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Jax Build Guide by FalleN3

Jungle Jax Jungle | FalleN3's Guide to Jax Jungle

Jungle Jax Jungle | FalleN3's Guide to Jax Jungle

Updated on November 26, 2020
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League of Legends Build Guide Author FalleN3 Build Guide By FalleN3 658 32 2,014,222 Views 24 Comments
658 32 2,014,222 Views 24 Comments League of Legends Build Guide Author FalleN3 Jax Build Guide By FalleN3 Updated on November 26, 2020
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Champion Build Guide

Jax Jungle | FalleN3's Guide to Jax Jungle

By FalleN3
Jax Jungle

Hi, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I enjoy to play champions such as Jax, Twitch, Fizz, Akali, Annie & Orianna among others too.

I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. I am a pretty chilled and relaxed streamer and try my utmost best to offer a chilled place to hang out and watch some league.


Jax is a melee Fighter champion that generally plays top lane but it is also possible to play him as a jungler. He is moderately difficult to play and new comers to the game may struggle a bit with his general style of play.

He is a hypercarry and can single-handedly carry a game if the person playing him is skillful enough.

He scales really well into late game and his damage becomes insane once he gets a few items.

Because it gives him both defensive and offensive stats, Jax first power-spike comes when he hits Level 6 and gets Master-At-Arms. His next power-spike is when he gets Trinity Force.

His greatest weaknesses are that he is relatively squishy without using his (R) Master-At-Arms, is very susceptible to CC and can struggle to team fight. If you fall behind or get invaded and die you will find it extremely difficult to get back into the game and bring a signifigant impact.

I hope you find this guide to be an interesting read and that you may learn a little bit of something from it.


PROS

+ Hypercarry
+ Can escape with leap
+ Auto attack reset (W)
+ Ability to snowball
+ Gap closer
+ Scales really well into games
+ Brings Great preasure to lanes
+ Can stun with (E)
+ Can dodge incoming AA's with (E)
+ Great duelist
CONS

- Melee Champion
- Can be hard focused in team fights
- CC can ruin your day
- Takes time to get strong
- No in-built sustain
- Hard to come back if behind
- Need great positioning in fights
- If you fall behind early, you're in trouble

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Runes


Conqueror:
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 8s, gaining 1.7-4.2 Adaptive Force per stack. Stacks up to 12 times. When fully stacked, heal for 15% of the damage you deal to champions. Right now this is the best choice when playing Jax in the jungle. You will deal extra damage to enemies and also heal for a portion of the damage you deal. Some people may want to try playing with Lethal Tempo for the increased attack speed but I definitely recommend taking Conqueror.

Triumph:
Takedowns restore 12% of your missing health and grant an additional 20 gold. This rune will offer you some extra survivability.

LEGEND: ALACRITY:
Gain 3% Attack Speed plus an additional 1.5% for every Legend stack (max 10 stacks). Attack Speed works really well on Jax. Right now, this is the 'go-to' rune to take but Legend: Tenacity can be a solid option if the enemy team have a lot of crowd control.

Coup de Grace:
Coup de Grace which will enable you to deal 8% extra damage to champions with less than 40% health. More damage, this will go a long way to helping you secure kills / assists throughout the game. The other option here is Last Stand but I prefer to take Coup de Grace

Sudden Impact:
After exiting stealth or using a dash, blink or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5 seconds. Again, more damage - A solid option for any Jax game.

Ravenous Hunter:
Heal for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion. Any bit of extra healing is always welcome.



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Summoner Spells

Flash is a core summoner spell on almost every champion in League of Legends and Jax is no exception to this. It will enable you to dodge skillshots, blink over walls and escape from certain death. To be honest, it's a no-brainer without any exceptions.

Smite is mandatory in the Jungle. It will unlock the Jungle only items that are required and it's essential for securing buffs, monsters and neutral objectives, baron / dragon etc.. You must take it as a summoner spell and there is not much else to write here about it. Once you built Stalker's Blade you can also cast Smite on an enemy champion.



