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Runes: Standard
1
2
3
4
Precision
Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
sums
Flash
Smite
Items
Ability Order Ability order
Relentless Assault (PASSIVE)
Jax Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Kayn
Tough match if red glhf
Jax
anyone with good cc is good
Synergies
Ideal
Strong
Ok
Low
None
Jax
anyone with good cc is good
Champion Build Guide
Intro
Hello this is Succ, I hit plat in season 10 primarily playing Mundo/Jax jg and thought I would share my builds :)
About Jax
Jax has a solid clear from either buff, and is a very flexible champ. However, he is not a very good champ into CC heavy comps, as he is susceptible to it. Overall Jax is a great champ however for the chaos of solo Q. Who doesn't want a piece of the champ? :)
Abilities
P-Relentless Assault
Jax's basic attacks on-attack grant him 3.5% − 11% (based on level) bonus attack speed for 2.5 seconds, stacking up to 8 times for a maximum of 28% − 88% (based on level) bonus attack speed.
Stacks are deducted one at a time every 0.25 seconds after not attacking for 2.5 seconds.
Q-Leap Strike
COST: 65 MANA
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
ACTIVE: Jax Dash dashes to the target unit's location.
If his target is an enemy, he deals Attack damage physical damage to them.
PHYSICAL DAMAGE:
65 / 105 / 145 / 185 / 225 (+ 100% bonus AD) (+ 60% AP)
Jax will attempt to automatically basic attack his target at the end of the dash.
W-Empower
COST: 30 MANA
COOLDOWN: 7 / 6 / 5 / 4 / 3
ACTIVE: Jax's next basic attack on non-Turret icon structures or Leap Strike within 10 seconds deals Magic damage bonus magic damage. If Empower is used on a basic attack, it will have 50 bonus range.
MAGIC DAMAGE:
40 / 75 / 110 / 145 / 180 (+ 60% AP)
Empower resets Jax's basic attack timer.
Counter Strike
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
ACTIVE: Jax enters Evasion, a defensive stance, for 2 seconds, causing all non-turret basic attacks against him to be dodged. Jax also takes 25% reduced damage from all champion area of effect abilities. Counter Strike can be recast after 1 second.
At the end of the duration, Jax stuns all nearby enemies for 1 second and deals physical damage to them, increased by 20% for each attack dodged, up to a 100% increase.
MINIMUM PHYSICAL DAMAGE:»
55 / 80 / 105 / 130 / 155 (+ 50% bonus AD)
RECAST: Jax ends Counter Strike early.
Grandmaster's Might
COST: 100 MANA
COOLDOWN: 80
PASSIVE: Jax's basic attacks on-hit grant a stack for 2.5 seconds. At 2 stacks, Jax's next basic attack on-hit deals bonus magic damage, consuming all stacks.
MAGIC DAMAGE:
100 / 140 / 180 (+ 70% AP)
ACTIVE: Jax gains bonus armor and magic resistance for 8 seconds.
BONUS ARMOR:
30 / 50 / 70 (+ 50% bonus AD)
BONUS MAGIC RESISTANCE:
30 / 50 / 70 (+ 20% AP)
Jax's basic attacks on-attack grant him 3.5% − 11% (based on level) bonus attack speed for 2.5 seconds, stacking up to 8 times for a maximum of 28% − 88% (based on level) bonus attack speed.
Stacks are deducted one at a time every 0.25 seconds after not attacking for 2.5 seconds.
Q-Leap Strike
COST: 65 MANA
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
ACTIVE: Jax Dash dashes to the target unit's location.
If his target is an enemy, he deals Attack damage physical damage to them.
PHYSICAL DAMAGE:
65 / 105 / 145 / 185 / 225 (+ 100% bonus AD) (+ 60% AP)
Jax will attempt to automatically basic attack his target at the end of the dash.
W-Empower
COST: 30 MANA
COOLDOWN: 7 / 6 / 5 / 4 / 3
ACTIVE: Jax's next basic attack on non-Turret icon structures or Leap Strike within 10 seconds deals Magic damage bonus magic damage. If Empower is used on a basic attack, it will have 50 bonus range.
MAGIC DAMAGE:
40 / 75 / 110 / 145 / 180 (+ 60% AP)
Empower resets Jax's basic attack timer.
Counter Strike
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
ACTIVE: Jax enters Evasion, a defensive stance, for 2 seconds, causing all non-turret basic attacks against him to be dodged. Jax also takes 25% reduced damage from all champion area of effect abilities. Counter Strike can be recast after 1 second.
At the end of the duration, Jax stuns all nearby enemies for 1 second and deals physical damage to them, increased by 20% for each attack dodged, up to a 100% increase.
MINIMUM PHYSICAL DAMAGE:»
55 / 80 / 105 / 130 / 155 (+ 50% bonus AD)
RECAST: Jax ends Counter Strike early.
Grandmaster's Might
COST: 100 MANA
COOLDOWN: 80
PASSIVE: Jax's basic attacks on-hit grant a stack for 2.5 seconds. At 2 stacks, Jax's next basic attack on-hit deals bonus magic damage, consuming all stacks.
MAGIC DAMAGE:
100 / 140 / 180 (+ 70% AP)
ACTIVE: Jax gains bonus armor and magic resistance for 8 seconds.
BONUS ARMOR:
30 / 50 / 70 (+ 50% bonus AD)
BONUS MAGIC RESISTANCE:
30 / 50 / 70 (+ 20% AP)
Pros/Cons
Pros
Can be hit by abilities
CC will ruin your game
Slightly weak early game
-
Strong dmg
Auto reset with W
Good into AA based comps
R gives free dmg and Armor/MR
Can be hit by abilities
CC will ruin your game
Slightly weak early game
How To Itemize As Jax
I like to go this item either first, second, or third. It just depends on if I am behind or not. If behind, I usually build 3rd.
Take this if you go straight tank, or are struggling with camp clears. Build this item 4th.
A solid item to build almost every game, take this item 5th.
Good item to take into AP heavy comps, if they can kite you easily. Also build if you have a healer support for more heals :). Build this item 5th or 6th.
Also a good item to take into heavy AP comps, especially long drawn out fights. Build this item 4th or 5th, depending on the state of the game.
A great item that gives you a phat shield, health, and some more damage! This is a good item to build into any sort of bursty team comp. Build this item 4th, 5th, or 6th.
Personally, I seldom use this. However in the right situation it can be a very good item. Build this item 6th and if you are 1v9 Jax Hypercarry.
I like this if I'm getting blown up while jumping in 1v5 :)
Take this if you go straight tank, or are struggling with camp clears. Build this item 4th.
A solid item to build almost every game, take this item 5th.
Good item to take into AP heavy comps, if they can kite you easily. Also build if you have a healer support for more heals :). Build this item 5th or 6th.
Also a good item to take into heavy AP comps, especially long drawn out fights. Build this item 4th or 5th, depending on the state of the game.
A great item that gives you a phat shield, health, and some more damage! This is a good item to build into any sort of bursty team comp. Build this item 4th, 5th, or 6th.
Personally, I seldom use this. However in the right situation it can be a very good item. Build this item 6th and if you are 1v9 Jax Hypercarry.
I like this if I'm getting blown up while jumping in 1v5 :)
JG Pathing
End
This is my second guide so I hope its helpful, thank you for reading this far! :) Be sure to comment if you have any questions/suggestions and please like the guide! My op.gg if you are curious https://na.op.gg/summoner/userName=G%C3%B8d%20Staff%20Jax
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