Jax Build Guide by EviLCorsaiR
| Health | 3127 |
| Health Regen | 17.35 |
| Mana | 860 |
| Mana Regen | 19 |
| Armor | 233.69 |
| Magic Resist | 137.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 338.8 |
| Attack Speed | 1.007 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 105 |
| Life Steal | 32% |
| Spell Vamp | 32 |
| Armor Penetration | 11.52 |
| 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Mastery Tree Is Outdated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
Welcome to my first guide!
Hello! This is my first guide on Mobafire.
I spent a lot of time working on this to try and make it to the same high standards of the great builds I use every day on here (unlike some of the other 'first builds' I see on here), so I'd really appreciate constructive feedback and criticism on how to improve this. In particular, if you downvote it, please tell me why so I can improve it!
Without further ado, welcome to the all new
Jax!
(note: for the newer players here,
Jax was reworked several months ago with the removal of dodge - disregard any reference to his old abilities and playstyle if you don't know what he was like before!)
An Introduction to the All New Jax
A while ago, Riot announced their plans to completely scrap the dodge stat from the game. This would mean significant changes being implemented for Jax, the one champion in the League who was built around dodge with his old
Counter Strike ability (which, every time you dodged an attack, would let you damage surrounding enemies and damage them for one second).
While
Leap Strike and
Empower remain mostly the same (if I remember rightly there's small tweaks to the damage, starting off lower but ending higher, on both) Jax's passive
Relentless Assault,
Counter Strike and his ultimate
Grandmaster's Might have all been completely reworked. I describe them in more detail in the Skill Sequence section.
I play Jax as an offtank. This means you need to be tanky as well as capable of doing a lot of damage.
I've also included a jungle section. With his new
Counter Strike ability, Jax now has the ability to jungle both quickly and with relative ease, as well as being able to drop dragon himself faster than almost any other champion in the League. He's not an ideal jungler; if there's a better jungler on your team, let them do it, or if you're sure you want to jungle, go with a better jungler. However, it's always good to be aware of the jungle build.
Pros / Cons
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Pros
+ Capable of extremely high damage+ One of the League's best duelists + Quite easy and fast in the jungle + Great gap closer and escape mechanism |
Cons
- Not as tanky as he was before update
- Power drops if he loses stacks - Hard to master - Item reliant (who isn't?) |
Summoner Spells
The great thing about
Leap Strike is that it means we don't need
Flash. Its range is greater than
Flash, it's a great gap closer, and provided you have a
Sight Ward or
Wriggle's Lantern ready to use then you can jump over walls and out of a fight provided you're a fast clicker. There's a section about 'ward leaping' later in the guide.

Great for slowing an enemy if you've burnt |
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If you're jungling, take Smite. End of story. You NEED Smite to be an effective jungler. Can you jungle without it? Yes. Should you? No. Replace |
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With no need for |
Viable Summoner Spells
Note: apart from
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Just because we've already got a built in jump doesn't mean
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Hate me all you want for saying this, but it's a viable pick on almost any champion, including Jax. Everyone makes mistakes, and this makes it less punishing. Also fantastic for duels, just when they think you're dead, pop
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Okay...some people like
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Speaking of bad choices...
Non-viable summoner spells
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If CC is that big of a problem, pick up a
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No. If you've got mana problems while playing Jax, you're spamming your abilities too often. Even on mana hungry champions, you should be able to manage your mana well enough not to need
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Great spell, and every team needs one. But it's the support that takes
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All the other summoner spells are fairly terrible and you shouldn't consider taking them on anyone, never mind Jax. Maybe some niche builds make use of them, but this one doesn't.
Masteries
Lane Jax
This is my recommended setup. It's not the standard 21/9/0 that's meta on solo top nowadays, but I feel Jax benefits more from the extra points in Offense because of his hybrid nature. It should be fairly self explanatory.
We add a little bit of defense in the defensive tree.
If you find your defense lacking and need an early game boost, this is also an option. We sacrifice our extra critical chance and damage (because they aren't as important for damage as
If you prefer to take utility over defense, then this is also an option.
