Jayce Build Guide

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Jayce, the Masterful Elitest

written by Naiotic

Jayce Build

Starting items

  • x 3
  • OR
  • OR
  • OR
  • x 5

Core Build

  • x 1

Late Game / Luxury Items

  • x 1

Situational Items

  • OR
  • x 1
  • OR
  • OR

Skill Order

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • Hextech Capacitor
  • To the Skies! / Shock Blast
  • Lightning Field / Hyper Charge
  • Thundering Blow / Acceleration Gate
  • Transform: Mercury Cannon / Transform: Mercury Hammer

Runes for Jayce

Masteries for Jayce

Table of Contents

  • Introduction

    Hello fellow League players my name is Naiotic and I am a NA player who has written previous guides regarding Nasus

    (Don't Feed, theorycraft V2.13) and Irelia (Infinite Lane Sustain) prior to the modification of the Leaguecraft website (and consequently the deletion of those threads unfortunately D:).


    As such this is my interpretation of the latest character Jayce, League of Legend's 100th Champion to enter the fields of Justice and his primary roles within the team composition, as well as where he fits into the current metagame and his strengths and weaknesses as such. As I iterated, this is my way of playing him and if you have better ideas/theorycraft I'm willing to discuss and add to the guide. This guide has all assumed knowledge of you playing League and understanding the concepts behind itemization and build order.

  • Summery-Pros and Cons

    Jayce is an excellent Champion, specialising in both durability and a surprising amount of damage. However he does in fact have difficulties in the Early Game if he is not given enough gold/assists, as he somewhat relies on both EXP and gold to itemize and become dangerous. 



    High level burst damage (assuming little armor/high AD)

    Excellent utility with Acceleration Gate

    Excellent chaser, high mobility

    Good CC (ministun, displacement, slow)

    Can potentially be very tanky

    AoE field hurts



    Mercury Cannon's form is abit weak (low damage early game, minature range of 500)

    Auto attack frame for Mercury Hammer is unresponsive if you have low AS

    Relies on a strong early game 

    VERY high skillcap level, if not the hardest champion in my opinion

  • Roles and Composition

    Jayce can fit into not only AD Bruiser and Jungle roles, but also potentially mid role regarding his high mobility and unexpected lane harrassment (primarially getting up in the mid's face and constantly getting aggressive to deny farm-remember to not overextend though!). However with high level play, don't bother playing him mid. In fact he still needs to be verified by the Pros whether he is viable against other top/junglers.

  • Masteries and Runes

    When playing Jayce as a Top, I prefer to take a 21-9-0 build, specialising in both armor and magic penetration %'s




    With this build I like to take the following runes: Armor Penetration/AD and Armor with a side of cooldowns to help with transformations/skills




    Within the Jungle I tend to prefer the 9-21-0 build, focusing on survivability and initiation 




    The Runes are as follows






    Why take armor penetration over AD for top?


    Well running the effective math, assuming you get a dorans for top you already are going to be doing 10 extra damage (plus scaling abilities) and to do roughly 15 more damage as opposed to penetration of armor (assuming the enemy has 40-45 at level 1, usually all tops do due to armor seals) is not worth it. See the chart below for proof



  • Skill Discussion

    Jayce is a highly customisable character in terms of skills, in fact setting him as the individual with the most varied selection of abilities within any Champion. This section will go into discussion of each of his abilities as well as the tips and tricks behind them. 


    His passive is  Hextech Capacitor, an excellent passive which grants quite high movement speed as well as ignoring unit collision which is good for creep pathing when escaping an enemy. Unfortunately it is only for a short duration, so use in conjunction with his Acceleration gate is key to ganks.


    Next is his ultimite:  Transform: Mercury Cannon / Transform: Mercury Hammer


    The Mercury Cannon allows Jayce to transform his weapon into the Mercury Cannon, granting a shread on the next auto attack hit. This scales with each level. This is incredibly useful for when leading into a gank as a jungler, or as an enterance to harrassment when laning due to the shread. 


    Likewise the Mercury Hammer, the other transformation grants additional damage on the next auto attack scaling with levels put into his ultimite. On top of this it also gives Jayce extra armor and magic resist. Whilst this is low at lower ranks, at higher ranks this becomes an excellent source of durability.


