly in trades if you can combo everything together..
Flash and Ignite are key on Jayce for escaping ganks, making plays, and securing kills in lane and during teamfights.
Alternatively you can pick up instead of but that is situational.
I prefer Ignite because Jayce is a very strong laner who can score early kills with the extra damage. His combo does extremely high burst damage and ignite can be just that bit of extra damage to take your opponent by surprise and secure a kill. Also gives you some wiggle room for trying to execute people with your since if you miscalculate you can end up saving them.
Passive: Hextech Capacitor
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
A very nice passive. Great for running in range to use or running away with (Cannon form). The ability to walk through minions for about 1 second is often overlooked. You can catch your opponent off guard in lane with this while using your acceleration gate and switching to your Hammer to get an easy harassment combo off if they extend too close to you by running straight through the creep line.
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%.
To the skies is going to be your bread & butter initiation and gap-closing abilitiy. The base damage may seem rather low early on but it has 1 to 1 AD ratio and slows your target so you are almost guaranteed to get a free auto attack upon landing since it does not put your attack on cooldown.
Shock Blast is your long range harassment ability. Combined with your acceleration gate, the damage, range, travel speed, and area of effect are all increased significantly. I almost always try to shoot Shock Blast through Acceleration Gate unless I feel I need to save Gate for later use or I am only using it to get CS or light harassment and I dont want to AoE the creeps and push the wave.
Late game you can use this as your long ranged poke with acceleration gate in standoffs but when the teamfight breaks out you should save your gate to help positioning unless you are going for a long range snipe kill.
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 your one point wonder. With one point, this gives you an ability that maxes your attack speed for 3 attacks (Although it cuts the damage to 70% with just 1 point, its still a dps increase if you Orbwalk properly). The ability to recover mana while CSing/attacking with your Mercury Hammer. A very nice ability for harassing and (when you get your Phage) for proccing your Phage! Also remember that if you activate this and then switch to your Hammer, you will get the attack speed boost for your Hammer as well. This is great for activating your first attack on your passive since the animation is rather slow for some odd reason.
Lightning Field will only be used for the mana restore as it is your main form of sustain to keep up your harassment in lane since you can drain your mana quite quickly by spamming your full harassment combo. If you can, try to CS using your Hammer if it is safe for free mana. Activate Lightning Field if you are going all in for a kill since it has no cast time, but try to avoid using it otherwise since it just uses mana and you're not likely to keep them in the full 4 seconds early on in lane.
The lightning field is also great for pushing lanes once you get a few points into this and have your maxed since the combined aoe damage can mostly clear creep waves rather quickly making jayce an effective split pusher combined with his escapes and high burst damage to towers with his attack speed boost and mercury hammer passive.
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.
Great utility in both spells. I max this first in most situations and especially against heavy armor stackers like Malphite. You can cut through their resistances and keep their health low in lane with % health based magic damage. This ability is great to end your harassment combo as it knocks your opponent away making it very difficult for them to continue trading with you as it forces helps you disengage after dishing out all of your damage. It is also great to deny gap closing bruisers from engaging you if you don't want to fight them straight up, which you shouldn't have to since you can poke them from range and wear them down until its time to kill. For example if a Jax jumps on you with his stun activated just knock him away and laugh. Great to end a combo with for heavy damage and disengage or to open a counter harass combo if an enemy uses their gap closer on you, you can slow them knock them back with this and then switch to cannon form and run them down with range and superior speed.
Thundering Blow is great for peeling as well as executing targets in teamfights. Just be careful because if you miscalculate, you could end up saving a target so make sure you know the target will die when you use it for that intended purpose.
Acceleration Gate is the other half of your utility. This ability not only strengthens (Cannon Form) but also gives you and your team a pseudo Shurelya's on a fairly short cooldown (your allies can enter it from anywhere so you can lay it horizontal or vertical, whichever is better for positioning). Great for maintaining good positioning in stand offs and teamfights as well as helping you and the rest of your initiators to close the gap, or even helping your carries and high priority targets keep their distance from bruisers, assassins, and other forms of CC.
Always spam this ability with your stance change to get back to lane or to objectives faster since it only costs 30 mana with a 10 second cooldown.
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.
Straightforward ability that you automatically get at level 1 and can put additional points into as your ultimate. Great for added damage between Jayce's armor shred from Cannon Form and his extra damage from Hammer Form. The Hammer Form passive works well with Sheen and at level 6+ with a Sheen you can do considerable burst damage by swapping to Hammer Form, using + auto attack + for some strong free damage.
Just remember that the first attack after switching forms is rather slow compared to your normal animation and is pretty clunky, so try to get it out asap so you aren't stuck with a weird animation when it actually matters. His W from cannon form should help alleviate this so remember to activate it whenever you plan on going in with your hammer.