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Items

Hailblade Take this item for extra enemy slows. It will help you to stick to enemies and gives you extra damage against jungle monsters. You purchase this item one time and it's passive 'Chilling Path': Using Smite 5 times consumes this item to upgrade your Hailblade into Chilling Smite and grants all item effects permanently. When you cast Chilling Smite on an enemy champion it will deal some true damage to them and steal some of their movement speed for a short time. Killing large jungle monsters grants you bonus experience and when you are in the jungle or river you will regen some Mana. I recommend taking Hailblade on Jax when jungling.

Emberknife Take this item for extra dueling power. It will help you duel enemies and gives you extra damage against jungle monsters. You purchase this item one time and it's passive 'Challenging Path': Using Smite 5 times consumes this item to upgrade your Emberknife into Challenging Smite and grants all item effects permanently. When you cast Challenging Smite on an enemy champion it will mark them for 4 seconds. Damaging a marked champion will deal additional True Damage to them. Killing large jungle monsters grants you bonus experience and when you are in the jungle or river you will regen some Mana. I recommend taking Hailblade on Jax when jungling.

Refillable Potion Consume a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop. A solid option and I take it to start every game. The alternative here is to start with some Health Potion instead, however I do NOT recommend doing this.

Stealth Ward Early wards are crucial so take this to begin your game with. If you want, you can swap to Oracle Lens for clearing enemy wards a bit later in the game. Keep in mind though that you can use your Leap Strike to leap to Stealth Ward wards. Should you swap it out for an Oracle Lens be aware that you will be lacking the wards to leap to, should the need arise.


Mercury's Treads: Standard boots pick, I pick these almost every game. They increase you movement speed and reduce CC effects (Stuns, Roots, etc..). A must have if the enemy team consists of multiple AP Champions, particularly if they have lots of hard CC. These are your go-to boots.

Plated Steelcaps: Take these if the enemy team lacks lots of CC or it is comprised of mostly Attack Damage based champions, particularly if they have multiple ADC's.

Berserker's Greaves: Can be taken if you are ahead, fed and don't think you require defensive stats (from boots). I do not recommend these boots though and you should ** purchase with caution!


Trinity Force For this guide, this is a core item on Jax and you should purchase it in every game. It's expensive and can take a long time to purchase if you are behind but it's a 'must buy' item. Trinity Force is Jax second powerspike. It gives you Attack Damage, Attack Speed, Mana, Movement Speed & it's passive Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 200% of your base Attack Damage. 1.5 second cooldown.
Mythic Passive: Empowers your other Legendary items with +10% bonus Attack Speed.

Divine Sunderer It is a solid option versus a tanky team. After using an ability, your next basic attack is enhanced with additional 10% target max max Health physical damage. If the target is a champion you will heal for 50% of the enhanced damage.
Mythic Passive: Empowers your other Legendary items with 5% Armor Penetration and 5% Magic Penetration

Stridebreaker is an item that offers you extra ability to engage and stick to the enemy. It gives your some Attack Damage, Attack Speed, Health and some extra Haste. The Active - Halting Slash: will enable you to lunge a short distance and deal some damage to the enemy + slow them briefly which decays over a couple of seconds (20s Cooldown). It's passive Heroic Gait: Dealing physical damage grants you 30 bonus movement speed for 2 seconds.
Mythic Passive: Empowers your other Legendary items with 3% bonus movement speed.


Sterak's Gage will essentially shield you against large burst damage and help you to not get blown up in every fight as the game progresses. It will give you +450 health, Grants 50% base attack damage as bonus attack damage and when Lifeline is triggered it grants Sterak's Fury: For 8 seconds, grants increased size, +30% Tenacity, and a shield that starts decaying after 0.75 seconds based of 75% bonus health.

