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Jax Build Guide by Bu1l3T

Other Jax AD/AP Sustain Twisted Treeline

Other Jax AD/AP Sustain Twisted Treeline

Updated on July 2, 2013
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League of Legends Build Guide Author Bu1l3T Build Guide By Bu1l3T 54 8 310,219 Views 33 Comments
54 8 310,219 Views 33 Comments League of Legends Build Guide Author Bu1l3T Jax Build Guide By Bu1l3T Updated on July 2, 2013
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Introduction


Hello everyone. My name is ProMaSkilldow (EU west new acc) or you can call me Bu1l3T. This is my first build guide on Mobafire.com. Here you will learn more about Jax, his skills, masteries, runes, jungling and all other things to became better Jax player.

Watch Skrillex Oh My God while you are looking the guide.
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Items

My Jax items guide


At start I buy Boots and Cloth Armor becouse it is good to start little tanky and those 2 items will be upgraded in Ninja Tabi tier 2 boots.
If you have strong ability power in opponent team you can buy Mercury's Treads.
At first recall I take Ninja Tabi. Why? It gives 25 armor what is good stucking with our 9x Greater Seal of Armor and what gives bonus 38 armor at really early game. They are preety cheap so you can save some money on boots.





Next item is Trinity Force. We can say that Trinity Force gives almost every status in game. Ad, Ap, Critical chance, Mp, Hp, Ms, As and passive slow and more damage after using ability. Trinity Force is most expencive item in game but It is good for Jax. I buy it peace by peace Zeal -> Phage and Sheen. This is mid game so if you get here you will win them or they will surrend but if nothing of those things happen we will continue with our items.







When you are laining with Jax if you are fighting with any champion you need to have sustain so you can stay longer in lanes to get as much xp as you can at that time. So to get that sustain we buy Vampiric Scepter to get bonus 10 % lifesteal. It is really cool if you fight 1 vs 1 that 10 % lifesteal stucks with our passive Relentless Assault what gives us more attack speed at start.






After we get level 6 we recall so we can upgrade our Vampiric Scepter into Bilgewater Cutlass to get more attack damage what is important for early game. Dont forget that we will upgrade it into something a lot stronger.






This is our First major item. It is Hextech Gunblade. It gives everything what Jax need. Ability Power, attack Damage, Lifesteal, spellwamp and active ability to slow opponents and damage them. Active ability do 300 magic damage.







We are not strong enough. We need more ability power to do more damage with spells and our ulty Master-At-Arms. Perfect item for that is Blasting Wand. It will be used for our next major item.






Now is time to get Guinsoo's Rageblade. It gives ability power and attack damage and really nice passive what gives stucked ability power and attack speed. Ask yourself how good it stuck with Relentless Assault.







Our ulty Master-At-Arms gives us nice deffense when is actived but why dont we get morearmor and damage with % of our Hp? For that question answer is Atma's Impaler. Little Critical chance, armor and 45 damage becouse we have almost 3000 HP. Here items ends. This is all for items atm.







Rylai's Crystal Scepter is good item for every ability power champion but we need it for Jax to keep ad and ap almost same so we can get biggest bonus when we active Master-At-Arms to get more armor and magic resist. Ofc Rylai's Crystal Scepter give bonus Hp and slow effect on every spell. Maybe you will ask yourself why didnt I choose Frozen Mallet instead Rylai's Crystal Scepter. Answer is that we get slow on hit with Trinity Force but we dont have slow on spells so I fix 2 problems with 1 item Rylai's Crystal Scepter.

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Skill Sequence

Jax Skills








Passive:


Relentless Assault is Jax passive ability that increasing attack speed with every hit for 4/6/8/10/12/14 % attack speed and stucking 6 times. As higher level you are faster you will hit. Every 3th level you get 2 % more attack speed per stuck.






Active:


Leap Strike status:
Cooldown: 10/9/8/7/6
Cost: 65
Range: 700


Leap Strike is Jax Q ability. You can use it to leap to target and deal 70/110/150/190/230 physical damage + 60 % of ability power and + 1 per bonus attack damage or you can use it to run away by leaping on friendly target, minion, ward or shroom form Teemo. Preety good ability for Offense and Deffense.






Empower status:
Cooldown: 7/6/5/4/3
Cost: 30
Range: 0


Empower is Jax main ability. It is enchanting your next hit to do 40/75/110/145/180 additional magic damage + 60 % of ability power. It can be used before Leap Strike so you can do more damage. Also it can be used for combo Counter Strike + Empower + Leap Strike to do biggest damage possible.






