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All Guides Jayce Guides EG.Froggen Mid Jayce Guide
880
104
Updated
1 year ago
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984K
Comments
108

Jayce Statistics for Froggen

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

Value
Average
Games Played
4
3
Win %
50
41
Kills
7.3
6.8
Assists
5.8
7.4
Deaths
4.3
7.1
KA:D Ratio
3.1
2.0
Gold Earned
11.1K
11.9K
Creep Score
188.8
174.9
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png - Standard choice for all situations. Helps with positioning, escaping ganks, and setting up offensive plays.
14.png - Your go-to secondary summoner. The best choice for increased damage and kill opportunites.
21.png12.png - Both good alternative summoners with Flash. Barrier good for more defensive play or if you're worried about a potential mismatch. Teleport is good for setting up TP ganks or general map control/back-dooring. Regardless, you generally will not get as much out of these as you would Ignite.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 9x
    +0.16 magic resist per level Greater Glyph of Scaling Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage

Flat Attack Damage Marks and Quints, similar to what you would see with top-lane Jayce or AD mids in general. Jayce's weakness is his early game (coupled with his low base AD), so by running flat AD you will make last-hitting easier and better early harass.


Alternatively, you can run Armor Penetration Marks instead of attack damage. By sacrificing some early game damage, you will indeed do more damage in the late game.

The Glyph slot will always be Magic Resist. Picking flat MR or scaling is personal preference. It is good to note however that the MR you receive at level 9 with the scaling MR will equal the MR you get from flats (12). Therefore, the scaling MR is usually the better choice unless you feel you need the extra early game help surviving magic damage.

Masteries Back to Top

1/1
0/4
3/4
1/1
0/1
3/3
0/3
1/1
0/1
1/1
0/1
3/3
0/1
3/3
0/3
1/1
0/1
3/3
0/1
1/1

Offense: 21

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

1/1
0/3
3/3
0/1
3/3
0/1
1/1
0/3
1/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 9

Pretty standard 21-9-0 Masteries for AD mids.


Note that in the Defense tree, you can go down there for resistances if needed against burst AP casters.

Abilities Back to Top

Passive
q
1
3
5
7
9
w
4
14
15
17
18
e
2
8
10
12
13
r
6
11
16

First, let me explain the full Jayce combo for maximum damage:

Shock Blast --> Acceleration Gate --> Hammer --> To The Skies --> Lighting Field --> Ignite --> Thundering Blow

If your target is still not dead after that, you can switch back to Cannon and try to secure the kill with another Shock Blast+Acceleration Gate and/or auto attack down with Hyper Charge.

Hextech Capacitor (Passive) - 40 bonus movement speed for 1.25 seconds every time you switch stances. The uses here are pretty straight forward. Great for escaping and chasing and further increasing your movement speed through Acceleration Gate.

To The Skies!/Shock Blast (Q) - This is your main source of damage in Cannon, and certainly a big part of your damage in Hammer. You will be leveling up your Q first in almost every matchup.

To The Skies is your decently ranged gap closer that does AoE physical damage (scaling with 100% of your bonus AD) with a 2 second slow (50% at max rank). When you switch into Hammer, this is going to be the first ability you use to get in and deal damage. Shock Blast is a high damage ranged poke that can reveal enemies in brushes. Combined with the increased physical damage and range when shot through Acceleration Gate (392 at max rank scaling with 168% bonus AD), this gives Jayce some of the best poke potential in the game (second to only to 76_64.png).
Lightning Field/Hyper Charge (W) - While this ability helps you get back some mana in Hammer and also provides one of, if not the best attack speed steroids in the game, both abilities are somewhat underwhelming and what you will be leveling up last.

Lighting Field's passive returns mana on hit while in Hammer and when activated does an aura of magic damage around Jayce. While the extra dps is always welcome, the damage is not that high, especially since it does AP damage and scales AP. Hyper Charge however is great for taking down towers thanks the increased attack speed you get for 3 attacks. It is also a great addition to your Shock Blast poke in teamfights before the initiation. 

Thundering Blow/Acceleration Gate (E) - A wonderful ability that not only increases the damage of your Shock Blast, but grants bonus movement speed to the team when passing through it. In Hammer, this is a major part of your damaging combo. This ability will almost always be leveled second.

Thundering Blow does percent damage based on your target's health (20% of target's health at max rank with +100% bonus AD) as well as knock your opponent back a small distance. This is what makes it so difficult for AP mids to duel effectively with Jayce since you can do the majority of your combo and then just whack your target away and go back to farming without taking much in the trade. When positioned correctly, you can whack an opponent towards your jungler for assisted ganks or even towards your tower. Defensive uses obviously include knocking opponents away from you or a teammate and interrupting spell casts. 

Acceleration Gate gives bonus movement speed (50% at max) to any teammate who touches it while increasing the damage of Shock Blast by 40% and range to 1050 (as well as speed). While the uses of this are as straight forward as explained, planting the Gate almost instantaneously as you cast your Shock Blast takes a bit of practice initially. In other words, put down Acceleration Gate first and then follow it up immediately after with Shock Blast in order to land the Q better and maximize uptime of the Gate (creating more time to run through into Hammer). 

