Latest Public Beta Environment Patch Changes - Jayce Patch Info

Jayce the Defender of Tomorrow

  • Damage: 50 (+3.5 per level)
  • Health: 510 (+90 per level)
  • Mana: 280 (+40 per level)
  • Movement Speed: 310
  • Armor: 16 (+3.5 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 6
  • Mana Per 5 Sec: 7
  • Range: 125

Hextech Capacitor:

Gains 40 Movement Speed for 1.25 seconds and ignores unit collision each time Transform is cast.

Lightning Field / Hyper Charge:

Passive: Gains 6/8/10/12/14 mana per strike while in Hammer Stance.
Active: Creates an electric aura dealing 100/170/240/310/380 (+1) magic damage over 4 seconds to nearby enemies.

Cost: 40 Mana

Range: 350

Cooldown: 10 Seconds

Mercury Cannon:

Active: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and ranged attacks.
The next attack in Cannon stance reduces the enemy's Armor and Magic Resist by 10/15/20/25/30% for 5 seconds.

Range: 600
Cooldown: 6 Seconds

Thundering Blow / Acceleration Gate:

Deals 40/70/100/130/160 plus 8/11/14/17/20% of the enemy's maximum health as magic damage and knocks them back a short distance. (200/300/400/500/600 Maximum Damage against monsters)

Cost: 40 Mana
Range: 240
Cooldown: 14/13/12/11/10 Seconds

To the Skies! / Shock Blast:

Leaps to an enemy dealing 20/65/110/155/200 physical damage to enemies and slowing them by 30/35/40/45/50% for 2 seconds.

Cost: 40/45/50/55/60 Mana
Range: 600
Cooldown: 16 Seconds

Champion Changes


  • Crescent Slash Energy Cost Decreased per level to 60/55/50/45/40, from 60.
  • Crescent Slash now Triggers Mark of the Assassin.


  • Triumphant Roar Mana Cost Increased to 40/50/60/70/80, from 28/41/54/67/80.


  • Ace in the Hole Range Increased to 2000/2500/3000, from 1900/2050/2200.


  • Blade Waltz Cooldown Decreased to 130, from 150.


  • Health Increased to 523, from 493.
  • Bodyslam Mana Cost Decreased to 50 at all levels, from 50/55/60/65/70.


  • Monsoon Cooldown Increased to 150/135/120, from 120 at all levels.
  • Zephy Passive Decreased  at early levels to 4/7/10/13/16%, from 8/10/12/14/16%
  • Zephyr Active Decreased to Slow for 3 seconds, from 4.
  • Zephyr Cooldown Increased to 12 at all levels, from 12/11/10/9/8.


  • Requiem Cooldown Increased to 200/180/160, from 180/150/120.


  • Range Decreased to 550, from 575.


  • Living Artillery Subsequent Cast Maximum Increased to 400 Mana, from 200.

Le Blanc

  • Distortion Cooldown Decreased to 18/16/14/12/10, from 20/18/16/14/12.


  • Mana Per 5 Increased to 6, from 5.
  • Finales Funkeln Mana Cost Decreased to 100 at all levels, from 100/150/200.
  • Light Binding Mana Cost Decreased to 50/60/70/80/90, from 60/75/90/105/120.

Miss Fortune

  • Double Up Range Decreased to 550, from 625.
  • Make It Rain Slow % Increased to 20/28/36/44/52, from 20/25/30/35/40.
  • Make It Rain Mana Cost Decreased to 80 at all levels, from 80/85/90/95/100.


  • Depth Charge Damage Decreased at early levels to 200/325/450, from 250/350/450.
  • Depth Charge Cooldown Increased at early levels to 140/110/80, from 120/100/80.
  • Dredge Line Damage Decreased at early levels to 60/105/150/195/240, from 80/120/160/200/240.
  • Dredge Line Cooldown Increased to 18, from 14.


  • Consume Damage Increased at early levels to 500/600/700/800/900, from 400/525/650/775/900.
  • Consume Cooldown Decreased to 16/14/12/10/8, from 18/16/14/12/10.
  • Visionary Attack Requirement Decreased to 5, from 7.


  • Command: Attack Damage Decreased to 60/90/120/150/180 (+0.4), from 60/100/140/180/220 (+0.6).
  • Command: Dissonance AP Ratio Increased to .7, from .5.
  • Command: Protect Range Increased to 1120, from 1020.


  • Defensive Ball Curl Mana Cost Decreased to 40, from 50.
  • Powerball Mana Cost Decreased to 70/80/90/100/110, from 80/90/100/110/120.


  • Stand United Cooldown Increased to 200, from 180.


  • Hymn of Valor Mana Cost Decreased to 45/50/55/60/65, from 65 at all levels.


  • Astral Blessing Armor Buff Duration Decreased to 3 seconds, from 5.
  • Wish Cooldown Increased to 160/145/130, from 120/110/100.


