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All Guides Jayce Guides Jayce Mid/Top [Diamond 1]
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Jayce Statistics for homo say what

Author's performance with Jayce compared to the ranked average.

Value
Average
Games Played
3
Win %
43
Kills
5.7
Assists
6.4
Deaths
6.1
KA:D Ratio
2.0
Gold Earned
11.3K
Creep Score
181.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash + Ignite is what I take on Jayce every game. Ignite is preferred because Jayce has a very aggressive playstyle that relies on snowballing. 

New Runes Back to Top

Masteries Back to Top

Thunderlord's Decree is extremely strong in 5.24 and makes Jayce's trades even stronger in lane, as well as adding extra burst to his combos mid/late game. 


Precision in utility is preferable to Intelligence as 45% CDR Jayce. The flat armor pen provides a lot of extra damage all throughout the game, and the magic penetration whilst being less useful still adds some strength to his WjayceW.pngand his E jayceE.pngin hammer form.



Abilities Back to Top

Q
E
Q
W
Q
W
Q
W
Q
W
W
E
E
E
E
Passive
Q
1
3
5
7
9
W
4
6
8
10
11
E
2
12
13
14
15
R

LoLKing does not have an updated ability order for Jayce as he can skill his abilities 6 times and can not rank up his ultimate.

The skill order is as follows:


1 - Q
2 - E
3 - Q 
4 - W
5 - Q
6 - W
7 - Q
8 - W
9 - Q
10 - W
11 - Q
12 - W
13 - W
14 - E
15 - E
16 - E
17 - E
18 - E


In short, we take Q, E, Q, W and then max our skills with a priority of Q -> W -> E

Items Back to Top

Starting Items

    Doran's Blade + 1 pot

Core Items

    Buy these every game
    Ideal endgame build should look something like this.

Situational Items

    Important to rush this (after tear but before Manamune and Ghostblade components) vs high AP damage champs (Ryze, Syndra, Diana, Rumble, LeBlanc). You can skip Hexdrinker in most AP matchups unless they have both AP top and mid.
    CDR boots/swiftness boots in most games, Merc Treads vs heavy AP/CC - rarely buy Tabi but they are solid vs AA heavy ADs. I recommend Tabi against Nocturne jungle.
    QSS + Mercurial scimitar work great as 3rd/4th items against AP/CC heavy comps.
    You can buy these vs armor stacking tanks. Mortal Reminder vs Soraka, Mundo, Volibear etc. Last Whisper can be rushed against Taric top but never bought early otherwise.

First back < 350g 1004.png2009.png2043.png


First back 350-400g 1036.png2009.png


First back 450-700g 1055.png1004.png2009.png2043.png


First back 750g+ (optimal) 3070.png2009.png2043.png


Then complete: 3134.png3133.png1037.png

The order of these items can vary based on your gold values when you recall. If you have 1100+, pick up 3134.png first. If you back with 1650+, finish 3004.png. Less than 1000g, take 1037.png, less than 875, take 1036.png etc.



3142.png3142.png3142.png THE HOLY GRAIL3142.png3142.png3142.png

Youmuu's Ghostblade offers a godlike midgame spike. Think of it as the old Brutalizer but more expensive and stronger to match the new cost.





Against Syndra, LeBlanc, Rumble, Diana and Ryze I highly recommend Hexdrinker 3155.png after the tear. I also recommend this against double AP (top/mid) compositions.


Of course, you should build according to your opponents. After Tear of the Goddess I pick up one of three items: Youmuu's Ghostblade, Maw of Malmortius or Black Cleaver depending on the matchup. Youmuu's grants you the biggest all-around spike but do not underestimate the strength of Maw against AP champions, or the strength of Black Cleaver rush against tanks in the top lane.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Diana
    Hard
  • Irelia
    Hard
  • Zed
    Hard

VS

Diana

Hard

Diana is another lane where Jayce has the advantage before 6 and then has to play more passively. Diana is easier than Zed in my experience because her passive often forces her to shove the wave towards you. A tip to help with this is to learn her W habits, if she is shielding every time you E-Q poke, you can drop a gate without the intention of poking to force her to react with her W which will in turn push the wave towards you.

