IntroductionHello, My name is Aussiebumbum, a gold elo player in S2. Ive been playing league since 2010 and since mid 2011 I took ADC as a main role for my team and stayed as an ADC player ever since. However, since late 2012 I played Jayce for the first time and as an ADC for a one off only on free week, but wonders worked and I suddenly took him fun and seriously as an ADC for once. After seeing all those summoners fail with him, I knew I had to make an impression upon the league. At first everyone thought I was a troll playing ADC Jayce, but as it turns out I started to carry multiple games in ranked S2 like crazy and when I started to look further into him, I took him as my Iconic ADC. SO, to all those viewers, I want to be known as the genesis of all those epic ADC Jayce's in their journey and I fully hope this guide helps to all levels of seriousness of his viable-ness in the current state of ADC's
Anyway, Jayce is a powerful ad carry if done right, however many consider him as a non-viable carry because of his range. Besides from this draw back, jayce can still dominate bot lane even with his mildly short range overall. But because of his kit, he make the laning phase scary to the opposite team, because of his overall CC to both escape and to fight and disposition an enemy
Bellow is my current ADC jayce stats from the start of Season 3, NOTE: All games below are all ADC games, I have never played ADC top before. (Including pre-season)[since the 17-2-13]
Masteries1st Set up: (Standard setup)
The main set up sticks with 21/5/4. (Can be 21/6/3 for more amour). This one is genrally a great build because it has dammage, Amour,magic resist (Flat amour or Magic resist if needed) and health pluse health regen. Unlike the build below (2nd setup), it doesnt have cookie. however. in return for this build you receive a high health regen resist but the same amout of manna regen. This setup is great if you can sit back and allow yourself to regen health before going in for another fight, but in theory you get more from this setup early game unlike the cookie setup. because you got a pernermant 6+ Health regen and resist.
2nd Set up: (Cookie Setup)
Most AD carries will lerk towards the 21/9/0 build mainly for the sustain, but because of jayce's kit, he doesn't really need that extra health/mr/amour. for me his manna regen seems to be a big issue in lane, and becomes a major problem if you can farm from auto attack range, but with the add bonus from you can heal yourself while ignited and/or heal yourself for that extra sustain and poke in lane.
As seen in the picture I recommend 9 Marks of attack damage, 9 greater Seals of amour and 3 Glyphs scaling magic resist and 6 Glyphs of magic resist.The biggest but minor thing about this setup is the Glyphs which I have chosen. In most cases people would stick with 9 Glyphs of magic resist, however in the guide I've chosen 3 scaling with 6 flat magic resist. I did this because most AD carries have problems with AP based abilities being thrown at them, so i though adding the 3 scaling would add a further + 5 MR in total compared to flat MR. It may sound like a little difference but it could be that 1hp that counts from a tick of death.
Use the standard ADC setup for the following champs:
However if you're up agsisnt a bot lane with a strong ap kit (For example tristina)I would recomend to go with the standard 9 Marks of attack damage, 9 Greater seals of amour and 9 Glyphs of flat magic resist.(Depending on their early game.)So you can compete with the dammage.
Use the standard ADC setup for the following champs:
- Miss fortune
Note: Champions which show up on both list's means any of the following rune setup's will work.
Summoner Spellsor with
I have two sets of summoners spells which can work.
1st Set up
The first is the common ignite and flash. this is a good balance between escape and early game dammage and because alot of AD carries build blood thirsters. ignite can be a good form at countering Lifesteal based builds. Another great thing about these spells is, it allows jayce to flash in and push them back with his E (Melee form) and ignite becomes a bonus at securing a kill.
2nd Set up
The second one is more focused on jayce himself. because jayce needs to press R to utilised his overall damage, the biggest con about him is he needs to get into the actual fight himself instead of being outside of it, unlike other ad carries. Barrier is a good way at keeping that sustain and overall its a good way to keep defensive without scarficing lifesteal % unlike heal. however heal is good for a good early game sustain, as it heal you and any allies around you but it will set a debuff for a set amout fo time which crippes your heal or any other healing effects.
Other spells to consider:
Clease is a great spell if the other enemy team has strong CC (CC like Stuns, Snares, Slows and Taunts) team fight wise, this is a great spell, but in bot lane it's great for cleasing off ignites to decrease you're chance of taking more damage let alone giving away first blood.
Exhaust is another great spell for Jayce. not only will it help you do more dammage in melee form but it will hep you take aim with Q and E combo in ranged form. Another great bonus with this spell is it provdies a great escape mechanic however more than 50% of supports will take it. which means in most cases it's useless-ish. However if youre jungle ganks bot. it a great way to secure kills.
