r/jaycemains

Serpent's Fang into Rumble

I have been told that serpent's fang is a must buy into the rumble matchup, especially since nowadays adcs take barrier so there are 2 shields minimum to cut. I am not convinced, can anyone give more insight.

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u/Maskedben69 — 2 days ago

When I need grievous wound, should I buy mortal reminder?

Since mortal reminder gives roughly equivalent stats as serylda and grievous wound, I usually pick it instead, and I don't mind the 25% crit chance. However I see this item recommended by noone, but then should I pick the chemsword for the anti heal, or just the grievous wound 800gold item and keep it till late game?

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u/TheoTheBest300 — 2 days ago

Why grasp

I feel like grasp gets outdone in a lot of scenarios by conq electrocute or stormraiders, so why are people still running grasp so much? Especially grasp and then buying lethality?

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u/sinofarrogance — 3 days ago

New Hexplate?!?!

30 Ult haste makes ult cooldown 4.5 seconds and the overdrive is for 8 seconds. Jayce has fantastic bonus AD scalings and 30 AD is massive, no?

Surely this is cope, right?

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u/FiveCheeseburgers — 3 days ago

Is bruiser Jayce worth it?

Yesterday I played a game where my team was full of Squishies and my enemy was garen, so instead of playing Jayce I ended up going with tahm so my team could have a tankier front line (my top lane picks are pretty much Jayce, Tahm and ornn rn)

In that specific scenario I'd probably always go with a tank anyway, but I was wondering, is bruiser Jayce worth it?

I'm thinking probably a build along the lines of

eclipse>manamune>BC>shojin>Death's dance

Is it worth building when your team lacks a strong front line or does Jayce lose too much damage without lethality?

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u/GABP123321 — 3 days ago

Jayce E can work similarly to Vayne's E

So i present to you the fastest mele combo on jayce.

Many people know the AA+E, it produces monumental amounts of DPS on its on lategame thanks to muramana procs and the fact the first mele form auto (which is a crit animation) is a front loaded animation that can be cancelled near instantly.

What many people don't know is that if you knockback someone and they hit the wall, they will be firstly rooted and then kinda "stunned" for the remainder of the knockback which is about 1 second, this is more than enough for jayce to hit them with another auto attack or even a few more after that.

This is a a crit build shown but is not required for this combo, not only does this combo look beautiful because of the way the hammer swings left and then right, it leaves the enemy without a response window or counterplay to it.

They key here is that jayce prepares another auto attack while the E animation plays, if you have just a tad bit of attack speed say from hail of blades or from transferring ranged w, the AA after the E animation will be instant and you can even unload an additional auto attack after that, or just transform to Cannon to finish them off while the enemy still doesnt know what hit them.

The wall is there to keep you from having to chase down for the extra autos too.

In the combo shown jayce had no ranged w attack speed buff.

The enemy target has 3k hp and 120 armor/120 too which is a lategame average of what a light bruisher/carry champion would have.

Sometimes this combo will happen even without a wall, just randomly, a lot of times against real champions it will also happen if they use some sort of gap closer on you and kinda hit them mid air, it will also happen rarely if you get a perfect timing on transform to cannon, or if the aa timer is just right, some other times this combo will cause riots spaghetti code to explode.

In a lot of those late game situations, mele q is an absolute bait ability, its slower than an auto attack and actually doesnt even deal that much more damage than a AA, and can be disrupted at any point of its 1 second animation, but it can still be used to gap close an enemy against the wall to facilitate this combo or to animation cancel an auto, flashing after E when there is no wall behind them is also doable.

After posting this i came across the match history of a challenger euw otp and he kinda used part of the combo without the initial aa

u/Emploidlol

https://youtu.be/1b0E_1ejocU

u/ilikeXenia — 4 days ago

Is Jayce a good OTP to carry with?

coming back to League after a long break and wanted to ask is Jayce still a good champ to OTP and actually carry games with nowadays? right now I’m between Jayce and Volibear, but I’m kinda leaning more towards Jayce. What do you guys think?

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u/SnooCats8453 — 6 days ago

Weakside

Lets keep this simple, i’m mostly a Jayce otp who plays the vast majority of his games on the other 150+ champions untill i try to push ranks with Jayce for a week or two every year untill my win rate drops under the 70% on the champion. In short : The vast majority of my Jayce games should probably be considered smurfing.

What tends to happen whenever my annual tryhard time hits is i will have no problem carrying games very hard if i get ahead early, if i die early, if i get camped by my jungler… i generaly just consider it a win the moment i get to have a regular game.

Problem being whenever i get weaksided it’s the complete opposite. I will end up getting dove to 0-10 in ranks where i’m still not worried with having 4 losing teammates.

In fact, the biggest fix i’ve ever done for my ranked games was to start going for crash into base on jg gank timers, first taking me from low plat to D4 with no other improvement.

The question :

Is this just normal for Jayce for hard jg camps to just be extra violent? Are there tricks to it? Is there a point where you just have to put a lot more effort into making sure the first few ganks are off the board?