Guardian Angel is basically a free life. Upon taking lethal damage, restore 50% of base health and 30% of maximum mana after 4 seconds of stasis (300 second cooldown). It is a decent item to pickup late game, especially if you are solo carrying and your death would mean the team loses. Depending on the game it can be useful to purchase Guardian Angel sooner rather than later.

Randuin's Omen if the enemy team has multpile champions building critical damaging, definitely purchase this as it's passive reduces the damage you take from critical strikes by 20%. It also have a passive Cold Steel: If you are hit by a basic attack, you slow the attacker's Attack Speed by 15% for 1 second which works really well in AA based matchups. The active will allow you to slow enemies in teamfights or if you are chasing someone down for a pick.

Spirit Visage increases all healing, regeneration and drain effects on yourself by 30%. It provides 10% Cooldown Reduction, +450 Health, +100% Base Health Regeneration, +55 Magic Resistance. It synergizes extremely well with Hextech Gunblade!

Wit's End grants Attack Speed, Magic Resistance, healing and Movement Speed. Basic attacks deal 15-80 (levels 1-18) bonus magic damage on hit. While below half health, heal for the amount of on-hit damage dealt by Wit's End. Healing and attack speed on Jax, this is a solid choice to help you defeat a team where some extra magic resist is needed against non burst mages.

Titanic Hydra I am not a big fan of this item for jungle Jax but must include it here. It will make you a bit tankier and also help you with monster camp clear and minion wave clear (in lanes). It is best to buy this item earlier in the game, purchase Tiamat right after you have Stalker's Blade.

Sanguine Blade gives you +50 Attack Damage, +15% Life Steal and it's passive gives you +10 Lethality. Blood Pursuit: While near one or fewer visible enemy champions gain 8 lethality and 20-80% attack speed (lvl 1-18), decaying over 3 seconds if other enemy champions get too close. Great item for pushing a lane or when fighting one champion at a time, however as soon as other enemies arrive the Sanguine Blade falls off sharply.





Guardian Angel versus Zhonya's Hourglass?

Jax is one of those champions that can do well with a wide variety of different builds and items. He definitely doesn't need to be spending so much gold on a B. F. Sword for his Guardian Angel so the build path for Zhonya's Hourglass is certainly a little less awkward.

However, having taken into consideration the advantages of the extra AP, extra CDR and the armor granted from Zhonya's Hourglass some of the reasons I favour Guardian Angel over it are as follows:

• In skirmishes and team-fights Jax most likely (and should) get hard focused and CC chained to death. It can be impossible to activate a Zhonya's Hourglass when CC'd which will end with him getting blown up before being able to activate it.

• Jax is a champion that has the potential to (and should be) outputting insane amounts of DPS. When you activate Zhonya's Hourglass during a fight, it will put you into stasis for 2.5 seconds which means you are adding 'nothing' to the fight during this time. It will either be activated during a fight, when you are healthy (and could be dealing damage) or at the end of a fight in the hope that you can sneak off into the distance with just a sliver of health.

• Guardian Angel allows you to fight to the bitter end and although at 4s, it's stasis is 1.5s longer than the Zhonya's Hourglass when it revives you, you will gain some health and mana back which will allow you to continue in the fight.


With the above being said, if you go too deep, too ham, try to 1v5 or simply get caught by multiple enemies due to lack of vision neither item will be of any use.




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Abilities



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You should take your first point in (E) Counter Strike because this will allow you to evade the basic attacks from the first jungle camp for 2 seconds, when Counter Strike duration ends the camp will be stunned for a short time too. This will allow you to take the least amount of damage on your first camp clear.

Generally your first camp should be the buff on the side of the map that your ADC and Support is on. Once you hit level 2 put your next point into (W) Empower and move onto the:
On blue side: Your second camp should be Blue buff, then Gromp. This will take you to level 3 and you should look to gank either Top / Mid lane.
On red side: Your second camp should be Gromp, then Red buff. This will take you to level 3 and you should look to gank either Top / Mid lane.

