Jax Build Guide by ChaseMorePlz
(10.3) IN-DEPTH Jax Jungle Guide! [YOUTUBE EDITION]By ChaseMorePlz | Updated on February 12, 2020
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Threats & Synergies
Early on Amumu is not much of a threat to Jax. However, he becomes more of a problem as the games goes on due to the fact that he can CC you and your whole team leaving them like sitting ducks.
Pretty big threat early on since she can one shot you with Runic Echoes and chase you down with her ultimate; you will outscale her.
She can easily repel your Counterstrike and stun you in sticky situations. Be cautious when approaching her.
Staying full HP is essential to beating her early on, fortunately she's a melee champion with a build path that will leave her very squishy with a good amount of damage. Buy a Skirmisher's Sabre to reduce her damage output.
Stay away from his shark, (seriously don't get hit by it without a Cinderhulk), go in once his E (Playful Trickster) is down.
Provides decent CC and that's about it, he can E away from you to run away like pusc
Tons of damage, however with a Red smite and proper counterstrike you can deal with his dominance.
If he gets ahead, which he most likely will you will have a tough time fending of vs. him. Capitalize on where he is on the map so you can get objectives elsewhere. If he tends to be a threat to your laners be sure to catch him while he's diving them.
If played properly you can use your Q (Leap Strike) to dodge his Q>E combo in order to avoid getting CC'd. When he jumps in that's your chance to jump as well, you can also hop out of his ultimate whenever you want.
Being isolated early on vs this bug is a no go. Depending on how fed he is in the game will represent his presence, dealing with him mid-late game is a breeze if you peel for your carries.
His fear & silence is his only way of combating you, once those abilities are down you have a variety of options.
He can get pretty tanky after a while, however the downside to that on his end is that it's only health. You can stick onto him very easily by avoiding his ruptures.
Relatively easy matchup
Beware, she outscales you and outdamages you from a distance. Blow her flash and get ahead of her with a smite and you'll have a decent chance of beating her 1v1.
Pretty easy matchup, aim to blow her ultimate or catch her out in the jungle alone.
Defend your jungle and your laners, depending on the skill level of the Lee Sin he will counter gank to snowball himself or try to pressure the map early. Don't stress it and aim to scale quickly without dying or giving up early towers.
He gets very tanky so a smart playstyle and Bloodrazor can counter him pretty hard.
Pretty hard to keep up with her, try and predict when she will go in for your carries and be ready for your team to feed early on.
Does a lot of damage with his autos and has a great spellshield to block your E do it's pretty hard to CC him with it. Grab another source of CC to peel him off of your team and focus him down when he flies in.
Other than his countless amount of slows, he's pretty easy to get away
Nunu & Willump
His iceball slows you and your attack speed pretty hard, making it difficult to fight him. He will most likely max that first against you.
Counters you pretty hard, wait until his abilities & passive are dropped to focus him down and make sure your team sustains through the early game.
Pretty annoying to avoid, try and pressure the map before the enemy team groups to siege.
Watch for where her tunnels are and destroy them immediately whenever they're near an objective. Her unborrows and engages can catch your team out of position so be very mindful of where she is.
Grab a dead man's plate and a devourer and you'll be able to fight him early on; pick up a cinderhulk and frozen heart if your carries have the damage potential to kill him.
Can be detrimental if the enemy Rengar gets fed, you will be forced to build tank and make sure to prevent your team from dying.
As long as your backline doesn't get iced you'll be fine.
Annoying to deal with, stay healthy and split a lane to direct attention to yourself. With the correct timing this will punish him for going for assassinations.
If you both build Bloodrazor vs each other then you can dodge a lot of her combo with your Counterstrike (E). When your team dies to her ganks, build a Cinderhulk Red Smite asap. Also pay attention to when she flies in, you have easy opportunities to stun her, you can peel the dragon off. sounds weird l o l
If you allow Skarner to ult you while being mis-positioned is nearly asking to die, however bringing Flash helps get in and out of skirmishes with him.
