Jax Build Guide by Icosa
| Health | 3655 |
| Health Regen | 57.35 |
| Mana | 860 |
| Mana Regen | 19 |
| Armor | 208.69 |
| Magic Resist | 159.73 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 232.05 |
| Attack Speed | 1.007 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 15% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Updates
7/5/12: Updated win-loss record and input a new build path dedicated shifting towards late game lifesteal and attack speed.
Introduction
This is a disclaimer; this is my first guide ever so if there are any errors please let me know so I can fix them ASAP. This guide is also based around a guide I found for Jax when I began playing dominion. The other guide has since expired due to a lack of updates and no longer appears on searches but can be found here, How to Troll Dominion. Now before you look at that name and decided that this is all a big joke and you should ignore this entire guide just read through it and test it out what is there to lose other than a little bit of your time while playing LoL.
Current record (6/25/12) Wins:23 Losses:4
Now onto the brief introduction. This is something I want to stress right now; I made this guide because I have results that back it up, not just because I wanted to make a guide. This build may seem strange to many of you and seeing the items I was surprised at first also but the truth is that even if you may not have the same damage output as a triforce/hextech Jax build but this build is way more versatile. You may be wondering what I mean by versatile and here is the claim I am going to make, with this build you can be as effective of a brawler as a triforce/hextech Jax and at the same time be the best tank on your team. Now let me get into the rest of the guide so I can show you what I mean.
Playstyle
You are versatile, a brawler and an initiator. For team fights you should almost always be the one to jump into the attack first this build gives you enough health to take a lot of punishment and still deal damage and provides quite the dilemma for the other team, do we focus Jax or ignore him? This build makes it hard to do either, if you are ignored you have enough damage to focus down their carries and if you are focused you have enough health to survive long enough for your team to take down their carries or at least disable them and force them from the fight. I have had games where I went 18-2-9 and games where I went 8-6-19 with the exact same items!
With this build I will always go top if given the choice. I may have to make a separate section for a bottom build once I have more experience because I have only played with this build at bottom a few times.
Items
This may be slightly different arrangement of sections to other guide but I felt it was best to address the unconventional item choice right now. Most people begin the game getting
Boots of Speed and some other items to supplement their character something like
Prospector's Blade or
Prospector's Ring. These are all good choices but here are some pros and cons for going with
Phage.
Pros
- 225 Health
- 25% chance to slow the enemy by 30% for 2.5 seconds.
- 18 Attack Damage
- Builds into
Frozen Mallet
Cons
- Only 25 more Health than a Prospector's Item
- No boots to start
- 2 Less Attack Damage than a
Prospector's Blade - No Lifesteal
It is pretty even and just looking at what you get for your gold I wouldn't fault anyone for initially going with the Blade and the Boots but I go with Phage because of how the first fight should be played with this build. For the first fight you will almost always be the most aggressive initiator and enabler for your team. To fulfill this role the slow of
The rest of the items are designed to create an inescapable brawler and an initiator that can take a lot of punishment. Here is a brief explanation of the items and other possible options.
Core Items
| SPACE | SPACE | SPACE | SPACE | SPACE | SPACE | SPACE |
I get these items almost every game. The frozen mallet gives you a lot of health and keeps almost everyone from escaping your wrath even if they use
Strong Items
| SPACE | SPACE | SPACE | SPACE | SPACE | SPACE | SPACE |
One item I have been trying out as a conditional pickup is the Sanguine Blade (because let's be honest who ever actually builds 6 final tier items on dominion? I know I haven't ever). I pick up Sanguine blade if the other team has an AD brawler who is building something like
Retired Items
I used to include
Summoner Spells
For summoner spells I usually take
Ignite and
Flash here is a brief explanation why I take them and when I use them.
Flash is much less popular in Dominion than it is in Classic but I find that used right it can ensure your escape or a kill. When going for a kill I make sure that I will have an extremely good chance of getting the kill before using it. Here is a situation I have encounter occasionally, I begin
Counter Strike before jumping on an enemy and they see me doing this they then
Flash,
Ghost, or use an ability to get out of range of
Leap Strike this is the perfect time to use
Flash+
Leap Strike to ensure you land your stun and most likely a slow from
Phage or your
Frozen Mallet. When trying to escape I will use
Flash more freely because if you can survive going back to your fountain to heal takes less time than waiting to revive.
Ignite I take this spell because it increases your damage output and reduces healing. The reduced healing might not seem like much but when everyone goes to the top to start most people will take health pots and this reduces their effectiveness. Late game it reduces the effect of lifesteal or spellvamp and when you are 1v1 in the jungle against their most fed carry it can be the difference between winning the fight or maybe even just forcing them to retreat. I use this spell much more freely than flash and will often use it as soon as I am sure a slow has been applied to an enemy.
I would not recommend these spells for use on Jax, they may not be useless but there are much better choices.
I have never seen any of these make a difference in a dominion game.
Runes
The focus of my runes are to increase Jax's ability to survive while being the main target for the opposing team.
This increases your initial health and allows you to be the tank for your team in the first fight. If you are able to do this and survive until your team takes down an enemy champion then you have done your job because often the first fight snowballs in favor of the team who gets the first kill.
These are important runes to get because until
Force of Nature there is no magic resistance in this build. While having a small effect early by late game the effect is more significant than flat magic resist glyphs.
These are important for the first fight to mitigate the damage you take from auto-attacks and AD champions on the enemy team allowing you to be the tank in the first fight.
I have not tested many other runes so I am open to suggestions of other combinations to try out. If there is another combination that seems to be more effective I will update this section to reflect that.
Masteries
These are designed to increase you damage output to compensate for the lack of focus on damage output in the item build. In the build that I based this one from the masteries were focused in defense giving increased health and damage reduction but I found that switching to almost all attack masteries greatly increases your ability to 1v1 enemy champions. I also found that the decrease in health and damage reduction by switching from defensive to offensive masteries did not result in more deaths; if anything it may have reduced the number because it increased your effectiveness in combat.
As with runes if someone finds a better combination of masteries I would be more than willing to switch this section to reflect the new "best" masteries or provide and alternative masteries section in this guide.
Skill Sequence/Skill Use
When starting the game I put one point into QWE allowing me to use all of my spells for the first fight. After that I level my skills in this order
R>W>Q>E
grandmaster's might passively increases your damage output and actively increases your resilience in combat potentially making the difference between surviving a fight or not.I usually use

The use for this one is pretty simple I use it before jumping with

I this spell is pretty simple also, I use it for initiation in every fight that it is off cooldown and then save it until the end of the fight for either an escape or to chase down the enemy champions. This is maxed 3rd after

I use this spell before
Results/Conclusion
Here are a few screen shots of my results with this build


When I get a chance I will record a game or two with this build and upload it to youtube for the guide.
This build may seem strange and possibly even bad but give it a chance. Try it out and see how effective it is, you will not be disappointed.
Please let me know about any errors or updates I should make and if you like the guide please vote it up. Thanks for your time =D
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