Build Guide by vladamir
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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.
Update 12/14 - Patch 107 removed the dodge from Phantom Dancer, so its no longer a great item for the offensive build. Its been replaced with Gunblade to give about the same level of suvivability.
Update 12/3 - Added build for use against CC/magic damage heavy teams. Makes for a *much* tankier Jax.
So, Jax has finally gotten some love, which has inspired me to write a guild oh how to optomize his newfound pentakill potential. Don't know what I'm talking about? See below.
Equipment Mastery tooltip updated to show health gained from each source dynamically
Cast time reduced by 20%
Travel speed increased by 20%
Ability power ratio reduced to 0.7 from 0.8
Now only deals damage to a single target rather than to an area of effect
Now resets Jax's autoattack timer when cast
Damage increased to 75/110/145/180/215 from 40/60/80/100/120
Ability power and damage ratios increased to 0.4 from 0.2
Mana cost reduced to 20 from 35
Cooldown increased to 9/8/7/6/5 from 5/5/5/5/5
Tooltip corrected to accurately state it deals magic damage
Fixed bugs where Empower incorrectly did less damage when used at the same time as Leap Strike or each 3rd Relentless Assault strike.
Counter Strike damage increased to 80/110/140/170/200 from 80/100/120/140/160
New Active: Grants 20/35/50 + Jax's dodge percent in bonus magic resistance for 5/6.5/8 seconds upon activation. Costs 80 mana. Cooldown of 60/60/60 seconds.
Buff icon now dynamically shows the number of Relentless Assault stacks which Jax is benefitting from
Tooltip correctly indicates that Jax gains up to 10 stacks of Relentless Assault
What all this means is that Jax now does nearly twice the damage he used to do with his skills AND his ult now allows him to go all tanky for 8 seconds.
Standard Dps Build
I went with the standard 21/9/0 mastery build with Jax. Do note that Empower, which is the primary skill for this build, does magic damage (infact, this build does ALOT of magic damage period), so that point in Archiac Knowledge is a must. I did NOT take Offensive Mastery because the one nerf Jax did get with this patch was his ability to farm minion waves with Empower, and since we're getting Counter-Strike maxed late, you won't even notice the 4 damage less to minions by that time.
I went with a pretty standard 9/21/0 mastery tree for this build. This starts you with alittle over 800 health at lvl 1 and allows you to stay in lane against the early haress longer. Not surprisingly, Ardor in the defense tree seems like it was made specifically for Jax.
EDIT: As Ancarma pointed out, Greater Marks of Insight can be used with the new Malady to reduce MR by 32.55, making for positive magic damage on most champs all game long! Since this build does so much Magic damage, I've edited the marks accordingly. Originally I had Might runes for his Marks, but due to the way this build capitalizes on his magic damage, Might runes are the second best choice.
You might want to say "OMG might runes?!?!? You nub. ArP is betteR." AND you would be right...last patch. In THIS patch however, might prevails. Lets do an analysis shall we?
Patch 103 Rune Changes
Lesser Mark, Mark, and Greater Mark of Desolation armor penetration reduced by 15% (1.66 per Greater now)
Lesser Mark, Mark, and Greater Mark of Strength damage increased by 200% (0.96 per Greater now)
Lesser Mark, Mark, and Greater Mark of Might damage per level increased by 35% (0.135 per Greater now)
This means that you can either have 14.94 ArP, 8.64 static AD, or 21.87 AD at lvl 18 (Might catches up to Strength ~lvl 7). Now, since Jax's skills scale off of AD, and you can't reduce anyones armor into the negative range with this build, the 21.87 AD wins hands down.
The evasion runes scale with Jax's reworked ult, plus Jax and dodge are married; seriously, you can't have one without the other.
Jax has no ranged skills AT ALL, therefore, he will be haressed, hard, everytime. The magic resist runes help alot in that department thoughout the game.
Now this is debatable, but I think Jax benefits most from movespeed runes. Sure, more dodge is a good choice, but 480 MS with a complete item build is incredibly useful both for getting in and getting out of combat. As a character with no ranged attacks, this is even more necessary for keeping up and getting kills. For the tanky build however, I go with Flat HP quints, as I expect to take more damage/be in the middle of the fight longer when using it and the extra HP is more benifical in these situations.
Malady. Yes. Malady. No I'm not crazy OR stupid, see below.
Patch 103 Malady remake
Recipe changed to: Dagger + Dagger + Amplifying Tome + 550 gold = 1825 total cost
Base stats changed to +50% attack speed, +25 ability power
Unique Passive changed to: Your physical attacks shred your target doing 20 magic damage and reducing their magic resistance by 6.
Magic resistance reduction stacks up to 4 times.
Malady no longer sucks, in fact, it downright ROCKS on a character that hits as fast as Jax does. Not only are you doing 20 extra damage per hit, you're also reducing MR, which in turn makes your Empower hit harder. Good thing you're getting it right?
Now that we've got that cleared up, Doren's Shield is a very good starting item for Jax and will allow him to stay in lane longer before going back due to the huge haress he'll be up against (if you're comfortable with Jax early game, you can go with Doren's Blade). Grab a Ninja Tabi, then move on to Guinsoo's Rageblade. After that, I like to start my Frozen Mallet or Trinity (aka. Phage) and if you can, grab your Malady as well if your going the offense route (work on the Banshee's veil if going CC defense). At this point, you can sell your shield (or blade) now or after you get your Mallet or Trinity Force. At this point I'd usually get a Phantom dancer, but since it no longer provides dodge, Gunblade is now the must get 5th item when on offence. When going tanky, Atma's Impaler is the way, as it turns your health into AD... which is turned BACK into health by your passive...which is turned into MORE AD by Atma's... which is... see how that works? For your sixth, you can get a Bloodrazer if noone on the other team is stacking armor, otherwise, the black cleaver (for massive ArP) OR Stark's Fevor (for the ArP + Lifesteal) fills out the offense build well. For the tanky build, go with Warmog's Armor for the sixth slot (it works WONDERS with Atma's).
Thats it for my Jax build for this patch cycle. Please +1 if you try this build and find that it works, otherwise feel free to -1 (and please leave a comment as to why). Happy hunting, and kudos to you if you get the movie references!