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the Defender of Tomorrow

Physical Damage
Counter items & Summoner spells:
Counter mechanics:

Deny Farm

Hard CC


Play safe early game

Try to kite and poke

Health Points: 420 (+90 / per level) Health Regen: 6 (+0.8 / per level)
Mana Points: 240 (+40 / per level) Mana Regen: 7 (+0.7 / per level)
Damage: 46.5(+3.5 / per level) Attack Speed: 0.658 (+3 / per level)
Attack Range: 125 Movement Speed: 310
Armor: 12.5 (+3.5/ per level) Magic Resistance: 30 (+0/ per level)
Influence Points (IP): 6300 Riot Points (RP): 975
Jayce gains 40 movement speed for 1.25 seconds and ignores unit collision each time Transform is cast.
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)
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 %
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 %
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.