Introduction
Jayce. Beast top laner. Holy crap. I consider that he is even better than
, because he can burst Yorick down easily with ![skills/jayce/q.png [skills/jayce/q.png]](guide/skills/jayce/q.png)
He can beat anyone due to his ability to change from melee to ranged. Ranged obviously has its benefits, because he can attack from a range and still poke the enemy with his ![skills/jayce/e.png [skills/jayce/e.png]](guide/skills/jayce/e.png)
combo. However, melee gives him extra stats for damage, among other things, and can also regain mana every time he auto attacks due to his
passive.GUYS MY GUIDE IS UNDER CONSTRUCTION. THE MASTERIES AND RUNES AND THE ITEM BUILDS AT THE TOP ARE RIGHT, BUT EVERYTHING UNDER THESE WORDS ARE WRONG.
Team Fights
In teamfights, get into the middle of all the action. The fact that you actually can speed up your allies with your
in Cannon form means that you can contribute really hard to your allies. If you get low on health, get to the edge of the combat and shoot the enemies with your Cannon form, and when you see the opportunity to, flash behind a running enemy and knock them back, allowing your team-mates to completely circle him and kill him fast. Because he can change forms, you could pretty much be in the midst of it or just on the edge while still contributing. Go get the enemy AD carry first, because AD carries can deal big and consistent amounts of damage over time, while the AP carry can only burst for a while. Take the AD carry out by using all your skills starting with your
. Then just go through all your skills, and try to push the AD carry into your team-mates so that they can kill him fast. After that, supply a
for your team-mates so that they can catch up with the remaining enemies, and kill them all. It you guys lost the teamfight, and there is only a few guys left and their entire team is chasing you down, you can also provide your
to help your other team-mate get away from the danger. Remember to use your ult at all times while running away so that you can get the extra movement speed. That is another reason why I take ghost. He doesn't have a fast getaway, they all take time for Jayce to get away, and ghost can give you even more movement speed to very easily get away from a pretty darn big amount of enemies, especially after they burned all their skills for the teamfight just before.
Item Builds
Start With:
and 
That fourth health potion is actually quite important and can make a difference between you dominating the lane early on or losing it. Use them wisely.
Core Items:


The Tri Force is very important because every point in its stats are useful for Jayce. Some might say that a
is better, but it only adds to your attack damage, it doesn't add to your attack speed, health, etc.If some of your team-mates or you are feeding, and you can't find the $4070 to buy a Tri Force, get
If you don't even have the money for that and you see that your lane opponent is dominating you in the fights, get
first and try to build up to the wriggles.Situational: If the enemy is heavy AP, consider
over
because of the added magic resist. If your team is completely dominating but you seem to be under-powered, grab a
first just so that you can catch up.Final Build:
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All the others are very obvious, but you might question what the usefulness of
when you can poke hard with your combos, enough to kill the enemy, but it can just provide you with that extra life to kill the enemy.
Skills
Passive: Hextech Capacitor Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
Explanation:
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%.
Explanation:
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 doesn't do a lot of damage, and I usually max this second.
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.
Explanation:
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.
Explanation:
I take this first, and max it first, because both of its forms gives you a huge benefit. I tend to be an aggressive player, so I love the Hammer form ability. It can deal amazing amounts of damage according to how much health the target has left, and also knocks them back. You can use this as a getaway, or a nuke. Normally I wait until the target has low health, and then I run up to the target, use
to gap close, and then use this. It also stuns a target if you hit them, and also half stuns them for around .5 seconds. That can give you enough time to flash away and get out. If the target hits a wall due to your knockback, they will be stunned for a significant amount of time, giving you enough time to either kill or run away. The most used tactic is to flash behind an enemy running away from you, and then knocking them back to get more time to attack him before he gets back to the safety of his tower.
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.
Explanation:
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.
Summoner Spells
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
Explanation:
is pretty much essential for Jayce due to the fact that he does not have a good getaway skill. His E skill in his cannon form is a half getaway, but any enemy champion with CC can get you easily. Also, flash can be used to do some pretty cool things. For example, you flash behind the person to use your E skill in hammer form to knock him back, allowing more time for you to get hits on him before he gets away.
is to reinforce your getaways. As I have said above, Jayce does not have a really reliable getaway, and any champ with CC can stop him. It can help you get away, but also can be used offensively. If you use your Q in hammer form, you can slow the targeted enemy champion, but in order for you to knock him back, you will need to move behind him, and the hammer form Q does not give you enough time for that, especially in the laning phase when there are minions all around blocking your movement. Using ghost can allow for you to smack the guy back to finish him off.
is not a recommended choice but you can still work with it, because ghost gives you two options, while exhaust only gives you one.
Now this one is a tough one. I play Jayce a lot, and when I play him I feel no need to use ignite because of the fact that you could just change to cannon form and shoot him in the back. HOWEVER, if you really want to use it, I cannot stop you.
ProBuilds
Champion Select
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