    To the Skies! / Shock Blast 


    To the Skies! refers to the Mercury Hammer's ability to slam the ground at a selected target's location, slowing the target. Keep in mind this ability is not latchable, such as Maokai's Snare or the shield bash after Pantheon's leap, and as such should the target flash out of it they will not be slowed whatsoever. The scaling co-efficent is amazing, at 1:1 so this should be ranked third in both top and jungle roles. The reason this isn't ranked first is because the early game damage is not extremely great, it is more of a midgame/late game spell due to AD scaling


    On the other hand Shock Blast uses the Mercury Cannon to fire an orb that explodes upon the first target hit. This is a skillshot that can be used in conjunction with Accelleration Gate to greatly increase the speed projectile, damage and range. The damage increase is set at 1.2:1 for damage to AD ratio, and on top of that is increased by 40% if fire through the gate, potentially dealing huge damage if it hits as well as having either high levels of AD (150+) with/or lower enemy armor if they don't prioritise it (less than 80)


    Lightning Field / Hyper Charge


    Lightning Field is an AMAZING ability considering the early game damage that can be obtained from it, and due to the passive it is highly useful to jungling (mana per hit with Hammer). Assuming a lead in combo at early game with Shock Blast through Accelleration gate, using the gate to speed and then transforming, landing Q and then using this will basically ensure that all magic damage is soaked by them (and potentially killing them, it is quite high burst damage to squishies). Within a teamfight it also is extremely potent if enemies do not pay proper attention to positioning.


    On the other hand Hyper Charge refers to the increase in AS from his Mercury Cannon auto attacks. Note that this CAN DESTROY WARDS IF USED, THE AUTO ATTACK FRAME IS EXTREMELY FAST. Another added bonus, when you activate this skill and transform to Mercury Hammer YOU WILL STILL GET THE ATTACK SPEED BONUS AND DAMAGE. It is not useful to transform into Mercury Cannon and use this apart from harrass, at least until later levels where the damage starts to hurt (Rank 3+)


      Thundering Blow / Acceleration Gate 


    Thundering Blow refers to the Mercury Hammer's knockback spell, an excellent source of crowd control due to the mini stun as well as repositioning ability. Use this to cancel all channels (Nunu, Kat, Karthus etc). The most amazing part of this ability is the fact that this not only does all these, but also takes a chunk of their maximium % Hp (obviously capped to monsters). Hence due to this, it is a mid-late game spell in my opinion due to the fact you won't see health stackers until 25 minute. Still, good utility and great for harrassment in lane, if maxed against tanky tops you are guaranteed to put on the hurt. Simply lead in with Mercury Hammer's Q, slow them down with the AoE and use lightning field and then E them out, making for a very devestating combo at rank 2. Just don't use it on a fleeing character unless your either sure they will die or you combo them with E+ignite. If a enemy is coming to gank, smash their faces in and deny them FB/kills :D


    On the other hand, Acceleration Gate is a "reverse Karthus Wall", giving any allies who pass through extra movement speed (and at later levels, up to 50%! Crazy?), Use this with your transformation when ganking and you are sure to catch up to all enemies (except anyone with dashes or Riven.) Better yet, combo this with To the Skies! to ensure you catch them. 


    Hence at the end of the day, I prefer maxing this way for Jungle Pathing (prioritise R,W,Q,E)


      Transform: Mercury Cannon / Transform: Mercury Hammer---------------> Lightning Field / Hyper Charge ----> To the Skies! / Shock Blast--------->  Thundering Blow / Acceleration Gate

    And for top, it is dependant on the Champion.   Thundering Blow / Acceleration Gate Has an excellent damage range for harassment if they are heavy tank based Champions such as Nasus, Gangplank and Nidalee. Hence I prefer to prioritise with this order (R,E,W,Q), due to the excellent harass combos you can pull off with him

    Transform: Mercury Cannon / Transform: Mercury Hammer

    Thundering Blow / Acceleration Gate

    Lightning Field / Hyper Charge

    To the Skies! / Shock Blast

    This is mainly because Q is ineffective due to low damage scaling early game (you need a LOT of AD for it to work) plus extra armor penetration for it to be effective (to counter heavy armor seal stackers)

    Keep in mind this is standard, if situation calls for it you can vary it up. This is a guide, not a constraint. 

