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Updated on April 25, 2018
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League of Legends Build Guide Author Jovy Build Guide By Jovy 3,133 Views 0 Comments
3,133 Views 0 Comments League of Legends Build Guide Author Jovy Build Guide By Jovy Updated on April 25, 2018
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Hello, my name is Hextech Rifle! Welcome to my Zyra guide! I am a platinum rated player on the EUW server. I peaked at diamond 4 in season 6 as a support main with Zyra and have consistently been able to maintain above a 50% winrate. I have been playing League of Legends for almost four years now and in the last two years, Zyra has been my go to support champion. The main reason why I decided to main Zyra was because in season 4 and 5 I almost exclusively played mages with AOE abilities. I eventually made the decision to switch to a different role and because of my experience playing mid lane I transitioned to support because of the champ pool and lane dynamic was more appealing. Because I loved playing mages and AP supports, I started maining Zyra. Ever since her rework, she has been insanely strong due to her oppressive poke and decent pick potential which made me fall in love with her because she fit my playstyle perfectly.

I’ve always loved Zyra. She has never been in a spot where she’s been weak and has often been underestimated by players, enemies and teammates alike. She fits my niche playstyle as a damage dealer, and with barely any items deals the most damage out of any support, only some-what rivaled by Vel’koz and Brand.

Zyra is in a good spot right now with how effective poke is and the synergy she has with some of the meta ADCs. I recommend you read the entire guide and practice in normal games if you plan on bringing her into your ranked games.






Zyra is a mage support who has great area of effect crowd control, burst and damage per second (DPS) with her snare, AOE knockup, nuke and plants. Zyra’s ability to zone enemies with her incredible in-lane poke and immense all-in potential make her a force to be reckoned with. Her base damage on her spells are exceptionally high so she is a threat in lane. Outside of lane, Zyra transitions into an AP damage dealer in the mid game due to her relatively high scalings and to some extent her low cooldowns.



+ Area of Effect Damage

+ High Burst & DPS

+ Long Range Harass

+ Multiple Disables
Zyra has a lot of damage at all stages of the game. She doesn’t require items to be useful due to her obscenely high base damage allowing her to have a presence in lane from the beginning of the game. Her long range poke and pick potential allow her to zone and catch people off guard leading to kills or objectives for her team which accelerate scaling and game pace.

Zyra scales really well as the game goes on and she can be played as either the initiator of teamfights or as a defensive backline mage who peels for her carries and counter-engages. This makes her a versatile champion who can switch roles despite being a damage oriented champion.

Furthermore, her seeds from Garden of Thorns and Rampant Growth briefly grant vision of the area when placed, meaning she can scout areas in the fog of war from range and relative safety.




- Lack of Mobility

- Incredibly Squishy

- Skillshot Reliant

- Long Cast Times & Delays
Zyra has no sustain or damage mitigation for herself or her lane partner, making Zyra and her ADC very vulnerable to poke damage. Zyra also has a lot of trouble against high mobility champions as it becomes very difficult to land her slow, telegraphed Grasping Roots snare on them.

Zyra can also be very unforgiving as she is easily caught out due to lack of mobility and it can be easy to miss abilities on champions with gapclosers. Zyra’s build also tends to be quite expensive as the damage items she buys tend to be quite costly at an average of 2,375 gold per item for a standard 6 item damage build. The squishiness of Zyra also causes her to be very prone to all-ins against CC heavy champions such as Leona, Thresh or Alistar who can easily punish her due to bad positioning on your part.

Lastly, Zyra’s spells either have long delays or travel times before they kick in, granting the enemy a window of opportunity to avoid them either partially or entirely.





Zyra’s main strengths come in the form of strong damage and zoning potential. We need to pick a set of runes that will help furthermore improve her damage with abilities to help compliment her aggressive playstyle. There are two pages that I consider most optimal for Zyra, based on personal preference and how the game might be played out.



Arcane Comet's cooldown is lowered by your plants auto attacks. Plants also proc Arcane Comet granting you a bit of extra burst.

Your ultimate is on a really long cooldown so The Ultimate Hat helps you have it low enough to have it for most essential fights.

Transcendence paired with The Ultimate Hat lowers your cooldowns by the time the mid game comes around. Having your abilities up more often makes you a constant threat and the enemy have to deal with.

Scorch gives you really strong early damage in lane. Although it doesn't scale very well, it aids your damage in lane and really adds up as the lane goes on.