Transform: Mercury Cannon/Transform: Mercury Hammer (R) - Your ultimate is available at level 1 and is what allows Jayce to toggle between stances. This ability costs no mana and stays at a 6 second cooldown. Toggling this ability will give you the movement speed bonus from your passive. Like every ultimate, max this ability as soon as available.

Mercury Cannon is your ranged stance. The initial attack when switched into Cannon will reduce the target's armor and magic resist (25% at max) for 5 seconds. Mercury Hammer is the melee stance which gives Jayce bonus armor and magic resist as well as additional magic damage after the initial stance switch.

Items Back to Top

Starting Items

    FAERIE CHARM, A WARD, AND 6 POTS IS THE STANDARD AND SAFEST STARTING ROUTE FOR JAYCE. IF YOU FEEL LIKE YOU WANT TO REPLACE THE 6TH HEALTH POT FOR A MANA ONE, THAT WORKS TOO.
    ANOTHER SAFE START, BUT AGAIN, YOU MAKE BUILDING YOUR TEAR LONGER IN TRADE FOR NOT THAT MUCH MORE SUSTAIN. YOU CAN REPLACE 2 POTS FOR A WARD HERE AS WELL IF YOU LIKE THE CRYSTALLINE FLASK ROUTE.
    A REALLY STRONG START, BUT WILL MAKE BUILDING YOUR TEAR TAKE LONGER AND YOU TRADE THE MANA REGEN FOR DAMAGE, WHICH WILL BENEFIT WITH YOUR ALL IN COMBOS.
    Normal start with season 4

Core Items

    A REALLY HIGH DAMAGE BUILD FOR JAYCE. TRADE OUT MERCURY TREADS FOR NINJA TABI WHEN NECESSARY. IF YOU CAN SECURE EVERY BLUE BUFF YOU MIGHT WANT TO TRADE OUT YOUR MANAMUNE FOR TRINITYFORCE OR PHANTOMDANCER
    A LESS COMMON, BUT EQUALLY VIABLE DIRECTION TO GO.

Situational Items

    THE MOST DEFENSIVE OPTION YOU CAN GO FOR JAYCE WITHOUT SACRIFICING TOO MUCH DAMAGE IN THE PROCESS.

Without a doubt 3042_32.png3072_32.png3111_32.png are going to be your first 3 completed items and is what makes up the core build of Jayce.


Rushing a 3070_32.png is extremely important in order remedy Jayce's early game mana problems and transition as quickly as possible into 3004_32.png
In addition to your early Tear, grabbing 1 1055_32.png is extremely helpful, but not necessary, so take with your own preference. Now would also be the time to grab a 3155_32.png when facing a tough AP opponent, but again, not necessary really. 
While it is ok to grab a 3134_32.png early as well, generally the gold is better used for your other core items.
Mathematically speaking, it is superior to get 3004_32.png as your first item over 1038_32.png. Not only will it net you more damage overall when it turns into 3042_32.png. While objectively speaking rushing a 3072_32.png costs about the same for the damage in the long run, you get more mana, mana regen, and the sick passive which makes it the better first item.

After the core 3 is complete, you have some options into which to go depending on the team comp and other variables. Normally, going for some sort of defensive item is best. Whether it is a 3083_32.png or 3143_32.png will depend against who's fed on their team and what you're trying to accomplish in teamfights. If you're less worried about survivability and more concerned with maximizing damaging, then go ahead and proceed into your 3035_32.png and 3031_32.png. Also consider 3026_32.png as your 5th or 6th item in the case that you're getting focused or you just want the extra resistances.

Matchups Back to Top

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

  • Ahri
    Medium
  • Akali
    Medium
  • Cassiopeia
    Hard
  • Diana
    Medium
  • Kassadin
    Easy
  • Kha'Zix
    Medium
  • Lux
    Medium
  • Nidalee
    Easy
  • Ryze
    Easy
  • Twisted Fate
    Easy
  • Zed
    Hard

VS

Ahri

Medium

Thanks to her ult, it will be hard to secure a kill on her without help from your jungler. However, Ahri is very squishy, especially in the early and mid game. So poke her down while dodging her Q and E and you should come out on top in lane.

VS

Akali

Medium

Versus Akali you have to poke her down before she jumps you. She does more damage than Jayce in an all in so you have to switch stances and knock her away while you run to your tower. If you position well and poke her down with q/e combos you should be doing fine in this matchup.

VS

Cassiopeia

Hard

Cassiopeia is really tricky to deal with as Jayce since her q can hit you every time you auto attack. That means you have to poke her down and juke her poisen in order to farm and win the matchup. Don't do risky plays as she will just ultimate if you get too close to her. Wait for your jungle to come and kill her together as she is really squishy.