Ghost is ok spell, but it's great for chasing down targets combined with your speed buffs. vice vera, it's also useful at running away. It's useful if you need to get in range for a combo but in most cases it's useful for getting away or kiting.
Teleport is upfront the most useful, team wise. It's useful for a couple of things. the first is it's ability to jump to othersides of the map, which are great if you need to push and need to get out quickly after pushing. another great thing about it, is if allied lanes are in trouble and are desperate for a gank. this can be useful if thats the case but if you know you're going to play passive in bot lane without a fight, I would recomend this. as it helps recover from lane after backing and it also decrese the time you're not soaking up XP and gold.
Passive: Hextech Capacitor
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
This passive is stronger than you think. the 40+ extra movement speed is great for chasing and heavily reliant when about to Q (Melee form) in for a slow. not only does it help you escape. it also helps you to get in range with any ability. however when you're stuck in a cluster of minions and you're stuck. sometimes it's great to press R and ignore unit collision for that 2.35 seconds.
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%.
This is a great ability for your melee auto attack to get in range. not only does it jump in, but it slows the target and any close surrounding enemies near by. this is great if you're chasing someone with a team and you need to setup a quick kill. once you jump in and the slow effect pop's in that player doesn't have a chance unless he/she flashes.
This is ability is just all round perfect for jayce. it has a poke which is good for taking down enemies low enough to start a fight and also catch and kill people in the fog of war. this ability is also a quick reliable ability to last hit minions early game and quick conjunction with E you can clear waves very quickly.
Tip: Blast can reveal fog of war for a short period of time.
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 ability is a weird one in melee form. In melee form you got two things, as a passive you gain manna each time you use an auto attack. this is useful when your out of manna and the other team's ADC as backed to base early game to buy and regenerate health. when they come back you could end up with half or even full manna once they get back and this allows a good early game sustain
The second one is the actual ability its self. When it's active it lets off a static field which does damage to surrounding enemies (Very good for pushing lane with melee Q and statikk shiv.) however the only draw back from this ability is that it scale only with AP and its the only ability which scales on AP on jayce's kit.
Unlike melee form, ranged form scales with AD and is the main reason ADC jayce is viable. this ability scales shreds both carries and tanks and when at ranked 5 it has a 3 seconds cool down which can nearly kill a single carry in single W process. this ability is also very useful for taking down towers very quickly as it does 130% damage based on Auto attack damage.
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.
This ability has great potential if used properly. because this ability has a push back it can sometimes be tricky to use. however if you jump in for a slow (Q melee for) you can actual give yourself enough time to walk around and push the target in the opposite direction and in most cases you will push them into a team mate who can help you do damage and cc. this ability can because a game changer if timed right however don't do this in team fights less your chasing after a fight or trying to make a play.
This is the third most important ability in jayce's kit. there are 2 main functions which it provides. the first being an Aoe speed buff to any allies who passes the gate. the second is the main the most important. If a Q (Ranged form) is to but shot directly though it, it will increase its projectile speed and also increase its range, damage and Aoe radius. this with conjunction with Q is the most important because it very useful for peeling down a team before a fight even starts and it provides a very good burst into early game. without this you cant catch people out in the fog of war. this ability is a must at level 2 if you started with Q at level 1.
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.
Even thought his R doesn't feel like an ultimate, it provides a new set of skills a and the best thing about it is each set does not effect another's cool down. which in other words if I were to use Q and press R that other Q in the other form will not be on cool down, but every time you swap you will gain a passive from R
When you swap to melee form from ranged form, you will obtain the melee abilities and have a melee base auto attack. on top of this you will gain a passive which does x amount of magic damage based on rank. this is useful if you need to burst a low health target very quickly and the great thing about it is you gain manna from W passive each time you auto attack.
Note: Passive will take effect each time you proc ultimate.
When you swap to ranged form from melee form, you will obtain the ranged abilities and have a ranged auto attack. as a passive, you're next auto attack will reduce the targets amour and magic resist. this is useful when your up against tanks and when you need to aim a carry with lots of amour, it helps are bursting them with the help of W in ranged form.
Skill Order->->(Wait for 3 shots)->
After pressing R
->-> (If you can position around enemy, otherwise spam it)->
The build above, is aimed at shreding and overall damage to both brurisers and carries. below i will discuss each item from offensive to defensive (teir 1-3 boots not included)
I primarily aim to build this because of jayce's strong mid game. rushing means your poke will be strong vice vera for youre auto attacks. In conjunction with Satikk shiv, you can blow 800-1k criticals into the late mid game.