Cosmic Insight gives you cooldown reduction which is invaluable. When paired with The Ultimate Hat and Transcendence it enables you to create more opportunities in the mid game to help you win.

Biscuit Delivery allows you to sustain through trades, and heal back up if you're on the receiving end of a bad fight.


Alternative keystone is Aery for guaranteed poke damage. Aery does more reliable damage, but a lot less than Arcane Comet does.

Alternative to The Ultimate Hat is Manaflow Band but since I take Biscuit Delivery I do not need Manaflow Band. In most matchups it’s best to take The Ultimate Hat unless we cannot afford to scale and need more early pressure. If you're taking Manaflow Band, forego Biscuit Delivery and alternatively pick either Magical Footwear or Perfect Timing if you are going for the inspiration tree as a secondary.

Alternative to Transcendence is Celerity which gives you increased movement speed and a small bonus of Ability Power. I don’t think that Zyra is a great user of Celerity but against matchups where you need the movement speed to dodge important spells (Thresh hook) it can be beneficial.




Eyeball Collection grants you a bit of extra ability power for each champion or ward takedown you are a part of. At max stacks, you get an additional amount of ability power. This is a scaling rune that increases your damage as you get more stacks by a small amount. The alternative to take is Cheap Shot or Zombie Ward in place of this rune.

Relentless Hunter is a rune that grants out of combat movement speed for each unique champion takedown up to a cap of 48 movement speed. This rune is good for roaming and getting to fights faster. I typically take this rune if I know that I am not going to be in lane very much quite early on and instead will be with my team elsewhere on the map.





In order to maximize our kill potential we need to pick summoner spells which enable Zyra to snowball. We need to pick the best possible summoner spells so we can fulfill her role effectively. The best combination for you to pick is:


Make sure to pick up Flash every game, especially on a champion like Zyra. It's a mandatory spell for just about every champion, as having Flash can be the difference between getting a kill or not, surviving or dying, winning or losing. Flash allows you to make plays by either gaining or closing distance and surprising enemies. It also allows you to dodge vital skillshots which can CC you such as Morgana’s Dark Binding.

Ignite grants you more early/mid game kill pressure and more damage in all-ins. Casting Ignite on a target who has a lot of healing will significantly reduce the amount of healing they receive. The true damage is also strong against tanks who have forms of damage reduction against your magic damage. Bot lane can snowball out of control very quickly, and having Ignite allows you to kill anybody when used in an all in if you play correctly. The grevious wounds also help you deal with champions such as Soraka or Janna who can heal their allies.

Exhaust reduces the damage a single enemy deals for 2.5 seconds. It’s a strong spell against assassins or divers with high burst damage. Its usage as an offensive summoner spell does not go unwasted as the movement speed reduction can help you land your root on immobile targets and lead to kills.


The combination I recommend in most cases is Flash and Ignite.





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Hey guys, welcome to my Braum guide for Season VIII. I'm Jovy, a mod here and a support main on the EUW server. I've been playing League since late 2011. I picked up Braum at his release in Season IV, and haven't put him down since!

Braum is a melee bursty support who's very tanky and has a lot of CC, both singular and AoE slows, a knock-up and a stun that can be activated by your allies. He's a good teamfighter, a good roamer and overall a nice guy if you ask anyone in Freljord.







Sunset and evening star, and one clear call for me!







And may there be no moaning of the bar, when I put out to sea.


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Hey guys, this guide is coming by request from quite a few people! I'm currently a Challenger player who for the past year and a half have grown very fond of Jax. I've tried a LOT of different stuff with him, and figured I ought to weigh in on the various ways our Grandmaster can be played.

This guide is gunna be pretty in-depth, so get comfy! This is by no means a beginner guide, but mostly for those who are at least somewhat familiar with Jax's kit.

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Jax is canonically the best duelist in League of Legends. Even counting the times when he intentionally was severly handicapped, he has only ever not won once, when he was escaping Icathia after the void had ruptured - the only stalemate he has ever experienced. When executed perfectly, Jax is as powerful in the hands of a player as he is on his own in Runeterra. He is simply to play, but difficult to master.








Right now, with PtA the way it is, it is not a viable option for Jax. Since the third attack that activates PtA no longer benefits from the damage amplification, it really doesn't have a great use case in most fights. Therefore, Klepto is our best option to survive and scale as best we possibly can.