  • Locus of Power Magic Penetration Increased to 16/22/28/34/40, from 10/15/20/25/30.
  • Mage Chains AP Ratio Increased to .8, from .7.


  • Bouncing Bomb Mana Cost Decreased to 50/60/70/80/90, from 60/70/80/90/100.

Item Changes

Athene's Unholy Grail

  • Ability Power Increased to 90, from 80.
  • Magic Resist Increased to 40, from 36.

Ionic Spark

  • Item Cost Decreased to 2100, from 2300.
  • Recipe Cost Decreased to 575, from 775.
  • Chain Lightning Damage Increased to 125, from 110.

Quicksilver Sash

  • Item Cost Increased to 1640, from 1440.
  • Recipe Cost Increased to 900, from 700.
  • Magic Resist Decreased to 48, from 56.

New Skins

Infernal Alistar

Full Metal Jayce

Glacial Malphite

Augmented Singed



  • #40 altgmmaster

    Thats such a nice change for akali, creeps so often can block your harass early game making it hard to do any real damage, but with this you can do so much damage pre-6. This actually could be a seriously good buff, no risk harass is always a strong thing to have

  • #39 Xenvoir

    Make a new eve skin and buff her 

  • #30 Aiscence

    Let's kill more the defensive support ...

    And it's fun to see the buff for Nunu, they undo the nerf he got last year when his jungle was too strong :)


    Last edited by Aiscence on 7/3/2012 12:20:31 PM
  • #31 dcgreen

    Welcome to "power creep"

  • #28 MastaBaita

    Ah whoa... they nerfed AP kog'maw again lol... And they forgot the change to distortion for LeBlanc where she could teleport at 3 different locations in a small amount of time.

  • #27 Morreed

    It's just me or there are only half of Jayces abilities?

  • #25 FatsXL

    these skins look bad ass

  • #24 lior1995

    Ap kog'maw is still viable! all you need is 2 archangels, athene's, blue buff and a soraka with a soul shroud to use your ult often! the spam is whole point of it they should have just reduced the damage...

    Last edited by lior1995 on 7/3/2012 9:03:46 AM
  • #32 dcgreen

    They did this to make the poke less often because people will have to wait for the stacks to fall or suffer from overbearing mana issues.

  • #23 Protoje

    They should nerf the mana cost on Gragas Q instead of his E, pathetic.

  • #22 Twistedqt

    Was expecting more Xerath changes if I'm perfectly honest, as much as the buffs are appreciated it doesn't really have the effect of changing how he plays in my opinion.

    Changes to his ultimate aside, I'm surprised not to see a rework of locus of power. Increasing the cooldown / cast time significantly while removing it's duration would give greater significance to using it, as well as fall in line with the notion of him being a "constant artillery".

    People have made note of the fact that his passive is unfortunately lackluster, I'd love to see the idea of rolling locus of power into it in a similar fashion to teemo's passive, to place a greater significance on the use of locus of power than we currently have. Perhaps something like:

    "Passive: Locus of Power. When xerath stop's moving for 5(?)seconds, he becomes a locus of power. Granting him significantly increased range and magic penetration. Effect lasts until Xerath moves."

    With the current changes, Xerath's playstyle remains pretty much unchanged. Although his ultimate is now more difficult to land (this being offset by increase mp and mage chains damage), he still will play as a typical bursty caster.

  • #29 user_621210

    I doubt this is all the changes hopefully, since Jayce only has 1/2 his abilities.  Pretty sure he has more. I think, like Leblanc in the patch preview, Xerath's mage chains flight speed will be a lot faster as well.  I remember hearing about them fixing that so that it doesn't happen you mage chains and Q but you Q before mage chains actually lands.  

  • #34 dcgreen

    I agree with you. I was excited when I heard there would be Xerath changes this patch and I feel like these all fall short. I am sure they will eventually get around to him properly they just have other champs that need love first like Sejuani lol.

  • #41 Marksman1227

    Here's a proposal, I don't know how well it would work or what the numbers should be for balancing and such. I think they could make Xerath's ult similar to Akali's ult in that it would get stacks up to three. His R has a cooldown of 80/70/60. You would put a point into your R and then 30 seconds later you could cast it once. Another 30 seconds and you would get another stack, up to 3 stacks. This would allow him to be more of a sustain damage caster than a burst caster, I believe, because you could cast your ult once and that's it, you wouldn't have to worry about losing the other two stacks. I say give the stacks a 30 second cooldown because I feel like this ult would be a lot stronger and so it would only be fair to make the cooldown longer, but as I said the numbers are definitely subject to change. There would be a lot more balancing issues such as making his E too easy to land, you could just ERQ and not be wasting your ult, per se. It's just a suggestion and any feedback or criticism would be greatly appreciated. Thanks for reading.

  • #20 codesateru

    holy fuck akali HUGE buffs

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