Jayce to the Face!: In-Depth Guide on Jayce

Full Metal Jayce

 

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I’m back with another champion guide! This time I will talk about Jayce, a top lane bruiser with a very unique ability set.

 

Stats

Damage: 46.5 (+3.5 / per level)
Health: 420 (+90 / per level)
Mana: 240 (+40 / per level)
Move Speed: 335
Armor: 12.5 (+3.5 / per level)
Spell Block: 30 (+0 / per level)
Health Regen: 6 (+0.8 / per level)
Mana Regen: 7 (+0.7 / per level)

Abilities

Hextech Capacitor – Gains 40 Movement Speed for 1.25 seconds and ignores unit collision each time Transform is cast.

This allows Jayce to gain good mobility in the early game. Spam this when you are trying to get back to your lane and the good thing is that it costs no mana.

Hextech Capacitator

Transform-Jayce has two transformations: Mercury Cannon and Mercury Hammer. Lets start with the cannon.

Mercury Cannon – 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.
Active: 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 by 10/15/20/25% for 5 seconds.

This stance should be up when you last hit minions. It should be your main stance and is the beginning for a teamfight.

Merc. Cannon

Mercury Hammer – 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.
Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and 5/15/25/35 Armor and Magic Resist.

The next attack in Hammer stance deals an additional 20/60/100/140 magic damage.

This stance should be your “tank” stance. Once you used all of your Cannon abilities dive in with this stance. Also a very good way to last hit because of the bonus damage.

Merc. Hammer

(Q Ability)To the Skies!– Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.
Leaps to an enemy dealing 20/65/110/155/200 (+1) physical damage to enemies and slowing them by 30/35/40/45/50% for 2 seconds.
Cost
40/45/50/55/60 Mana
Range
600

This is a really good AOE/CC. Because you leap toward an enemy, this a great initiating tool as you will literally jump into the enemy team damaging all as well as slow. Can be used as a chase ability as well.

To the Skies!

(QAbility) Shock Blast-Cannon Stance: 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.

Fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path dealing 60/115/170/225/280 (+1.2) physical damage to all enemies in the area of the explosion.
Cost
55/60/65/70/75 Mana
Range
1050

This is Jayce’s main cannon DPS ability. Combined with Acceleration Gate, Jayce is one of the most versatile champions in the League. I will discuss more below.

Shock Blast

(W Ability)Lightning Field / – Hammer Stance: Passive: Restores mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Passive: Gains 6/8/10/12/14 mana per strike while in Hammer Stance.

Active: Creates an electric aura dealing 100/170/240/310/380 (+1) magic damage over 4 seconds to nearby enemies.
Cost
40 Mana
Range
285

I love this ability because as Jayce, you are quite mana hungry and will need mana after poking your opponent with your E->Q combo. Last hitting a couple minions with these will bring your mana pool back up.

Lightning Field

(W Ability)Hyper Charge 

Cannon Stance: Gains a burst of energy, increasing attack speed to maximum for several attacks.

Gains a burst of energy increasing attack speed to maximum for 3 attacks. These attacks deal 70/85/100/115/130% (0.0) damage.
Cost
40 Mana Cost
Range
50000

I don’t really use this ability much besides attacking towers. For a quick burst, press W and you would have gotten 3 free attacks on the tower.

Hypercharge

(E Ability)Thundering Blow – Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.
Deals 8/11/14/17/20% of the enemy’s maximum health (+1) as magic damage and knocks them back a short distance. (200/300/400/500/600 Maximum Damage against monsters)
Cost
40/50/60/70/80 Mana
Range
240

This is a really good disengage as well as DPS.

Thundering Blow

(E Ability) Acceleration Gate-Cannon Stance: 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.

Deploys an Acceleration Gate for 4 seconds increasing the movement speed of all allies who pass through it by 30/35/40/45/50% for 3 seconds (this bonus fades over the duration).

If Shock Blast is fired through the gate the missile speed and range will be increased, and its damage will increase by 40%.
Cost
50 Mana
Range
650

This is a really good ability for the team, make sure to place this in front of your Shock Blast so it gains better damage.

Acceleration Gate

Ability Order

1:Q

2:E

3:Q

4:E

5:W

6:Q

7:Q

8:E

9:Q

10:E

11:E

12:W

13:W

14:W

15:W

16:R

17:R

18:R

Item Build

Starting Items

Boots_of_Speedx1(350) Health_Potionx3(105) ORCrystalline_Flaskx1(225)Health_Potionx4(140)Mana_Potionx1(35)Sight_Wardx1(75)

With the update of Season 3, a boots starting build has been heavily unfavorable. I would actually favor a the second starting build. The Crystalline Flask contains 3 charges that can be refilled once you recall. Each charge heals you and replenishes your mana for a small amount. You should use the health potions first, and since you will be poking with your E->Q, then you will need a mana pot as well. Getting a sight ward will help you avoid jungle ganks.