Hexdrinker 3155.png after Tear 3070.png is a good choice, and play the lane cautiously after 6. Diana's strength vs Jayce comes from her ability to gap close twice. Therefore you can not afford to overextend as you will be punished. Either clear the wave quickly and roam or pull the wave to your side and keep it there. If you do this, be sure to ward around mid so you can see when Diana decides to roam bottom or top. If she roams and you lose vision of her, you must take the safe route if you choose to follow. You can not afford to blindly facecheck as she will easily chase you down if she catches you in the jungle.

VS

Irelia

Hard

Irelia  39.png: Irelia can be bullied early but outscales Jayce and also has the double gap closer that Zed/Diana have. Irelia's pressure in lane comes from a combo of ireliagatotsu.png to your low HP minions, stunning you, and then ireliagatotsu.png back to you once you knock her back. Pay attention to your low HP minions and do stand on top of them and allow her to stun you for free. She has innate sustain and becomes hard to force out of lane after lvl7-9 with 4-5 points in her W. Before 6 she is easy to play against but you give her a lot of space and respect once she finishes her 3078.png or her 3124.png.


VS

Zed

Hard

Zed 238.png: Jayce has a lot of opportunities to kill Zed before 6. The lane should be played just like any ranged vs melee matchup. You should look to punish Zed with auto attack + Q combo when he goes for last hits whilst dodging his Q harass. Most Zed players are opting for the 1036.png2003.png2003.png2003.png start with 12/18/0 masteries in this pre-season so the Jayce vs Zed pre-6 is very favorable for Jayce. If they take1054.png and 0/18/12 masteries with block+perseverance masteries you will have much more trouble forcing them out of lane.


 Before level 6, do not be afraid to all in him. If he uses his shadow offensively you have an 18 second window to play super aggressive and punish him for it. You can often kill Zed before lvl6 if they make this mistake and do not respect your damage output. 


After level 6-7 the dynamic of this matchup changes. Zed's lvl6 all-in can totally destroy Jayce if you are not prepared for it. Jayce is a champion with high burst who can kill Zed quickly if he catches him off-guard, but when Zed initiates the fight he deals damage too quickly for Jayce to retaliate. Zed will ult -> E -> ignite -> Q and return to his original shadow before Jayce can even land his cannon form Q. Because of this, I advise that you switch to cannon form immediately for the bonus armor that it provides, and knock him back the moment he appears in order to disengage. If you disengage successfully you will have control of the lane again for the next 120 seconds. Be careful not to overextend in this lane or will be punished as he chases you down. Consider QSS 3140.png3139.png during the midgame.


Matchups - General Back to Top

Jayce has the advantage of being an AD ranged auto attacker in lane. This allows him to dominate auto trades in mid lane vs mages and also dominate melee top laners. An experienced Jayce player has no really difficult lanes when played correctly, but some champions will very quickly snowball out of control if you or your jungler give up early kills or make positional errors. Some of the harder matchups are outlined below.


Zed 238.png: Jayce has a lot of opportunities to kill Zed before 6. The lane should be played just like any ranged vs melee matchup. You should look to punish Zed with auto attack + Q combo when he goes for last hits whilst dodging his Q harass. Most Zed players are opting for the 1036.png2003.png2003.png2003.png start with 12/18/0 masteries in this pre-season so the Jayce vs Zed pre-6 is very favorable for Jayce. If they take1054.png and 0/18/12 masteries with block+perseverance masteries you will have much more trouble forcing them out of lane.


 Before level 6, do not be afraid to all in him. If he uses his shadow offensively you have an 18 second window to play super aggressive and punish him for it. You can often kill Zed before lvl6 if they make this mistake and do not respect your damage output. 


