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Jax Build Guide by MatthewPK

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Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author MatthewPK

AD Off-Tank Jax Top - Titanic Hydra? [5.17]

MatthewPK Last updated on September 12, 2015
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Ability Sequence

3
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Table of Contents
Guide Top

Introduction

Hello, my name is TRG V0rt3x (in-game) and I am a silver LoL player. Might sound underwhelming but I think I'm onto something with this build. I started using this when I Jax jungled, and me being a little late on the Sated Devourer train, realized that titanic hydra procs twice with Sated Devourer. So then I decided to try it top because I felt that it would do very good against most top laners. This build has a lot of damage along with massive tankiness, and its worked really well for me in the few games I've used it. This is my first build guide, so bare with me.


Guide Top

Spells

Recommended


Teleport

This spell gives you a lot of map presence and can get you back into lane faster, if needed. It also allows for the "Level 2 Cheese" where you start at Wolves without your jungler, and then you back immediately after finishing the camp, leading into a tp back to lane with a fast level 2.

Flash

This spell is just an all-around great spell in League of Legends. You can usually see 10 people all take this spell. It increases kill potential, and can get you out of bad situations. Very good spell.

Ignite

A mediocre spell, but there are better options. You probably don't want to use this unless you are going heavily aggressive in lane.

Heal

Good, but if the other laner gets ignite, it adds alot of pressure on you predicting when they are going to activate it.

Barrier

Good if you have a too aggressive playstyle, and it allows for a little bit of mistakes occasionally in fights. However, this is also slightly countered by ignite because of the duration of barrier compared to ignite: 2<5.

Exhaust

I do like this spell. It is good for countering assassins on the other team, and it will help you in all in fights with your enemy laner.