Futures Market is a nice rune for making faster item purchases, and allows for some 200 IQ itemization if you can work around the mechanics properly. It's a better option than biscuits and minion demat.
Stopwatch nerfs make it pretty meh, I currently take Magical Footwear again. Future's Market actually isn't so bad, it is quite nice to supplement back timings and finish items faster, just be careful not to excessively spend into debt, because the 50g lending fee can stack up. Time Warp Tonic has taken the place of Cosmic Insight, as the rune is just NUTS..
The old inspiration effect (potion/elixir duration) has been moved to Time Warp Tonic, which is incredibly efficient and is amazing overall. This also is awesome with Corrupting Potion and the Klepto items in general, giving us great sustain with our consumables.


If you can't seem to get used to no attack speed from having Sorcery secondary, feel free to go Precision. Otherwise, Celerity is incredibly good, and Gathering Storm is great for scaling, or Nullifying Orb against heavy magic damage or lots of residual magic damage.







Flash and Teleport when toplane, and when in the jungle you take Flash and Smite. Nothing else is really worth considering in my opinion, as they are suboptimal, however Ghost and Ignite are two other somewhat commonly taken summoner spells.







This ability listing here is not meant to give you the hard numbers, but rather some advice on their use/purpose. You can find the Cooldowns, Mana Costs, etc. by looking in practice tool, on the wiki, etc.




Every time Jax attacks an enemy he gains 3.5-11% increased attack speed for 2.5 seconds.


Nothing to really say about this, other than when expecting to be caught out and forced into combat, begin auto attacking to ramp up the stacking attackspeed from your passive.




Jax leaps towards a target. If it's an enemy, he attacks, dealing 80 / 120 / 160 / 200 / 240 (+60% of ability power) (+1.0 per bonus attack damage) physical damage.


This is Jax's mobility tool. It is extremely useful however incredibly harmful when used incorrectly. Heavily discipline your use of this spell, it is not merely an offensive tool. It is far more than that.




Jax charges his weapon with energy, causing his next attack to gain 50 range and deal 40 / 75 / 110 / 145 / 180 (+60% of ability power) additional magic damage.


This ability is mainly used as an auto attack reset. It can also be used to more safely farm by extending your range over minions or even to chip away at the enemy laner if they don't expect it.




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 physical damage to nearby enemies and stuns them.


Jax's key ability. Proper use of this makes or breaks a Jax player. This ability can be used for multi-person stuns, mitigating important damage, peeling, and more.




Passive: Hitting 3 consecutive times enhances Jax's next attack. Active: Jax gains bonus armor and magic resist for 8 seconds.


Do NOT underestimate the importance of this skill. Using this skill at the right time to mitigate incoming damage is critical. It lasts 7 seconds, so don't be afraid to use it on initiation.







This section is for listing out all the bread and butter combos for Jax. I'm gunna link videos of these as well, and will update this section at a later time. For now, I wanna get this guide posted!




These combos are the ones you want to work on first, as they are the most applicable and important combos.




The Proper Engage combo is a really important one to master. It makes use of the deceptively large range of your (E) Counterstrike to stun the opponent earlier than they think possible, effectively minimizing their reaction window. All complex engage combos stem from this skill.



*mid-air




Tiamat Resetting is different from Titanic Resetting (below). It is a very slight difference but a difference nonetheless, and can make or break a gank, a kill, even a game. You can combine this with proper engage combo to get the full burst combo.


*active




Titanic Resetting is the opposite of Tiamat Resetting. With Tiamat, you use W beforehand, but with Titanic you use it after. Just like Tiamat, you combine this combo with the Proper Engage to get the full burst combo.


*active




*mid-air, **active


Your Full Burst Combo is the bread and butter of your existence. This is what makes Jax REALLY strong as both an initiator and a backline threat. It combines the Proper Engage and Tiamat/Titanic combos together. Note that if you aren't getting your W auto off at the tail end because people are flashing away, it means you aren't fast enough with the combo yet. This is NOT easy to do.




Some of these aren't necessarily 'complex' but do add an additional layer of things on top of the basic combos above, or aren't very commonly used/hard to pull off. This section also covers animation canceling.




Using E to animation cancel is not particularly intuitive, but it's relatively simple once you figure it out. If you do the Full Burst Combo properly, you have actually already been doing this. If you start an attack during the ending animation of your E, the auto attack animation should entirely cancel while still doing damage. This ends up making the second auto attack come out faster. Add on the fact that you are resetting with W/Titanic/Movement, and it ends up being MUCH faster, especially in the case where you use movement afterwards.

*E as soon as AA

**Note that when using E to animation cancel while Qing works best if done immediately after landing, so only do it like that if they have no escapes up.