Counter Strke status:
Cooldown: 18/16/14/12/10
Cost: 70/75/80/85/90
Range: 375


Counter Strike is very special ability that Jax have. While Counter Strike is actived you dodge all incoming basic attacks for 2 seconds and after 2 seconds you stun opponents for 1 second and deal 50/75/100/125/150 physical damage + 0.5 bonus attack damage. Every hit that Jax dodge gives him 20 % bonus damage when dodge end. (maximum 100 % damage) We can use Counter Strike to stop dodging to stun same second. This ability can save your life on very easy way.






Master-At-Arms status:
Cooldown: 80
Cost: 100
Range: 0


Master-At-Arms is Jax ulty. It has passive and active ability.

Passive: every 3th hit enchants your next attack with 100/160/220 magic damage + 70 % of your ability power. Now you thing that Grandamster's Might is stucking with Empower. No it isn't. Why? When you use Empower you can't get more damage if you have your 3th hit from ulty. They are not stucking!

Active: Jax gains 25/35/45 armor + 30 % of attack damage and 25/35/45 magic resist + 20 % of your ability power for 8 seconds. This mean if you build more damage and ability power you will be tankier when you use ulty.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Skill Upgrading:

At first 3 levels I unlock all my skills.

-1. level - Leap Strike
-2. level - Counter Strike
-3. level - Empower

First I am maxing Empower because it is Jax most important damage skill. You can use it every 3 seconds when you max it. So when you buy Trinity Force you will see how good it procs with Sheen effect.

Second I am maxing Leap Strike because we need it to do more damage when opponents are tring to run away. If you use Empower before Leap Strike you will do physical damage.

Last I am maxing Countering Strike because it is dodge what we dont need really much for start. Actually it is ability what is used at start and end of battle.

I am upgrading Master-At-Arms every time when I can. (at level 6, 11, 16)
Every ability need to have respect to ulty.
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Greate Pros / Bad Cons

Greate Pros:

Expunge

+short cooldown on empower
+100 percent dodge
+AoE stun at any time
+get extra ap and ad from his ulti





Bad Cons:


-no more ad ratio on empower
-dodge cooldown a little to high
-doesn't proc spell vamp from ulty
-can't lane good vs snipers

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Masteries



As you see I use 30/0/0 masteries. Yes! Maybe you will say that this is stupid but lets see why I done this? We all know as much damage and ability power Jax have tankier he will be when he use ulty. On this way we are powering our ulty and because of damage we do we will actually be focused but I have used that focus on me to owerpower my Counter Strike because if we dodge 5 hits we will get +100 % more damage when our dodge end. Only pro player stop attacking us when we are dodging.







As runes with armor and magic penetration I am building my masteries with it to. 12 Damage at level 18, 3 flat attack damage, 4 % attack speed, 6 armor penetration, 8 % armor penetration and Destruction (5 % more damage to turrets) are here to give as maximal attack damage. 18 ability power at level 18 , 6 flat ability power, 5 % more ability power, 8 % magic penetration and Spellsword (5 % ability power as magic damage in every hit) for maximal ability power and spell damage (ofc for every hit because of ulty passive). And Final mastery Executioner for maximal 5 % damage when our opponent have less then 50 % of health points left. Dont forget that biggest damage mean biggest armor and magic resist when ulty is actived.



As we all know our ulty when is actived we get more defense and magic resist what is nice becasue if we want more deffense we must build more damage. So 30/0/0 masteries are greate for it. Most important is start. We must do as much kills as possible at start because our masteries are made for it. Use opertunity with your damage of our masteries in good way. Because of hybrid build we get more ability power and more damage with some penetration.
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Runes

Runes

Precision
Fleet Footwork
Phase Rush







I choose 9x Greater Seal of Armor for start because it gives flat 13 armor at start what is better then armor per level seals because it is for early harrasment and you are more tanky at start so you take less damage.












9x Greater Glyph of Scaling Magic Resist are my best glyphs becouse they gives magic resist by leveling. You can choose flat magic resist but magic resist isnt so imortant for start. Its better to choose 9x Greater Glyph of Scaling Magic Resist because you got more magic resist per level then flat.







9x Greater Mark of Hybrid Penetration


Greater Mark of Hybrid Penetration


9x Greater Mark of Hybrid Penetration are my favorite runes for every melee champion. You got 8,1 armor penetration and 5,49 and its full power at start. More armor and magic penetration you have - more damage you do.


