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Choose Champion Build:
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OP Lamppost Jax
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AP Jax (Just for Fun)
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Threats & Synergies
Renekton
Renekton is known as the Top Lane bully, so you should definitely play safe. Grab a Cloth Armor or Doran's Shield, and play safe until you feel like you can solo him in the late game.
Introduction to My Jax Guide
This is actually my first guide, so I hope people like it as much as I do. If you do like it, please up-vote. If not, tell me what I can do better so that I can get better at this.
EDIT: As a sidenote, I'm thinking of adding a Jungle Jax, but haven't decided on an overall build yet. Leave your suggestions in the comments, and I'll try them out for myself.

I am SO thankful for this opportunity to give the public my guide on

EDIT: March 16, 2014
I did it again :D
I really appreciate the kindness MobaFire, League of Legends, and my fellow League players have been showing me lately, and I would like to thank everyone for this great honor once more. Even though I haven't been seeing a lot of


Realize that Jax cannot trade damage well until he hits Level 6, where he reaches one of his peaks. He has no pokes, which forces him to engage, should he want to deal damage. He should generally be chosen when you are playing against a champion that can't continuously poke you before Level 6, as Jax absolutely NEEDS the farm.
Pros:![]() +Good sustained damage +Can duel almost anyone +Good escape and gap closing +Can split push really well +Clear minion waves and jungle camps very fast +Bashes everybody's face in with a lamppost |
Cons:![]() -Weak very early game and mana-reliant -Really reliant on basic attacks for damage -Easily harassed -Hard time taking down extremely tanky tanks ( ![]() -Stun is only one second and doesn't increase -No ranged attacks or pokes |











The


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Deals 100 magic damage and slows the target enemy champion's movement speed by 25% for 2 seconds. 90 second cooldown. (450 range) |
As you can see, 25% of the target's movement speed is taken away for 2 seconds, which is devastating early game. This active can be helpful in chasing down an opponent or running away, which is why I say

For boots, get









This active is pretty insane. You steal not only 10% of your opponent's max health, but also a whopping 25% of their movement speed for 3 seconds, plenty of time to take down a champion or run away late game. This active just utterly DESTROYS anybody, tanks included, and is way better than BT against enemies with more than 2100 health (pretty much everyone late game), for the Marksmen out there.




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Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% armor) (+ 0.5% magic resistance) seconds. 60 second cooldown (500 Range) |
This is extremely helpful in taking down champions that just run too fast. Also, in my opinion, this is the absolute best armor item in the game, which makes it an almost insta-buy on every Jax.






By now, I bet you're thinking why I haven't chosen

As a substitute, I would rather go with Frozen Mallet, as it gives you plenty of health (700, to be exact), and the passive slow allows you to stick to your targets.


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Deals 150 (+ 40% AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds. 60 second cooldown. (700 range) |
As you can see, the




On the other hand,










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Deals 150 (+ 40% AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds. 60 second cooldown. (700 range) |
As you can see, not only do you get a good amount of AD, AP, Lifesteal, and Spellvamp, but you also get an active that's great for chasing. Also given the fact that basic attacks and single target spells versus champs reduce the cooldown of the active by 3 seconds, you'll gain even more chasing potential the longer you stay in combat. To summarize,





119 (level 18 base attack damage) + 89.25 (




= 388.25 + 110% of your AP
in total. That's a lot of damage, even if you ended up with only about 300 AP.
**MORE TO BE ADDED LATER**
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Runes










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Basic attacks increase Jax's attack speed by 4% / 6% / 8% / 10% / 12% / 14%. Relentless Assault lasts for 2.5 seconds and stacks up to 6 times for a maximum of 24% / 36% / 48% / 60% / 72% / 84% |
Gives you bonus attack speed with basic attacks, stacking up to 6 times. At level 16, this almost doubles your attack speed, and paired with

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Jax leaps to target unit, dealing physical damage if the target is an enemy. |
Jax flies through the air like a bird, dunking his target. Not only can this be used on enemies, but friendly units and wards as well, so it is a great gap closer and escape tool. If used on an enemy, Jax will also pile-drive his lamp post onto the enemy's head.
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Jax's next basic attack or Leap Strike within the next 10 seconds deals additional magic damage. Empower resets the autoattack timer. |
This is self-explanatory. Upon activation, the next time Jax bashes somebody's face in, he does it with more force this time. Try to activate this ability right after you attack so you auto-attack again immediately, which also gives you stacks of

When activated, Jax will dodge every basic attack coming at him for two seconds, including from minions. After two seconds, or until he casts it again, Jax swings his lamp post around him (like Darius, but better), stunning everyone around him for 1 second and returning more damage the more he would have taken. This is your chance to start hitting people with your magnificent lamp post.
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PASSIVE: Jax deals additional magic damage on every third basic attack. The counter will reset if he does not attack for 2.5 seconds. ACTIVE: Jax gains bonus armor and magic resistance for 8 seconds. |
Jax takes a percentage of his Attack Damage and turns it into bonus Armor. He also takes some of this Ability Power and converts that into bonus Magic Resist. Needless to say, if somehow you die, you probably didn't hit your ult. Also as a passive, every third attack does bonus magic damage. So, if you match the third attack with

Your basic combo will probably go something like this:
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We hit




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Solo Top Lane:

Teamfighting:
Your job as

Split-pushing:
Split-pushing is generally a very dangerous game, unless you're somebody like Zed who can kill a whole wave of minions with one combo, take down a tower in mere seconds, delete anybody who comes to stop you, and repeat the process like nothing happened. For one, if your team ever decides to teamfight, they'll lose out on one whole champion, turning into fights that are 4v4s or 4v5s. This could create a huge disadvantage for your team. Secondly, if you don't have good map awareness, you may end up not realizing that some or all of the enemy team are missing. They could be back at base, they could be taking objectives, or they could be coming to stop you. In any situation, make sure that the map is thoroughly warded, or else this would be the perfect opportunity for you to leave before you get killed. However, should your team be able to defend your base without your help, and you have full knowledge of where the enemy team is, then feel free to shove the lane. With your


Synergies
**MORE WILL BE COMING**

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