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Jax Build Guide by LiLStormcloaK

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League of Legends Build Guide Author LiLStormcloaK

A Brief guide to Jax - The Ultimate Duelist

LiLStormcloaK Last updated on December 7, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Welcome to my Jax guide, Jax is a hybrid champion dealing physical and magic damage with great dueling abilities. This guide is going to teach you how to play him as a hybrid bruiser. Pleas leave any question or comments on the guide.

Please remember that this is a very brief guide, I don't go very in depth, it is just a general guide to Jax.

Here's a quick video to show you some basics about Jax

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Pros / Cons



+High burst
+Built in defense
+Has a gap closer/escape
+Has a stun
+Hybrid, hard to counter
spaaaaaAace spaaaaaaace

-Must maintain passive stacks
-Requires good timing
-Item reliant
-Weak early damage

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space Greater mark of strength gives you flat attack damage, more damage output and easier to farm. space

space Greater seal of resilience gives you some armor, good in general as you will be most likely facing an AD based champion. space

space Greater glyph of shielding gives you scaling magic resist, that evens out with flat magic resist at level 6, I prefer this over flat magic resist because a lot of caster require levels to be very good. space

space Greater glyph of warding gives you flat magic resist, I only recommend this if your up against a very tough magic damage champion like Malphite. space

space Greater quintessence of strength provides extra AD, makes for easier last hits and more damage overall. space

space Greater quintessence of swiftness gives you 4.5% movement speed, being a melee champion, it is important to keep up while auto attacking an enemy while your Leap Strike and Counter Strike are on cooldown. Though I value flat AD more because the cooldown on Leap Strike becomes relatively low when maxed. space

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21 Offense

space Summoner's Wrath - improved Ignite, when the spell is on cooldown, gives you AD and AP.

Brute Force - Gives you 3 AD, helps you last hit better and deal more damage.

Alacrity - Gives you 4% attack speed, more damage output.

Sorcery - 4% cooldown reduction, you do rely on your spells quite a bit, but the main point in this is to unlock Arcane Knowledge .

Weapon Expertise - 10% armor penetration, necessary when your opponents start building armor, as we usually won't build Last Whisper or The Black Cleaver.

Arcane Knowledge - 10% magic penetration, same idea as above, we won't be building Void Staff.

Vampirism - 3% life steal, combined with your 2 Doran's Blade, you get 9%, useful for early game sustain.

Sunder - 6 armor penetration, again, to combat against armor.

Executioner - more damage when enemies are under 40% health, good for finishing off enemies, every little bit counts.

Other Viable Options

Butcher - if you have trouble last hitting, consider taking a point or 2 from Brute Force and put it here.

Mental Force - gives you up to 4 AP, I find Brute Force much better than this as it has more uses.

Deadliness - gives you AD per level, it's a very good mastery but I prefer to be able to Executioner with 9 points left to grab Veteran's Scars .

9 Defense
Resistance - 2 magic resist, good defensive boost. If your up against a AP opponent, take 3 points in this and 1 in Hardiness .

Hardiness 6 armor, another good defensive boost. I prefer this as you will most likely be facing an AD opponent, and since most AP champions will be ranged, it can help with their auto attacks.

Durability Health per level, just some extra survivability, also unlocks Veteran's Scars .

Veteran's Scars - Gives you flat health, an advantage early game.

Other Viable Options

Summoner's Resolve - If you choosing a mastery under this mastery, replace a point of either Resistance or Hardiness for this.

Bladed Armor - Take this if you jungling.

Vigor - Health regen is pretty good for a top laner, but I value Veteran's Scars higher than this.

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Summoner Spells

I recommend taking one one escape tool and one of the other 3

Flash is good spell to escape death or secure a kill, although Jax has Leap Strike, a lot of times it will be used as an offensive tool and there won't always be a target for you to jump to.

Ignite is a strong spell just gives you some extra burst potential to secure a kill, you generally want to use this when you know you can kill an enemy champion in the next five seconds.

Exhaust is a spell you would take against top laners like Tryndamere or Master Yi who are very auto attack reliant or extremely tanky or safe laners where there isn't much kull potential.

Teleport is great spell for as it puts pressure over the map and allows you to help your team mates in other lanes or dragon. It is also very useful to split push with late game as you are a great split pusher because of how fast your passive can take down towers.

Ghost is an alternative to Flash as it covers more distance, though I have always prefered flash since it can go over walls.

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Doran's Blade - The most offensive route, gives you easier last hits, deal more damage and 3% life steal. The problem with starting this is that it dosen't give you any sort of healing other than auto attacking, which will push the lane.

