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Jayce

The Defender of Tomorrow

Fighter
Physical Damage
TopMidBottom

General counter information:

Deny FarmHard CCOutsustain Play safe early gameTry to kite and poke

Counter Items & Summoner Spells:

Health Points: 420 (+90 / per level) Health Regen: 6
Mana Points: 240 (+40 / per level) Mana Regen: 30
Damage: 46.5 (+3.5 / per level) Attack Speed: 0.658 (+2.7 / per level)
Attack Range: 500 Movement Speed: 310
Armor: 13 (+3.5 / per level) Magic Resistance: 30 (+0 / per level)
Influence Points (IP): 6300 Riot Points (RP): 975

Hextech Capacitor

Passive

Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.

To the Skies! / Shock Blast

Q

Active: Jayce leaps to an enemy, dealing physical damage to his target and to enemies in the area, slowing them for 2 seconds.
Active: Fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing physical damage to all enemies in the area of the explosion.If Shock Blast is fired through an Acceleration Gate, the area of effect, missile speed and range will be increased, and its damage will increase by 40%.
Cooldown: 8 seconds

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 %
Cost: 55/60/65/70/75 mana
Physical Damage: 60/115/170/225/280 (+1.2 per bonus attack damage)
Accelerated Physical Damage: 84/161/238/315/392 (+1.68 per bonus attack damage)

Lightning Field / Hyper Charge

W

Passive: Jayce regenerates mana each time he strikes an enemy while in Hammer Stance.(Active)
Cost: 40 mana
Cooldown: 10 seconds
Active: Jayce gains a burst of energy, increasing his attack speed to maximum for 3 attacks. These attacks deal varied damage depending on rank.
Cost: 40 mana

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)
Cooldown: 14/12/10/8/6 seconds
Damage: 70/85/100/115/130 %

Thundering Blow / Acceleration Gate

E

Active: Deals magic damage equal to a base amount plus a percentage of the targets maximum health, knocking the target back a short distance. This damage is capped against monsters.
Cost: 40 mana
Active: Deploys an Acceleration Gate for 4 seconds, increasing the movement speed of all allies who pass through it for 3 seconds. This bonus fades over the duration.
Cost: 30 mana

Cooldown: 14/13/12/11/10 seconds
Magic Damage: 40/70/100/130/160 (+1.0 per bonus attack damage)
Max Health to Damage Ratio: 8/11/14/17/20 %
Max Damage to Monsters: 200/300/400/500/600
Cooldown: 16 seconds
Movement Speed: 30/35/40/45/50 %

Transform: Mercury Cannon / Transform: Mercury Hammer

R

Active: Transforms the Mercury Hammer into the Mercury Cannon, gaining new abilities and ranged attacks.The next attack in Cannon Stance reduces the enemys armor and magic resist for 5 seconds.
Cooldown: 6 seconds
Active: Transforms the Mercury Cannon into the Mercury Hammer, gaining new abilities and bonus armor and magic resist.The next attack in Hammer Stance deals additional magic damage.
Cooldown: 6 seconds

Armor and Magic Resist Reduction: 10/15/20/25 %
Bonus Armor and Magic Resist: 5/15/25/35
Bonus Magic Damage: 20/60/100/140


Counter Tips

Keep your distance behind minions to avoid being hit by his long range poke.
Using Flash to leave the area before he hits the ground using his Hammer stance To the Skies! will completely negate the damage.