I'd advise against using

Jungle Jax
For this, we take
No, this setup doesn't take
If you want to take
Runes
Lane Jax
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
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Other Viable Runes
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Great for early game damage and a more traditional setup for Jax. You'll hit hard early game with them, but they fall off late game.
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New, and ideally suited for Jax who can make use of both ArP and MrP. Drops your autoattack damage, but increases damage on
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Your abilities are a great source of damage. These sacrifice some late game MR for a late game damage boost.
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CDR = more spammable abilities = more damage. Great for chasing people. Don't spam too much or you will be out of mana often.
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Viable on just about any champion, including Jax. Not necessarily the ideal choice, but gives a significant boost to early game survivability and could help to get First Blood.
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| greater quintessence of desolation |
An alternative that has you hitting through more of their armor. Better mid-late game than
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Jungle Jax
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 6 |
Greater Mark of Attack Damage 3 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
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The
Other Viable Runes
All the runes listed for laning (not necessary ideal for jungling but can be used), plus:
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Potentially a faster jungle clear, albeit less useful outside of the jungle and aren't my preference. They are viable choices, however.
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Note: Some people like to take
Skill Sequence
First, a summary of Jax's abilities because they've changed significantly.
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Instead of added health scaling with AD and AP, Jax's new passive gives you stacks of AS in a fight (like his old ultimate). It only stacks up to 6, unlike his ultimate which stacked up to 10. But nevertheless, this is a great passive! Late game, with 6 stacks, you'll have an extra 84% attack speed - that's one and a half
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This remains unchanged, and also remains awesome. You can jump to enemies, making it a great gap closer. You can jump to allies (champions and minions) to get out of a fight. But you can also jump to wards. That alone means that as long as you've got a
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Jax's ultimate has been reworked AGAIN in the
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Lane Sequence
For the lane, take the first point in
NOTE:
Jungle Sequence
Start with
Items
The item build is very flexible. While I've outlined my preferred sequence below, that's not always possible (or ideal) and you should definitely deviate from it when it benefits you.
In particular - pick up more defensive items early if it benefits you. You won't be able to build this much damage in every game, and you should definitely go for more defense if you're being focused often.
There are plenty of ways to build Jax that work. The recommended build above is my current favourite, it focuses more on autoattacks than ability damage, giving you very strong damage, sustain, and good defenses. But it's similarly viable to build a lot more defensively, with less damage.

Recommended Starting Items:
I prefer to start with
Alternatives:
Provides you with more early health to survive a fight, possibly helping you get first blood, as well as ability power for damage and mana regen for sustainability. Not my preferred item, but a good alternative.
I wouldn't recommend it, but the extra damage will help with last hitting and the lifesteal will increase sustainability. I'd prefer
What to do if you underfarm
Everyone has terrible games. Even the 2100 Elo pros have terrible games. Maybe you're laning against someone more skilled than you, or someone who's a good counter. You'll find farming hard. If you are underfarmed, you don't want to proceed with the build as normal.
After a weak earlygame with poor farm, stacking Doran's items can help you get back into the game. Doran's items provide the best stats in the game for the gold they cost. The reason we don't fill our inventory with them is that they don't build into anything. In a scenario where you're underfarmed and/or finding your lane difficult, an extra
On first recall, you can either finish your boots or start your
The above is personal preference. On most top laners I personally prefer
Why
Whether you're laning or jungling, you should build this. Why? It gives a cheap boost to AD, armor and lifesteal. We can put all three to great use. There's also the free ward every 3 minutes. This has great synergy with

Start with a
After this, the build is identical to the lane build. Get
I said it before, and I'll say it now: if you're being pummeled due to the lack of defense, start building defensive items early. Take a look at the optionals that I suggest later in the guide, and build the ones that are suitable for your situation. Simply buying a chain mail is a big help against hard hitting AD champions (possibly building into a

Mid Game
No two games are ever the same. You should never stick to one build all the time.
