IntroductionJayce is an Unique and balanced Champion. He can chance Stances (melee/range) to adapt the challenges he faces meanwhile the game goes on. After many games done with this champion, I found that He is a safe pick for solo top and a good toolbox for your team, when played right. In this guide, I'll share my own experience and opinions to maximize Jayce potencial.
For Masteries, I found 21/9 pretty good! Offer good Dmg and Extra HP/defense. The reason I take deadliness and Lethality, gives extra DMG for late game.
Marks: Flat AD
Seals: Flat Armor
Glyphs: Magic Reist per lvl
Quint: Flat AD
Why Flat AD Marks/quints instead Armor Pen?
Well, Flat AD will help you in Lifestealing and last hitting better and boost damage! As Bruiser your aim is directed to 100- armor glass cannon squishies, so flat damage is more handy than armor penetration! Plus Jayce have the tools to deal good dmg on Tanky guys: .
is for escape bad moments.
About ... People use more often. well is a good choice too, but is possable to solo top with . increases Jayce utility and is a manditory spell to shut down for brief moments an AD Carry. works as second escape spell, and Tower Dive faceroll, Gap Closer, AP AoE burst decreaser... etc etc... While is more a personal skill for secure a kill and to shut down Healers/heal.
About the other spells. I think is really personal question, if you like to go b often and roaming , if you like safe play ... Really depends on people play style. I just let my point about how important is on a top laner.
Passive: Hextech Capacitor
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
Good passive to boost MS and ignores unit collision... Great to escape and engage!
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.
This skill is maxed by many first, I dont blame nobody... but in my opinion maxing E first is more viable.
About the skill:
It's Good gap closer, with a slow effect on land. Dont provide much utility other than that. Deal low dmg on realy level, so aint good ideia jump on most of good toppers such , ,, and others...
1 - 20 (1.0 AD)
2 - 65 (1.0 AD)
3 - 110 (1.0 AD)
4 - 155 (1.0 AD)
5 - 200 (1.0 AD)
- 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%.
Its a good dmg skill and requires good skill shot abilities, also relies on to deal massive damage. Good to clear waves!
1 - 60 (1.2 AD)
2 - 115 (1.2 AD)
3 - 170 (1.2 AD)
4 - 225 (1.2 AD)
5 - 280 (1.2 AD)
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.
This skill have a good passive that allow you to not worry about mana, so you dont really need mana rege/mana items. About is active, deals good dmg, but its easly avoided since it takes 4 secs to deal is max dmg. Works great to clear and push waves.
1 - passive 6 mana per hit / 100 ( 1.0 AP)
2 - passive 8 mana per hit / 170 ( 1.0 AP)
3 - passive 10 mana per hit / 240 ( 1.0 AP)
4 - passive 12 mana per hit / 310 ( 1.0 AP)
5 - passive 14 mana per hit / 380 ( 1.0 AP)
- 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.
Another good steroid that is good for lifesteal and fast turret push. Funny how riot put pusher tools on the same key ^^
1 - 0.70% of row AD
2 - 0.85% " "" "
3 - 1.00% " " ""
4 - 1.15%
5 - 1.30%
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.
In melee from, this skill is anti bruiser. I will explain further, why. Works great to desengage and deal good damage at same time. As ranged is a good MS boost to engage or run away.
1 - 40 ( 1.0 AD) + 8% target max HP
2 - 70 ( 1.0 AD) + 11% target max HP
3 - 100 ( 1.0 AD) + 14% target max HP
4 - 130 ( 1.0 AD) + 17% target max HP
5 - 160 ( 1.0 AD) + 20% target max HP
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.
Not much to say... Its a diferent ulti with some usefull passives. I dont take points on this skill at lvl 6-11 becaus, for me works the best have 2 lvl 5 skill sooner. I start to lvl up as soon I build Heathl. Its great the synergize of getting HP and resist at same time.
To be fixed!
1 - this skill is auto learned. After Transform the next attack deals 60 magic damage. In this stance you have 5 armor/magic resist.
Skill OrderI Priorize this order -> -> -> but, its my personal build. I explained before, the boost from transformation didnt seem to worth it when I could have a second maxed dmg skill sooner. But I suggest for the first games, or if you really think is stupid:
-> -> ->
Why over ?
is an anti bruiser skill, work so great at top lane and is really OP... but since jayce dont have an ultimate its pretty fair. Thundering Blow scales from AD but deals magic damage, and to make even more OP, Riot gave him an health scaling damage. So it doesnt matter what your opponent builds will scale with tankiness. For exemple you face someone that bought armor to counter your ranged auto atks, if he does, will hit hard. If he build HP, will hit even harder, if is magic resist, he will counter 2 from 7 skills, plus you will deal good damage with auto atks.
