Jayce Top guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.

Jayce the Defender of Tomorrow.

Jayce is a pure top hero.



  • Efficient from melee range to sniper range.
  • Versatile.
  • It's Superman!


  • Not tanky.
  • Not the best sustain.

Summoner spells

  • Flash: Flash is still you prority choice on almost everyone.
  • Teleport: I really like Teleport on most of my tops. When every other skills will either save your life or bring a kill, a well timed teleport can accomplish both. Unfortunately Jayce is not the master of it as it is better with a bruiser having some hard CC.
  • Exhaust: Exhaust is less taken nowadays top.
  • Ignite: Still suitable top but not my favorite.


  • Hextech Capacitor (Passive): Jayce gains 40 bonus movement speed for 1.25 seconds any time he casts Transform. He also ignores unit collision during this time

It seems to be a bit weak but you have your ulti; Transform at lvl 1. Transform also brings bonus upon casting so overall it's decent.

  • To the Skies! (Q): Jayce jumps to an enemy then unleash his hammer dealing AOE physical damages as follows: (20/65/110/155/200 +100% bonus AD). It also slows the enemies on its AOE as follows: (30/35/40/45/50% movement speed reduction). Range: 600 Cooldown: (16/14/12/10/8). Cost: (40/45/50/55/60 mana).
  • Shock Blast (Q): Jayce shots a pellet to targeted location dealing AOE physical damages as follows: (60/115/170/225/280 +120% bonus AD) and (15/20/25/30/35% bonus movement speed). It can be empowered when casted through Acceleration gate dealing more damages as follows: (84/161/238/315/392 +168% bonus AD). The missile speed and the range are also 40% greater this way. Range: 1050. Cooldown: 8 Cost: (55/60/65/70/75 mana). range 1050. Cooldown: 8. Cost: (55/60/65/70/75 mana).

So any time Jayce casts his ulti he will switch from a melee hero to a ranged hero with different abilities. Q is your main skill, it deals many damages on both ranges. In the ranged form the lenght can be close to 1500 if you cast it through Acceleration gate. Accelleration gate is a barrier that will speed your allies if they go through but it will also speed up and empower the pellet from your Q. You will be able to cast from very long distance safely.

  • Lightning Field (W): Passive: Each time Jayce hits with an auto attack he regenerates some mana as follows: (6/8/10/12/14 mana per hit). Active: Jayce casts a static field around himself dealing AOE magic damage per second for 4 seconds as follows: (25/42.5/60/77.5/95 +25% AP per second). Range: 285. Cooldown: 10. Cost: 40 mana.
  • Hyper Charge (W) : Jayce rapid fires at 2.5 aa/s for the next 3 auto attacks. It deals a percentage of your basic attack damage for every rank as follows: (70/85/100/115/130% of your normal damage). Cooldown: (14/12/10/8/6). Cost: 40 mana.

You will usually max this one last. The AOE damage is based on your AP so it's less efficient. The boost damage/AS while in ranged form is interesting to harass and also to push towers faster.

  • Thundering Blow (E): Jayce Knocks backs the enemy with his hammer dealing magic damages based on their maximum health as follows: (8/11/14/17/20% of target max HP +100% bonus AD). There is a cap applied to monsters as follows: (200/300/400/500/600 damages). Range: 240. Cooldown: (14/13/12/11/10) Cost: (40/50/60/70/80 mana).
  • Acceleration Gate (E): Jayce casts a barrier speeding up any ally passing through for 3 seconds as follows: (30/35/40/45/50% bonus movement speed). The barriers lasts for 4 seconds and the bonus movement speed decreases over time. Range: 650. Cooldown: 16. Cost: 50 mana.

Here both side of the skill are interesting. In melee form you will have to pay attention to not save the enemy's life with this skill. It's even truer during teamfights. Any skill that displaces an enemy can be poorly executed. The acceleration gate has many uses. Most of the time you will do it in combination with Q to do more damages / reach more range. As for the rest you will use it to boost the movement speed of your allies either to chase or run away. You can also use it in combination with yout ulti when you come back to your tower or to travel anywhere if you don't care too much about your mana.