Sometimes you'll find you need to build more defense than usual, earlier than usual. If so, I'd recommend getting a defensive item straight after
Hextech Gunblade
Why Hextech Gunblade? Despite the nerf to it, this is still perfect for Jax. Attack damage and ability power give a good boost to your overall damage. Life steal and spell vamp give you great sustain in a fight. The active stops enemies from running from you.
Why no
Maw of Malmortius
Built for

Okay, so now you've got your core items. Your damage output should already be very high and you shouldn't be dying easily either, unless the enemy is really fed or you're playing aggressively. Where to go from here? This is where your build is most flexible.
There are two different setups that you could use here, that I feel are ideal:
OR
Which one you go for depends on the situation. The
Now you've finished your build. Many of your games won't even last this long, but if they have, where to go from here? There's the elixirs, which I go through below, giving a further good boost.
If you're in a game that lasts for a very long time, then sell
Example Builds
Mallet/Atma's
A good balance of damage, sustain, and defense that should work well against most team comps.
Competitive Mallet/Atma's
Same as the build above, but with
Trinity Force
You'll still have considerable defense, but you deal more damage. I've come to prefer my new build, but
Competitive Trinity Force
As with the competitive Mallet/Atma's build, this one uses
Highly Offensive
Place trust in your damage. Start whacking them and you're healing any incoming damage. Very risky however, you're squishy so long as you're not hitting anything! Not recommended for competitive play, good for when you're stomping the enemy team.
Against very AP heavy teams
This would only be if three or four of the enemies were bursty high AP champions. Very strong MR will really annoy the fed enemy
Against very AD heavy teams
This would likely only be if the enemy has no (or weak) AP. The extra armor of
Trolling with that lifesteal
Please don't. Just don't. (If you can pull this off, your enemies will hate you forever. But no, this isn't a serious or competitive build.)
Recommended Defensive Items:
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If their AD carry is pounding you into the dirt, pick this up. They'll literally kill themselves. This is 'worst case scenario super-fed-
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If their AP carry is pounding you into the dirt, pick this up. It won't deal damage back like
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A good alternative to an
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Great synergy with
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Recommended Offensive Items:
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Armor, attack speed, attack damage, and a very powerful passive against HP stackers makes this a great pick against enemy AD heavy teams, or teams stacking health.
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In a game when you've snowballed, this is feasible. The lifesteal of this combined with
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For a more offensive Jax, working particularly well with lifesteal for sustain, tear their armor to shreds with an extra dose of damage for good measure.
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Sometimes you'll find yourself in what I like to call 'late late' game, when you've got a very balanced game lasting for more than 50 minutes. Sometimes you'll come to a case when you've bought all your items and the gold is stacking up. What to spend it on? Simple! Elixirs! Each one will give you a 4 minute buff when used (this buff will last through death, but the timer continues to run while you're dead). If you don't have any inventory room, you'll use it the moment you buy it!
Oracle's Elixir
For 400 gold, this gives you sight of all nearby stealthed objects - whether it's an enemy
When should you pick it up? Unless it's 'late late' game, I'd say only pick it up if the 'stealth' aspect of stealth champions is really giving you trouble. Remember, it's not cheap, you lose it if you die, and these champions will focus you if you have it. As an offtank, I really wouldn't recommend picking it up unless it's in very late game and you have 400 spare gold lying around.
Early game - Laning
I've included generic information in the bottom of the section that you should read if you're not already experienced at laning a solo top. Don't bother if you are experienced.
I think
Make sure you don't spam too much and burn all your mana. Jax doesn't have a big mana pool, and
Note: The below is mostly general information. If you're already an experienced player, you're probably already aware of most, if not all, of it.
Concentrate on last hitting - In the earlygame, new/inexperienced players will autoattack minions continuously. This creates two problems: firstly, you can't control when you land a blow to finish them off, so you'll lose some last hits (and hence gold) to your minions, and secondly (and arguably worse) you push your lane forwards. More on that below.