Fog of War initiation is actually pretty nuts. By teching flash into the full burst combo, you gain enough range to initiate on the enemy from fog of war distances. This requires a very exacting knowledge of your ranges to pull off well.


*mid-air, **active




Basic Q auto animation canceling is pretty crucial post level 6. It tightens up your auto attack strings so that even with escapes you begin to confirm three hit combos or two hit combos without use of E. It's also incredibly simple to do, and practice, but far more difficult to implement in an actual game setting. The animation canceling is done by issuing an attack command immediately after landing from Q. Yes, it's possible to do this by spam clicking, but that can cause issues if you misclick once and cancel the auto, the enemy blinks away and you walk forward a bit into a bad situation, etc. It's best to practice it with as few clicks as possible so you maintain calm and accurate inputs.


*after landing









Corrupting Pot is the standby. You take it into pretty much every matchup, besides those where you actually have no ability to go aggressive.

I personally only take this into Fiora when I know I am trying to go aggressive on the early levels. It isn't all that hot tbh. Great if you are going into a low harass lane though, and arguably better when going a Conqueror/PtA variant.

Great for sustaining in lanes where you get small pokes often and/or can't make use of Corrupting Potions' offensive capabilities.



Dark Seal is an excellent item for early game sustain and power against people who itemize armor early. Not as great when not going for a non-Klepto rune variant, but still an option.

BUY CONTROL WARDS BUY CONTROL WARDS BUY CONTROL WARDS BUY CONTROL WARDS BUY CONTROL WARDS thanks



I only ever get this into the AP Kennen lane, and even then don't always get it.

Really important for denying healing, not as useful as it used to be though. An option in the Vlad matchup, among others.

Great agaisnt aggressive laners as a first buy. The health stack and total is super nice, while giving similar stats to phage just focused around defensive/scaling play.



Tabi against AD teams, Treads against AP-heavy enemy team comps or enemy teams that have a lot of CC.



The big boy item. An important buy for both its burst power and its sustained damage potential. Great all around item for the champ.

This item is the enabler. It makes your already strong burst even better, and adds some pseudo-tankiness + waveclear + extra damage on-hit all at the same time.






















Jax's level 1 is very powerful. Your (E) is one of the strongest abilities in the game, as it causes you to be immune to basic attacks. Your optimal level 1 trading goes like this :


Auto attack the enemy champion once, and take an auto from them as well. This causes you to draw minion aggro which will empower your (E).

Since you have taken minion aggro and a little bit of damage, this maximizes the efficiency of your (E) which you will use immediately AND maximizes the efficiency of the corrupting pot charge you are going to use.


This results in you literally getting the best scenario out of EVERYTHING you have level one. It really can't be beat directly by most champions. Combine these things with proper attack animation canceling and movement, and you get a massive chunk on an enemy who does not respect this.

Obviously this level 1 strategy doesn't work against ranged champions very well, so adjust accordingly. Most, if not all of the time, you will still take (E) level one though.

Your starting item does not change this early game strategy either. What you need to focus on however, is the state that you put the wave in. Most often, you will end up stunning the enemy + 2-5 minions depending on the spacing/pathing, and this will cause your lane to slow shove into enemy tower for exactly 3 waves. At this moment the most important thing to do is prepare to fight a 2v1 gank, or ward it and give up lane pressure for over a full minute. Getting early vision and information on where the jungler starts is crucial to setting yourself up for success.

It's also okay if you don't manage to get this really good trade, as it isn't necessary to win lane, it just makes it a bit easier. You still want to make sure you are csing well, and work towards your items. At the end of the day, you outscale almost every opponent in the game, so most of the time you will have that to fall back on. In cases where you want to stay safe, try and use (Q) as little as possible, to keep it around for the escape potential.







All of these champs are very VERY annoying to deal with, so I am making a separate section to address them in more detail.



This guy has a really uninteractive lane plan. He wants to poke you out with (Q). You can counteract this a bit by starting doran's shield. However, on his first back where he grabs his serrated dirk, this is where stuff gets tricky. His (Q)'s will really start to hurt, even with all the armor you have. To counteract this, try and get an early jaurim's fist, and bramble vest + tabi. The stacking health + armor values will bring up your sustain and towerdive defenses significantly. Also don't forget to grab refillable/corrupting early on as well, because natural regen just won't be enough after he has dirk.



This one plays pretty similar to Pantheon, with the difference of having the possibility of ranged autos, and good mana sustain. It's absolutely more difficult than Pantheon is. You want to take the same item/rune approach, and focus on trying to scale as best you can. As long as you don't fall too far behind, he won't be able to towerdive you safely. You outscale him with your core + defensive items, so just try and get to that point.



