(Innate): Jayce gains 40 bonus movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
Tips :Jayce's ultimate is available at level 1, which lets him have soon movespeed when he wants be switching weapons, to chase or escape.
Jayce doesn't fear conflicts so you can make the most if this to catch your target or escape.
(Active): Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.
Tips :It is a good spell that helps with the jungler's ganks by slowing your target.
Note that the slow and damages are applies in the impact zone, so if your opponent decides to dash/flash before the impact he will dodge the effects of the spell.
Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage)
Slow: 30 / 35 / 40 / 45 / 50 %
(Passive): Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.
(Active): Creates an electric aura, dealing magic damage over 4 seconds to nearby enemies.
Tips :An interesting spell to add a bit of damage to your combos. However, it is difficult in the lane phase to recharge your mana because it is often better to farm at long range so you can harass your opponent and not expose yourself to the jungler's ganks.
Mana per hit: 6 / 8 / 10 / 12 / 14
Magic Damage Per Second: 25 / 42.5 / 60 / 77.5 / 95 (+0.25 per ability power)
Total Magic Damage: 100 / 170 / 240 / 310 / 380 (+1.0 per ability power)
Active: Deals magic damage equal to a base amount plus a percentage of the target's maximum health, knocking the target back a short distance.
This damage is capped against monsters.
Tips :The main harass spell in the lane phase because of its damage, weak mana cost, and the fact that it lets you push back your enemy if he tries to use his gap closer.
This spell is very efficient for helping your jungler after a pull of the AP mid, by repushing the buff.
Lets Jayce have some heavy magic damage and prevents your opponent from stacking armour.
When well used, this spell lets move your opponent away from his tower during a gank from your jungler, or repush the enemy jungler when he tries to gank you.
Cost: 40 / 50 / 60 / 70 / 80 mana pts
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Base Magic Damage: 40 / 70 / 100 / 130 / 160 (+100% of your bonus attack damage)
Max HP Converted into Damage: 8 / 11 / 14 / 17 / 20 %
Maximum Damage to Monsters: 300 / 400 / 500 / 600 200
Active: Transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities and bonus armour and magic resistance.
The next attack in Hammer Stance deals additional magic damage.
Tips :This transformation lets Jayce benefit from his passives movement speed.
The bonus damage from this transformation help Jayce win trades against his opponent more easily.
Armour and Magic Resist Bonus: 5 / 15 / 25 / 35
Magical Damage: 20 / 60 / 100 / 140 (+40% ability power)
Pros
Very multi-purpose, can farm/harass at long range without being too exposed
A powerful harass range in the lane phase
A movespeed buff for the whole team
A big burst with his E (Thundering Blow)
Some poke with his combo A (Shock Blast) +E (Acceleration Gate)
Can move quite fast with his ultimate and his E (Acceleration Gate)
Able to go through walls with his A (To the Skies!)
Cons
Quite weak for a bruiser, especially a long range one
No dash to escape, positioning is very important
No real ultimate, so no change in gameplay at level 6
Difficult to master in the first games
Requires vision of the game to deal well with teamfights, you can dies quickly in these if you are not careful