Basically, you should concentrate on running around zoning (more on zoning below), and when you see a minion with low enough health for you to one-hit, run in and smash it (provided it's safe to do so). Let your minions bring enemy minions down to low health. If you're having problems with it, you can use
Don't push the lane (most of the time anyway) - Pushing your lane further towards the enemy turret is problematic for a number of reasons. It allows enemy champions to turret hug, making it harder to kill/harass them. It makes it harder for you to get last hits when they can harass you under turret protection. If they decide to attack you, you've got further to run to safety. But worst of all, it makes it extremely easy for you to be ganked.
All an enemy needs to do is come straight from the river towards you, sandwiching you between them and their turret, and you're pretty much screwed unless they have absolutely no crowd control and you've got plenty of health.
There are times you should push the lane - pushing it before you recall is ideal to make sure the enemy can't push to your turret - but most of the time, make sure the furthest you are in your lane is in the middle.
Don't let the enemy push to your turret - This seems to go against what I've said above, but you ideally want to keep their minions somewhere between the middle of the lane and about 2/3rds of the way towards your turret.
The problem with being under your turret is while it provides greater protection for you, it also steals minion kills from you and so means you'll end up with less gold. If the enemy is pushing forwards hard, then be more aggressive with their minions. Still make sure you get the last hits, but also attack the minions some more before that.
Minion kills are your main priority - you heard that right, you should concentrate more on their minions than on the enemy champions, in the early game. Simple fact: you'll get more gold for 10 minion last hits than for a champion kill (if you don't get a bonus e.g. first blood, end streak). Think of the amount of work it takes to kill the enemy champion, and then the amount of work it takes to kill a minion. Don't give up a last hit just to harass the enemy!
At the same time, I'm not saying don't try to kill the enemy champion. If you see a good opportunity to drop them, go for it. Just try not to make harassing them a priority over last hitting.
Map awareness is key - You should be glancing at the minimap every few seconds. If an enemy champion is suddenly missing - particularly if it's in the lane closest to yours - then watch out for a gank. Play defensively if they're missing and stay away from potential entry points for gankers. (For example, if you're bottom lane pushed to around the middle and their mid champion goes missing, stay closer to the bushes at the very bottom than the river, which is a potential entry point for them.)
While your teammates should call out 'ss' or 'mia' if a champion is missing from their lane (as should you), they might be too busy to do so, or they might have not noticed their missing enemy. Map awareness saves lives, FACT. Good map awareness also helps you to spot potential gank opportunities - more on that later.

Zoning
Zoning is an incredibly important aspect during the lane phase. Unlike other DoTA games, you can't kill your own minions to deny the enemy a last hit. So how do you stop them from getting minion kills? Simple: Zone properly.
Zoning is all about controlling space. If you have control of the area around you, so that the enemy would have to risk damage to get a last hit, they'll be reluctant to do so. The more minion kills you can discourage them from getting, the more behind they'll be.
This is an excellent video that explains what zoning is and how to do it, and I'd highly recommend watching it.

When should I recall for items, health and/or mana? When should I stay in lane?
There are several issues you will always have with recalling:
- It opens your turret up to attack by the enemy
- It makes laning harder for your lane teammate (if you have one)
- It allows your enemies to free farm, while you're not earning any gold
Firstly, and I'll say this now: if you're seriously low on health, particularly to an extent that you're worried about being turret dived, recall. Worrying about the above means nothing if you get killed anyway.
What if your health isn't critically low, but it's down to, say, 200-300? Take a look at the enemy champions, and assess the situation. How much damage could they do? Could they kill you easily, or would it be tough for them to do so? Are they also low on health?
The key thing here is not to take risks, but also not to be overcautious. If you think your enemies are not in a position to kill you, keep on laning until they are.
As for mana, that's not as much of an issue for Jax. You should never have to recall for mana. If you're running that low, you're spamming your abilities too often.