Greater Mark of Hybrid Penetration




3x Greater Quintessence of Hybrid Penetration


Greater Quintessence of Hybrid Penetration


I choose 3x Greater Quintessence of Hybrid Penetration because I already choose 9x Greater Mark of Hybrid Penetration. They give 13,47 armor and 9,72 magic penetration what is so strong because there isnt so much defense at every champion.


Greater Quintessence of Hybrid Penetration
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Summoner Spells







I choose Ignite and Flash for my summoners spells. Almost everyone choose Ignite and Flash. Why? Read next text.





Ignite is summoner spell that is used in 2 ways.
First is that you can use it to finish enemys in fight 1 vs 1 to over sustain opponent.
Second is that you can use it to fear opponent so he run away from attacking your turret or inhibitor.






Flash is summoner spell that can be used like Ignite in 2 ways.
First is you can use Flash to kill oponent if he used his Flash or any other escaping ability to finish them off.
Second way is to use it to survive in team fight if everyone focus you to safe your head.
Only problem is that it has long cooldown so use it very carefully.


Other Summoner Spells




Teleport is an important spell for solo top. Early game, you can use it to recall, heal up, and come back with full health and an item advantage over your opponent. It can also help if you want to gank mid or bot lane before going back to top quickly with this spell so that the enemy top laner doesn't have as much time to react and come down. However, it's main purpose is to give your team an advantage when fighting over Dragon or other objectives mid to late game. Both of the top laners are rather isolated in top lane but Teleport allows you to quickly join the fight and give your team an advantage. Also, I'd suggest that you do this compared to protecting your turret since getting Dragon gives 40 more gold per person than a turret does, and you could potentially give your team a champion kill or two while doing this which will add to the gold you get. The main purpose of Teleport is generally to give you a presence in teamfights even when you were just farming top lane.



Ghost is also a good spell as it increases your movement speed for an entire 10 seconds, as well as avoid unit collision, allowing you chase, or just finally getting out of range of that Kennen who has been using his Lightning Rush in an attempt to stun you with his Thundering Shuriken. It also helps you chase enemies who have higher health because you will be able to keep up with them for a longer amount of time unlike Flash, and so it is good for when in a situation with Flash, Annie would stun you and skip away, laughing that you couldn't keep up. Instead, you will be able to continue to chase and potentially kill her, or get close to her before she is at her turret and you don't feel safe with her Pyromania stack count on 2 or 3. This will, however, give you more time to attack her turret before she manages to come back.


Exhaust is good mainly when facing a champion like Riven who builds a lot of AD but not much AP under any circumstances, and also against champions who are very mobile. This is mainly because it reduces the AD of a champion by a lot more than the AP. It also decreases the movement speed and attack speed of them so that you are basically certain to deal heavy damage before they have a chance of getting away. However, that doesn't mean that you shouldn't take it against AP, as it will still bring down their AP so that you can win a fight against them, or just to hold them down. It is even more useful when you don't have a jungler with a lot of CC like Shyvana, so that they can keep up with the enemy and ensure that the gank will be successful either by forcing the enemy to burn an escape spell such as Flash or Ghost or resulting in a kill.

There is no exception when you are jungling. You take this or you lose buffs to Nunu & Willump. I think you'd rather take Smite, correct? However, never take this when you aren't the jungler. Also, you get 10 bonus gold whenever you smite something because of Summoner's Resolve if you still wanted to take it.


Heal is very useful when you feel that the other team will be poking you a lot in teamfights and when you are going to be harassed a lot in lane which will make it hard for you to farm. This gets rid of that problem and also helps when you are fighting your opponent since you will make them think that you are at low health and can fool them when you use your Heal, but this is mainly something that you should get if you notice that bot lane happens to not take it and instead takes Exhaust and Ignite as their summoner spells, hopefully each of them taking only one of the two.


Choices you should never consider


Clairvoyance .Never even bother with this, this is mainly a spell that your support should get, you should be taking things that are more offensive or defensive, or even both at the same time because YOU ARE NOT A SUPPORT AND Jax SHOULD NEVER BE PLAYED AS SO. This is mainly utility which is what your support should be providing if that person is not already choosing Heal or Exhaust with their Flash.


