Jax Build Guide by StunnedTzu
| Health | 3177 |
| Health Regen | 34.35 |
| Mana | 1260 |
| Mana Regen | 19 |
| Armor | 263.69 |
| Magic Resist | 175.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 419 |
| Gold Bonus | 5 |
| Attack Damage | 372.05 |
| Attack Speed | 31.007 |
| Crit Chance | 10%S |
| Crit Damage | 0% |
| Ability Power | 120 |
| Life Steal | 38% |
| Spell Vamp | 20 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
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Mastery Tree Is Outdated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
NOTICE BOARD!
STILL WORKING ON GETTING VIDEOS TO DEMONSTRATE
JaxTICS (see what i did there?) INCLUDING:
WARD JUMPING
POSITIONING IN THE LANE
PROPER HARASSMENT
GOOD DUELING
if anyone has a good capture program, tell me, I need it.
Introduction to Bruisers & why Jax is exemplary at his role
First off, HEY! Thanks for taking a look at my guide for
Jax, who I would consider to be one of my main champions. A lot of this build guide ends up as a wall of text, not because I expect everyone to read everything on here (the guide at the top of the page is usually enough), but because I wanted to make my reasoning available to anyone who reaaaaaaaally wanted to get into my head and know why I build what I build on
Jax. Basically, if you just want the buld and some tactics, check the order above, and the jax tics section (once its finishe of course!)
WHY PLAY BRUISERS?
In the current team metagame (solo lanes top & mid, dual lane bot, and a jungler/counter-jungler) usually give the top lane to their AP CARRY (APC) or one of their BRUISER champions. If a team puts their APC on middle lane, bottom lane often falls to the team's AD CARRY (ADC) and a SUPPORT champion, leaving top lane to their BRUISER, and the jungle to their TANK.
The "BRUISER" group covers the "middle ground" of LoL champions. BRUISERS are champions that "fill out" the team's build, they are the jack-of-all-trade champions who play a role that rests between support, carry, and tank roles... which (hopefully) are filled by the rest of the team. Not surprisingly, champions played as BRUISERS are those who have decent attack damage, sustain, and cc, but are not proficient enough in these to play in any of the other aforementioned roles. While BRUISERS are not entirely necessary to a team's composition (as tanks are), they keep the playing field balanced, preventing enemies from focusing on a single offensive or defensive stat. A few examples of BRUISERS are
Jax,
Jarvan IV,
Riven, and
Singed.
Pros / Cons
PROS
+ Great duelist
+ High early damage output
+ Relatively tanky Trinity Champion
+ Ward Jumper
+ Melts faces with a friggin lamppost
CONS
- Hard to avoid harassment
- Susceptible to early ganks
- Focused in teamfights
- Mechanics are very difficult to master
Now lets talk about the pregame build...
Runes, Masteries, and Summoner Spells
RUNES:
Lets keep it simple, they don't do all that much of anything mid to late game (with the exception of those
Greater Quintessence of Life Steal you have stacked) so its really best to get the bonus up front. Getting flat armour penetration, armour, and MR runes boosts your damage potential and survivability greatly in the early game and into the start of the mid game. The armour pen stays with you the whole time, but it becomes less noticeable against say
Galio rather than
Malphite than it was at the start of the game.
MASTERIES:
Pretty much the same deal as with runes, they give you an edge early on, but lose their luster later in the game. I prefer to go with a 21-0-9 mastery set up on
Jax because it allows you to deal great amounts of damage from early on in the match, which (when combined with 9% bonus lifesteal from runes and the vampirism mastery) allows
Jax players to stay in lane longer, without having to over compensate for harass with potions. More than adding damage to make
Jax more sustainable in the early game,
Summoner's Wrath
,
Brute Force
, and
Alacrity
all synergy well with
Jax's innate, ultimate, and abilities in general. Why not take more points for ability power or spell vampirism? Because
Jax is an AD BRUISER hybrid, not an AP BRUISER hybrid. While
Mental Force
, and
Arcane Knowledge
do greatly benefit your ultimate,
Grandmaster's Might,
Jax is still an auto attacker at his core, ever bit of physical damage counts. Now at this point most readers will agree with me on the offensive mastery choices but will try to convince me that the defense tree is where I should put my remaining 9 points. While I can clearly why someone would suggest putting 3 points into hardness, 1 in
Resistance
, and the rest into
Durability
and
Veteran's Scars
, these choices represent an assumption that you are going to get harassed and damaged to where you need the bonus "tankiness". Because of my item choices however, (with
Heart of Gold and
Phage providing you with more than enough early game health) I believe that the remaining 9poijt could be better used in the seldom touched utility tree, rounding out survivability in places not as thoroughly covered by my items. I take points in
Expanded Mind
and
Summoner's Insight
because they allow me to cast more spells as I level, particularly more
Leap Strike as an escape, or ghost if it comes to a full out sprint. I further take points in
Swiftness
and
Scout
as they further bolster my movement speed and lines of sight, contributing much more to my survivability than resistances would. While
Jax is a BRUISER champion, and while BRUISERS are meant to be tankier, your enemies still can't kill what they can't hit.