With items...don't recall, unless you're seriously behind on items. You'll find there's an opportunity later when you need to recall anyway, and then you'll realise you could have got 250 gold in that time where you recalled to pick up
If you do need to recall, push your lane as far as you can if it's safe to do so. If you can get your minion waves to the enemy turret, this will help in two ways; it will make it very hard for them to get to your turret before you're back, and it also denies the enemy some last hits.
Early game - Jungling
So you've decided to jungle Jax instead? I won't go over what jungling is and the basics of it here, so if you need to know, look up a jungling guide here.
When jungling, general fight procedure is to open the fight by attacking the largest minion in the mob. Don't use
Counter Strike straight away unless you're at least 100 health down, as you waste potential lifesteal during those 3 seconds where the jungle minions can't hit you. Once it's unlocked, use
Empower whenever it's available. Time it in between two autoattacks; if done correctly, it will not reset your autoattack timer, so you get a 'free' attack in between two autoattacks, increasing your damage output over time. Use
Leap Strike to clear camps only if you have blue buff. After your first blue buff is gone, you should be able to clear camps without
Counter Strike as well - save that mana!

Recommended route:
- Start with
Vampiric Scepter and use your skill point to unlock
Counter Strike. - Start jungling with wolves. Ask for your teammates to do extra damage at wolves, but make sure you pull them.
- Proceed to clear the Ancient Golem camp for blue buff. Ask for a pull from your team. Smite the big golem when it's down to about 430 health.
- Unlock
Empower. Gank top if the opportunity is open. - Clear the wraith camp. Unlock
Leap Strike. Gank mid if the opportunity is open. - Clear the small golem camp.
- Clear Lizard Camp for red buff. Smite the big lizard when it's down to around 460 health. Gank bot if the opportunity is open.
Even if you don't get the damage at wolves and pull at blue, you should still never drop below half health using the standard build. With the damage and pull, you should be close to pull. On first recall pick up
Jax is good for early ganks. After your first two camps you have
Jax works very well as an active ganker. If the opportunity is there, take it. You're bulky, and you bring a near unavoidable stun (if you time it right) to any lane, as well as strong damage. But don't neglect clearing camps either, don't sit in a bush waiting for a gank opportunity. Start up
Ward Jumping
No matter how careful a player is, they will inevitably come across a scenario where they're cornered with no means of escape, if their
Flash is down.
Except for you. You're
Jax! You can ward jump!
Imagine the following scenario...you've just killed dragon (or attempted to) but enemies are coming up behind you. You're on low health and trapped in the little enclosure.
Simply run up to the wall at the back...
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Drop a
Sight Ward or
Wriggle's Lantern ward over the wall...
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And then use
Leap Strike to jump to the ward!
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Now there's no way the enemy can catch up to you unless they have
Flash up themselves, or some other form of blink (e.g.
Riftwalk). I always like to make sure I have a couple of spare
Sight Wards (and
Wriggle's Lantern), they've saved my life on more than one occasion!
Pulling this off is easy, but doing it quickly takes good timing (and low latency).
Remember to constantly be looking for nearby walls to ward jump over, just in case you need to escape from a tough situation.
Teamfights
I'd like to say this first off:
Teamfights in the late game are the most important part of the game. You MUST stick with your team at ALL times. Do NOT leave to jungle. Do NOT leave to push a minion wave or save a turret. Teamfights are your number ONE priority.
The sign of a bad player is one who walks off to do exactly what I've described above. As soon as they do, it's a 4v5. If it's a 4v5, your team is at serious disadvantage. If your team dies, you potentially lose the game (or at least one inhibitor) because of the monstrously long respawn times. THAT is why teamfights are so important.
It doesn't matter if the two teams are both mid and seem to be just staring at each other. As soon as you leave, a good team will engage as your team is at a disadvantage. Stick with your team.