If you cannot see an opportunity to gank at level 3, don't force it - just farm for now and keep a sharp eye out for an opportunity. Dont forget to try read where the enemy jungler will be so that you can be in a position to counter-gank if needed.




Relentless Assault: Every time Jax attacks an enemy he gains bonus attack speed for 2.5 seconds. The percentage is increased every 3 levels up to a maximum of 11%. This effect stacks up to 8 times and will still stack, even if the attack is dodged or misses due to blind. The enhanced attacks will apply other on-hit effects and can critically strike as normal. Relentless Assault will also be triggered when attacking structures.





Leap Strike: Jax leaps to target unit, dealing 65/105/145/185/225 (+100% bonus Attack Damage) (+60% Ability Power) physical damage if it is an enemy.

Leap Strike: is a fantastic ability which not only damages enemies but also allows you to engage, gap close (chase down enemies) and it also allows you to escape if needed. You can use this ability on ally Champions, Minions, Wards, Scryer's Bloom, Blast Cone, Demacian Standard, Dark Passage, Rampant Growth, Rift Scuttler ). This can help to get you out of a lot of tricky situations.




Empower: Jax charges his weapon with energy, causing his next basic attack or Leap Strike to deal an additional 40/75/110/145/180 (+60% Ability Power) Magic Damage. If used on a basic attack, it'll have bonus range.

Empower: is an AA (auto attack) reset. What this means is that if you AA and enemy or minion, you can use Empower and Jax can now immediately AA the enemy again (without having to wait for the AA timer).





Counter Strike: Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 55/80/105/130/155 (+0.5 bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.

Save your E for enemy burst or guaranteed all-ins, it negates autos and reduces AOE's by 25%!




Master-At-Arms: Passive: Hitting 3 consecutive times enhances Jax's next attack for 100/140/180 (+70% of ability power) bonus magic damage.

Active: Jax gains 30/50/70 (+50% of his bonus attack damage) armor and 30/50/70 (+20% of his ability power) magic resist for 8 seconds.



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Combos

#1 : + + + AA + + AA
E + Q + E (stun) + AA + W + AA

This combo works very well on a single target. It will will also allow you to stun multiple enemies if they are grouped but because you will be recasting your (E) Counter Strike immediately upon landing on the enemy you will not get the benefit of evading incoming auto attacks. If you are leaping onto a mobile champion or if the Flash away, it might be necessary for you to Flash onto them after your Leap Strike if you need to secure a stun, *see next combo






#2 : + + + + AA + + AA
E + Q + + E (stun) + AA + W + AA

Sometimes if an enemy is mobile or if they Flash away from you as you gank it may be necessary to Flash in order to secure a stun/kill on them. Assuming you have already used your Leap Strike you will then close the gap to them by using your Flash and once back in range activate your (E) Counter Strike again.






#3 : AA + + AA + + AA
AA + E + AA + W + AA

This is your basic combo to clear the jungle camps. Do not reactivate your Counter Strike when clearing camps as you will want to dodge and return as much damage as possible. You can always use Leap Strike in order to leap to the camp and cause some damage to it and you can also cast Leap Strike whenever it is off CD while you are fighting a camp. Just be sure that you don't use it on a camp and then find that you actually need it to either escape from or engage on an enemy should they happen to surprise you.




#4 : + +

It is possible to steal objectives such as Dragon or Baron by using a combination of Flash, Leap Strike or blast cone etc... For ease of this combo I have stated the use of Flash to enter the dragon pit although you can clearly see I used the blast cone to enter the pit and Leap Strike onto a placed ward in order to escape after the steal.







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Jungle Camps / Timers


It is useful but not necessary to know the spawn timers so that you can remember from muscle memory roughly when the camps are about to respawn.