It may not look worth it to put extra points into this over but the tankiness you get while in Hammer Form is actually worth it since you will not be buying defensive items until a bit later, plus it also gives you free damage everytime you switch to Hammer Form. You can opt to not skill this up in favor of extra points into or . However, I recommend skilling his ultimate up since if used properly, his hammer form first attack damage is similar to what you would gain putting another point into and it also gives you some free resistances in hammer form which is always great!
Skill OrderThe skill order is flexible, but I generally like to get his 3 abilities at levels 1-3 since it gives you a distinct advantage over other champions. You will have 7 level 1 abilities counting your passive swap versus 3 level 1 abilities or 1 lvl 2 ability and 1 lvl 1 ability, giving you much more versatility and damage than most other champions at this level.
I like to start with E in most matchups although you can go Q. E is safer since you wont push your lane, can knock people away from you and speed yourself up. Q is more aggressive but will only do more damage if you can hit your full combo but this forces you into an early all in trade which is very risky and will most likely cause your lane to push. Since you will most likely be spending the majority of your time in mercury cannon for your first levels, you should only ever switch to hammer form to use your passive on hit and an ability. His E is perfect for this as it is his single best ability in hammer form for the laning phase at level 1 because it is so versatile with damage, escape, disengage, and it does not push your lane at all.
Afterwards you can max Q or E first depending on lane opponents. Generallty I like to put points in Q if against normal opponents who are squishy and dont stack armor since it gives you more damage per point as it increases both ability's base damage. However since they are both physical damage dealing abilities, against an opponent like malphite who stacks armor, I will opt to max E first since you can ignore their armor with magical % health based damage and keep his health low while avoiding melee ranged counter-trades, effectively zoning them.
Also you have to consider that E is much easier to pull off than a full E Q Q combo and will end up netting you more damage in the long run regardless if you cannot routinely hit your combo. This can be due to them hiding behind creeps and you not able to get between them and their creep line or for whatever reason. If you want safer trades you can opt to max E as it will still be good in most matchups where Q is good to max. An example of someone I would max Q against would be pantheon since he can stay away from you easily and is a relatively strong laner but your E Q combo can really hurt him. Its really situational you just have to play around with it.
W is your 1 point wonder for mana sustain and the max attack speed buff which is amazing at level 1 for getting in quick harrassment and proccing on hit abilities like , which you will buy early. Getting the slow from this item while hitting them with your W passive will let you easily get behind them and knock them back with which can help set up a very good gank opportunity or even let you kill them outright.
In some cases I like to put additional points into his ultimate whenever I need to be tankier in hammer form or if I find myself switching into hammer form alot because proper use of the passive attack buff from swapping deals decent free damage. It also makes you much more tanky while wielding your mercury hammer which is great since the resistances you get scale from the decent amount of hp from Dorans blades and your triforce before you build tanky items.
I like to start the game with + 3 or 4
This keeps you mobile so you can poke people down with Mercury Cannon attacks and stay out of melee range, then close the gap to be more aggressive once you've gotten your full combo.
I like building 1 or 2 and then a . If you have enough money after backing your first time, you can straight up buy a and skip Dorans altogether.
Afterwards finish and your choice of boots in any order.
Now decide exactly what your team will need later on as the game progresses.
If your team is lacking a solid frontline and needs you to bolster it, you can build items such as and to become tankier.
If you need pure damage then build either or
Some viable off-tank hybrid items are (If you do not opt for Triforce) and
You can mix and match these items any way you see fit. Accommodate to your teams needs and your enemies' weaknesses.
Example of a Standard Bruiser Build
Example of a Damage Oriented Build
Sometimes if your team needs a ranged damage dealer more than a bruiser you will need to build him like this or maybe a different way as long as you are fulfilling what your team needs. Jayce may not be the best for the job but he is versatile and can fill multiple roles. With this example you would play Jayce like a secondary AD carry only going in with Mercury Hammer to execute with a + combo.
Example Full-Tank Build
This type of build focuses more on survivability and utility. Madreds and Triforce along with Mercury Cannon and the % damage from Mercury Hammer's E help keep your damage relevant against tanky targets. This makes you somewhat threatening to their front line as you help peel for your carries with the option of diving onto a squishier target and helping your team focus them since you are so durable.
Early GameAt level 1 save your skill point and move with your team whether you are invading or defending your jungle. You might consider tkaing Q over E if it looks like a level 1 fight is breaking out since it is great for poking with range in lvl 1 fights or diving in with AoE damage and a slow if your team has the upper hand. It can secure you some kills in level 1 fights you otherwise may not have gotten. If you dont need your Q for any particular reason I tend to take E.