Blade of the Ruined King (Aka Botrk)
After the they buff this item, it actualy made this worse in terms of adc jayce. however because buriser continue to thrive, its highly recomened to keep building this. mainly for the passive. If you dont need health shreding I would consider taking blood thirster insted.
This item is strong when paired with infinity edge. when you stack the Infinity passive with statikks, things can changes and when pushing lanes, you can wipe them out in a quick clear with melee Q's and statikks passive at the same time.
Last two Items
The first four items (Including boots) are really important because it something that I choose which balances damage with sustain and overall it's also a good pushing build because of Statikk shuivv.However the four last items are the one I will discuss because this will effect weather you become some glass cannon or a gun with a wooden shield in front.
Only buy this item after you finish your build (Allways and regardless) and only swap it for boots when the other team has alot of cc, but in genral, you will loose movement speed but you will gain considerably good stats overall.
I would consider this, one of the best single items of jayce. it has everything you need; a slow, short to auto attack buff and critical chance + attack speed. this item is a must for you if you want a balance with sustain and damage. bottom line, buy it if you're ahead, farmed or you can afford it.
You already have a amour shred built into the R's passive however if more than one enemey has over 100
amour, it's worth investing too later on.
amour, it's worth investing too later on.
Usually my 1st choice soon after I buy blade of the ruined king. most of the time I would rush ruby crystal or giants belt however if you need the control rush mallet.
On any ADC this item is good however it's passive for jayce isn't as good as his R already allows him to ignore unit collision for a set second, on the site note, I would swap this with statikk shivv if I was going for the ie/pd/bt and warmogs build.
The only Item I would swap for ruined kings blade if no one on the other side has any major mobility kits or is healthy in health.
Maw of malmortius
This item looks good against Fed Ap's but most of the time, sustain items like Blood thirster or Blade of the Ruined King can do a better job. Bottom line, leave this item for bruisers.
One of the best defensive items on Jayce, I would highly recommend if you were getting burst-ed really easily, but even having it makes a big difference.
Only get this Item if you're getting aimed in team fights every time.
If you need a quick early game-ish defensive item for mages or in a hard cc team like malphite or irelia, banshees veil is a great item and is a game changer if you're dieing mainly because of stuns/snares.
Build Break down: (Normal)
Build Break down: (Glass Cannon)
+ Flask for sustain,but you can skip and stick with pots
Early Game- Early game (Bottom lane) -
This stage looks scary but is easier than you think, simple tips like farm mechanics is a must and this is where my in depth guide of how his ranged Q and E works in lane and how you can Abuse the AOE.
Like any other ADC game, try to farm as much as possible before your first back, try farming as if your an EZ, as this allows you to rely on your Q to push waves when appropriated and properly when farming more than 2 targets in a short period.
Tips with Q->E (->)
Another way to effectively push waves is by learning to E]->Q which summons an acceleration gate which can increase your movement speed and dmg + AOE of your Q.
With your Q you can push/last hit in lane which becomes very useful later on when you can abuse the AOE created by the acceleration gate to catch enemies caught inside minion waves. Another tip I can give is the delay from Q reaching your acceleration gate. for example, most beginners and normally most people will press E for acceleration gate which alerts the other side your likely about to Q or engage with movement speed, However if you’re planning to Use an AOE shock blast to do damage, I highly recommend to lean to Q then E. Which allows a shot to start going and in most cases, if you smart cast E, you can actually allow the combo to be created if timed right.
Mid Game- Mid Game (Roaming/helping or farming bot) -
Mid game is when Jayce begins to shine. His kit becomes very useful in early team fights or ganks and with the easy Q-E combo (Melee) it's easy to step up ganks, however for some reason you lost your lane and you can’t be forced to roam, then I highly recommend to last hit minion waves down bot unless your back up with gold or you have to hold mid or fight a team fight. until then, farm until you have your 4 core items otherwise your w won’t bring back your game.
Roaming on the other hand is easy, because jayce's E and R has a movement speed buff, it makes up for easy movement around the map. For example, your mid's having trouble and you can risk leaving bot lane for a short period. I would highly recommend to going from either your jungle or their jungle. (Only go through the river if it's warded and your 100% sure no one will spot you) and proceed to bot mid lane.
At this point you have two options to encounter and making a gank.
- (1) Go Straight in with E->Q->R and Jump as soon as possible with Q and attempt to push them pack with E
- (2) Comes from behind with your E's movement speed, press R and jump on the enemy with Q followed by E
Late Game- Late Game (Warding) -
At this Stage you should have at least 5 items, and at all times I recommend to make sure and keep the map warded. Just like any game, map coverage is very valuable and If you see someone out of position, make a play unless you know the enemy's team mates are near and at all cost, don't engage unless you've poked them enough or you know you can't burst their AD or AP carry.
