Max Skill 1 first, as it is your poke tool and main damage source.
Jayce Strengths
✓Flexibility from switching between Cannon (ranged) and Hammer (melee) forms
✓Long-range poke from out of vision with Shock Blast
✓High burst damage from the early game
Jayce Weaknesses
×High mechanical difficulty from managing form swaps
×No traditional Ult, so no level 5 power spike
×Tends to fall off as the game goes late
Jayce Early Game
Switch between Cannon and Hammer forms to take control of the lane. Chip away with the Skill 3 into Skill 1 combo (Shock Blast) from range, then jump in with Hammer form when an opening appears.
Jayce Mid Game
As the core of a poke comp, fire the Skill 3 into Skill 1 combo from out of vision or over walls. Chunking enemy HP before Dragon and Herald fights is Jayce's main role.
Jayce Late Game
In teamfights, play like an assassin and look for chances to quickly take down squishy carries. Jayce is not durable himself, so avoid diving carelessly in Hammer form into enemies with CC.
Jayce Teamfights
Poke repeatedly during the standoff first. Once the enemy is low enough, switch to Hammer form and dive in alongside your team's CC to finish them safely.
⚠️ Common Mistakes
Engaging in Hammer form without poking
Charging in with Hammer form before poking the enemy down is a mistake. Jayce is on the squishy side for a fighter, and a blind dive gets turned on. Set up the kill with long-range Cannon harass first, then use Hammer form to finish.
Jayce Combos
Poke Combo
Deploy the gate from Skill 3 in Cannon form, then fire Skill 1 through it for a fast, high-damage bolt.
3(Cannon)▶
1(Cannon)
Full Burst
Land the empowered Skill 1 and activate Skill 2. Swap to Hammer with Ult, dive with Skill 1, chain autos, then knock them away with Skill 3.
3(Cannon)▶
1(Cannon)▶
2(Cannon)▶
Ult▶
1(Hammer)▶
AA▶
AA▶
AA▶
3(Hammer)
Jayce Skills
Passive
Hextech Capacitor
Transforming between the Mercury Hammer and Mercury Cannon grants 30 Movement Speed for 1.25 seconds.
Skill 1
To the Skies!
⏳ 14s
Leaps to an enemy, dealing 70 physical damage (70 + 140% bonus AD) and slowing nearby enemies by 35% for 2 seconds. Deals 80% damage to monsters.
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Cooldown
14
12
10
8
6
Base Damage
70
120
170
220
270
Slow
35%
40%
45%
50%
55%
Skill 2
Lightning Field
⏳ 10s
Passive: Attacks with the Mercury Hammer restore 12 Mana.
Active: Releases an electrifying aura, dealing 160 magic damage (160 + 100%AP) over 4 seconds to nearby enemies.
Deals 70% damage to monsters.
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Mana Regen
12
15
18
21
24
Base Damage
160
230
300
370
440
Skill 3
Thundering Blow
⏳ 18s
Knocks a target and enemies near them backwards, dealing magic damage equal to 10% of their max HP plus 0 (100% bonus AD). Deals a maximum of 150 damage to monsters.
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Cooldown
18
16
14
12
10
HP% Damage
10%
12.5%
15%
17.5%
20%
Max Monster Damage
150
275
400
525
650
Ult
Mercury Cannon
⏳ 5s
Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.
The next attack with the Mercury Cannon is empowered to deal an additional 13 magic damage (13 + 10% bonus AD) and reduce the target's AR and MR by 11% (Lv) for 5 seconds.
Skill 1
Shock Blast
⏳ 7.5s
Fires an orb of electricity that detonates on hitting an enemy or reaching the end of its path, dealing 65 physical damage (65 + 140% bonus AD).
Orbs fired through an Acceleration Gate travel farther and faster, increasing their damage by 45%. Deals 80% damage to monsters.
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Cost
55
60
65
70
75
Base Damage
65
130
195
260
325
Skill 2
Hyper Charge
⏳ 13s
Gains a burst of energy, increasing Attack Speed to maximum for 3 attacks within 4 seconds. These attacks deal 44 physical damage (70% AD).
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Cooldown
13
11
9
7
5
Damage Ratio
70%
80%
90%
100%
110%
Skill 3
Acceleration Gate
⏳ 14s
Deploys an Acceleration Gate that grants 35% decaying Movement Speed for 3 seconds to ally champions that pass through it.
Shock Blasts fired through the gate travel farther and faster, increasing their damage by 45%.
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
MS
35%
40%
45%
50%
55%
Ult
Mercury Hammer
⏳ 5s
Transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities, 16% Attack Speed (Lv) and 5 AR and MR (5 + 9% bonus AD).
The next attack with the Mercury Hammer is empowered to deal an additional 28 magic damage (28 + 25% bonus AD).
Losing 9 base AR leaves Jayce noticeably softer against physical damage through the early lane. Standing in Hammer form to win extended trades is a riskier proposition, pushing more of his laning onto poking from Cannon form at range. He also drops faster under minion aggro and jungle ganks, so positioning and recall timing matter more than they used to.
Both halves of what keeps Jayce on the lane get topped up. Going from 7.5 to 10 HP regeneration means less standing around recovering after a trade and fewer trips back to base. More mana returned per attack on Lightning lets him keep casting through form swaps without running dry, and with the total damage up as well, the longer an exchange runs the better it goes for him.