Build into

The_Brutalizerx1(1337)Doran's_Bladex1(475)Vampiric_Scepterx1(800)

Rush a brutalizer first if you are winning the lane, if not then follow the dorans and vamp scepter. Don’t forget your boots of speed if you didn’t buy it yet!

Mid Game

The_Bloodthirsterx1(3000)

By the mid-game, you should get your Bloodthirster. Farm a couple of waves and you will probably get your item fully stacked. After your item, go get your Trinity Force. Sell your flask if you want for more item space.

Final Items

Mercury's_TreadsThe_BloodthirsterTrinity_ForceGuardian_AngelThe_Black_CleaverLast_Whisper

This build enhances Jayce’s damage as well as provide a “second life”. The Mercury Treads well give you tenacity, allowing you protection against CC when you dive in with Hammer form. You may want to replace Last Whisper or Black Cleaver with a Muramana. You want to be able to spam those E->Q combos 24/7.

Runes 

Jayce Rune Page

Reds: Attack Damge

Yellow: Flat Armor

Blue: Flat MR

Quints: Flat Attk Damage

This rune page helps him with last hitting because of his low base attack damage.

Masteries

Jayce Masteries

You can change the 3 points in Utility for defense if you want. I just like the extra mana regen.

Summoners

FlashIgnite

Really common set up for most champions. I would sometimes add a Heal instead of the Ignite, but prefer Ignite.

TIPS

Alright listen up, because these strats can help you play Jayce.

1. E->Q: Place your Acceleration Gate right in front of you. Now fire your Shock Blast toward your designated target. The Shock Blast will do a lot of damage, and the chance of dodging is reduced. Keep in mind that when your about lvl 5 or 6, you can actually use this to kill all three caster minions in a wave.

2. E->Q: When you are facing a melee top laner, they will try to attack you. If they do this, put an Acceleration Gate behind you, and go through it. Then turn around and fire a shock blast. Your chasing lane opponent will take an accelerated shock blast full in the face. Sometimes, this combo doesn’t work and you end up firing a regular shock blast, but with practice you will get it.

3. Q->E: Fire the shock blast. Then right as the shock blast ends its range and detonates, place a Gate in front of it. This basically doubles the range of the Shock blast. I don’t really use this combo, but if you feel comfortably doing this, then go ahead.

4. E->Q->R->Q->W->E: This is your teamfight engage ability. When someone engages, like an Amumu bandage/ult or a Malphite ult, then do this combo. Get a gate and fire the shock blast. Change forms, go through the gate, and Q the enemy group or a squishy AD or AP carry. Depending on who is less tankier, focus him. Activate W for AOE damage, and then E the targeted champion. Continue to attack him, switching to cannon form and activating Hyper Charge and E->Q combo.

5. R: If you find yourself low on mana, switch to this form and hit some of the minions. Make sure this does not affect your last hitting.

6. E->R: A quick way to get from your base back to your lane. Put the Gate in front of you, and R as well. This will give you a quick burst of speed, and make sure to continue pressing R for the movement.

Laning & Gameplay

Early Game

Remember that Jayce has a really low base attack damage, and you will find it hard to last hit. Last hit and poke with your E->Q. Get wards. If you are blue team(blue buff close to you), then ward the tribush. If you are purple team(red buff close to you), then go down and ward the entrance to their blue buff.

Mid Game

If their top pops up to do drag, even the scores by taking their tower. Remember that W is a great way to get free hits on the tower. Jayce has great wave clear potential. E->Q the casters, switch forms and Q the rest of the minions. Since his E deals damage based on health, you may want to use it on the cannon minion.

Late Game

Follow combo 4 in teamfights. Ignite the AD carry. Flash if necessary to escape or to chase. Remember you Acceleration Gate can be put in front of your team to help them disengage or to chase.

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2 thoughts on “Jayce to the Face!: In-Depth Guide on Jayce

  1. only to give way to a larger 75 mm cannon, which was in a fixed mount as the StuG III , the most-produced German World War II armored fighting vehicle of any type.

  2. only to give way to a larger 75 mm cannon, which was in a fixed mount as the StuG III , the most-produced German World War II armored fighting vehicle of any type.

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