Wolves, Raptors
Spawn At: 1:30
Respawn Time: 2:00

Gromp, Krugs
Spawn At: 1:42
Respawn Time: 2:00

Buffs
(Blue Sentinel, Red Brambleback)
Spawn At: 1:30
Respawn Time: 5:00

Rift Scuttlers (in river)
Spawn At: 3:15
Respawn Time: 2:30

Rift Herald (in Baron pit)
• Initial Spawn: 8:00
• Respawn: 6:00
• Despawns At: 19:45 (19:55 if in combat)


Dragon (Elementals & Elder)
Spawns At: 5:00
Respawn Time: 5:00
Elder Dragon: Spawns 6:00 after one
team kills their 4th Elemental Drake
Elder Dragon: Respawn 6:00
Baron Nashor
Spawns At: 20:00
Respawn Time: 6:00




ELEMENTAL DRAGONS


Cloud Drake:
• 10/20/30/40% ultimate CDR, ignoring the CDR cap

Cloud Dragon Soul:
• Passively gain 10% increased movement speed.
• After casting your ultimate, gain an additional 30% movement speed for 3 seconds (30 second cooldown).

Infernal Drake:
• +5/10/15/20% Attack damage and Ability power

Infernal Dragon Soul:
• Every 3 seconds, your next attack or damaging spell creates a small AoE explosion, dealing adaptive damage that scales with bonus attack damage, ability power, and bonus health.

Mountain Drake:
• +8/16/24/32% Armor and Magic resist

Mountain Dragon Soul:
• After not taking damage for 5 seconds, gain a shield that lasts until destroyed. The shield’s magnitude scales with bonus attack damage, ability power, and bonus health.

Ocean Drake:
• Restores 5/10/15/20% missing health regen per 5 seconds

Ocean Dragon Soul:
• Dealing any damage triggers strong health and resource regeneration for 3 seconds. In addition, Damage to minions provides less regeneration.

Elder Dragon:
• Spawns 6:00 after one team kills their fourth Elemental Drake; 6:00 respawn
• Buff duration is 180 seconds;
• Each champion that has the buff loses it upon on death
• Damaging an enemy at less than 20% health causes them to die in an Elder Immolation after 0.5 seconds (no cooldown). However, you cannot execute enemies through invulnerability effects like Zhonya's Hourglass or undying effects like Kindred's R - Lamb's Respite



BARON NASHER


Baron Nashor is the most powerful neutral monster on Summoner's Rift. Killing Baron Nashor grants Hand of Baron to all living teammates for 180 seconds. The buff gives each champion on your team up to 48 attack damage and 80 ability power (scales with game time). Empowered Recall (Recall channel time is reduced to 4 seconds (down from 8), and an aura that greatly increases the power of nearby minions. Respawn Time: 6:00





RIFT HERALD


Rift Herald is a melee attacker that that is resilient to ranged attacks (She takes 35% reduced damage from ranged basic attacks), but is vulnerable to attacks to the eye on it's back from behind, dealing 12% of it's Maximum Health as bonus true damage.

Once the Eye of the Herald is dropped but not picked by the slaying team, it will disappear after 20 seconds. Once picked up, Eye of the Herald will replace the trinket in your trinket slot. The Eye lasts for 4 Minutes after which time, if not used it will be lost. It also grants Empowered Recall and the ability to summon this monster to push a lane. You can break it (activate it) to summon the rift herald . When you are activating it, you will begin to channel for 1 Second and if you are successful (not interrupted) you will summon the Rift Herald to siege enemy turrets. If you are interrupted, the Eye is lost.

The summoned Rift Herald will head to the closest lane and start pushing it.


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How to play


Level 1: I don't take a point in any ability until closer to the first camp spawn time, let's say 1:20 just in case I should have to escape an invade by using Stealth Ward + Leap Strike. Now, with that said you will want to start by putting your level one point into (E) Counter Strike and try to start on the buff nearest to you ADC and Support. AA to start the camp and then immediately activate your Counter Strike, do not activate it a second time. I do not Smite this camp.