- Pushing/setting up a fight -
Other than warding, try to stick with the team at all times, or at least stick with your main carry or tank. once you're in a lane with a team and is head to head to the opposite team. I recomend to keep spamming the -> combo until your team makes a play and at all cost DO NOT and ever begin a fight.
If you're not head to head. try pushing lane, as long as you have wards or have a strong indication of where everyone is and who is and is not missing in action, let alone how close they are. keep pushing. As long as a lane is pushed, that's one more thing for the other side to worry about. keeping pressure is the key and if you can, kill baron provided that it's safe.
- Tips -
On that side note, this is the part where most fail at. Don’t forget to farm even if you got your 4 core items because keeping your lane pushed means your forcing pressure on the other side and keeping or at least supressing the blue/purple side from making any further moves until it's safe to do so.
Team FightsIn Team fights, don't play like a normal Jayce who builds like a bruiser, and at a ny cost DO NOT begin a fight unless you can burst either the AD or AP carry.
Like stated in Tip and Tricks chapter, I mentioned certain trick you can use to effective get the most out of an ability. like for example the Q->E trick. which slows the enemy and you walk around them to push them back into either your team for an easy kill or back into their side for safety.
asides from that, if the carries are down the next aim is to kill the bruiser. this is the part where most ADC's will fail and die. A trick I use with blade of the "Ruined Kings" item, is I smart cast the the item slot to the slot which "Ruined king " is set to and what this allows me to quickly spam it into the person I'm currently aiming, and in most cases with conjunction with w while the passive is up will result in extra damage and life steal, which could make or break the game all because of that extra sustain+damage.
In rare cases you might be placed to play passive in team fights, if this ever occurs I recommend to aim the closest person regardless unless you're in range of a carry. As most people say, if your gonna die make the most out of it and maybe it could help your team.
Tactics and Tips
In champion select:
- Ask for Taric or Thresh -
The first thing to ask yourself when your in draft pick, or even in normals is to ask if anyone can and is willing to support you with Taric or Thresh. My reasoning behind this, is because they provide great team fights down 2v2 and have a good balance between escape and fighting power/cc when combo'd with jayces Kit.
- Combat Ranked/Draft Logic - *First or 2nd/3rd pick*
Another Tactical advantage about ADC Jayce is the unexpectedness of the other team to counter you as top (Since he was mainly invented for top, most will think you are playing top). Only do this if:
- (1) They don't have a Caityln or
- (2) If your team is aware with an ADC jayce being picked
- General info -
Now, it may look bad for you being counter pick (Ranked/Draft) but realily is, it's not for bot lane provided they dont have a caityln . In most cases I would consider Jayce as a top tier ADC and in my books a Hyper carry in the right hands. primarily because his W shreds (Ranged mode)carries into the void late game and his E (Melee) is like a strong single burst % dammage + X dammage in total makes him strong against bruisers or even tanks.
(Video's coming soon)
The Good, the Bad and the Risky (Supports for Jayce)
Good Supports:Allways ask for taric or Thresh first.
Bad supports:Can work but usually becomes a bad mess.
Risk pick:High risk high rewards.
Difficulty 1/3 - Ashe is a easy champ for jayce to be against all game, don't be shy to make plays on her unless their support is someone to reckon with. however in the majority of cases, Ashe should be an easy kill unless she has an ult followed by a team mate to back her up.
Tips: Never Tower dive her unless her ult is down.
Difficulty 3/3 - Caityln is one out of the two hardest carries to lane against. As stated in this guide, Caityln is a hard carry to beat mainly because of her base range. She has the longest base Range in the game asides from Tristana's late game range and put that up against Jayce's mild/short range and you got yourself a a champ who can nearly free poke all game.
Tips: Play passive and only poke her with -> combo. Play aggressive into mid and late game.
Difficulty 2/3 - Corki can become a hit or miss heavily depend on each other's support. However if corki is playing agressive, you can make plays on him if you can land your first in melee mode before any other move.
Tips: If he jumps away, use your -> combo if it's off cool down.
Difficulty 3/3 - BE AWARE! This is the hardest champion you can ever verse with jayce and is the most risky and unsuccessful. His kit allows him to do more dammage out of range every because you can get in range to do damage and on top of that he has defensive abilities to easily keep him off you.
Tips: In every Team fight, aim him and make the most out of it with your in ranged mode.
