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Nuguri LoL Jayce Build

by Zaraki Kenpachi

Nuguri Season 11 Pro Build for Jayce – the best Jayce runes and items for solo queue in s11!

Jayce

The Defender of Tomorrow

Role: Top

Type: Specialist

Nuguri’s stats on Jayce:

Win Rate: 75.5%

KDA: 3.5

CS: 8

Abilities

Passive

When Jayce swaps weapons he gains movement speed for a short duration.

Hextech Capacitator
Q

  • Cooldown: 16/14/12/10/8/6
  • Cost: 40
  • Range: 600

Mercury Hammer: Jayce leaps to an enemy, dealing {{ ? }} physical damage to surrounding enemies and Slowing them by {{ ? }}% for {{ ? }} seconds.

To the Skies/Shock Blast
W

  • Cooldown: 10
  • Cost: 40
  • Range: 285

Mercury Hammer – Passive: Jayce’s Hammer Attacks grant {{ ? }} Mana.Mercury Hammer – Active: Jayce creates an electric aura dealing {{ ?}} magic damage over {{ ? }} seconds.

Lightning Field / Hyper Charge
E

  • Cooldown: 20/18/16/14/12/10
  • Cost: 55
  • Range: 240

Hammer Form: Jayce swings his hammer, Knocking Back his target and dealing {{ ? }} plus {{ ? 100 }}% max Health magic damage.

Thundering Blow/Acceleration Gate
R

  • Cooldown: 6
  • Cost: No Cost
  • Range: 600

Mercury Hammer: Jayce transforms his weapon into the Mercury Cannon, gaining Attack Range and new Abilities. Jayce’s next Attack removes {{ ? }} Armor and Magic Resist for {{ ? }} seconds.

Mercury Cannon/Mercury Hammer

Skill Order

Q

  • Cooldown: 16/14/12/10/8/6
  • Cost: 40
  • Range: 600

Mercury Hammer: Jayce leaps to an enemy, dealing {{ ? }} physical damage to surrounding enemies and Slowing them by {{ ? }}% for {{ ? }} seconds.

To the Skies/Shock Blast
W

  • Cooldown: 10
  • Cost: 40
  • Range: 285

Mercury Hammer – Passive: Jayce’s Hammer Attacks grant {{ ? }} Mana.Mercury Hammer – Active: Jayce creates an electric aura dealing {{ ?}} magic damage over {{ ? }} seconds.

Lightning Field / Hyper Charge
E

  • Cooldown: 20/18/16/14/12/10
  • Cost: 55
  • Range: 240

Hammer Form: Jayce swings his hammer, Knocking Back his target and dealing {{ ? }} plus {{ ? 100 }}% max Health magic damage.

Thundering Blow/Acceleration Gate

Summoners Spells

Teleports your champion a short distance toward your cursor’s location.

Cooldown: 300 seconds

Flash

After channeling for 4 seconds, teleports your champion to targeted allied structure, minion, or ward and grants a Movement Speed boost. The cooldown of Teleport scales from 420-240 seconds depending on champion level

Cooldown: 300 seconds

Teleport

Runes

Precision

Damaging attacks and abilities grant 2-5 adaptive force (levels 1-18) for 6 seconds, stacking up to 12 times to a max of 24-60. At full stacks, you heal for 9% (6% for ranged) of your damage against champions. Melee champions gain 2 stacks per basic attack on-hit. Damage-over-time effects and ongoing sources of damage (ex. Yorick’s Eulogy of the Isles.png Eulogy of the Isles) can grant one stack every 5 seconds

Conqueror

Damaging an enemy champion increases your mana regeneration by 1.5 − 11 (based on level) mana per second, reduced to 80% effectiveness for ranged champions, for 4 seconds. When triggering this effect, energy users regenerate 1.5 energy per second, instead. Takedowns restore 15% of your maximum mana or 15% of your maximum energy.

Note

On Manaless champions, the rune is exchanged with Rune Triumph.png Triumph.

Presence of Mind

Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks) for a maximum of 18% attack speed.

Gain Legend stacks for every 20 points earned:

20 points for champion takedowns

20 points for epic monster takedowns

5 points for large monster kills

0.8 points for minion kills

Legend: Alacrity

Deal 5% bonus damage while below 60% of your maximum health. This increases based on your missing health, up to 11% bonus damage while below 30% of your maximum health.

Last Stand

Inspiration

You get free

Slightly Magical Boots at 12 minutes (-45 seconds per takedown), but you cannot buy boots before then.

Slightly Magical Boots give you an additional +10 Movement Speed.

Magical Footwear

Gain a

Total Biscuit of Everlasting Will every 2 minutes, until 6 minutes. If the inventory is full while receiving a biscuit, it will appear as soon as a place in the inventory is freed.

Biscuits restore 10% of your missing Health and Mana over 5 seconds (Calculated upon consuming the biscuit). Consuming any Biscuit increases your Mana cap by 50 permanently.

You will also gain the increased mana if you sell the biscuit for 30 gold.

Manaless Champions restore 12% missing Health instead.

Biscuit Delivery
Bonus

OFFENSE – Adaptive Force+9

OFFENSE – Adaptive Force+9

FLEX – +8 Magic Resist

Starting Items

  • 15 Ability Power
  • 70 Health

Focus: Attacks deal an additional 5 physical damage to minions.

Siphon: Killing a minion restores 6 Mana. If you can’t gain Mana, restore 3 Health instead.

Cost: 400 (400)

Doran’s Blade

Active – Consume: Drink the potion to restore 150 Health over 15 seconds.

You may carry up to 5 Health Potions.