  • Summoner Spells

    As top, take  Ignite and  Flash 


    Of course you can switch ignite for exhaust if you want


    Obviously for jungle:  Smite and either  Exhaust or  Flash

  • Build/Itemisation

    As playing Top



    Cloth Armor Health Potion


    "Cloth and 5" against heavy bruiser tops, in particular against characters such as Pantheon, Renekton and Riven to mitigate their early game potential whilst ensuring you survive


    Boots of Speed Health Potion

    Use if you feel you are more confident in lane dualing with your Mercury Cannon, as well as ensuring you can escape enemy ganks (remember, use E if they are too close)

    Early game/Midgame

    Wriggle's Lantern

    Wriggles is excellent if you constantly are getting hit and need to sustain. Excellent against Pantheons and Rivens. Not so much Renekton, he will always oversustain and harrass you out of lane (call for ganks if that happens)



    Enemy mid getting fed? Vlad/Malphite top? Use this to ensure some damage growth whilst surviving.


    Mercury's Treads


    You have Mercury Hammer, Mercury Cannon. Might as well finish it off right? These will keep those CC heavy teams off your back for abit




    Synergises with W's scaling as well as maximising early game burst (his initial starting AD is quite high, but not excellent like Lee)




    Use this if lane is being too difficult and you need health or a form of CC if Mercury Hammer's Q is not enough




      Wit's End


    Excellent item for the AS (more responsive Mercury Hammer included), magic damage and resist. Using this in conjunction with your W makes Jayce ruthless.


    Trinity Force 


    Gives him everything, since he does everything. An excellent item for procs, slows, damage and movement speed


    The Bloodthirster


    Need midgame damage as well as lifesteal? If you didn't take Wriggles, take this to maximise damage 


    Frozen Mallet 


    If you need to desperately get tanky, take this from the Phage. It will keep you alive with it's health, help with CC but isn't as recommended due to the low damage gains as opposed to Trinity 


    Maw of Malmortius (Icon not working? Bug report :l )


    Maw is an excellent item assuming you go for heavy magic resistances (adding Mercury Hammer's passive + Mercury Treads + Maw = What AP dmg?), not only that but whilst in addition to giving attack damage it also adds the excellent passive of adding AD with declining health


    As Jungle


    You will want to still take  Wriggle's Lantern simply because it is the best for jungling with Jayce (plus the ward helps out greatly to counter jungle). 

    Transition into either more damage or more tanky based on your top composition, if you have a tanky top (such as Singed/Malphite) take more damage with  The Bloodthirster, if not you can take [item=Heart of Gold] and then build tanky items such as  Phage and if you need further tanking the following helps

  • Jungling as Jayce

    Whilst Jungling as Jayce you have to observe and realise your limitations. These are essential to playing him. You are not God much as you'd like to be. Keep a cool head, gank often, counter jungle and remember map awareness.


    Skill allocation


    W,Q,W,E,W,R and then continue


    Blue start





    Wolves (backtrack past mid)





    Red start










    Jungling tips


    • Realise that his  To the Skies! / Shock Blast has great synergy with itself, you can fire SB into a camp and then jump to them due to the small visibility field SB provides. 
    • Don't be afraid to spam your transformation (R), it will allow you to get to camps faster and you will need to constantly transition between it to jungle
    • When counterjungling, you can harass the enemy by poking into his jungle. Even better, using wards and leaping in when they are doing blue buff/red buff, E the buff out and make it reset whilst you contend with them can allow them to waste precious time (ensure smite is up if you are doing this, you can also steal it if situation occurs)
    • Ward. Often. Wriggles is there for a reason


  • Matchups (Top lane/Jungle)

    To be edited in the future


  • Patch Notes

    Just released



    •  Hextech Capacitor (Innate): Jayce gains a quick burst of movement speed and ignores unit collision each time Transform is cast.
    • Hammer Stance:
      •  To the Skies!: Jayce leaps to an enemy dealing physical damage and slowing enemies.
      •  Lightning Field:
        • Passive: Jayce restores mana each time her strikes with the Mercury Hammer.
        • Active: Jayce creates a field of lightning damaging nearby enemies for several seconds.
      •  Thundering Blow: Jayce deals magic damage to an enemy based on their maximum health and knocks them back a short distance.
      •  Transform: Mercury Cannon (Ultimate): Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's armor and magic resist.
    • Cannon Stance:
      •  Shock Blast: Jayce 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.
      •  Hyper Charge: Jayce gains a burst of energy, increasing attack speed to maximum for 3 attacks.
      •  Acceleration Gate: Jayce deploys an Acceleration Gate increasing the movement speed of all allies who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
      •  Transform: Mercury Hammer (Ultimate): Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing armor and magic resist. The first attack in this form deals additional magic damage.

  • Changelog

    9/7/2012 (According to Little Endian-Non Americian) 

    Guide Created :D