VS

Diana

Medium

One of the biggest threats to Jayce. While harassing melee opponents with auto attacks is always recommended, know that your 500 range auto attacks are in relative range to Diana's Q, meaning it's easy for her to jump to you. Taking advantage of this matchup relies on you poking her down and dodging her Qs.

VS

Kassadin

Easy

One of, if not the easiest matchup for Jayce. He can literally do nothing to you that will stop you from poking him down with Shock Blast and denying him farm with auto attacks. Grab 3111_32.png early if he becomes aggressive with his Q and to reduce the duration of the silence so you can punish him with a full combo faster.


A video example of this matchup can be seen below.

VS

Kha'Zix

Medium

Be aware that kha zix heals if he stands close to his misile explosion (his w) so you have to punish him every time he walks up to lasthit and that way you can win this matchup. You have to push all the time and poke, very much like the zed matchup where he cant do a lot under his own turret. Later on in the game you have to be careful for his damage as you are taken extra damage if you are isolated.

VS

Lux

Medium

Under normal circumstances, you won't be able to kill Lux due to the fact that as soon as you go in with Hammer, she will snare you and walk away. However, most Lux players nowadays play aggressive trying to fish for kill opportunities and missing skill shots in the process. If this is the case for your Lux opponent, be aware of her long cooldowns and go in after she misses a snare. Otherwise, she won't be able to kill you either, so dodge her abilities and play safe.

VS

Nidalee

Easy

Nidalee is a bit tricky to deal with as her poke has really long range and can come out of anywhere in mid, therefor it's important that you push as much as possible in order to control her. Get a tear as early as possible so you can keep shoving the lane and take her turret early. If she pushes you earlygame you can make your jungler gank as she is bad at escaping before lvl 6.

VS

Ryze

Easy

When you are facing ryze you have to make a lot of trades with him to make him go out of mana and then you push the lane to make him lose creeps under his turret while you poke him. In early/mid game you should have the advantage over him and look to roam around if he doesnt have a teleport. Ryze is really squishy earlygame, take advantage of it!

VS

Twisted Fate

Easy

So long as you're not eating a bunch of Gold Cards, it's extremely important to push your lane before he does to prevent him from jumping anywhere with his ultimate to kill your bot/top lane. Keep harassing him down and go in for a full combo when you know Pick a Card is on cooldown. Also note that Thundering Blow can knock TF out of Destiny.

VS

Zed

Hard

Zed is really tricky to deal with because of his shadows he can jump to and poke you with. First of all you have to be aware of where his shadows are so you can position yourself away from them while you poke him and push your lane. The easiest way to win versus Zed is if you can push him up under his turret and poke him there as he can easily juke your spells otherwise.

Special Notes Back to Top

Special Notes

1. Jayce's strength is his mid game, while his weakness is his early game. Play safe until you get your 3070_32.png.

2. Most AP mids have anywhere from 525-600 auto attack range. Jayce in Cannon only has 500. Keep that in mind when trying to go in and harass with auto attacks.

3. There really isn't anything that directly counters Jayce, making him a safe first pick and an ambiguous one to your opponents in champion select since Jayce is more commonly seen top.

4. Even with your 3070_32.png, Jayce still benefits from blue buff. Make sure you're jungler knows that so he can help give it to you.

5. There is no such thing as "AP Jayce", even if you max your W first.

6. Don't forget to keep the passive of your 3042_32.png toggled on during teamfights and direct 1v1 engagements. 
7. Keep switching between Hammer and Cannon when roaming in order to charge your 3004_32.png as quickly as possible.
8. All your AD will benefit from Hyper Charge as it scales with (115% AD at lvl 5)
9. When 5v5 teamfights start, don't rush in immediately in Hammer. Keep poking with Shock Blast+Acceleration Gate/Hyper Charge until you know you can clean up the fight with your Hammer abilities.

10. Once you have your 3070_32.png, you'll start noticing the strengths of your mid game transition. Especially if you have bluff buff and both sides of the lane warded, play aggressive and abuse the fact that you will almost always do more damage in trades.

Video Examples Back to Top

EG vs SK in week 1 of EU.LCS, featuring mid-lane Jayce
Jayce vs Wukong mid in solo queue

About Me Back to Top

Hello, I'm Henrik "EG.Froggen [RC]" Hansen, and I play mid for Evil Geniuses League of Legends squad.

Before I was on a professional team I played Anivia and Ahri a lot.  As new champions appeared on the scene and slight changes to old champions were made, I picked up more and more champions from there.  I would usually use the champions nobody played as they were the most fun and challenging to pick up.  I've always had a reputation for doing "troll" builds as people call them but sometimes I find something that is ridiculously overpowered like abyssal on Ahri during the Kings of Europe last year.

In the professional scene I'm known for being innovative and having a different champion pool than almost everyone else. I play everything from assassins to bruisers to tanky AP champions to the more standard AP champions.  I also earned some my notoriety for making plays and having amazing farm records (300 minions at twenty-four minutes at the Season 2 world finals).

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