Cost: 50 (50)

Health Potion

Core Items

  • 55 Attack Damage
  • 18 Lethality
  • 10% Omnivamp

Ever Rising Moon: Hitting a champion with 2 separate Attacks or Abilities within 1.5 seconds deals an additional 6% max Health physical damage, grants you 15% Move Speed and a (150 + 40% bonus Attack Damage) Shield (100 + 30% bonus Attack Damage for ranged champions) for 2 seconds (8s cooldown, 16s cooldown for ranged champions).

Mythic Passive: Grants all other Legendary items 4% Armor Penetration

Cost: 3200 (850)

Eclipse

  • 35 Attack Damage
  • 500 Mana
  • 15 Ability Haste

Awe: Gain bonus Attack Damage equal to 2.5% max Mana.

Mana Charge: Strike a target with an Attack or Ability to consume a charge and gain 3 bonus Mana. Bonus Mana gain doubled if the target is a champion. This item transforms into Muramana once 360 bonus Mana has been granted.

Gain a new Mana Charge every 8 seconds (max 4).

Cost: 2900 (1050)

Manamune

  • 50 Attack Damage
  • 10 Lethality
  • 325 Health

Annul: Gain a Spell Shield that blocks the next enemy Ability (40s cooldown).

Item’s cooldown is restarted if you take damage before it is completed.

Cost: 2900 (1050)

Edge of Night

Full Build

  • 55 Attack Damage
  • 18 Lethality
  • 10% Omnivamp

Ever Rising Moon: Hitting a champion with 2 separate Attacks or Abilities within 1.5 seconds deals an additional 6% max Health physical damage, grants you 15% Move Speed and a (150 + 40% bonus Attack Damage) Shield (100 + 30% bonus Attack Damage for ranged champions) for 2 seconds (8s cooldown, 16s cooldown for ranged champions).

Mythic Passive: Grants all other Legendary items 4% Armor Penetration

Cost: 3200 (850)

Eclipse

  • 35 Attack Damage
  • 500 Mana
  • 15 Ability Haste

Awe: Gain bonus Attack Damage equal to 2.5% max Mana.

Mana Charge: Strike a target with an Attack or Ability to consume a charge and gain 3 bonus Mana. Bonus Mana gain doubled if the target is a champion. This item transforms into Muramana once 360 bonus Mana has been granted.

Gain a new Mana Charge every 8 seconds (max 4).

Cost: 2900 (1050)

Manamune

  • 50 Attack Damage
  • 10 Lethality
  • 325 Health

Annul: Gain a Spell Shield that blocks the next enemy Ability (40s cooldown).

Item’s cooldown is restarted if you take damage before it is completed.

Cost: 2900 (1050)

Edge of Night

  • 60 Attack Damage
  • 18 Lethality

Active – Wraith Step: Gain 20% Move Speed and Ghosting for 6 seconds (45s cooldown).

Haunt: Gain 40 Move Speed out of combat.

Ghosted units ignore collision with other units.

Cost: 3000 (1025)

Youmuu’s Ghostblade

40 Attack Damage

300 Health

25 Ability Haste

Carve: Dealing physical damage to a champion applies a stack of 4% Armor reduction for 6 seconds (max 24% Armor reduction).

Butcher: Damaging Abilities and Attacks ( On-Hit) against fully Carved enemies deal an additional 5% missing Health physical damage.

Damage over time effects deal 40% Butcher damage (0.5s cooldown).

Cost: 3300 (1050)

Black Cleaver

  • 18 Magic Penetration
  • 45 Move Speed

Cost: 1100 (800)

Ionian Boots of Lucidity

Situational Items

  • 50 Attack Damage
  • 50 Magic Resist
  • 15 Ability Haste

Lifeline: Upon taking magic damage that would reduce Health below 30%, gain (200 + 20% max Health) magic damage Shield for 5 seconds (60s cooldown).

Cost: 3100 (700)

Maw of Malmortius

  • 45 Attack Damage
  • 200 Health
  • 15 Ability Haste

Hackshorn: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the target is below 50% Health, this effect is increased to 60% Grievous Wounds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

Cost: 2700 (400)

Chempunk Chainsword

  • 20 Armor
  • 45 Move Speed

Reduces incoming damage from Attacks by 12%.

Cost: 1100 (500)

Plated Steelcaps

Quick Analysis

SUMMONER SPELLS:

Jayce is one of Nuguri’s main champions and he always runs Flash and Teleport when playing him.

RUNES:

Jayce doesn’t have a specific keystone that suits his playstyle. However, Conqueror comes the closest since it provides raw damage and healing while being in combat. That’s the reason why Nuguri picks it up.

Presence of Mind can be a very useful mana source for Jayce since he struggles with this early on. And Legend: Alacrity and Last Stand are the next best runes for him on the Precision tree.

Magical Footwear and Biscuit Delivery are very valuable runes as well. They allow the player to focus on upgraded the core items, rather than spending the gold on potions and boots.

ITEMS:

The mythic item that Nuguri goes for in 100% of the games on Jayce is Eclipse. It’s very easy for Jayce to trigger its passive, so he gets a lot of value out of it.

Manamune and Edge of Night are the next items that Nuguri goes for the most. Manamune solves Jayce’s mana problem and Edge of Night helps against all-ins.

The rest of Nuguri’s build for Jayce in season 11 depends on the situation at hand. He buys Black Cleaver very frequently, as well as Maw of Malmortius if he faces multiple AP enemies.

For boots, Ionian Boots of Lucidity is the default choice, but Plated Steelcaps can also be useful against an AD opponent.