Clarity is a spell for much more mana hungry champions like Anivia and Singed, but even still, Heal proves to be more useful since you still mainly use only basic attacks when out of mana. However, you normally wouldn't even be out of mana early game unless you were spamming your spells more than neccesary.


Cleanse is also not very useful when you can have a cheap Quicksilver Sash that costs less than 1500 gold and has a much lower cooldown feel that there are much more useful summoner spells than this when most teams don't even have lots of CC like that. If they do, buy Quicksilver Sash if they are focusing you with it..
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When to Play Jax/Know Your Role

Jax is one of the most powerful champions in the game. When played well, you can usually give your opponent a hard time even if you're far behind them. He has great versatility, but lacks the utility to be a top-tier pick in the current meta. Jax is strongest against heavy-AD Teams and top lanes. If the enemy has something like Riven or Gangplank top lane, play Jax. If they enemy team is full of Auto-Attacking champions (i.e Tryndamere top, Ashe AD, and Master Yi jungle) PLAY Jax.

Jax can work well against heavy AP teams as well, but MUST be built completely different. Counter-AP Jax also takes more skill and you have to be able to time your Counter Strike perfectly.

Your role as Jax (with this build) is simple: Follow your tank and kill everything in your path. Carry seeking with Jax is easy. Caitlyn overextending in a teamfight? Empower, Counter Strike and Leap Strike onto her. Be sure to use the Hextech Gunblade active also. If done correctly, the enemy AD Carry should go down before they realize they're under attack.

Jax is also counter-tank. Most tanks will stack around 200 mr/armor and then start building health. The reason for this is so that the enemy AP's can't burst them down, and the enemy AD's won't kill them very quickly. Jax is a champion that combines both burst and sustained damage. You'll take off a huge chunk of hp with every 3rd autoattack, and with certain builds you can gain maxed attack speed, resulting in some HUGE sustained damage.

So what exactly IS your role with Jax? Damage. Just whatever you do, DON'T stop attacking. If you can't get to their carry, feel free to lay some pain on that annoying Malphite or Alistar that might be blocking your path. Once their HP bars start disappearing, they'll back off. Their carry is then an open target. Remember that switching targets is a good idea and should be practiced. Always know WHEN to switch targets, and try to ping the enemy you're switching to so your team will focus fire.
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JAX ROLE IN TEAM/TEAMFIGHT

At first, there are 3 roles you can play, you dont want to play anything else. These roles are:
-- Twisted Treeline solo top lane ( Jax is god tier champion at TT)
-- Summoners Rift solo top lane
-- Summoners Rift jungle
All of these three roles have common two things:
--All CS is for you
--You get more exps while playing solo
From written above its pretty easy to notice that you need gold and high lvl (higher than your enemy if possible) to be succesfull as Jax.

Your main role in every teamfight is shut down and kill enemy AD carry. This sounds pretty easy, however you should pay attention while doing this.

NEVER INITIATE! This is important. Jax is not initiator. If you try to initiate you will die so fast and it doesnt matter what items you already have. Let your tank initiate. After he goes in, you should:
--localize enemy AD carry
--try to get as close as possible
--when you are close enough, activate your Counter Strike and use Leap Strike to close the gap
--follow with AA, then use Empower to reset your autoattack timer
--if neccesary use your Master-At-Arms to be more tanky (more armor and MR)
-- Exhaust him/her if he is trying to run away
--AD carries are mostly super squishy champions (2K HPs at lvl 18, with less than 100 armor/MR)
--keep autoattacking until AD carry is dead (with Empower and Master-At-Arms bonus damage its matter of 3-5 hits)

Jax excels at two kinds of fights:
--Duels. 1 vs 1. Very few champions can kill you in duel
--Killing squishy champions

Target priority is this:
--AD carry
--AP carry
--Support
--Offtank
--Tank
However, if you see that your primary or secondary target is too far for safe engage, just focus whoever you can. Its always better to kill someone than no one.
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Jungling

JUNGLING GENERALY

So you decided to play Jax as jungler. Personaly I think Jax is much better at lane than in jungle, but sometimes you just have to jungle. Jungling is still viable options and sometimes a must if you have hard lane opponent (refer with next chapter for champions you dont want to play against).

There are few things you have to change while playing jungle Jax.
-Take Smite! ALWAYS!!! and Flash.
-Skill order at first 6 lvls is EWQWWR instead of QEWWWR. Simply said pick Counter Strike first instead of Leap Strike.
-Starting items is Cloth Armor plus 5x Health Potion if you dont have Greater Quintessence of Life Steal, or Boots plus 3x Health Potion if you have them.
- Wriggle's Lantern is kinda must have item in jungle.
-Pick Summoner's Resolve instead of one point in Resistance or Hardiness .



