This Jayce Build Guide focuses on playing Jayce in Jungle. He is a fairly unique champion that can play many roles from top, jungle, and bot lane AD carry. This guide will explore on how to jungle with Jayce and how to team fight effectively with him.
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Flash
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Skill Order
To the Skies! / Shock Blast
To the Skies! / Shock Blast
Leaps to an enemy dealing 20/65/110/155/200 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
Cooldown
16/14/12/10/8 Seconds
To the Skies! / Shock Blast
Leaps to an enemy dealing 20 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 30% for 2 seconds.
To the Skies! / Shock Blast
Leaps to an enemy dealing 65 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 35% for 2 seconds.
To the Skies! / Shock Blast
Leaps to an enemy dealing 110 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 40% for 2 seconds.
To the Skies! / Shock Blast
Leaps to an enemy dealing 155 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 45% for 2 seconds.
To the Skies! / Shock Blast
Leaps to an enemy dealing 200 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 50% for 2 seconds.
Lightning Field / Hyper Charge
Lightning Field / Hyper Charge
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*AP) magic damage over 4 seconds to nearby enemies.
Cost
40 Mana
Range
0
Cooldown
10/10/10/10/10 Seconds
Lightning Field / Hyper Charge
Passive: Gains 6 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 100 (+1*AP) magic damage over 4 seconds to nearby enemies.
Lightning Field / Hyper Charge
Passive: Gains 8 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 170 (+1*AP) magic damage over 4 seconds to nearby enemies.
Lightning Field / Hyper Charge
Passive: Gains 10 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 240 (+1*AP) magic damage over 4 seconds to nearby enemies.
Lightning Field / Hyper Charge
Passive: Gains 12 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 310 (+1*AP) magic damage over 4 seconds to nearby enemies.
Lightning Field / Hyper Charge
Passive: Gains 14 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 380 (+1*AP) magic damage over 4 seconds to nearby enemies.
Thundering Blow / Acceleration Gate
Thundering Blow / Acceleration Gate
Deals 8/11/14/17/20% of the enemy's maximum health 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
0
Cooldown
14/13/12/11/10 Seconds
Thundering Blow / Acceleration Gate
Deals 8% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (200 Maximum Damage against monsters)
Thundering Blow / Acceleration Gate
Deals 11% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (300 Maximum Damage against monsters)
Thundering Blow / Acceleration Gate
Deals 14% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (400 Maximum Damage against monsters)
Thundering Blow / Acceleration Gate
Deals 17% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (500 Maximum Damage against monsters)
Thundering Blow / Acceleration Gate
Deals 20% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (600 Maximum Damage against monsters)
Mercury Cannon / Mercury Hammer
Mercury Cannon / Mercury Hammer
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% for 5 seconds.
Cost
0/0/0
Range
0
Cooldown
6/6/6 Seconds
Mercury Cannon / Mercury Hammer
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% for 5 seconds.
Mercury Cannon / Mercury Hammer
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 15% for 5 seconds.
Mercury Cannon / Mercury Hammer
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 20% for 5 seconds.
W
Lightning Field / Hyper Charge
Passive: Gains 6 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 100 (+1*AP) magic damage over 4 seconds to nearby enemies.
Q
To the Skies! / Shock Blast
Leaps to an enemy dealing 20 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 30% for 2 seconds.
E
Thundering Blow / Acceleration Gate
Deals 8% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (200 Maximum Damage against monsters)
Q
To the Skies! / Shock Blast
Leaps to an enemy dealing 65 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 35% for 2 seconds.
Q
To the Skies! / Shock Blast
Leaps to an enemy dealing 110 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 40% for 2 seconds.
E
Thundering Blow / Acceleration Gate
Deals 11% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (300 Maximum Damage against monsters)
Q
To the Skies! / Shock Blast
Leaps to an enemy dealing 155 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 45% for 2 seconds.
E
Thundering Blow / Acceleration Gate
Deals 14% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (400 Maximum Damage against monsters)
Q
To the Skies! / Shock Blast
Leaps to an enemy dealing 200 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 50% for 2 seconds.
E
Thundering Blow / Acceleration Gate
Deals 17% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (500 Maximum Damage against monsters)
E
Thundering Blow / Acceleration Gate
Deals 20% of the enemy's maximum health (+{CharBonusPhysical}) as magic damage and knocks them back a short distance. (600 Maximum Damage against monsters)
R
Mercury Cannon / Mercury Hammer
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% for 5 seconds.
R
Mercury Cannon / Mercury Hammer
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 15% for 5 seconds.
W
Lightning Field / Hyper Charge
Passive: Gains 8 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 170 (+1*AP) magic damage over 4 seconds to nearby enemies.
W
Lightning Field / Hyper Charge
Passive: Gains 10 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 240 (+1*AP) magic damage over 4 seconds to nearby enemies.
R
Mercury Cannon / Mercury Hammer
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 20% for 5 seconds.
W
Lightning Field / Hyper Charge
Passive: Gains 12 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 310 (+1*AP) magic damage over 4 seconds to nearby enemies.