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u/Special-Wear-6027 — 7 days ago

Question

What do you do if 15 mins in everyone is behind but your lead is not big? Do you splitpush and concede more objectives? Do you try to influence teamfights/make picks? Try to organize a jg invade to relieve pressure on my own jungler? Also, how do you stall on this champion, if let's say you have a scaling smolder or smth? I think I'm done playing him in ranked until I can answer these questions.

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u/Gjyn — 7 days ago

Does DeathFire Touch Proc Black Cleaver?

There's an interaction where building Cleaver and taking DFT would proc Eclipse with just your Q.

I'm wondering if this will also proc Cleaver, so for example, you could QE and get more than one Cleaver proc.

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u/Toplaners — 8 days ago

Quick question on Jayce viability

Long story short I picked up Jayce again top lane for the first time in years after playing him in a few arams. I figured his win rate is low because he’s a little difficult to learn and was in Arcane. All in match ups were rough and in those match ups I’d start to go conq/exhaust; start tear into Doran’s blade into GA which has had me win match ups like Olaf, irelia, tryndamere, ect (I ban kench, idk what to do with that). Winning solo trades or keeping the enemy jg topside as long as possible during a gank became easy, what was hard is securing the win. What’s the best way to teamfight with Jayce or overall I guess be useful later in the game? Maybe potentially carry? I feel like he’s still a good champ I just don’t know if he’s viable right now or if my thought process is totally wrong. Overall a really fun champ to play.

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u/MogginGoblin — 9 days ago

A bitter truth.

After my typical string of losses today, a teammate of mine did some unruly investigation and called me out for picking my goat, claiming I had the same winrate on him as a troll pick. I was in utter shock at such a ghastly accusation, and so I didn't believe it. That is, until I saw it for myself. 42% across 60 games. Oof. 42%...ain't tooo bad, right? That's only like, picking into a hard counter levels of bad. Surely disco nunu is way lower than that—oh. 41%. Huh.

This truth was quite painful. I asked him what I should do. After a lengthy pause, he finally responded:

"You already know what you need to do. You need to play more Jayce."

At least, that's what I think he would've said. His actual response could not be deciphered. Something about "zero-tolerance language" or whatever. Which is weird, because what he would've said was quite positive.

In any case, my morale has improved. The grind continues. This champ is hard. Get those reps in, y'all.

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u/Gjyn — 10 days ago

Investigating reworked Hail of Blades on jayce.

https://reddit.com/link/1t9v4nc/video/qtd1rwvbdg0h1/player

I'm in a long quest of finding the best damage keystone for jayce, as i have explained in my previous posts, the rune system is simply not built for champs like jayce, even chally mains cannot decide which primary tree is good on him.

Recently the hail of blades keystone has been reworked to add a tad bit on-hit true damage.

Here is the Hail description:

While Hail of Blades is active, you gain ( 120% / 60%) (mele/ranged)  bonus attack speed, are allowed to exceed the attack speed cap, and basic attacks deal 4 – 21.88 (based on level) (+ 8% bonus AD) (+ 6% AP)  bonus true damage.

it has a 10 second cooldown, the initiating basic attack benefits from the extra attack speed and if you animation cancel an empowered auto you get an extra proc of this rune for up to a total of 4.

Electrocute from the other hand is like this:

Damaging  enemy champions with abilities, basic attacks etc
applies 3 stacks to a target within a 3 second period causes them to be struck by lightning after a 0.25-second delay, dealing them 70 – 260 (based on level) (+ 10% bonus AD) (+ 5% AP) of either physical or magic damage.

this rune has a 20 second cool down

application scope damage bonus effect
Hail of blades basic attacks in a 6 second window, 10 second cooldown, window that starts closing after the first auto attack fires off. 4 – 21.88 (+ 8% bonus AD) per auto for a maximum potential of 16-83.6 +( 32% bonus AD) when all 4 autos land, this is all true damage
Electrocute 3 abilities or attacks stack in a 3 second window, 20 second cooldown, cooldown starts when stacks are consumed, each stack refreshes the 3 second window. 70 – 260 (based on level) (+ 10% bonus AD)  dealt as physical damage

So long story short, early game doran blade jayce would do about an extra 30 true damage if he lands an auto and then cancels its animation with W and follows it up with another 3 W empowered autos, even though jayce has a ton of animation cancel mechanics, only Ranged w counts as an auto reset.

AA+W just seems the most optimal way to go about things when bullying the enemy, the whole combo only lasts for a bit over a second, the fact the initiating auto comes off faster really makes a difference when harassing meles with more movement speed than you, no more failed AA windups as you chase guys down.

In comparison Electrocute will do about 77 physical damage early, and you can proc it in all sorts of ways, but roughly one third of it will be mitigated by armor dropping it to 50 post mitigation damage

So yep, electrocute does about 20 more raw damage pre 6, but has double the cooldown and doesnt give extra attack speed, and it will be outscaled the moment the enemy buys something like Ninja tabi or other armor items.