JUNGLE ROUTE

Two simple rules in jungle:
Use Smite to LAST HIT the monster (check Smite damage with hovering mouse cursor over its icon)
Always attack the biggest monster in camp AS FIRST!
I have been experimenting about different ways in jungle and find this one pretty fast and safe, managable in one run without the need to recall.
Wolves (spawn every minute, starting at 1:40)
Blue buff (spawn every five minutes, starting at 1:55)
Wraiths (spawn every minute, starting at 1:40)
Wolves
Red buff (spawn every five minutes, starting at 1:55)
Wraiths
1:40 wolves spawn. Before they spawn, ask your mid and top teammate (if playing at the blue side) or mid and bottom teammates (if you play at purple side) to help you. YOU HAVE TO PULL THEM, or its going to be messed up. Just AA the big wolf, use Counter Strike and kill them. Your teammates will damage them, but you HAVE TO LAST HIT THEM. Even with damage from one teammate, you should clear wolves camp before 1:55 mark.

1:55 blue buff spawn. Ask your AP carry playing mid to pull blue buff OVER the wall and then let him to go back to his lane and farm. Bottom lane (or top lane sometimes) can help you with additional damage, but you are ok even with only AP carry pull. Just in time when the Big golem loses interrest in AP carry, pop up Counter Strike and work on killing him. Smite Blue golem when he is at/below 435 HP. You are lvl 2 now. Unlock your Empower and head to Wraiths camp.

2:15-2:25 Clear up the Wraiths camp. Attack the big Wraith first, use Counter Strike to receive almost none damage and Empower to reset your AA timer whenever possible. Dont use Smite here (its on cooldown anyway).

2:50-2:55. Head back to Wolves camp. They should be spawned already (if you are a bit slower) or you will have to wait few seconds (max 5 secs cca) to spawn again. Same as Wraiths: AA the big one, Counter Strike, Empower to reset AA timer whenever possible. No Smite here (still at cooldown).

3:30 (cca). Head for Red buff. Like before: AA, Counter Strike, Empower to reset AA timer whenever possible. Smite the Lizard for last hit. Unlock Leap Strike.

Now you are lvl 3. You can go for gang or recall, heal and buy some stuff. After this head to jungle again, farm up, get higher lvl... After lvl 6, your clearing speed gets massively increased thanks to that bonus damage from ultimate.

You have to find the balance between farming in jungle and ganking. If you gang too often you will be behind with your lvl and if you just farm, your teammates start to be nervous, because you dont help them.

Try to gang that lane, which is in trouble. I.e. bot is being pushed under turret = gang. Top lane is pushing and have advantage = no need for gang (just ask him nicely to get ward, if he wants to push like this).
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MID GAME

This is where how successful you were in the laning phase can either make or break you. If you were successful and got a lot of farm, you will have a strong mid game and might even have a Trinity Force by now. This will bring your damage output up even more so that you begin to melt the carries on the other team when they try to fight you. During mid game, fights will begin to take place over Dragon and possibly Baron if their team comp is good enough for it. If it is the case that everyone but you and your opponent are at Dragon and you are in top lane, this is where Teleport would become very useful. The reason is that you can join the fight on Dragon by simply sneaking in through a nearby ward with Teleport to give your team the advantage in any fight that may occur and most likely lead to you getting Dragon because they are outnumbered and would lose any fight that occurs unless they are extremely fed. This is better than if your lane opponent manages to take down your turret in that time because Dragon is worth 190 Gold for each person compared to a turret which is 150 Gold for each person.

If the situation comes that your team is going to take Dragon , I would recommend that you push your lane to the enemy turret before your team starts taking Dragon , if possible, to prevent the enemy from taking your turret in the first place, or atleast to delay them. If they still took down your turret, you could also potentially push back and take down their turret in the time where they decided to Recall , getting back the gold that the other team got for taking down your turret. Therefore, getting Dragon is by far more important than a turret and you should always take it if you have the chance.
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Individual Enemies - Alphabetical Order

Description: Akali is melee assasin. Her kit is made to eliminate single target. All her spells deal magic damage. She uses energy system instead of mana - this is good for her while laning, but not so good in teamfights. She excels at killing squishy targets, but she has problems versus bulky champions. Akali is similar to you, weak early game and huge jump in dmg output after lvl 6.