W
Lightning Field / Hyper Charge
Passive: Gains 14 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 380 (+1*AP) magic damage over 4 seconds to nearby enemies.
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18
Items
Starting Items
Hunter's Machete
Health Potion
x5
Full Game Build
Boots of Speed
Doran's Blade
Phage
Mercury's Treads
Frozen Heart
Hexdrinker
Last Whisper
Randuin's Omen
Maw of Malmortius
Trinity Force
Enchantment: Alacrity
Jungle Route
Main Route
Wolves
Ancient Golem
Wraiths
Wolves
Lizard Elder
Wraiths
Gank Mid
Gank Top
Secondary Route
Wraiths
Lizard Elder
Mini Golems
Wraiths
Wolves
Ancient Golem
Gank Mid
Gank Top
Third Route
Wolves
Ancient Golem
Lizard Elder
Gank Bot
Gank Mid
Wraiths
Pros and Cons
Pros
Able to change from Melee and Ranged starting from level 1.
Extremely mobile with Transformation and Acceleration Gate hastes.
Sustains mana very well with mana on hit generation and low mana costs.
Strong early ganks with strong initial haste and knock back.
High scaling
Cons
Low early game base damages on some of his skills.
Difficult to optimize as he scales with AD and AP, and does physical and magical damage.
I too feel like his strongest position is in top lane since he can trade very well with Thundering Blow and poke in Cannon form. However, he isn't too bad as a jungler his early game is a bit weak, but offers a lot of things other jungler's don't, ie poke, ranged basic attack and acceleration gate.
I really feel that Last Whisper is a little early in the build. Unless they are stacking armor like crazy, finishing the maw or the trin force would be a better option. Mind, if you are talking 35 minutes in, I guess the top and jungler (and possibly support) could be getting tons of armor... This is just an item I usually wait for. LW is a second to last item at the earliest in my mind.
Ofc, it is situational but at the phase in the game when you would normally get a last whisper if you aren't really fed, LW would be a good item to damage their tank line with.
I'm a main jungler, and quite fond of Jayce. He's well rounded all in all.
I don't like him too much bot lane. Even if he's tanky, his range is frankly bad (500), kinda bad for an ad carry that just wants to attack continually.
Top lane is gimmicky, you can get easily hard countered, more than lots of top lanes, and simply can't fight back.
Really love your guide, thank you for your time. :D
That's cool but the problem is not laning phase, but teamfights. With a poor range you're cannon fodder, while a kog maw / tristana outranges everything.
He just lacks a bit what every other ad carry got right now. Sure, he can be play bot, no kiddin', but I feel it's not his lane.
Wait ... why jungle Jayce ... when I play him top, granted this isnt ranked because hes still too new .. but when I play him top I destroy people. max E first, since with hammer, that ability will be your biggest damage dealer. Next max Q because when you switch ranged, you need that for the damage / poke. Finally get W, because until you are super tanky .. this spell wont help much anyway
So
Max E > Q > W (with R at 6,11,16) picking up Q at level 2, and W at 4
Start with either Boots and 3 pots (depending who you against. i.e. swain, vlad, singed...)
Or cloth armor and 5 pots (against heavy AD based)
Depending who you are fighting, stay inside ranged for poke / easy last hits, occasionally jump in when they get close by switching hammer, AFTER shooting E/Q combo. Jump in with Q, run in front of him, and E him backwards your side, pop W if you have it, and if he is low enough, pop Ignite and switch back to ranged, so now if he flashes, you can start with a E/Q combo again, or hit W for a quick and speedy finish.
Rush wriggles first. Make sure you always buy atleast 1 pot when you go back, and until you get wriggles (if you cant get it straight out on first buy) then pick up 1 ward as well.
depending on team, get boots next, Ninja if limited CC / strong AD or in most cases get Merc treads.
from their depends on what your team needs. But generally I work towards a trinity force as its Sheen procs are INSANE for tower pushing / combat. Since you are constantly switching stances to continue attacks. It also provides a slow for ranged chasing and such. plus a decent speed boost which helps get mana back quicker with hammer / escaping with E and R.
So boots > wriggles > tier 2 boots > Trinity (start with hammer to sheen then finish) from their it also depends on team once again. I go with either witts, or Hexblade to provide the extra MR needed. and generally most games are almost over at this point. but should you play a 40-50min match
boots > wriggles > tier 2 boots > trinity > witts or hexblade > and finish with your choice / pref of tanky / surviv items or more damage with a blood thirster.
gtfo with how to top lane, it's not about jayce being better top than jungle cuz that's what every idiot knows, it's about jayce being VIABLE in the jungle
if after some playing you feel you have major issues with particular champs who outsustain or have higher burst, then perhaps learning to play against them is something you should do with a new champ.
i mean, it's not even been two weeks. nothing can be set in stone so quickly.
I tried this out in a Co-Op vs AI game. The only thing I changed was exchanging the Last Whisper for a Bloodthirster. It gave me more sustain in team fights (since the AI has a tendency to focus down a target like crazy since, well, it's a computer).
