This Jayce Guide is for Jayce Top Lane and is by Crs Angush, considered one of the best top lane players in the game. Jayce is a extremely versatile champion that can do massive poke damage as well as great burst melee damage with a gap closer. He is difficult to play but rewarding if you can be great.
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
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.
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 20 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 30% for 2 seconds.
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.
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 110 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 40% 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 155 (+{CharBonusPhysical}) physical damage to enemies and slowing them by 45% 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)
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.
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.
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)
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.
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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Items
Starting Items
Boots of Speed
Health Potion
x3
Core Item Build
Boots of Speed
Doran's Blade
Vampiric Scepter
Phage
Trinity Force
Mercury's Treads
Guardian Angel
Last Whisper
Boots of Speed
Doran's Blade
Vampiric Scepter
The Brutalizer
Phage
The Bloodthirster
End Game Build
Mercury's Treads
Trinity Force
Last Whisper
The Bloodthirster
Guardian Angel
Maw of Malmortius
Enchantment: Alacrity
Pros and Cons
Pros
Can be Ranged AD
Has % damage nuke
Has long range poke
Has shurelia like team buff
Armor shred
High mobility
Has a gap closer
Cons
Mainly physical damage
No passive sustain
Has high skill cap
Not a real Bruiser
Requires team behind
Counterpicks - Laning phase (Nunu with armor runes and move quints counters jayce hard!)
What are your thoughts on getting a flask at top lane? I've been trying it out and it seems to work pretty well considering the increase in his mana costs. Allows for extra sustain plus more poke damage. It also works well when you want to disrupt the enemy jungler, and considering the extra time you get in lane, it's pretty cost efficient.
Dont think so :o you shouldnt think too much about how to stand in lane as long as possible,you should think how to win Win=Be able to roam and keep up the higher cs score Win=Disrupt enemy jungler Win=Get a dragon while having similar CS and saving still your Tower Win=Deny the farm
Well, you can't roam without mana. You can't deny farm without mana, because they'll see you have no mana and judge you to not be a threat. I've also found, personally, that I can't out-push my opponent without mana, because of not being a threat.
Now, if you successfully steal the enemy blue golem regularly, that gets the job done without spending gold.
Last edited by DrakeWurrum on 11/4/2012 4:37:16 PM
Cho'gath (once he gets past a few levels, grabs a little armor, your harass will mean NOTHING to him)
Trundle (he also easily could ignore my harass, after building Wriggle's)
I have also had some bad experiences against Gangplank, but more because of how painful Parrley is than because of his orange-eating - Not sure if I just played poorly those games or not. I am beginning to think that, depending on how strong your opponent's sustain/harass is, building an early Wriggle's is practically required - because otherwise he will out-trade you and never leave the lane, eventually pushing your tower so hard that you can't do anything but tower hug - and eventually you will be dived as a result. You need to be able to match or surpass their sustain and harass.
On the other hand? I find that Jayce does EXTREMELY well against Lee Sin, Darius, and Rengar (pre-nerf solo top, not pre-nerf jungle). I am sure Jayce handles Rengar even better than before after this last patch.
Also, I'm not 100% sold on Irelia being a counter for Jayce. I've done really well against her a few times - might've been bad Irelias.
Last edited by DrakeWurrum on 10/27/2012 9:57:30 PM
I've noticed in the S2 Playoffs, when Team Solomid played Azubu Frost, AZF's Jayce didn't get a Trinity Force at all. He went double Doran's, boots, than rushed out a Brutalizer, and built straight into a Bloodthirster (note: he did not get vamp scepter first). After that I figure his build was heavily dependent on the match-up, as he got a mana manip, and then built up a Hexdrinker (never upgraded to Maw of Malmordius), and then a Guardian Angel.
He also didn't rank up his ultimate at all, until every other skill was maxed. That especially caught my eye. He maxed up Q and E first, I think only grabbing W when he had to, and then maxed W before touching R.
I found all of this very odd, but it seemed to work. Obviously, a skilled player can make just about any build work if they know how to use the champ, and will build what item he needs for his specific match-up, but I found it odd that he skipped a Trinity Force completely, not to mention the odd skill build. I wish I could have seen his runes. What are your thoughts on this?
When TMS picked Jayce themselves for the next game, that player went with the standard Trinity Force build (did not see his skill build), but he didn't seem to perform nearly as well. Can't tell if that was differences in player skill or team coordination, or simply the result of the build differences.
Last edited by DrakeWurrum on 10/20/2012 8:42:41 PM
Rushing brutalizer is okay if you get a kill before lvl 5,afterwards its still okay,but you have to get lifesteal for sustain first,since you cant bully enemy yet up to the point where you're the king of lane. Getting BloodThirster afterwards is a great idea,but you need a phage for raw hp and a lucky slow for harass,unless you're feeling safe that you can survive without additional HP.
Skipping Trinity as a whole isnt good idea,cause it benefits you alot when you have the stacked Bloodthirster,the Sheen proc and movement speed is priceless.
Double dorans into BT is the standard build for poke jayce. You harass them in ranged mode with auto attacks and finish them off in hammer mode with qe combo. If they try anything close range on you you hit them away with your hammer. Ulti just gives you extra resistances in hammer mode which you don't need cuz you have a pretty safe lane phase.
The mana manip was because they were in a poke comp and spamming abilities and jayce runs out of mana very quickly even at lvl 18.