Fiora can be very tricky. There are a few key things in this matchup. First, dodging her (W) regardless of it being a stun or not is CRUCIAL. That thing slows way too much and will be the main reason why you die if you do. I start doran's blade in this matchup in order to be more powerful early on. As long as you space properly and know her cooldowns, you should be totally fine. What you want to do is get armor on your first back. Getting bramble vest ASAP is very important for this matchup, as it cuts her vital sustain quite a lot. From there, tabi into tri, the standard stuff, should go just fine for you. No need for jaurim's in this lane. Note that you really don't win extended trades with her until you bramble, and even then if you guys are 6 you still can't outright fight her. Stay cautious and outplay.



People tell me all the time that "Riven is easy" or something along those lines. I can tell you straight out, this is wrong. Those Rivens have no idea what they are doing. Almost all of the best Riven players out there have said that if you know what you are doing, Jax can't do anything, and they are right about that. Your only choice in this lane is to get ganks and snowball, or scale. You will beat Riven eventually, but if you get ahead of her she has very little chance to come back. If it's just an island toplane though, you are in for a rough time at the higher levels of play.







So you have two choices in the midgame as toplane Jax. It is also possible to blend the two options together if you are really good at macro n stuff.

Splitpush and itemize directly against the opponent you will split against. Attempt to win the 1v1 while the rest of your team holds out on the 4v4. This is the best way to avoid teamfighting as a whole if they have better teamfight.

Group up with your team once you hit your two item spike (Tri + Titanic) and start teamfighting. If you can find a flank into a fight, you are hugely effective. You can melt carries super quickly with proper combos.

The blending of these two playstyles is difficult but is probably the most effective way to play Jax. If you can split against the enemy laner, but roam behind/into the enemy team before your laner can react, you can take a 4v5 advantage fight somewhere else. It blends the properties of splitpush pressure and teamfight prowess into one. This obviously isn't easy, and requires a lot of thought beforehand.

You need to ask yourself, can you win a teamfight? Is their disengage too strong? Can I win a 1v1 if "x" laner goes aggressive on me? Do we win a 4v4? Can my team disengage from a 4v4? These are all examples of knowing the state of the game and realizing how to address it.







Keep in mind that splitpushing is a very, VERY tricky and dangerous game to play. It requires an immense amount of map awareness, intuition, wave knowledge, and skill to execute effectively. It also limits your teamfighting effectiveness in some cases by a very extreme amount, so be VERY CAREFUL when choosing this strategy. Some quick tips for splitpushing:

If you have a tank or someone you cannot kill but are not threatened by stopping your push, simply wait until the wave in the opposite lane begins to push onto a tower, recall, and teleport to it. This will either prompt a response from someone holding the midlane, or forces a teleport from your laner. When this happens, the rest of your team can rotate botlane on the next shoving wave and beat down the tower, destroying it or doing a lot of damage. This is the basic concept of 4-1 splitpushing. The other option is that when someone rotates from midlane, it creates the possibility for a 3v4 dive scenario.

Know that the best way to set up a wave for a slow-push is to kill the caster + cannon minions and leave the wave alone.

Specifically for Jax, timing your aggression with the arrival of a new minion wave provides some extra safety, as you can (Q) Leap Strike away for free should the situation turn against your favor.

When splitpushing, Durability > Sustain, because of the 2v1 scenarios. This is why most of the time you still go the generic Tri Titanic before optimizing your build towards one opponent, if you choose to do so. It is more flexible should splitpushing no longer be favorable, while still offering very strong pushing/dueling power.

At the end of the day, sometimes a splitpush is not a feasible strategy to win a game. If the enemy team has Malphite, Jarvan, Orianna, Miss Fortune, Alistar, your team IS GOING TO GET ENGAGED ON. You splitting isn't going to do anything if your team gets wiped by hard engage combos. This is why identifying your win condition BEFORE a game starts is very important.







If you hit 6 items, you should be unkillable 1v1. When you have Tri + Titanic + Frozen Mallet + Thornmail + Gunblade + Phantom Dancer (totally hypothetical build), it's gunna be REAL hard to kill you. At this point, you should be able to splitpush against pretty much anyone. If you feel like your team can't win straight out teamfights, you have this option in the pocket. Just make sure you don't get picked off so the enemy team doesn't get priority over objectives.