After level 6-7 the dynamic of this matchup changes. Zed's lvl6 all-in can totally destroy Jayce if you are not prepared for it. Jayce is a champion with high burst who can kill Zed quickly if he catches him off-guard, but when Zed initiates the fight he deals damage too quickly for Jayce to retaliate. Zed will ult -> E -> ignite -> Q and return to his original shadow before Jayce can even land his cannon form Q. Because of this, I advise that you switch to cannon form immediately for the bonus armor that it provides, and knock him back the moment he appears in order to disengage. If you disengage successfully you will have control of the lane again for the next 120 seconds. Be careful not to overextend in this lane or will be punished as he chases you down. Consider QSS 3140.png3139.png during the midgame.


Diana 131.png: Diana is another lane where Jayce has the advantage before 6 and then has to play more passively. Diana is easier than Zed in my experience because her passive often forces her to shove the wave towards you. A tip to help with this is to learn her W habits, if she is shielding every time you E-Q poke, you can drop a gate without the intention of poking to force her to react with her W which will in turn push the wave towards you.

Hexdrinker 3155.png after Tear 3070.png is a good choice, and play the lane cautiously after 6. Diana's strength vs Jayce comes from her ability to gap close twice. Therefore you can not afford to overextend as you will be punished. Either clear the wave quickly and roam or pull the wave to your side and keep it there. If you do this, be sure to ward around mid so you can see when Diana decides to roam bottom or top. If she roams and you lose vision of her, you must take the safe route if you choose to follow. You can not afford to blindly facecheck as she will easily chase you down if she catches you in the jungle.


Irelia  39.png: Irelia can be bullied early but outscales Jayce and also has the double gap closer that Zed/Diana have. Irelia's pressure in lane comes from a combo of ireliagatotsu.png to your low HP minions, stunning you, and then ireliagatotsu.png back to you once you knock her back. Pay attention to your low HP minions and do stand on top of them and allow her to stun you for free. She has innate sustain and becomes hard to force out of lane after lvl7-9 with 4-5 points in her W. Before 6 she is easy to play against but you give her a lot of space and respect once she finishes her 3078.png or her 3124.png.


Jayce Mechanics Back to Top

Jungle Mobility


Jayce has a few tricks available to him in the jungle to increase his mobility by knocking back monsters and using his leap to jump walls. Most of these spots are pictured below.

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The E-Q on Gromp requires you to run close to the wall after you knock it back otherwise you will jump in place and not cross the wall. It is advised to use a keybinding for 'target champions only' when issuing the movement commands inside the jungle camps otherwise you can misclick causing the camps to attack you and move out of place.



Sideways Acceleration Gate


Jayce's Acceleration Gate grants him movement speed as he runs through it and it begins to decay over time as he leaves the gate. We can extend the time that we have the maximum movement speed with no decay by placing the gate sideways. I advise you to practice this whilst running back to lane as it will eventually be useful for you when trying to escape.

Standard Acceleration Gate Placement


1qlLA2b.jpg

As you can see, placing the gate ahead of you gives you a wider angle for you and your allies to run through, as well as a wider angle for your Shock Blasts.

Sideways Acceleration Gate


iZL6Q7Q.jpg

With this placement our speed from the gate is at its maximum for the greatest duration and doesn't suffer decay until we leave the end of the gate. To place your gate like this you should click perpendicular to your character, place the gate at your feet and continue running. In the screenshots above, I would click below my character, drop the gate and continue running right.

Poke Positioning + Scouting with E+Q Back to Top

Mid Lane Poking



Jayce's poke range is absurdly long and his projectile is very quick. You can take advantage of this by poking from outside fog of war, using angles and vision to your advantage. When poking in lane you should mostly aim at minions rather than the champion, as minions are static whereas the player is unpredictable. Once you are familiar with the splash radius of accelerated shock blasts you'll surprise your enemies with the poke you're able to put out.

9BBs9vw.png


b8vbHAk.jpg


Top Lane Poking


91wQV6H.jpg


DeQkZzP.png


Scouting Enemy Buffs


0I23cAX.jpg


Ne4QQ9e.png


If you hit the monster you will gain vision for a short period. You can use this to see if enemy buffs are up, as well as gain information about the position of the enemy jungler.

The detonation of empowered shock blast grants vision regardless of making contact with minions or champions. You can use this to scout bushes for pink/blue wards from long range.
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