Level 2: just after finishing your first camp you will hit level 2. If you have started on the blue side of the map this means you will have just cleared your Red Buff, now head to your Blue buff. If I am confident that I can get a kill at a level 3 gank I will once again try to hold off on using Smite here and save it for Gromp. If you have started on Red side you will have just cleared your Blue Buff, now head to your Gromp and after that Red Buff.


Level 3: this is where I first look to gank. Generally I will gank Top or Mid lane, depending on where the champions are in each lane and who I am trying to gank. EG: It is a lot easier to level 3 gank an enemy Dr. Mundo top lane than it is an enemy LeBlanc or Lissandra mid lane, particularaly if your mid laner doesn't have strong CC to lock them down. If you cannot gank right now, perhaps your laners are pushed too far forward etc.. do not force it - simply clear your jungle but keep a sharp eye out and try to predict where the enemy jungler might be so you can at least arrive quickly to counter-gank should they enter one of the lanes.


Level 4+ try to concentrate on farming while at the same time capatilize on any opportunity to gank a lane. You should also be looking to keep control of the vision in river by contesting Rift Scuttler whenever it spawns and of course you should proactively look to take objectives such as Dragon. Just be sure to clear out vision before starting an objective and it would be sensible that your nearby laners have lane priority so that they can react first to come and help you if the need arises. It never hurts to know where the enemy jungler is either, perhaps they are ganking your top lane and you are close to dragon with your bot lane pushing hard?


Level 6: This is your first power spike and you can now throw your weight around a little bit more than before. You have some extra damage now and your (R) Master-At-Arms will give you extra defensive stats when activated. Depending on the game, around level 6+ is where I begin to consider to swap out my Stealth Ward for an Oracle Lens or not. I try my best to keep the Stealth Ward as this not only allows you to keep placing vision on the map but it also enable Jax to escape by using Stealth Ward + Leap Strike. Remember to purchase plenty of Control Ward throughout every game!



You will want to continue to pressure objectives hard now. At this point in the game, players will begin to roam and group up for ambushes, ganks or to secure an objective ( Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game.

Vision control is a crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team. You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and try to capitalize every kill into pressure on an objective. Do your best to never get 'caught' alone in your jungle or a lane, particularly by multiple enemies. In the skirmishes and team-fights you will want to focus the 'HIGHEST' priority on the enemy squishes: AP Carry - AD Carry etc.. but be careful and do not go all-in ham as the team can easily CC you to death. Instead look for the ideal opportunity for when to go in, it is usually 'after' most of the enemy team have used their big CC abilities.



Split-pushing is one of Jax strengths because he has decent enough wave clear, can take towers down very quickly and he excels at dueling. If you are ahead in game and are split-pushing it is quiet common that Jax can win fights 1v2 or sometimes even 1v3 given the person playing him is skillful enough. The fact that you can be so powerful will draw the enemy team to you while you are split-pushing which allows your team to take advantages elsewhere one the map. In an ideal situation your team will just pressure another part of the map hard, not engage the enemy and not allow themselves to get engaged on. If your team keep fighting over and over as you try to split-push you need to stop the split and do something differently as this will eventually lead to a loss.

You have to remember that you are now playing the Jungle role so you will have Smite instead of Teleport. This means you cannot split-push the same as if you were playing from top lane and makes it extremely important that you prioritize objectives like herald/baron/dragon over a split push. If the enemy team spots you split-pushing bot lane while they are close to baron it is likely that they could start the objective. You most likely will not get to the objective in time to contest it, hence you will have given a free baron to them. Generally it is ok to split push on the side of the map where an objective is up and you should not be split-pushing on the opposite side of an objective. If two objectives are up, depending on the game at hand it is a good rule of thumb to not split push until at least one of them has been taken.

