Jayce Statistics in North America

  • Game patch: 9.22
  • Game count: 12,277
  • Average match length: 29:10
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Jayce

Jayce

the Defender of Tomorrow

  • P Hextech Capacitor

    Hextech Capacitor

    After casting Transform Jayce gains 40 Movement Speed and can move through units for the next 1.25 seconds.

  • Q To the Skies! / Shock Blast

    To the Skies! / Shock Blast

    Cooldown: 16/14/12/10/8/6 | 8Cost: 40 | 55/60/65/70/75/80 manaRange: 600 | 1050

    Hammer Stance: Leaps to an enemy dealing 45/80/115/150/185/220 (+120% bonus Attack Damage) physical damage to nearby enemies and slowing them by 30/35/40/45/50/55% for 2 seconds.

    Cannon Stance:Jayce fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path, dealing 55/105/155/205/255/305 (+120% bonus Attack Damage) physical damage to all enemies around them.

  • W Lightning Field / Hyper Charge

    Lightning Field / Hyper Charge

    Cooldown: 10 | 13/11.4/9.8/8.2/6.6/5Cost: 40 manaRange: 285

    Hammer Stance: Passive: Gains 6/8/10/12/14/16 Mana per strike while in Hammer Stance.

    Active: Creates an electric aura dealing 100/160/220/280/340/400 (+100% bonus Ability Power) magic damage over 4 seconds to nearby enemies.

    Cannon Stance: Jayce gains a burst of energy, increasing Attack Speed to maximum for 3 attacks. These attacks deals (70/78/86/94/102/110% bonus Attack Damage) damage.

  • E Thundering Blow / Acceleration Gate

    Thundering Blow / Acceleration Gate

    Cooldown: 20/18/16/14/12/10 | 16Cost: 55 | 50 manaRange: 240 | 650

    Hammer Stance: Deals 8/10.4/12.8/15.2/17.6/20% of the target's maximum health (+100% bonus Attack Damage) as magic damage and knocks them back a short distance. (200/300/400/500/600/700 Maximum Damage against monsters)

    Cannon Stance: Deploys an Aceleration Gate increasing the movement speed for 30/35/40/45/50/55% of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range and damage will increase by 40%.

  • R Mercury Cannon / Mercury Hammer

    Mercury Cannon / Mercury Hammer

    Cooldown: 6Range: 600

    Active: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and ranged attacks.

    The next attack in Cannon Stance reduces the target's Armor and Magic Resist by 10/15/20/25% for 5 seconds.

Statistics by Role

Core Items

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Frequent Runes

Inspiration

Outwit mere mortals
Creative tools and rule bending

Domination
Hunt and eliminate prey
Burst damage and target access

Skills Order

Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
1
4
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
3
6
8
10
12
13
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
2
14
15
16
17
18
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.
Win Rate:47.24%
Ban Rate:0.65%
Pick Rate:0.97%
Kills: 5.56
Deaths: 5.93
Assists: 6.21
Minions Killed:163
Gold Earned:11,182
Gold Spent:10,337
Double Kills:0.10
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 1.00
Largest Killing Spree: 1.76
Largest Multi Kill: 0.64
Wards Killed: 2.56
Wards Placed: 8.88
Vision Wards Bought: 0.90
Tower Kills: 1.00
Win rate by Game Length
This graphic shows you the average Win Rate for Jayce based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Pick Rate: 34.91%
Pick Rate: 19.27%
Pick Rate: 11.47%

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Pick Rate

84.69%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Pick Rate

14.85%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Heal

    Heal

    Cooldown: 240 seconds
    Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.

Pick Rate

0.23%
  • Barrier

    Barrier

    Cooldown: 180 seconds
    Shields your champion from 115-455 damage (depending on champion level) for 2 seconds.
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.

Pick Rate

0.12%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

52.53%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

18.81%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

10.83%
Inspiration

Outwit mere mortals
Creative tools and rule bending

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

3.76%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Inspiration
Outwit mere mortals
Creative tools and rule bending

Pick Rate

3.72%
Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
1
4
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
3
6
8
10
12
13
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
2
14
15
16
17
18
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.

Pick Rate

41.28%
Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
1
4
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
2
6
8
10
12
13
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
3
14
15
16
17
18
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.

Pick Rate

27.74%
Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
1
3
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
4
6
8
10
12
13
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
2
14
15
16
17
18
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.

Pick Rate

12.53%
Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
2
4
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
1
6
8
10
12
13
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
3
14
15
16
17
18
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.

Pick Rate

6.26%
Q
To the Skies! / Shock Blast

To the Skies! / Shock Blast

Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies.

Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
1
4
5
7
9
11
W
Lightning Field / Hyper Charge

Lightning Field / Hyper Charge

Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds.

Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
3
14
15
16
17
18
E
Thundering Blow / Acceleration Gate

Thundering Blow / Acceleration Gate

Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance.

Cannon Stance: Deploys an Acceleration Gate increasing the Movement Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
2
6
8
10
12
13
R
Mercury Cannon / Mercury Hammer

Mercury Cannon / Mercury Hammer

Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist.

Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.

Pick Rate

5.59%

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