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Jayce: Battery refills and Chemtech with Loaded Dice

Jayce · from the PoC community · 2026-10-14

Use extra rerolls to find a strong spell power, then combine the level-up refill with duplicated six-cost spells.

Build

Needs 6★Champion level 30

Overview

Spend your opening turns banking spell mana and finding a powerful spell engine. Loaded Dice adds rerolls and improves the chance of Epic powers and items; Jayce's Hextech Battery supplies a large level-up refill. Once you have six mana gems, Chemtech Duplicator adds another cast to the spells you play.

This trio is tied for his most popular build in guide builds and 10★ clears. The Battery/Chemtech engine is well known; the Loaded Dice third slot is less talked about but shows up in those clears. His existing guide instead uses a first-expensive-spell refund and team Overwhelm, giving more predictable resources before the duplication threshold.

The build

Jayce's Hextech Battery

It gives the champion +1|+2 and refills six mana when he levels. Spend enough mana before the level-up for that refill to matter. The refill is tied to leveling, so another spell later does not automatically repeat it.

Chemtech Duplicator

When you play a spell with six or more mana gems, copy it with the same targets. Six unit mana gems is different from paying for a six-cost spell with three unit mana and three spell mana: that early spell does not by itself activate Chemtech.

Loaded Dice

Three extra rerolls and +10% to find Epic powers and items improve your adventure drafts. Spend rerolls on powers that change your early spell sequence rather than choosing an impressive rarity with little synergy. It adds no starting mana and guarantees no specific power. The full trio needs level 30's third Rare slot and two epic upgrades.

How to play

Keep an expensive spell and early units that bank spell mana. Forge Chief can generate mana through a strike, while Ferros Financier helps find another expensive spell. Develop enough blockers to survive instead of passing into lethal damage merely to bank three spell mana.

Use a qualifying six-cost spell to advance the level condition and reduce non-spell costs through the star power. Play Jayce when his level-up can refill mana you have actually spent, then use Acceleration Gate to turn a developed board into an attack. Before the six-gem threshold, plan around his own leveled duplication rather than expecting the relic's extra cast.

After Chemtech comes online, copied spells keep their original targets. Shock Blast can produce more damage against surviving targets, but duplicate copies aimed at enemies already removed may lose value. Choose your targets around the whole sequence and keep enough board presence to use the buffs from your finishing spell.

Drafting and alternatives

Slow But Steady rewards the Slow spells you already want to cast. Extra spell-mana refills can support an earlier expensive-spell turn. Check the actual spell cost before taking a discount: reducing a six-cost spell below six can remove the qualification your champion and star powers need.

Renewing Power in his other guide refunds the first qualifying expensive spell each round, helping before Chemtech's threshold. The Grand General's Counterplan and Archangel's Staff provide recurring champion spells and spell mana. They exchange the drafting slot or burst refill for more predictable resources across longer fights.

Star-power checkpoint

Hextech Infusion at six stars adds ten damage to a random enemy after you play a six-cost-or-more spell, or to the enemy Nexus when there is no enemy unit. Preserve the six-cost condition when drafting items. The three-star Hyper Charge II also discounts non-spells and temporarily strengthens your board after a qualifying spell; that board can finish once you have cast the attack buff.

Sources

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