If we max then you just asked "build armor vs me!". Not only armor will counter you hard; he wont be afraid to get close to you, as you had level up, since thundering blow would deal like 20% of they HP. To finish it: to deal good dmg with ranged Q you waste twice mana (no wonder I read "jayces" saying he was mana hungry champ)by pulling the Gate, plus its easly dodged behind minion wave and if you fail you may push your lane. Once you get OOM, you will be forced to go melee and your E wont help you that much.
Ok I understand over , but why over ?
This skill is all about maths and utility. in range, gives good damage, push turrets fast, synergize good with life steal, specially after level 3! 3 auto atks in 1,2 sec, each giving 20-30 hp AT Safe distance, it's something to take in consideration. As for lighting field, its good skill to gain fast mana, push lane, and to use while you are going back after a trade when seems clear that he wants to retaliate; Pop-up lightning field if he jumps on you and will deal good dmg while you wait, thundering blow cooldown.
E VS W VS Q
all the game damage calculation maths are taken from http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki
If you dont like maths skip this!
Imagine we are facing a champ with: 1300 hp, 50 magic resist, 80 armor (level 8)
Damage reduction = 100 / ( 100 + armor/magic resist)
AD reduction from 80 armor = 100 / (100 + 80) = 0.55 of total AD damage
AP reduction = 0.66 AP reduction
We have around: 120 add and not penetrations. AD from items -> 60 for exemple
as melee would deal at lvl 5: 200(66) * 0.55 = 146 / ranged over gate = 280( 79) * 1,4 * 0.55 = 276
as melee at lvl 5 : 380 * 0.66 = 250 in 4 sec, but we will never deal full dmg against normal players! / ranged: 3 * 120 * 1.3 * 0.55 = 257
as melee at lvl 5: 160(66) + 0.2 * 1300 * 0.66 = 320 /
Q deals 146 + 276 as AD damage
W deals 250 + 257 as Mixed Damage
E deals 320 as Magic Damage
Of course we cant take in considartion this maths, its easier to deal dmg with E (melee) than ranged Q->E, as its easier to deal Q->E than melee W.
From -> . With this you get sustain and Warded TOP! At this time you got few points on that will give you a good synergize with life steal. After level 3 , you get 15% of the DMG from e AA as health in just 1,2 secs! Yes aint that special, but compared to some other less sustain champ, such . At level 5, in cannon mode, just have 6 second cooldown, so... 80-100 HP every 6 secs aint that bad!
As boots, or if Heavy AD team.
Why not Trinity Force?
This 3 items worth almost the Same as , but you are much more prepared to Mid game than with TriForce. Trinity Force gives alot of stats but with this 3 items . More AD, Armor, magic resist and Health. Dont forget that this 3 items cost 4,2k gold and Trinity Force 4,1k, so with trinity you even lack boots! So Trinity Force dont seem to worth that much.
41 AD/ 12% LifeSteal/ 225 HP/ 30 armor and Boots vs bonus at mid game makes you
an AD carry and not a Bruiser/Off Tank.
Annoying Mode incoming... Pew Pew Pew slow slow slow time!! Focus Bad positionated - High value target and make him pay for behing in your auto atk range! This item is pretty good on ranged tanky, and jayce is one of them. You will stay in the front line slowing down people! And dealing good damage too!
If your team needs you to tank more:
Against Magic ; extra movement speed to keep up the chasing!
Against Melee good cooldown reduction
Against both for obvious reasons.
all of the options instead
If not, build after you finished and and you will have AD carry DPS every 6 seconds (cannon W)! Trust me!
Build Synergize (important)
What is Build Synergize?
Build synergize is a combination of items that support the Champ Role, as champ dmg DPS, team utility and much more! Leadind in a perfect optimization for that champ.
Jayce Solo top is a Bruiser/Off tank. As off tank, jayce have to shut down the enemy AD Carry, defend is own AD carry and tank when needed. That's the Rule of all Bruisers/Off tanks. Of course this is a fast discription of a Bruiser.
To aim that, we need to reach good amout of HP/Armor/Magic resist/DMG. So I came with the following build and will explain every single item:
Precious magic resist and, maybe vs an one-ap composition team will be enough as magic resist item. Why? Because you get 25 magic resist + 15-35 from melee form + x-24 from glyphs. So a lvl 18 you have 84 magic resist in melee form. With 4000+ hp and around 120 magic resist will be hard for an AP carry to burst you down.
Early help for good sustain that synergize well with range-W. With ranged W, you can get 60-90 hp in 1,2 secs, plus 20-30 hp per hit; That on the early stages of the game, 6-9 lv. Plus a ward that will help on ganks, and armor to counter AD bruiser too.
Frozen mallet... The main reason people questionate this build. Why Frozen mallet instead TriForce?