Try and bait his ulti when you both hit 6 to jump out and escape with ease.
You outscale him late game so you have freedom to choose Cinderhulk, Skirmisher's Sabre for dueling him and Stalkers Blade for slowing him down.
Vi's combo can burst you down easily early on if you don't get Cinderhulk. Further down the line she will have to attack your carries in order to win the game so what I would do is focus on keeping your lanes safe while also gaining advantages by knowing where she is if the early game goes bad, then focus on the late game.
Annoying to deal with early to mid but all you have to watch out for is when he runs at you to flip you or your team. You outscale him late game.
He can focus you down pretty hard if you get hit by his ultimate/fear.
Tough to beat, fortunately your final build will result in you becoming tankier than him, be sure to stay ahead and not focus on him until it's time to teamfight. Your main job is to keep him off of your carries.
He's an overall better teamfighter, catching him out of position and focusing him down when his team isn't around is key.
In-Depth Jax Jungle Guide [YOUTUBE EDITION]
Here are a couple of my other Jax games as well, I haven't played him much this season because he's always been more of a pocket pick for me:
- Jax scales into a complete monster! Enchantment: Bloodrazor and Trinity Force makes his 1v1 potential very high. Full build + level 18.. you definitely do not want to mess with this champion at this point.
- Good ganks with gap closing abilities & his Counter Strike stun; his Q, Leap Strike + E Counter Strike. If you land them both, you're almost guaranteed to get a Flash or kill.
- Great damage, DPS and split pushing power. Ultimately becomes an incredibly strong AD Offtank, especially with his R Grandmaster's Might. Amazing auto-attack reset & hybrid damage with his W Empower
- At max rank & CDR, his Q Leap Strike is at a cooldown lower than 4 seconds, so you're basically Kassadin and Lee Sin combined!
- Underrated Cooldown and Leap Strike range of abilities; his jump and AoE covers a lot of distance. Since all of his abilities are extremely low cooldown when they're maxed you can stun for days.
- Relies heavily on farm/levels.
- Best with a lead to succeed!
- Pretty squishy/weak early game, very vulnerable to Crowd Control and heavy burst.
- Countered easily, can be pressured hard early on to deny him his power spikes.
- Relies on items and CDR to become very mobile, durable & provide damage. (that's a lot to provide though right!)
Picking Your Jungle Enchantment:
Stalker's Blade is never a bad option. Skirmisher's Sabre helps your dueling potential vs. the enemy jungler and any splitpushers who go for towers, you can nearly take anyone on late game.
Enchantment: Bloodrazor + Mercury's Treads go a long way). Practice makes perfect when it comes to decision making with Jax (deciding what lanes to gank & how to do this, farming as fast as possible, and denying the enemy team leads). After finishing your Enchantment: Bloodrazor, you need to build items that will help you get to 40% CDR such as Trinity Force. This will give you amazing roaming potential with your Q Leap Strike, potential to duel nearly anyone in the game with the rest of his kit and take everything on the map for your own benefit.
Try your best to gank a lane or two, counter jungle & be at your buffs on time; then you can put yourself ahead in levels. Keeping all your towers up and securing enemy buffs will give you multiple options to snowball yourself. However this is a team game, so you need to be prepared to carry the rest of the possible feeders on your back so this is where power leveling and objectives come into play so rushing level 6 is a great idea. Early Dragons, Barons and Towers are the easiest and most effective ways to snowball and win games. Try to take these whenever possible as well as the enemy jungler's buffs. It is also very important not to give out free kills/die early on!! If you do, be sure to form a game plan on what to do and focus on coming back from getting set behind a bit, depending on your feed levels. Check out the Item Builds at the beginning of the guide and read all notes to learn how to correctly itemize with Jax! These builds scale extremely hard, however the damage items are a bit expensive, so acquiring this full build will definitely take some time! Feel free to substitute the Enchantment: Bloodrazor for Enchantment: Cinderhulk if you don't do very well early.