It is crucial to know when and from where the enemies are coming from when you are split-pushing, therefore you need to have lots of vision on the side of the map that you are on. If you see enemies beginning to move towards you through the jungle it is time to assess the threat and either back off from your push or prepare yourself for the inevitable fight. The key thing when split-pushing is to draw the attention of the enemy team but to NOT die in the process.



Teamfights Can be tricky for Jax and you will get better at it with more experience. It is best to have superior vision and look for a pick on an enemy or two before an actual team-fight but this cannot always happen. Generally the enemy team will CC you to death if you initiate a team fight so try to avoid the temptation of mindlessly activating your Counter Strike and initiating with Leap Strike. There are times when this will be the perfect move to make but pick and choose your timing wisely. Generally it is best to let someone else initiate a team fight and enter just after some of the enemies CC has been blown. When possible you will want to target their high priority champions
ADC / Mid Laner -> Support/Fighter - Top -> Jungle -> Tank



If your team has won - Assuming you are not dead, now you need to look for objectives to take. How low health are you, do you have life steal? Is it possible to take an enemy tower, inhibitor, dragon, baron, rift herald etc.. ? Are your teammates healthy enough to help on objectives. Perhaps there is nothing to take and you simply need to return to base and reset/buy.

If your team has lost - Assuming you are not dead, back off to safety as quickly as possible and begin to assess what the enemies next move will be. What objectives are they going to look to take, your tower, inhibitor, baron, dragon etc... ? Now you need to either plan a way to try to stop them from taking the objective or recall and reset back to the game at hand.



It is likely that your teammates will not like when you tax their lane. However, after a successful gank, generally when your wave is pushing into the enemy tower you can take a minion tax. If you spend the time ganking a lane, this means that you are not farming - therefore you need to tax the lane a little to make up for what you lost. Some people, no matter what ELO they are in will simply not understand your reasoning for taxing their lane, so be careful of the rage kids and be mindful of an allied champion that is looking to freeze their lane. If they are trying to freeze their lane and you tax 2-3 minions ... you can put them in an awkward position.

I'm not talking about taking an entire wave here, just a couple of minions.

If you gank a lane and you get the kill: 1 - 2 Minions (Not the Cannon Minion)
If you gank a lane and your teammate gets the kill: 2 - 3 Minions (Not the Cannon Minion)

Try not to tax a losing lane at all and try not to tax bot lane heavily, especially if you get the kill!



I always try to prioritize damage to objectives over fighting/damage to champions. Remember we win games by taking turrets, inhibitors and eventually the nexus. While getting kills is important to help you snowball, stay relevant and to add pressure to the map, the game is won by taking objectives. It is very common for my 'after game' stats to look like the following. If it's important, I was (8/1/5) this game.





Spoiler: Click to view

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Jungle Routes


What I have found to work well when playing Jax on blue side is
Blue -> Gromp -> Red -> Gank (Top or Mid) -> Scuttle

What I have found to work well when playing Jax on red side is
Red -> Blue -> Gromp -> Gank (Top or Mid) -> Scuttle


Top is generally the easier lane to gank after the first clear, however if I think it's possible to get a kill in the mid-lane that would be my preference.

If you cannot find a lane to gank this early then farm up and keep a close eye on each lane / try to predict the enemy jungler so that you can try to counter-gank if needed.

Blue -> Gromp -> Wolves -> Red -> Gank or Golems -> Scuttle



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Conclusion


I love to play Jax when I am jungling, he is for sure one of my most successful champs. He is a very fun champion to play and has the ability to change the outcome of almost any game, so long as you haven't fallen too far behind.

I hope you have found this guide to have been an interesting read and that you have as much fun and success playing Jax as I do.

If there is one last tip I would say, it's to NEVER get complacent when playing him (no matter how far ahead you are).. always respect the opposition and get the game ended!

It's not all about winning/losing guys, at least we get to play the game!


Thanks for stopping by,
FalleN3


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