On lane phase building and then get a , you will be even more tanky. With early core build ++ you are ready for Team fights. While with , its cost more than and you are still squishy. To make even more my point, wont synergize with your skills as , because you will combo so fast that you will proc once: Perm slow in someone using cannon mode, proc fast auto atks with W and drop your Gate (with your team following you), will force a flash or secure a easy kill. Auto Atk slow also works good to defend a team mate, by making harder to the one trying to get close to him or to anyone back to your team, with perma slow! This I call utility!
This item was nerfed and many players drop it apart, yes it isnt a good item for all bruisers, but synergize way to hard with some champions, and jayce is one of them. This item gives 3 stats... Most people use only 2/3 of item's stats. with 3,5k hp this item provides 52,5 AD, but with this build provides 60 AD, plus gives good armor and crit chance that will synergize good at late game with (detailed explanation at IE part). So in summary, this item synergize with all AD skills, with , boosting crit chance 18+25= 43%, with hp from and with your rule, anti AD carry.
Not much to say about this item, good amount of HP that is needed. Dont synergize that much, other than but still is important.
The Main Dmg Item. Infinity Edge alone wont deal good dps! To deal good dps with IE we need good amount of AS, Crit chance and High AD amount. I recommend build this item as last, unless your are super feed, you can just skip Warmong (have at last , so you reach 3k hp) and build it. With + jayce reachs 43% crit change, combine that with - cannon, we have a AD carry dps on a bruiser:
3 auto atks with 30% more AD from W + crit proc = massive dmg in 1,2 secs. Dont forget the Slow movement proc from .
Dont forget the 80 ad increase to all your AD skills!
Also > for jayce! Cheaper and better dps.
This build Gives jayce the best performance from early to late game! you will never feel squishy! you will change Team Fights course! you will deal DMG and wont fall late game as many say! You will have extra utility with auto atk slows! Not even passive is safe from Ranged perm slow!
120 magic reist
This is "build synergize"!
Match ups tips
Tips when laning against:
Darius is one of the easiest lanes you can get, just keep range and E everytime he pulls you. He will lose all the trades and be poked to dead.
Fiora have double Gap closer, but no CC so, Once she jumps on you use Gate -> transformate and go back. Turn and she will be outrunned; once she double gap close, .
Irelia vs Jayce is medium lane. Jayce have everything he gots to counter Irelia kite, but you cant just jump on her and kill her:
- Always save Thundering blow to counter he Q.
- Always harass her when you can.
- Dont engage on her, that is stupid.
- Profit from every Irelia mistake! If she Q -> E - W and you throw her away, she will likely run away since W is wasted. Irelia with no W relies on R to deal dmg.
- Dont Forget her ulti that can change the face of the fight. She can heal so much that you end up with lower hp in seconds. You can push hard to force her use ulti and avoid loosing many mana/Creeps. Do it, only when you have your lane warded and after she use R, do a lane Reset.
Jax have harder time vs you than you vs jax, its simple to thundering blow when he tries to stun you. Counter strike gots high cooldown, so in that time you got free harass time.
Malphite is anti AD, but not anti AP... If he stack armor, just faceroll him with Q-E in melee form.
The counter to mordekaiser its to not let him snowball is shield. Just keep harass him, and your E will take down is shield so fast. Q -> E in melee form after burn is shield with AA will make him hard time. If he push hard to your turret you can farm well with Lightning Field.
Nasus is easly kited from range as well. Use Thundering Blow if he tries to come after you.
I dont know if this is a glicth or not, but your Thundering Blow resolves first than Olaf True damage, so he wont hit you with true damage at all.
Renekton and riven cant even get close to harass you. Thundering blow counter Bruiser hard. Riven and renekton are the easiest to counter.
Rumble can match up with you. Depdens on both players skills to figure out who wins the lane. But u can take advantage when he does mistakes, such using flames or is gap close, harassim with AA as much you can. If he gets too close Thundering blow is there to help.
This guy will just be a pain in the ***, but if you dont die in lane you will actually counter pick him, since he is bad at late game... Beside is ulti on is AD carry, I dont see what much he can do for his team.
more to come... Personal experience are well welcome too. Share it!
Team FightsIn team fights, you either defend your owns, you create a engagement oportunity. how? Pew pew pew slow slow slow! Yes auto atk in range someone worthfull and drop Acceleration Gate so your team will move faster and a little unlike guy will have his movement speed slowed.
If you need to defend, slow down engagers and prevent bruiser to get close to your carries. Use thundering blow if they get close to you. Drop Acceleration Gate to increase team movement speed.
ConclusionWith this guide I hope I helped people understanding more about jayce. With full build directed to damage, you end with the following stats:
http://tinyurl.com/d5pu8qm - PS: Some stats aren't that accurate, special armor/magic resist! The passive from ultimate isnt counted.
More top come