Welcome to my unique Jungle Jax build. Get ready for an interesting ride, as this one may very well be something you have never considered before. --This section to the right belongs with PtA/Conqueror Jungle build-- This build seems to be quite popular, mainly because it carries a playstyle more similar to toplane Jax, and allows toplane mains to stick to what they know instead of learning a new playstyle. It incorporates Triforce, which almost no other jungle Jax build does, and also uses Press the Attack. If you really want to learn how to jungle properly (IMO) in the current meta with Jax, I would avoid this build or use it situationally if you need more damage output lategame on the team.









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The autofill one is slightly different front a toplane build. Merely because it includes jungle item







My standard setup. Electrocute is stronger than Thunderlords in terms of raw damage, so the build feels even better than it did before. Dark Harvest is a worthy mention however it is just too slow, don't expect to reach 150 stacks before 30 minutes.

Sudden Impact is the obvious choice here, it synergizes extremely well with Q and the way Jungle fights tend to go in terms of timing/cooldowns. Taste of Blood is more suited for laning, and Cheap Shot is pretty weak.

Zombie Ward is INSANELY good. Unless it gets nerfed, it will be the most common choice in that slot without a doubt. Having 4+ minutes of vision in an area is nutty. Honorable mention to Eyeball Collection, but its just not worth enough.

Ravenous Hunter feels great on Jax, as a lot of your damage comes from abilities. This includes your ultimate passive! It's almost like a budget Gunblade.


In terms of your secondary tree, you should always take Sorcery, with Celerity and Scorch, every time.






RUNES




















Keeps your farm speed up to par and tightens your ganking windows. Is the go to buy if you have 1200+ gold on your first back.



If you buy Stalker's Blade that's a -1 in my book. This item is just too good.

My most common buy for boots, Merc's are really greedy most of the time and you just can't afford to pass up the physical mitigation.



Bloodrazor is a BIG spike, giving you incredible objective control and dueling power, as well as decently supplementing your burst.

The final piece to the puzzle. This is what unlocks your full burst potential and combos, as well as empowers your dueling/skirmishing even more.









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There really isn't any clear that Jax can't do. From full clear to quick 3, he can do it all. You really have a lot of room to adapt your jungle route according to the game.

My personal favorite route is the ol' standby : Buff -> Wolves -> Buff. It's a fast clear, and leaves a lot of options from there. You can invade, you can scuttle, you can gank, all with pretty high power in your pocket. If you start red, you can clear wolves without taking a single auto from the small wolves. This is the healthiest possible clear you can get, by using 1 refillable charge and smite, you end blue buff with nearly full hp, ticking up to it using the pot.




You want to keep in mind your gank power is huge. A decently large gap closer, stun, and auto reset + Electrocute burst is no joke. You can straight out flash on people under tower and kill them before they can react when they are under 348 hp if you are level 3 and execute it properly.



Deep routes are SUPER useful for Jax's ganking. By successfully going deep, you can force the enemy into an unsalvageable situation by blocking off all possible escapes (even with flash) assuming that you hold your E and Q until the proper times. Don't just use your abilities because you can, save them until you get close to FORCE out mobility and then follow.










So that's pretty much all I got for our boy Jax. This is the first guide I've ever written, so feedback is greatly appreciated! Keep in mind that this is not the "final version" of the guide, as I plan to update it with things I might want to add or through suggestions from you guys!

In case anyone wants to keep up with me, here's my socials/twitch/whatever:

____

I'm out!







9/17 - Published

9/18 - Edited some small language mistakes

9/19 - Added Swain, Gnar, and Kennen to toplane matchups, thanks to feedback.

9/24 - Fixed up some title stuff for nicer display, put some work into combo section. Grammatical fixes.

11/11 - Preseason runes update!

11/14 - Added Garen to toplane matchup section. Updated combo section. Did some color stuff and strikethrough text, the strikethrough will stick around for a while until people become completely familiar with the new Runes Reforged systems. Also fixed my Toplane runes, seemed like they errored on the secondaries.

12/29 - Updated Rune builds for both jungle and top, removed tank jungle jax, edited Preason Runes section. Updated items for Jungle Jax My Way, Autofill Jungle Jax and Top Jax My Way.

1/20 - Fixed rune description inconsistency.

2/18 - Updated toplane runes to account for minor rune changes.

2/26 - Updated Rune descriptions and added some color to the first chapters that were missing + editing. Rune updates.

2/28 - Jungle matchup section updated. Toplane matchup section updated.

3/11 - Culled the Season 8 Pre-season rune update section.
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