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Jayce

Jayce

Fighter / Marksman

Fighter💥 AD
Playing in:

Beginner Rule

Watch for Shock Blast (Q) passing through Acceleration Gate (E) — it becomes much faster and harder to dodge.

Threat Overview

Jayce is a lane bully who excels at poke and burst damage. He wants to wear enemies down with Shock Blast (Q) empowered by Acceleration Gate (E) before switching forms for close-range trades. Many beginners take too much damage from empowered Shock Blasts before fights even begin.

Power Spikes

Level 3 – Full ranged and melee combo available.

First Item – Poke damage becomes very threatening.

Mid Game – Strongest point of the game for many Jayce players.

Watch Out For

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Empowered Shock Blasts

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Early-game aggression

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Form swap burst

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Siege situations

Abilities — What to Dodge

To the Skies! / Shock BlastQ
Q
To the Skies! / Shock Blast
▶ hover for preview

What it does

Hammer: leaps to target and slows. Cannon: fires a long-range electric bolt dealing physical damage.

How to play against

In cannon form his Q poke has huge range. Stay behind minions to block the bolt. Hammer leap is his melee engage.

Lightning Field / Hyper ChargeW
W
Lightning Field / Hyper Charge
▶ hover for preview

What it does

Hammer: creates a lightning field dealing damage. Cannon: empowers next few attacks to maximum Attack Speed.

How to play against

Don't trade into his lightning field. Cannon Hyper Charge is a brief intense burst of maximum attack speed — back off immediately when he activates it.

Thundering Blow / Acceleration GateE
E
Thundering Blow / Acceleration Gate
▶ hover for preview

What it does

Hammer: knocks target back with magic damage. Cannon: deploys a gate that speeds up allies passing through. Shock Blast through the gate gains range and damage.

How to play against

His gate-empowered Q can hit from extreme range. The knockback can push you into danger. Sidestep along the gate-shot line.

Mercury Cannon / Mercury HammerR
R
Mercury Cannon / Mercury Hammer
▶ hover for preview

What it does

Transforms between hammer (melee) and cannon (ranged) stances.

How to play against

In cannon he pokes safely at range. In hammer he engages hard. Track which stance he's in — it defines his current threat.

Common Combos

QE → Poke

Core ranged combo.

QE → Melee Swap → Full Combo

Standard all-in pattern.

Melee Knockback → Ranged Follow-Up

Controls trades.

Passive

Passive

Hextech Capacitor: when he switches weapon stances he gains Move Speed and can move through units briefly. Every form switch is also a brief speed boost — he's slightly faster when transitioning than he looks.

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