Boots of Speed Health Potion X4 - My recommended starting items, movement speed is very valuable and the 4 potions will give you enough sustain until you need to back. Note: You can grab an 4th potion by waiting on the top side of the fountain and wait 15 seconds for gold, boots will let you get to lane without missing a creep.

Cloth Armor Health Potion X5 - The most defensive route, gives you armor and a lot of sustain. Take this if your 1V2 or up against an extremely tough top lane like Pantheon.

Core Items

Doran's Blade - A decent choice, it provides the most offensive potential, very cheap for the stats it provides a great boost towards your early game. Though this leaves you very vulnerable to ganks and sustain as the only way to heal back lost life is through the lifesteal. This seems like an item I would only grab against a very weak laner along with a very weak jungler, having your jungler lookout for you throughout the first couple of levels could help out with this route.

Mercury's Treads - Mainly for the tenacity, very useful for late game. Also provides a bit of magic resist on the side.

Ninja Tabi - If you have a tough lane opponent or if the enemy team is mainly AD or if they have little crowd control, this is a great alternative.

Trinity Force - Gives you everything you need, burst, AD, AP, attack speed, health, movement speed and even a little crit chance on the side. Good well rounded item that lets you demolish opponents in seconds.

Hextech Gunblade - A very good hybrid item providing AD, AP, lifesteal and spell vamp. Also comes with an active that slow an enemy, giving you free auto attacks and Empower hits, the lifesteal and spell vamp will further increase your dueling abilities.

Late-game Items

Warmog's Armor - This is the best defensive item for Jax, because Grandmaster's Might gives you armor and magic resist. It provides quite a lot of health, making you a lot more durable.

Atma's Impaler - Good synergy with Warmog's Armor and overall a good item, gives you armor and attack damage depending on your health. Good item to round out your build.

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Relentless Assault: Every time Jax attacks an enemy, he gains bonus attack speed, stacking a maximum of 6 times, caping at 14% extra bonus attack speed.

Very useful tool for pushing and just extra damage in fights as you will immediately receive 3 stacks from a auto attack, Empower, auto attack combo.

Leap Strike: Jax leaps onto an enemy or ally, if it's an enemy it deals 70/110/150/190/230 + 60% AP + 1 per bonus AD, Leap Strike has a range of 700 and a cooldown of 6 seconds at rank 5. It will deal extra damage if the leap is Empowered (not recommended).

Great utility spell, not only can it be used as a gap closer to catch up to fleeing enemies, it can also be used as an escape tool to leap to a nearby champion, minion or ward.

Empower: Jax's next auto attack deals 40/75/110/145/180 + 60% of AP to his next target. this has a cooldown of 3 seconds at max rank and is an auto attack refresh.

A great skill to increase your damage, since it refreshes your auto attack timer, using it immediately after an auto attack will hit your opponent with an empowered attack and then another auto attack right after, resulting in 3 very quick auto attacks, one being empowered.

Counter Strike: Jax dodges all auto attacks and reduces area of effect damage for 2 seconds. Then deals 50/75/100/125/150 + bonus AD + an extra 20% for each auto attack dodged, caping at 100% and stuns all nearby enemies for 1 second. The ability may be ended early if wished.

Great skill to win duels against champions like Tryndamere and Master Yi, though it is primary used as a stun to hold enemies in place for Jax to land auto attacks. A good combo is to Leap Strike immediately after you activate Counter Strike and end the ability to stun your target followed by an Empower power.

Grandmaster's Might: Passively, every third consecutive auto attack will deal 100/160/220 + 70% AP bonus AP damage. On activation, Jax gains 25/35/45 + 30% bonus AD of armor and 25/35/45 + 20% AP of magic resist for 8 seconds.

The passive works very well with Jax's skill set, between Relentless Assault and Empower, you'll easily hit many of these. The activated ability allows Jax to be semi-tanky during the early mid-game while building a very offensive build.

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The icon Power Fist will be referred to as an auto attack.

The very basic combo of Jax, which I refer to as the Empower combo. An auto attack followed by an immediate Empower and another auto attack will will result in 3 very quick attacks.

A bursty combo, Leap Strike onto your target right after you use Counter Strike, then activate it again to stun them. Follow this up with a basic Empower combo.

Grandmaster's Might should be used at the beginning of combos if entering a team fight.

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Thank you for reading my guide, I really hope you enjoyed it.
If you choose to upvote, thank you very much, I appreciate it.
If you choose to downvote, please leave constructive feedback in the comments section.

Change Log

10/17/2012 - Guide created