Arrr, VRC.LOL

Top · SwiftplayMatchup chartPatch 16.20.1

Malphite vs Jayce

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

MalphiteVSJayce

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseTopside

Pick two champions from th' list.

Arrr, role fit

TopMalphite

Malphite has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.

Arrr, primary role
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, Swiftplay · Top

Arrr, tank baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Swiftplay opening · separate from gear 1

Guardian's Horn

950 doubloons

Adds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.

1
Durability

Jak'Sho, The Protean

3,200 doubloons

Completes th' six-gear inventory wit' hull and out-o'-combat recovery after enough bonus hull be established.

2
Boots

Plated Steelcaps

1,200 doubloons

Reduces incoming basic-attack damage and adds armour; choose it fer repeated attacks rather than melee identity alone.

3
Arrr, vs physical

Sunfire Aegis

2,800 doubloons

Adds hull, armour and nigh th' ship magic damage fer wave control, camp clearing and belay fights.

4
Arrr, vs magic

Kaenic Rookern

2,900 doubloons

Adds dedicated magic resistance and a shield agin' sustained spell damage after leaving champion combat.

5
Arrr, anti-heal

Thornmail

2,450 doubloons

Adds armour and anti-heal agin' foes who must repeatedly attack into ye; it be nay universal anti-heal.

6
Hull and recovery

Warmog's Armor

3,100 doubloons

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Arrr, runes and summoner spells

Arrr, runes and summoner spellsMalphiteTop

Take measured course trades, scale durability and keep a course back aboard to th' sea chart.

Arrr, Swiftplay
Arrr, primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Arrr, secondary tree

Precision

TriumphLast Stand
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, matchup notes

What changes when Jayce is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, durable engage option

A durable course wit' reliable engage can remain useful even when early ranged pressure be difficult.

Arrr, mid to late

Control and protection become clearer once teams group 'round prizes and carries need a front line.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Against Jayce

  • Jayce can attack in melee or at range. Pay attention to his stance and weapon color to know how he be going to attack.
  • If ye see Jayce drop his Acceleration Gate, be careful, he be probably about to cast Shock Blast.
  • Jayce be strong in th' early battle. If he gains th' advantage, play defensively.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, repeated basic attacks

Frozen Heart

Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

Arrr, critical strikes hurt

Randuin's Omen

Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Malphite

  1. P
    Granite ShieldEnglish

    Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum Health. If Malphite has not been hit for a few seconds, this effect recharges.

  2. Q
    Seismic ShardEnglish

    Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.

    Wait fer reload (s) 8 · Cost 70/75/80/85/90 · Charted reach (units) 625
  3. W
    ThunderclapEnglish

    Malphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.

    Wait fer reload (s) 10/9.5/9/8.5/8 · Cost 30/35/40/45/50 · Charted reach (units) 400
  4. E
    Ground SlamEnglish

    Malphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration.

    Wait fer reload (s) 7 · Cost 50/55/60/65/70 · Charted reach (units) 400
  5. R
    Unstoppable ForceEnglish

    Malphite launches himself to a location at high speed, damaging enemies and knocking them into the air.

    Wait fer reload (s) 130/115/100 · Cost 100 · Charted reach (units) 1000

Jayce

  1. P
    Hextech CapacitorEnglish

    When Jayce swaps weapons he gains Move Speed for a short duration.

  2. Q
    To the Skies! / Shock BlastEnglish

    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.

    Wait fer reload (s) 16/14/12/10/8/6 · Cost 40 · Charted reach (units) 600
  3. W
    Lightning Field / Hyper ChargeEnglish

    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.

    Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 285
  4. E
    Thundering Blow / Acceleration GateEnglish

    Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance. Cannon Stance: Deploys an Acceleration Gate increasing the Move 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.

    Wait fer reload (s) 20/18/16/14/12/10 · Cost 55 · Charted reach (units) 240
  5. R
    Mercury Cannon / Mercury HammerEnglish

    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.

    Wait fer reload (s) 6 · Charted reach (units) 600

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Malphite Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options