Jayce Baron Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
How to play
Poke before jumping into melee range In cannon form, fire your 1st ability through the gate from your 3rd ability for extra range and damage. Use your ultimate to switch to hammer form when ready to jump in.
Keep your knockback for their approach In hammer form, your 3rd ability knocks an enemy away. Use it against someone who gets too close, then switch back to cannon form with your ultimate.
Use your lane lead to pressure towers Push when the enemy has to leave, but keep track of their jungler before moving forward.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Oppressive ranged poke in a melee lane: most matchups cannot safely farm against him.
- Strong from level one with no ult dependency, so the bullying starts immediately.
- Flexible answers: gate-boosted poke at range, knockback and burst when divers arrive.
Weaknesses
- Squishy with no real escape, so anyone who reaches him tends to keep him.
- Falls off late and contributes little to teamfights beyond poke.
- Skillshot and mana dependent: missed Shock Blasts (1st) waste mana and give the enemy free time on the wave.
Jayce Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Jayce Baron Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Simple early attack damage for the cannon poke that wins his lane before items.
BOOTS

The omnivamp keeps him healthy while poking from the front of his range.
CORE BUILD

His cannon into hammer swap is two quick hits, which is all this needs to trigger. Gives max health damage and a shield.

Ability haste means faster stance swapping, so both sets of cooldowns stay available in a fight.

The slow keeps a target in hammer range after he swaps, and the armor penetration keeps the burst meaningful into bruisers. The slow only applies below 60% target Health.

The spell shield blocks the lockdown that catches him after he leaps in, which is his only committed moment.

Revives him once after dying. His hammer leap commits him past his own escape.
SITUATIONAL ITEMS

Turns his mana pool into attack damage and supports repeated Shock Blast (1st), Hyper Charge (2nd), and Hammer ability casts. Transforming stances itself costs no mana; using both sets of abilities is what drains the pool.
Transforms into Muramana once Tear is fully stacked
Build this when you are split pushing rather than poking from range. Every fourth attack lands heavy on a champion or a structure and your nearby siege and super minions get armor and magic resist, though a ranged champion collects a reduced version of both.

Boot swap when early armor is blunting the cannon poke his lane advantage runs on.

Build this when the enemy has shields that keep saving the target he swapped stances to kill.

Build this against armor stackers or bruisers who out-sustain the poke he lands all lane.

Boot swap against heavy magic damage and crowd control, which catches him mid-swap.

Boot swap against heavy physical damage, when armor is what keeps him in poke range.
RUNES
KEYSTONE

Stance swapping keeps him hitting through an extended trade, so he stacks quickly and the healing pays for the hammer commitment.
PRIMARY

His cannon poke shoves waves for free, so a lane he controls turns into tower damage. Three attacks trigger the bonus turret damage.

He commits melee range to land his hammer combo, and this covers the trade back once he is standing there.

Take this against teams whose crowd control prevents the champion's key follow-up. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Jayce swap stance and knock the diver away before his ranged poke position collapses.
SECONDARY

His hammer leap is a dash, so it adds bonus true damage as he reaches his target.
SITUATIONAL RUNES

Take this over Conqueror when your lane is pure cannon poke, since he almost always lands the first hit from outside their range.

Take this over Perseverance when both teams have durable frontlines and the match is likely to reach late teamfights. The extra health helps him survive being reached.

Take this over Sudden Impact for a poke-focused plan against teams you can keep at distance. More frequent Shock Blast (1st) and Acceleration Gate (3rd) casts help Jayce soften the enemy formation before committing to hammer range.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. His hammer leap is an engage, not an escape, so Flash is how he leaves after he commits it.

Ignite
Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.
SITUATIONAL SPELLS

Barrier
Take this over Ignite against burst that punishes him for stepping into hammer range.

Teleport
Take this over Ignite when the lane is even and you want the map pressure. He shoves waves quickly, so a free reset costs him nothing.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Jayce Baron Lane Wild Rift matchups and counters
Wild Rift matchup guide for Jayce Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Darius
Shock Blast (1st) through Acceleration Gate (3rd) damages Darius before Apprehend (3rd) can reach, and Thundering Blow (3rd) removes him when he finally enters melee. Space around Apprehend (3rd) rather than maximum attack range, preserve the hammer knockback for his Ghost or Flash commit, and return to cannon form before Hemorrhage (Passive) can build toward five stacks.

Mordekaiser
His passive needs three hits and you live at a range where he gets zero, so you chunk him freely. Only the level 5 death realm duel is dangerous.

Camille
She has to walk through constant Shock Blasts (1st) to touch you, and your knockback throws her one gap closer right back out. If she cannot start the fight on her terms, she cannot start it at all.

Teemo
Your boosted Shock Blast (1st) out-ranges his darts, and his blind only affects autos you barely use, so you win the poke war against a champion with very little health.
Jayce Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Renekton
That dash covers exactly the gap you thought was safe, and his stun ends your kiting on the spot, so one mistake per wave can decide the lane.

Wukong
Warrior Trickster (2nd) can make Shock Blast (1st) hit the clone, and Wukong can keep Cyclone (Ult) spinning even after Thundering Blow (3rd) displaces him. Identify the real Wukong and save the knockback to create distance rather than expecting it to cancel his ultimate.

Malphite
Armor and his shield blunt the Shock Blasts (1st) you live on, and his ultimate closes the distance from a range your spacing cannot answer. Once his ult is online, your spacing no longer protects you.

Sion
Sion's charged Decimating Smash (1st) does not out-range an accelerated Shock Blast (1st), so Jayce should keep poking from beyond it. The danger is Sion's durability and Unstoppable Onslaught (Ult) closing from long range; once Sion reaches melee, a charged knockup can punish Jayce's limited escape.
Jayce Baron Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Jayce Baron Lane, from early lane control through mid and late game map play to final teamfights.