What is Pathing?
Pathing is simply the most effective jungle route to take when clearing. Good pathing is generally the shortest path you take in the jungle to get to each camp, tower or objective the fastest. You need to be able to quickly navigate around the map to do a lot of things, but they are not limited to: farming camps, holding lanes, grabbing/stealing buffs, and contesting objectives whenever possible/reasonable. Counter Jungling is a way to somewhat deny the enemy jungler experience and gold. Depending on the jungler ans what you take from them, it may only somewhat hurt them or cost them potential power spikes/leads.
Farm Camps Effectively: Smite the correct camps (I consider smiting buffs & enemy jungle camps the most) and clear them while taking the least amount of damage possible. Knowing what and when to smite each camp at every point in the game is very important. I can help you with this anytime, just ask :)
Holding Lanes: When your laner has to back or feeds lane, be sure to take the cs that gets PUSHED to YOUR tower, as long as it's safe to grab. Holding lanes and getting the gold and experience from minions is very important, however holding mid lane is the most imperative lane to hold. Be ready to do this, especially early on in the game.
Grab Your Buffs (and theirs!): Be sure to get to your red and blue buffs as SOON as they spawn. When you hit tab the spawn timers for both your and their buffs are there as long as you had vision of the camp when it was killed, you just have to use that information wisely.
Contest Objectives: Dragon, Rift Herald, Vision Wards, Buffs, Baron, Towers, etc.. You don't want to give these up for free now do you? Try to take them when you have an advantage/opportunity, and contest these objectives when you and your team have proper control over the map.
Counter Jungling: As stated previously, it depends what you take and how you and the enemy jungler can/could benefit from it. Buffs will hurt them the most, so if possible keep tabs on their red and blue buffs, denying this alone will cost them a decent amount of gold and experience, so keep this in mind :)
Now that you know how to gain leads, let's focus on denying the enemy team/laners these types of advantages so they don't get the upper hand on you :)
Taxing: Keep in mind while taxing, it can definitely screw your laner(s) over, but at the end of the day if you know what to do with this tax, you can get to your items faster and snowball other lanes around the map. To do this correctly, it is a necessity that you ONLY tax lanes when you pick up a kill, and attempt to balance the minion wave in favor of YOUR laner. If the enemy laner has no teleport, push the wave into the enemy tower asap.
Pushing the wave to the enemy tower is optimal when they don't have a teleport to stop the lane from resetting. Your goal after getting a kill for you or your laner after ganking is to either keep the lane frozen in the middle of the lane, push it into the enemy tower and cause the lane to reset, or have it pushing towards your laner. If you cause your wave to push towards the enemy tower, you have basically screwed your laner over.
Why is it bad to have a minion wave pushing towards your enemy, rather than resetting it?
The answer is simple: This will cause your laner to overextend, which means they are very susceptible to ganks. This also means the laner is safe from ganks, so in general this is a lose lose, and can result in your gank backfiring.
After grabbing your Enchantment: Bloodrazor & let's say for example, a Guinsoo's Rageblade, you will have the option to either keep farming and ultimately getting even stronger, or opting to splitpush an open lane. It's not the best idea to just randomly splitpush; try doing it when you have pressure on the map and won't lose a major advantage because of it. I recommend committing to splitting when you get a Sheen (either from Trinity Force or Iceborn Gauntlet. You have as many flashes as you have wards, so escaping when the goon squad comes for you is very easy.
Depending on your build path, I typically aim for their back line carries, prioritizing the biggest threat. You provide amazing peel as well, so keep this in mind when protecting your carries is essential to winning a fight. Jax is nearly impossible to get away from once his Q Leap Strike is maxed, so keep this in mind: he has amazing, underrated mobility. Try to look for fights when you finish your items and need to contest objectives at crucial points in the game.
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