Starting item: Null-Magic Mantle and Health Potions

Strategy: Akali will try to zone yo with Twilight Shroud One way (the agresive one) how to beat her is placing Vision Ward into it and just fight her there. If you dont have it, just step inside and Counter Strike her. However be carefull, because she get bonus armor and MR (and you get slowed) while in Twilight Shroud Second way (safer one) is to wait after she throws out Twilight Shroud and then, when its on cooldown, fight her. Hexdrinker and Maw of Malmortius are very viable items against Akali, because when she uses whole combo, she got not much more to hurt you.


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Description: Cho'Gath is mostly played as AP tanky champion. He mostly starts to build tanky items ( Frozen Heart) and then he makes a transition for AP ( Abyssal Mask). If this is balanced, he is pretty tough and its almost waste of time trying to kill him. Cho'Gath is best known for his scary ultimate dealing true dmg and growing him bigger.

Starting item: Boots and Health Potions

Strategy: Cho'Gath is kinda slow. Use it to your advantage! Starting with Boots will allow you to dodge most of his Ruptures and Feral Screams. He will go very fast out of mana while spamming his spells, so force him to do that. If you wanna kill him, do it before lvl 6. After he gets lvl 6, your chances to kill him are getting lower and lower with every additional lvl.


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Description: Darius is melee offtank focusing on dealing great dmg with his spells followed with AAs. His dmg output is mix of physical and true dmg. I think he is a bit stronger than he should be, but you can beat him!

Starting item: Boots and Health Potions


Strategy: Dont let him stack his passive on you. It deals a lot of dmg as DoT spell and buffs his ultimate. Instead of building armor and MR, go for a bit more HPs to counter his true dmg ultimate. Ask your jungler for help at early lvls. He is very vulnerable to CCs, so abuse your Counter Strike here.


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Description: Dr. Mundo is melee fighter. Some player consider him as tank, but thats not true. He just got a lot of HPs. He is known for his super HP regenerating ultimate Maximum Dosage and flying Infected Bonesaw every few seconds.

Starting item: Boots and Health Potions

Strategy: At first, if you know you will play against Dr. Mundo, pick Ignite instead of Exhaust. Second strong option how to shut him down is to build Executioner's Calling. Its active reduces healing and regenerating by 50% with nice 20 seconds cooldown. Dodge his Infected Bonesaw and you should be fine. Dont get baited under his turret while he is low on HPs. He will pop up his Maximum Dosage and kill you while regenerating lots of HPs.


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Description: Whatever Fiora does, Jax does several times better. You counter her hard! She is melee fighter, with Burst of Speed giving her AS steroid and Riposte to reflect ONE of your attacks... Her Blade Waltz][/color is somehow ridiculous making her untargetable, but...keep reading :-)

Starting item: Boots or Cloth Armor and Health Potions

Strategy: Playing against Fiora is pretty easy. Before she gets lvl 6, use Counter Strike every time you want. After her lvl 6, WAIT. Counter Strike allows you to dodge her Blade Waltz, so if she starts to jump on you, dont panic, just fight and when she uses ulti, use Counter Strike and kill her after it ends. Easy.


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Description: Gangplank is a pirate. He is melee fighter with pretty nice spell kit. His ultimate is global Cannon Barrage, Parrrley is his only range spell. He will often use Remove Scurvy to get our of your stun. He is kinda annoying with that shooting all the time, but managable.

Starting item: Boots or Cloth Armor and Health Potions

Strategy: You will have hard times at early game, because he will shoot Parrrleyat you 24/7. Mid and late game is yours. Force him to use Remove Scurvy for your Counter Strike and then jump on him again. Counter Strike has lower cooldown (not by much, but still), so you should manage to use your Counter Strike twice for his one Remove Scurvy.
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Jax video story

After watching guide fell free to see Jax lore.
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Thanks

Special Thanks to my friend makapromaka because he made this guide look greate with BBcodes. Also dont forget to take a look on his build guide Warwick God Mode Twisted Treeline (Tankywich and Damagewich) with 2 builds. XD Also check his new Vayne Fast-Movement carry guide to see what is going on there.

Looking for more peoples that can give me some nice ideas to add in my guide. Ty.


10.000 Views 21. December 2012 my guide get 10.000 Views YEAH! Thanks everyone for support.
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Teamfight Tactics Guide