Jax is not an ideal initiator. Unlike the Jax of old, you can't jump into a 1v3 and come out the victor unless you're seriously fed. While you can potentially initiate, you're capable of a LOT of damage - more than the average offtank - and so you're more important as a damage dealer (and chaser). Ideally, your team's tank should initiate - an Amumu
Allow a teamfight to initiate, or wait for a teamfight to break out. Once it does, jump in and take out the highest value enemy targets. These are usually the enemy AD and AP carries. Their AD carry in particular is capable of tearing your entire team apart in seconds. But many AD carries build as glass cannons; you focus them and you will bring them down very fast, or at least bring them low enough to take them out of the fight.
If
Stick on their AD carry, and once he/she is down, focus on their AP carry. Don't worry if the enemy team starts focusing you. That should give the opportunity for your team's AD carry to step in and wreck the enemy team. As an offtank, you want to try to draw the focus if possible. And if they don't focus you, you kill their AD carry. Simples. Even if you die, that focus shifted from your carries onto you can win the teamfight.
The right timing of
Good timing of
The right timing of your ultimate is crucial. It's a huge defensive boost. Use it as soon as you leap into the fight, and you're very tanky indeed even without many defensive items. That makes it all the harder for the enemy team to take care of you. It's on a relatively low cooldown, so don't be afraid of using it.
Remember, as usual, don't take risks but don't be too cautious either. If it's obvious that a teamfight is lost, get out of there. But if you can still win it, stay in there and pummel their highest damagers. As soon as one team loses a champion, that drastically changes the fight.
In the case that you and your team do have to run from a fight, split up! Don't all run together in the same direction. By splitting up the enemy will either have to focus on one or two of you, or split up to take you; a good time to launch an unexpected assault on them. By splitting up, it ensures only one or two of you will die as the enemy chases you, so the others can escape and defend your team's Nexus.
If necessary, draw the enemy team's attention on yourself and let your squishies escape. If your carries are playing well, they'll have a lot of kills and so they're worth more gold than you are. If your death can save a carry's life, do it (unless the carry is terrible).
Remember that ambushes can be very effective. If a team ambushes another, those few seconds before the enemy team can react can make a huge difference. Generally, with two fairly evenly matched teams, if one team ambushes another, they will win the teamfight.
The morale of that? Try to set up ambushes. And never walk into one. Stick as a 5 when walking through bushes; if one of you is even a couple of meters ahead, they're an easy target, and any team one man down is bound to lose.
Better yet, you should always know where the enemy team is by warding effectively. sight wards are only 75 gold each, and only a couple of them placed on the map at a time makes a huge difference to your team.
Summary
So, this was my Jax guide. I hope you like it. As before, any and all constructive feedback would be greatly appreciated.
To finish up, I highly recommend that you watch the Jax champion spotlight. It shows great gameplay of Jax and displays quite a few techniques I describe in the guide. Of course, I'd recommend using my build and jungle route, not the one from the spotlight!
Credits
A massive thanks to jhoijhoi and her making a guide guide, it was a great help for formatting this guide and I've also used some of her line dividers. Thanks jhoijhoi!
Thanks to ClearDays for giving me the first chunk of significant constructive criticism. I feel it's really helped to improve my guide, particularly the item build section.
Thanks to 87alphaone, who helped me with my rune selection and item order. Check out his Jax guide as well, gives you an alternate idea of how to build Jax. (Having options is never bad!)
Help me improve my guide, and get your name in this list! I'm always looking for ways to improve!
Version History
19 January 2012 - v1.0 - Guide first published
20 January 2012 - v1.1 - Ward jumping section added with pictures, minor edits
23 January 2012 - v1.2 - Sigificant updates to rune and item sections, minor mastery changes, removed Baron section
25 January 2012 - v1.3 - MORE significant updates to items, jungle runes updated, minor format changes
30 January 2012 - v1.31 - Added
Frozen Mallet and an anecdote to the items section.
22 March 2012 - v1.4 - Updated with changes to ultimate in the
Lulu update
13 May 2012 - v1.5 - Significant update! Huge build change, parts of the guide have been updated and changed (particularly the item build), formatting changed as well in some areas
15 May 2012 - v1.51 - Small corrections, and added Trinity builds to the 'Cheat Sheet'
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