I also got Trinity Force earlier since the damage from Sheen was giving me a great boost in damage when I'd gank with the Gate+ Shock combo.
I'll definitely update this post after I get crushed in a PvP game, heh.
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Posted 7/15/2012 7:06:49 PMjayce is not good in jungle, hes much better top lane, imo he belongs top lane
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Posted 7/20/2012 5:39:58 PMI too feel like his strongest position is in top lane since he can trade very well with Thundering Blow and poke in Cannon form. However, he isn't too bad as a jungler his early game is a bit weak, but offers a lot of things other jungler's don't, ie poke, ranged basic attack and acceleration gate.
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Posted 7/15/2012 8:45:07 AMI really feel that Last Whisper is a little early in the build. Unless they are stacking armor like crazy, finishing the maw or the trin force would be a better option. Mind, if you are talking 35 minutes in, I guess the top and jungler (and possibly support) could be getting tons of armor... This is just an item I usually wait for. LW is a second to last item at the earliest in my mind.
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Posted 7/18/2012 10:38:55 PMOfc, it is situational but at the phase in the game when you would normally get a last whisper if you aren't really fed, LW would be a good item to damage their tank line with.
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Posted 7/13/2012 4:36:22 PM-
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Posted 7/13/2012 7:08:39 PMLol.. hes ment to be played by switching between the 2.
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Posted 7/13/2012 10:25:26 PMStick him bot with Soraka and watch the burst damage never end...nuff said...Beat a Varus bot cus he couldn't outrange my buffed Q.
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Posted 7/14/2012 5:22:26 AMThat's cool but the problem is not laning phase, but teamfights. With a poor range you're cannon fodder, while a kog maw / tristana outranges everything.
He just lacks a bit what every other ad carry got right now. Sure, he can be play bot, no kiddin', but I feel it's not his lane.
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Posted 7/12/2012 9:41:20 PMWait ... why jungle Jayce ... when I play him top, granted this isnt ranked because hes still too new .. but when I play him top I destroy people. max E first, since with hammer, that ability will be your biggest damage dealer. Next max Q because when you switch ranged, you need that for the damage / poke. Finally get W, because until you are super tanky .. this spell wont help much anyway
So
Max E > Q > W (with R at 6,11,16) picking up Q at level 2, and W at 4
Start with either Boots and 3 pots (depending who you against. i.e. swain, vlad, singed...)
Or cloth armor and 5 pots (against heavy AD based)
Depending who you are fighting, stay inside ranged for poke / easy last hits, occasionally jump in when they get close by switching hammer, AFTER shooting E/Q combo. Jump in with Q, run in front of him, and E him backwards your side, pop W if you have it, and if he is low enough, pop Ignite and switch back to ranged, so now if he flashes, you can start with a E/Q combo again, or hit W for a quick and speedy finish.
Rush wriggles first. Make sure you always buy atleast 1 pot when you go back, and until you get wriggles (if you cant get it straight out on first buy) then pick up 1 ward as well.
depending on team, get boots next, Ninja if limited CC / strong AD or in most cases get Merc treads.
from their depends on what your team needs. But generally I work towards a trinity force as its Sheen procs are INSANE for tower pushing / combat. Since you are constantly switching stances to continue attacks. It also provides a slow for ranged chasing and such. plus a decent speed boost which helps get mana back quicker with hammer / escaping with E and R.
So boots > wriggles > tier 2 boots > Trinity (start with hammer to sheen then finish) from their it also depends on team once again. I go with either witts, or Hexblade to provide the extra MR needed. and generally most games are almost over at this point. but should you play a 40-50min match
boots > wriggles > tier 2 boots > trinity > witts or hexblade > and finish with your choice / pref of tanky / surviv items or more damage with a blood thirster.
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Posted 2/5/2013 10:30:14 AMgtfo with how to top lane, it's not about jayce being better top than jungle cuz that's what every idiot knows, it's about jayce being VIABLE in the jungle
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Posted 7/12/2012 3:05:56 AMIf RoG has Jayce at Tier 3, why make just a jungle guide? Wouldn't a laning guide (top or duo bot) be more prudent?
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Posted 7/12/2012 12:01:41 AMJAYCE
get counter by ww.
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Posted 7/17/2012 6:33:08 PMif after some playing you feel you have major issues with particular champs who outsustain or have higher burst, then perhaps learning to play against them is something you should do with a new champ.
i mean, it's not even been two weeks. nothing can be set in stone so quickly.
Ery' day im junglin'
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Posted 7/11/2012 10:57:05 PMI tried this out in a Co-Op vs AI game. The only thing I changed was exchanging the Last Whisper for a Bloodthirster. It gave me more sustain in team fights (since the AI has a tendency to focus down a target like crazy since, well, it's a computer).
I also got Trinity Force earlier since the damage from Sheen was giving me a great boost in damage when I'd gank with the Gate+ Shock combo.
I'll definitely update this post after I get crushed in a PvP game, heh.