What angush says about sheen is bs. Sheen procs double your base dmg only, not extra dmg, such as BT, that you may have built.
double dorans, bt into ga is the standard competitive jayce build atm.
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Posted 5/21/2013 5:09:36 PMI dont understand, why get brutaliser if your not building it into anything?
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Posted 3/14/2013 12:21:02 AMfor when I see guides updated with different jayce Masteries (21/6/3, 21/9/0 and 19/0/11 that the difference here?
Continue To Be The Best
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Posted 12/11/2012 4:19:42 AMWhat are your thoughts on getting a flask at top lane? I've been trying it out and it seems to work pretty well considering the increase in his mana costs. Allows for extra sustain plus more poke damage. It also works well when you want to disrupt the enemy jungler, and considering the extra time you get in lane, it's pretty cost efficient.
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Posted 12/8/2012 1:56:25 PMI hope this guide gets updated for new items and such as there seems a lot that could work on jayce. Also I think the mastery page needs to be fixed.
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Posted 10/31/2012 1:07:32 PMAngush you belive the Chalice is goo for jayce ? after this nerf.
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Posted 11/1/2012 10:47:16 AMDont think so :o you shouldnt think too much about how to stand in lane as long as possible,you should think how to win
Win=Be able to roam and keep up the higher cs score
Win=Disrupt enemy jungler
Win=Get a dragon while having similar CS and saving still your Tower
Win=Deny the farm
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Posted 11/3/2012 6:17:31 PMThis is a great post for all solo lane champs. Thanks Angush
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Posted 11/4/2012 4:36:20 PMWell, you can't roam without mana. You can't deny farm without mana, because they'll see you have no mana and judge you to not be a threat. I've also found, personally, that I can't out-push my opponent without mana, because of not being a threat.
Now, if you successfully steal the enemy blue golem regularly, that gets the job done without spending gold.
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Posted 4/22/2013 10:37:25 AMTear first trip back solves all of his problems.
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Posted 10/30/2012 4:07:23 PMNice guide angush ^_^
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Posted 10/27/2012 6:04:44 PMUpdate post nerf:
His E seems really weak at the moment and the way top laners builds Ninja Tabi and some additional HP,he is really who he once been :D
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Posted 10/27/2012 12:13:31 AMI would like to mention the following champions, based on personal experience, as VERY strong counters for Jayce due to their high sustain:
I have also had some bad experiences against Gangplank, but more because of how painful Parrley is than because of his orange-eating - Not sure if I just played poorly those games or not. I am beginning to think that, depending on how strong your opponent's sustain/harass is, building an early Wriggle's is practically required - because otherwise he will out-trade you and never leave the lane, eventually pushing your tower so hard that you can't do anything but tower hug - and eventually you will be dived as a result. You need to be able to match or surpass their sustain and harass.
On the other hand? I find that Jayce does EXTREMELY well against Lee Sin, Darius, and Rengar (pre-nerf solo top, not pre-nerf jungle). I am sure Jayce handles Rengar even better than before after this last patch.
Also, I'm not 100% sold on Irelia being a counter for Jayce. I've done really well against her a few times - might've been bad Irelias.
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Posted 10/20/2012 7:33:45 PMI've noticed in the S2 Playoffs, when Team Solomid played Azubu Frost, AZF's Jayce didn't get a Trinity Force at all. He went double Doran's, boots, than rushed out a Brutalizer, and built straight into a Bloodthirster (note: he did not get vamp scepter first). After that I figure his build was heavily dependent on the match-up, as he got a mana manip, and then built up a Hexdrinker (never upgraded to Maw of Malmordius), and then a Guardian Angel.
He also didn't rank up his ultimate at all, until every other skill was maxed. That especially caught my eye. He maxed up Q and E first, I think only grabbing W when he had to, and then maxed W before touching R.
I found all of this very odd, but it seemed to work. Obviously, a skilled player can make just about any build work if they know how to use the champ, and will build what item he needs for his specific match-up, but I found it odd that he skipped a Trinity Force completely, not to mention the odd skill build. I wish I could have seen his runes. What are your thoughts on this?
When TMS picked Jayce themselves for the next game, that player went with the standard Trinity Force build (did not see his skill build), but he didn't seem to perform nearly as well. Can't tell if that was differences in player skill or team coordination, or simply the result of the build differences.
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Posted 10/21/2012 3:10:48 AMRushing brutalizer is okay if you get a kill before lvl 5,afterwards its still okay,but you have to get lifesteal for sustain first,since you cant bully enemy yet up to the point where you're the king of lane.
Getting BloodThirster afterwards is a great idea,but you need a phage for raw hp and a lucky slow for harass,unless you're feeling safe that you can survive without additional HP.
Skipping Trinity as a whole isnt good idea,cause it benefits you alot when you have the stacked Bloodthirster,the Sheen proc and movement speed is priceless.
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Posted 10/26/2012 5:03:50 AMDouble dorans into BT is the standard build for poke jayce. You harass them in ranged mode with auto attacks and finish them off in hammer mode with qe combo. If they try anything close range on you you hit them away with your hammer. Ulti just gives you extra resistances in hammer mode which you don't need cuz you have a pretty safe lane phase.
The mana manip was because they were in a poke comp and spamming abilities and jayce runs out of mana very quickly even at lvl 18.
What angush says about sheen is bs. Sheen procs double your base dmg only, not extra dmg, such as BT, that you may have built.
double dorans, bt into ga is the standard competitive jayce build atm.