Jax Build Guide by fumbimo

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.

League of Legends Build Guide Author fumbimo

Jax: The BAMF with a lamp post

fumbimo Last updated on March 29, 2012
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Jungle/no masteries or runes


Laneing with Jax

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Introduction To My Jax Build/Guide

Hey guys. i have been playing jax for a little bit and i absolutely love this build so im gonna try to make a little guide for him. with this build you end up with a champ that can deal great damage and still turret dive, LIKE A BOSS! this guide has two builds, a jax jungle build and a laning lax build. really the items are the same its just the ability purchase order that's different.

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General Jax info for people who are new to him

Relentless Assault

(Innate): Every time Jax performs an autoattack, he gains 4 / 6 / 8 / 10 / 12 / 14 % attack speed. This buff lasts for 2.5 seconds and stacks up to 6 times.

Leap Strike (Q)

(Active): Jax leaps towards a target, dealing physical damage if the target was an enemy.
Cost: 65 mana
Range: 700
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Physical Damage: 70 / 110 / 150 / 190 / 230 (+0.6 per ability power) (+1.0 per bonus attack damage)

Empower (W)

(Active): Jax charges his weapon with energy, causing his next autoattack or Leap Strike to deal additional magic damage. This ability resets the autoattack timer.
Cost: 30 mana
Cooldown: 7 / 6 / 5 / 4 / 3 seconds
Magic Damage: 40 / 85 / 130 / 175 / 220 (+0.6 per ability power)

Counter Strike (E)

(Active): Jax enters a defensive stance for up to 2 seconds, dodging all incoming basic attacks and taking 25% less damage from area of effect abilities. At the end of the duration or if Counter Strike is activated again, Jax deals physical damage and stuns nearby enemies for 1 second. This spell deals 20% additional damage for each attack dodged to a maximum of 100% increased damage.
Radius of AoE: 375
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds

Physical Damage: 50 / 75 / 100 / 125 / 150 (+0.5 per bonus attack damage)

Max Physical Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per bonus attack damage)

some cool info about counter strike: when activated you can use other abilities and basic attack. this way you can activate it and jump on an enemy to stun or to block basic attacks while returning damage with yours and empower etc.

Grandmaster's Might (R)

(Passive): Jax deals additional magic damage on every third basic attack. The counter will be reset if he does not attack for 2.5 seconds.
Magic Damage: 100 / 160 / 220 (+0.7 per ability power)
(Active): Jax gains armor and magic resist.
Cost: 100 mana
Duration: 8 seconds
Cooldown: 80 seconds
Armor Bonus: 25 / 35 / 45 (+0.3 per bonus attack damage)
Magic Resist Bonus: 25 / 35 / 45 (+0.2 per ability power)

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Pros / Cons

-Great ganks
-fast at clearing jungle with little
damage taken
-has a great mid-late game. early game can also be strong if you get a little fed
-get more xp and gold then laning
-large damage output while still very tanky
-can turret dive really well
-can 1v1 most champs easily (especially those relying on basic attacks)
- relatively easy to play

- runs out of mana quickly at lower levels
- if CC'd he can be focused down

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im not gonna go too in depth with this. just a quick reason for each item.

I keep the Wriggle's Lantern mostly for its ward. jax's jump requires a target to jump to so i use the ward for escapes. (place it over a wall then jump to it) kinda like a flash. besides that its pretty useful in general.

the boots Mercury's Treads are great because of the tenacity and magic resist. helps with running away and chasing them down.

the Sheen is there to build into a Lich Bane or Trinity Force. the passive from the Lich Bane or Trinity Force makes jax hit ridiculously hard. you jump to them with your w then your next basic attack will be hitting over 400. it gives jax a ridiculous burst.

the Rylai's Crystal Scepter and Atma's Impaler go hand and hand. the health from the scepter adds a lot of damage for jax from the Atma's Impaler passive.

the last item Hextech Gunblade is an amazing finish to this build. besides adding to he hybridness of this build it gives you some spell vamp and lifesteal . helps you stay out of base longer and survive much better in fights. besides that it has the best active for chasing someone down. slowing them for 3 seconds by 50% while dealing 300 magic damage!

NOTE: the Lich Bane can be switched to a Trinity Force however i personally prefer Lich Bane even though Trinity Force is a better all around item adding to all your statistics.


the Sheen is there to build into a Lich Bane. the passive from the Lich Bane makes jax hit ridiculously hard. you jump to them with your w then your next basic attack will be hitting over 600. it gives jax a ridiculous burst.

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well all im gonna write here is that these runes turn Jax into an amazing fighter. they also help a ton with jungling and i use them all the time with Jax. this is what i use but feel free to throw in some armour/magic pen runes as well but this build is not nearly as strong without these attack speed runes.

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most of the masteries are in offence because Jax is a fighter and this build makes him tanky enough. the masteries are all set so you have a larger damage output due to armour/magic penetration and slightly increased ap and ad.

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Jungle Jax Build

so when i jungle jax, i always start off at blue buff (with a leash of course). after that you can really use whatever path you like. i like to just sweep from left to right. i start ganking at level 4. by then i have my jump. like this i can activate my stun and empower jump on a target then re-activate the stun to stun the target. Jax has some really strong ganks and a really strong early game. if all goes well you should have the sheen by level 8/9 and can easily take dragon by then. the wriggles lantern is an essential jungling item but i keep it all the way through because jax's jump has to be to a target. so i use it for escapes. (place a ward over a wall and jump)

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Laning Jax

well there doesnt seam to be much to put hear besides Jax isnt a carry but can be played as one if necessary. But don't go around using that as an excuse to take all the kills because with jax and that spam-able jump its pretty damn easy to ks people. I prefer jungling with him because you get better feed overall and usually more kills from ganks. I just play mostly defensive until I get my Sheen because then you start hitting a lot harder.

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Advantages of jax over other fighters

he has a jump and stun!
tankier then most others
can take a lot of damage especially with his ultimate
great burst

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Final note

im not a fricken pro so dont ***** at me for anything in here. this is what works for me and its works REALLY REALLY well. i almost never do bad with this build. i get that a lot of people might disaprove of my runes because the only ones that should be used for attack speed are marks. it is my first full rune page. it started out kinda like a joke but i went with it and it is actually really useful starting out with any champ with an attack speed 0.8 to over 1.0