SPELLS:
Yes, spells. Not much to say about them really. Ward Jumping (where
Jax or
Katarina drop a ward and use their q to boost towards it... usually using smart casting) lets
Jax have a free, long range
Flash for as long as he can pay 75g for sight wards, so I find that
Flash is usually a waste of a good spell slot. Its not to say that
Flash + a ward jump would be less useful, its just that the 270ish cooldown just doesn't justify it for me. I WILL BE SURE TO INCLUDE A VIDEO IF I MAKE/FIND ONE IN THE NEAR FUTURE!
Instead of
Flash, I take its lower level counterpart,
Ghost, for the extra mobility (
Jax is one of those movespeed hungry melee guys). I would also take
Exhaust for the secondary abilities it provides rather than for the slow it is normally used as in solo que. Most players are familiar with the very basic slow part of
Exhaust, and a few are with the enemy attack speed reduction, but that's only half the fun for
Jax players. Taking a mastery point in
Summoner's Wrath
also reduces the unlucky champion's armour and MR by 10 each, as the Lol Wikia so aptly explains that reduction can be devastating with a champion like
Jax chasing you.
VIABLE ALTERNATIVES:
Flash as I mentioned before, this spell is usually unwanted for
Jax because of ward jumping, but it's still (as always) a viable choice
Ignite I'm not personally the biggest fan of this spell because it is more for first blood than anything else, while it increases your early killing potential, it's effectiveness compared to the slows and debuffs from
Exhaust,
Hextech Gunblade, and
Trinity Force outclass this spell... At least in my opinion
Heal&
Clarity can be used to replace
Exhaust, but if you can't "safely" farm or manage your mana (he's a melee hybrid for Christ's sake) then you reeeeeeally should try out
Jax.
Next up, skills...
Skill Sequence
Skill sequence, now this section (other than the item build) is probably going to get the most flak for being different and out of the ordinary for what most people I see playing
Jax would do.[/h5]
As I mentioned in the previous section, I prefer to use
At this point, you're going to see a lot more ganking attempts by the enemy jungler, and (even though
That's why from level 6 on until team fights start breaking out (usually around 24ish minutes, depending on if a turret or more has been pushed down), you should focus on boosting up
welcome to the mid game...
MID GAME:
It means that you don't dive towers excessively, you don't engage in I Am Legend-esque dives against greater numbers to save a teammate OR YOUR TANK (THEY'RE MOST LIKELY THERE FOR YOU TO RUN AWAY), and it means that you level your skills appropriately for what the situation requires. I honestly prefer to build my skills as listed above, but after level 11ish, it really depends more on whether you need damage, mobility, or cooldown on your cc. Like with any part of ingame building, do what you need to win fights, PERIOD (.)
MAX
MAX
MAX
LATE GAME:
You should be fully leveled 10 minutes ago... if not, refer to the MID GAME section above
Items
The FULL set of core items contains:
Ninja Tabi
Hextech Gunblade
Trinity Force
Maw of Malmortius
Locket of the Iron Solari
Guardian Angel
IMPORTANT NOTE! WHILE THESE ARE THE CORE ITEMS, THEY ARE NOT ALWAYS THE BEST FOR EVERY GAME. THEY ARE SIMPLY A GOOD, BALANCED STARTING POINT TO WORK FROM.
With the purchase order broken up into three main phases, the EARLY GAME, the MID GAME, and the LATE GAME. Each phase is then further broken up into PREFERRED purchasing groups, i.e., what you want to get on which trip back from the lane.
Purchase 1: Out of the Gates
Purchase 2: After a bit of farming or that first blood
Purchase 3: After a good amount of farming, taking advantage of
Purchase 4: Transitional purchase, fits between early game and mid game
MID GAME: Farm until the fighting starts, then keep farming minions in between teamfights, but stay close
Purchase 1: Pokes and harasses are starting to become duels and escapes, fight wisely
Purchase 2: The active range on the
Purchase 3: If you're playing right, you'll start getting focused in fights, start building tankier without sacrificing your damage output
LATE GAME: If the game has made it this far, dig in, grab a bite to eat on your next death, and for the love of LoL make sure your internet doesn't cut out before its over
Purchase 1: Start finishing up those item chains, you're gonna need them
Purchase 2: what he said
Purchase 3: Roshan anyone?
SITUATIONAL ALTERNATIVES:
Don't you think that building your heart of gold into a randuin's omen would be way more powerful than a locket of the iron solari? Otherwise not a bad build +1
Just tell your support to build the locket and enjoy the way more powerful active of randuin's omen (imo).
JAXTICS ----- If you only read the build summary, this is what you've been
This is probably the part that most people are going to read if they skipped my quite lengthy explanations of the build portion of the guide. So I'll try to keep it short and bittersweet.
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