Once you get to the lane, I like to start out by using Mercury Cannon and focusing on last hitting and getting an occasional free shot or two while they try to last hit. Remember to abuse the bush to drop minion aggro and zone your opponent.
Once you hit level 2 and have both Q and E, you can do what I like to call your bread & butter harassment combo. This combo is somewhat of an all-in meaning if things go badly you have nothing left to escape with so make sure if the jungler shows up you can get away since you will be using all of your escapes to harass.
Start by pushing him off of the creep wave with a few auto attacks. If he backs up then throw down your acceleration gate and fire Q through it while running at him. Activate Mercury Hammer and run through your gate for a huge speed boost to catch up to them then Q to them, hit them once with your hammer switch passive, then E them away from you. Not many champions will be able to trade with a combo like this at level 2 if you pulled it off properly, especially since the combo ends with them getting shoved very far away from you. If you did this correctly you will force them to use health potions very quickly and can proceed to zone them with your Cannon.
After you hit 3+ try to last hit with your Hammer to get some free mana back, but only do this if its safe and he wont punish you for it. You can do the same combo as before but this time throwing in your W attack speed boost. Only use Lightning Field if you are going all-in since it requires you to stay near them for a long period of time and isnt very easy to get off safely in a normal trade.
If you want harassment that is safer you can try the reverse of the all-in combo. This involves you swapping into Hammer Stance, waiting a bit for your Mercury Cannon cooldown and then running at them, using + autoattack with your Hammer passive and then to knock them away. Immediately switch to Cannon stance, activate your W and use your gate + shock blast combo while running them down. This is safer because at the end of your combo you are closer to your gate and can speed away if you need to, and your will be off of cooldown sooner if you get ganked meaning you can knock the ganker away sooner as you retreat.
Although this combo is safer, it is harder to pull off as you will not have your gate speed boost to initiate the hammer portion of the trade and they can just walk away to keep you away. You also will not be able to probe for trading opportunities with your mercury cannon autoattack. You should use your judgment when deciding how to harass your opponent.
Mid GameBy now you should have your . You now want to fish for Phage procs either with your W attack speed boost or by just throwing random auto attacks. As soon as you proc Phage, you can go with your all-in harassment combo or play it safe and switch to your Hammer for the safer trade keeping your cannon abilities off of cooldown in case you need to escape.
When grouping for objectives or teamfights you will start off by being in Cannon stance, regardless if you're building dps or tank. Often, the first ability you will use will be your Acceleration Gate. Make sure you place this in such a way that your team has easy access to it and you can also get a good angle to shoot your Q through it as well.
Mid game skirmishes will usually consist with you poking at your enemy with E + Q combo in Cannon form until they are low enough for you to charge in with your all in combo. You will generally want to group with your team and push for objectives once you complete a but dont be afraid to afk farm and split push if it doesnt look like your roaming will pay off. Jayce is a very good split pusher because of his mobility, escape, and 1v1 dominance in the mid game.
Late GameYou should now be built for either a bruiser or a dps role. You can also be somewhat of a hybrid but I feel this isnt as effective by this stage in the game since you wont have the survivability to stand against their damage nor the damage dealing capabilities to take out important targets quick enough before you are focused down. By now your burst combo has fallen off. Even though your E scales with % max HP, your other abilities do not and you'll notice yourself doing less and less damage in 1 big burst like you used to mid game with Triforce and full combo at level 13+. Instead of diving in and trying to kill carries you should be looking to protect your carry now if she should require it. This means saving to expel divers or hi priority ultimates (like Amumu) from the fight.
Use your Gate to help your team reposition rather than using it mainly for your Q since it deals significantly less damage in comparison than it used to and your gate is much more valuable as a mobility tool now than a damage amplification on poke. Use your W to help proc Triforce on people diving in to slow them down and try to peel them off. You can also use to slow a group of enemies down and it combos very well with .
If you wen't for a more ranged carry type build, play like a ranged carry and a support for your other ranged carry (assuming you ran standard bot lane). Focus what he is focusing and keep both you and your other carries safe with your gate and if need be, your hammer abilities as long as it is safe to use them. Jayce's range is a little unsafe but after you get a few items and have your W maxed, you deal significant dps while buffed as you will have max attack speed and 130% damage for 3 shots. This will be a huge burst of damage if built like a carry. Just make sure to practice AD carry positioning and treat yourself like one but don't tunnel vision on just dealing damage as you need to provide utility as well.
Final CommentsThis is my third guide, hopefully you guys learned a thing or 2 about playing Jayce. Right now hes one of my favorite characters in LoL just because of his mobility and versatility with how well his kit fits together and flows into fluid combos in different orders. He feels strong and is very rewarding if played well. He has a high skill cap which is based around multiple aspects of the game, both mechanical and decision-making.
Thanks for reading my Jayce guide and I hope you enjoyed it.
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