  • Transform: Mercury Cannon (R) (Ultimate): Jayce switches into ranged mode up to 500 range. The next auto attack will apply an armor and magic reduction to enemy for 5 seconds as follows: (10/15/20/25% armor and magic reduction). Cooldown: 6. Cost: 0 mana.
  • Transform: Mercury Hammer (R) (Ultimate): Jayce switches to melee form, gaining bonus armor and magic resist as follows: (5/15/25/35 bonus MR and armor). THe next auto attack deals bonus magic damages as follows: (20/60/100/140 +40% AP).Cooldown: 6. Cost: 0 mana .

You have to switch forms often to gain free bonus damages/debuffs. The first rank is available at lvl 1 then it will be the same as any hero. As you can see the “second” rank when you hit the level 6, it triple the effects. then it's up for improvement at lvl 11 and 16 as usual.

Skill Sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

You max Q first then E and W. You can tweak it by taking the last two rank in R at lvls 17/18 too. The “second” rank of R at lvl 6 is mandatory but for the last ones you can max them last if you want


The offensive tree is tweakable. If you plan to play a Bloodthirster on Jayce you can remove Frenzy. You can put some points in Sorcery too if you want instead of Fury.

The defensive tree is standard but if you have some issues with Jayce's sustain you can even tweak it to an utility tree with Alchemist and Culinary Master. You may see this tree more often in S4 not only on Jayce.


Jayce needs to be built around AD because most of his skills benefit from bonus AD.

  • 9X Flat AD(marks). To serve this purpose.
  • 9X Flat armor (seals). More initial sustain, your early game will be a bit harder as we will see.
  • 9X Magic resist per level (glyphs). Standard.
  • 3X Flat AD (Quintessences). See above.


As I said in my Kha'Zix build Manamune is worse than ever nowadays. It's even worse with Jayce because your ulti won't trigger the Tear of the Goddess anymore. So we will have to build Jayce around something else. There is many starts available with Jayce. You can start with a crystalline flask +3 pots if you are afraid of you sustain. With this start you can switch you defensive tree to an utility tree to gain more sustain.It's the same for a start with boots + pots. An oldschool cloth armor + 5 pots still work. You also have Doran's shield/sword + pot as a standard start. It already depends on your opponent. On Jayce I try to reach the Trinity Force which is a must have + a B.F Sword at least. Jayce almost only benefit from bonus AD so you will need some. It will be pretty much your core as the item cost is high: Boots 2 (Mercury treads/Berzerker's Graves/Ionan's boots) + Trinity Force + Infinity Edge/The Bloodthirster. If you face an AP top you can tweak your big sword with a Maw of Malmortius. Then you will have to build some defense because you are still a part time melee hero. Randuin's Omen and Guardian Angel are some basics, Warmog's Armor too. A luxury item will be another “big gun” such as The bloodthirster/Infinity Edge or The Black Cleaver. You can consider The Blade of the Ruined King too.

Gameplay top

Buying wards is always good. You free ward won't be enough most of the time. Jayce doesn't have ant Hard CC; only a Slow and knock back. You will have some difficulties to escape from a decent gank so. You're not even a proper off tank you are more than an off Ad carry in fact. So you will have to be super cautious. Try to switch as much as you can to benefit from your bonuses/passive it will be a big part of your overall DPS. As you won't buy Manamune here you won't play as a “Glass Canon” (Great DPS + long range combo + squishy) anymore. You will have to harass your opponent as much as you can. Do it on a precise timing to avoid backfire from creeps early. The good thing is even when you switch to melee you can combo your opponent without taking too much risks (Q+E). You start on ranged form with W+bonus from ulti then you switch to melee to put the Q+E combi within 5 seconds. Then you will benefit fully from the magic/armor reduction and you run away just like that most of the time (you opponent being slowed by Q) !

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends

QR Code
QR Code jayce_top_guide (generated for current page)