Difficulty 1/3 - Ezreal is a easy champion to go against. other than his long range Q, he can jump around the battlefield for safety, however his escape has the minor flaw of allowing jayce to push him back into the field (Melee mode), Aside from his mobility, you can always catch up to him and poke him out of range both in early and late game phases.
Tips: Always Jump in with and push him back with in melee mode just before he try's to E out.
Difficulty 1/3 - Another easy lane, but because Jayce's R provides a Amour and magic resist shred in the passive. it allows him to ignore Graves's passive and do dammage as if it doesn't exist.
Tips: If he has a support which can stun or kockup, be careful to not get bursted by hit combo while his ult is up.
Difficulty 2/3 - If you're up against a kog'maw I'll advise to play aggressive early game. Because kog has longer range and more poke into late game, he can do destroy you before you can even touch him. however if you can abuse your early game advantage you can earn yourself a lead to make late game a even battleground.
Tips: Don't fight him if he has his E lay-ed out on the ground.
Difficulty 2/3 - This is another even match up. Miss fortune's kit allows her to do great and lots of amount of poke early game, and compared to Jayce's risky early game, that makes it harder. If you can wait until level 4 or higher you could and might begin to make a slow comeback or transition into a good late game, provided you keep farming.
Tips: Passive early game and stay focused on farming until you transition into mid/late game.
Quinn & Valor
Difficulty 2/3 - The most even and fairest ADC you can verse in bot lane, but if Quinn can land her blind (Q) while you have your W up, you can loose a significant amound of damage. Apart from the blind. never run if she has her ultimate on and play aggressive while your support is ready to make a move.
Tips: Never Proc in ranged mode while blinded.
Difficulty 1/3 - Some consider her a counter, but if you can teach yourself to not use an ability on her while her shield is up, you can actual force her to play passive in lane out of manna.
Tips: Place your down to taunt her and make her waste her shield. (Mind game)
Difficulty 3/3 - Tristana has an early game lead thought out most of the game, however Jayce's great burst gives him a slight advantage into late game, allowing him to have fair and even duels against her late game. While in lane, never play aggressive and Never fight her with her ult up unless you've poked her low enough for a -> combo.
Tips: Play aggressive once in mid game. (or 4 core items)
Difficulty 1/3 - Twitch is the easiest ADC to verse regardless of the phase of the game. Your overall utility and damage allows you to chase him and do more damage than him throughout all of the game and even if he receive his attack speed buff, you can allows burst him faster, if you can land your .
Tips: Aggressive but don't allow yourself to go out of manna.
Difficulty 2/3 - If you're up against a Varus, the game heavily depends if he can snare you with his ult. The main thing about this, is if he snares you, he can auto attack you in range and get his stacks up with his passive, however once thats down your basicly free for a kill because of your mobility and strong poke.
Tips: Be careful while his ultimate is available.
Difficulty 3/3 - Another challenging ADC into late game. Both Jayce and Vyane have even amount of damage output and utility and CC, late game you can do more dammage if you can land your in ranged mode, however the moment you get wall slamed or stunned, you become open as a free kill from her unless you make a quick move or use carefully on her.
Tips: Always have passive ready to kill or to escape and always fight her in ranged mode. (Never in melee mode unless chasing)
+ Guide made for pre-season 3
+ UPDATED on the 26th of February
- Item list/order totally reworked
- Summoner spell #1 changed from Heal to ignite
- Changed support champ info (Add thresh to best and nami as risk)
- Added Updates and tactics chapter
- Changed Good & bad supports to "The good, the bad and the risky"
- Deleted Early,Mid and Late game Chapters in compensation for new Tactic chapter
- Added further Infomation into Tactics chapter
- Added Runes chapter
- Made Changes to Introduction
- Changed resist runes
- Finish Tactics chapter
- Add Skill order, Summoner spell and Lane match up difficulty chapters
+ UPDATED On the 1st of March
- Guide is currently being looked at for approval/feedback
- Added more info in Match up's chapter
- Made changes to item build
- Made major changes to skills descriptions
- Add more information into item's chapter
- Fully updated Everything!
Any future content will be for any minor changes that will effect jayce (Updates weekly)
+ Updated 4th of May
- Changed the current build to suit current patch/meta. (Now starts off with Dorans and builds into BT and BC)
- Item build section being reworked + new item Black cleaver (Soon)
- Support Section being planned
- Ranked stats (Images) will be updated
Final CommentsBottom line, Jayce is a strong and powerful ADC. Above all, he has a kit equivalent to competing with everyday hyper carries, like vyane or tristana and the great thing about him, is the fact that everyone or at least the majority of people wont take him seriously and underestermae him. Remember kids, Ace with jayce.