Damage seems to equalize around jayce's midgame powerspike, and heavily outscales against anything tanky, this happens because HoB overall ad ratio is 3 times larger than electrocutes.

Late game jayce can achieve upwards to 220 to 300 bonus ad, and this rune will add almost deal 200 true damage, but with jayce building a lot of armor pen electrocute will also do about the same against squishes, but will be severely underpowered against anything with armor, and tbh by that point everyone will have GA and ZH or whatever in the enemy team, on top of that the base stat armor gained by levels should be around 100 at that point mitigating half of all physical damage done even on squishiest of squishies.

i still cannot quantify the Attack speed benefit because its tricky, ill expand on this later on.

I have only started testing this new technology this weekend, my experience in laning with HOB over electrocute is just very matchup depended, against something like yasuo or gp or other agile meles that want to be on your face, I kinda feel HOB is superior because even if you can land one or two autos, the HOA will apply to all of them, whereas with electrocute you dont get any damage unless you get all 3 stacks, and it can be potentially be counterplayed because people can see the stacks visual, guys like fizz may E away, yas windwalls, trynd Es away etc.

HoB will go on cooldown even if you dont use every empowered auto though, but the 10 second cooldown is insane and it lines up to your W cooldown early so its easy to keep track, really useful in the types of lanes where you need to "earn respect" from the enemy lane bully.

I kinda have very good albeit rusty mechanics but its fun to always keeping myself disciplined and use the W reset to get the most out of this rune, i watch most Jayces in LEC and even the pros don't seem to use this reset.

Damage analysis:

At this point I just don't have the sample size to make an accurate assessment, riot games took away brawl mode where i could just test run stuff fast and efficiently so now im stuck playing 20+ minute swiftplay games against silvers and irons where i just eq and mush buttons to delete everything and then spend the rest of my time spam pinging my teammates for objectives.

HoB would obviously not be as useful in such a scenario, and electrocute would proc much simpler and faster (a mele all in will near instantly proc it q+w+aa), but I feel like HoB would be more efficient in a more measured playstyle, teamfights and skirmishes where you play around your W cooldowns, maneuver in and out combat, you know the deal.

But yeah so far, HoB doesnt seem to contribute more than 3-4% of total damage in my games which is about the same as electrocute and thats against mostly squishies, which is kinda slightly inferior to something like aery or comet, BUT, comet and aery damage, ,falls off hard and is mostly triggered by the eq poke and its practically just poke damage that gets mitigated by enemy health regen or healing, what im tryna say is that HoB damage that happens when you are face to face with the opponent and their team, the type of damage that decides if you kill or get killed or if you win that fight or not.

But that HoB is not supposed to be selling point of the HoB keystone, the extra attack speed is the supposed main benefit of this rune, and I really need is help to find out how the extra attack speed synergizes with jayce, yeah its really useful to make your damage more consistent when finding yourself caught up in mele trade but as we know, Jayce has ranged W and W already maxxes out your attack speed to 3.00 attacks per second for the next 3 attacks, but this rune promises its users that it will temporarily allow for the increase of attack speed ceiling.

So yeah I spent some time on the training tool testing how the HoB synergizes with the ranged W, the results are inconclusive, plus I think i found a bunch of bug i havent submitted but im not sure?

I took a video so you can see for yourselves, just pay attention on the attack speed display on the UI on the bottom left corner, sometimes empowered HoB exceed the attack speed limit cap for a single attack out of the total 4, sometimes it wont, mele will exceed even further because of how the rune works, but even that doesnt work all the time,

BUT visually, i think the HoB buff works, maybe its just the ui not being able to keep up refreshing its numbers, i really have no clue, maybe its some sort of bug maybe, its just how ranged autos work, maybe the autos out of w come off so fast its like zeri Q and it kinda ruins how this rune is supposed to work, but i still think visually it looks faster and if its true, this about makes the w alone 25% faster and if you consider the auto attack reset combo, jayce's combo is sped up by more than half a second, may not seem like a lot but its actually massive, for example ambesa ult was nerfed to be 0.1 second slower and it absolutely gutted that champion.

So yeah im not sure if my eyes deceive me but the attack speed is indeed there and it is beneficial, the same cannot be said for the rest of the domination rune tree that is absolutely trash and pales in comparison to other trees, but yeah I guess test this rune and if you are willing share your experience:

As i said my games sample is limited and very bad, which is why i made this post here, help me help jayce find his optimal keystone.

In your opinion do all the W autos benefit from the HoB attack speed cap extension?

How much damage did that rune do in proportion to your overall damage?
How did it feel laning with it?

How much damage did this rune do in comparison to your overall damage (you can check that on the post game review)

How many autos landed benefited from HoB?

How did it feel in lategame and in teamfights?

Thats all folks, have a good one.

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u/ilikeXenia — 11 days ago