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Choose Champion Build:
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Standard
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Hybrid
Recommended Items
Spells:
Ignite
Ghost
Items
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Introduction
I am MLCheese (Formerly EmeraldCheese). You may remember me from my


6/25/2013: Did a slight overhaul. After some sleep made me realize some problems. Typos and grammar fixed in some areas. Code fixed in some areas. New Final Items (Example). New build section for "classic"

Detailed Breakdown
Offense Tree





Defense Tree





















Standard

This page focuses on early game survival and raw damage. The raw damage helps cs, do damage, and scale your

Life Steal

This is the page I actually run, but since there are good counter-arguments against it, I put it as an alternative instead. The one

Ability Power

Not often that this page will be of use. Use this page if you are up against an AD top laner and jungler and do not think an AP champion will roam to you early. The ability power will give you a larger power spike upon getting level 6. It will also scale

Attack Speed

This is actually a great page. The only reason I do not run it is because I am so used to the AD for last hitting, that I have a hard time doing without. This will scale your damage really hard throughout the game with the passive component of


Why Not Armor Penetration?
Simple. Armor Penetration is used for trading in lane more than anything. As jax, you really should not be trading pre-level 6. At that point, a chunk of your damage is magic. Also, your









Alternatives


























Starts
The notes next to each part of the build summarize a good portion of why I do each start. Each one of my starts includes a sight ward. This is because top lane is almost always ganked early. Dying to jungle early could lose you the lane and cause a snowball for the enemy, basically causing problems. Remember, sight ward are your best friend.
Core














Alternate Core

This item gives





This item rounds out all of



Boots

Armor boots. Not much to say other than build these if you need help against AD.

MR boots. In addition to magic resistance (which is typically needed), you get tenacity, which is such a useful stat that allows you to continue on your way after being cc'd.

Not a typical buy for me. I would go these over

Offensive Options

This item is amazing on




I would get this as a last item against a tanky team. Specifically, I would build this against a blue




Good item once you have a good amount of health. Will give you damage according to your health, and a good amount of armor. One of the final damage items I would opt for along with



I remember just missing the time window for this item. Believe it or not, the old



Defense Items

I often consider this as my core item, but I know others would disagree because of





I get this a lot after my core items. The armor is great against the majority of team comps. The health is overall tankiness against everything. The passive/active is amazing. Anyone who attacks you is slowed along with reduced AS for them. The active may be overkill, but I find it fun to just completely disable the enemy team even more than I already have. Some may consider this overkill, but it is still much better at countering ADC than




Both resistances? Two lives? Yes please. I don't build this often because typically, if I die I was caught, or i would've just spawned again to die. For me, I need to survive and do whatever I can. If i die, more times than not, I'm not in an ideal place to revive.

Get this against heavy magic teams. It gives the highest MR in the game and gives health. Both stats counter magic damage. It also gives you 15% increased healing, so it multiplies all your lifesteal and regen.

great item against burst champions such as




TONS OF HEALTH. I don't get this often since there are just better health items that give other stats.
The Tank/Offense Combo


This is a hilarious combo.








WARNING! WALLS OF TEXT!
This section is for general mechanics in top lane that applies to almost all top laners, from basics, to more of the advanced decisions/mechanics you need to master. Higher ranking players may not need this, but you never know when you will find random bits of knowledge that will help you (I find these all the time). Also note that a lot of these mechanics/strats can be utilized in other roles as well. I also apologize for the wall of text, but i couldn't find a way to add in many images, so i tried recoloring text to help.
Last Hitting
When I said basic would be included in the little intro, I meant basic. I normally play at levels of games ranging from "omg elo hell" believers of bronze to lower level plat players. The higher in rankings you go, the more this mechanic is respected as it is crucial to gaining gold. Typically you want to aim for 75+ CS every 10 minutes, including you roaming, backing, etc. The max you can get in the first 10 mins is 107 from lane, so the number is centered high, but achievable.
Prioritize a wave of minions over a kill. If you can get both, good. However, remember this: a player with little to no streaks is worth 250-300 gold. that is about 2 waves of minions (12-13 minions). To last-hit, simply wait for a minion to get low on health, then land the killing blow. You can push the wave but auto-attacking higher health minions, but make sure that the minion won't get killed by other damage sources before you can hit again.
Zoning
Zoning is the act of creating zones in which the enemy is not necessarily safe travelling into. You can zone people by having an obvious advantage, such as having considerably more health. At this point, you can walk forward a bit more and keep farming. The enemy champion will attempt to stay out of range. As soon as he enters your "zone", you can punish the enemy. This will help you control your lane. With zoning you can easily deny cs. At its more extreme levels, zoning can also prevent the enemy from getting cs. Remember, every champion can zone, so multiple zones can be created if multiple champions are present.
Wave Control
This is the act of controlling the wave by either pushing it, letting it push, or forcing it push or get pushed. The most basic concept is pushing. This is where you put more damage on your minions than the enemy champion. This will kill their minions and cause yours to push up, eventually hitting tower.
Letting a wave push sounds simple, but can be difficult and cause you to need to force it to push back. The basics of letting a wave push, you simply do less damage to minions than the enemy. You still want to maintain last hits.
Freezing the lane is a very advantageous thing to do. To freeze a lane, let the enemy push a little harder than you. Then, once the wave is closer to your tower, and therefore in a safer range, you put a little more damage, and possibly tank a bit (not long as a wave of minions hurts after just a few seconds) to even out the forces in the lane. This way, you force the enemy to extend further to farm. This is a huge part of zoning as well.
You can force push by laying down damage with abilities along with attacks.
The harder part of wave control is forcing it to push back to you as it is riskier. You typically want to do this if the lane is frozen nearer to their turret and you feel unsafe farming. To do this, force push the wave to tower. Once the wave hits the tower, look at the minimap and not where your next wave is, since it is exactly mirrored on their side. If you have a new wave approaching your outer tower, so will they. In this case you want to make sure that this approaching wave will also hit tower.
"But this is pushing to them this makes no sense!". Well that may seem so, but let's think about this. Their wave will now hit their tower, meaning less travel distance for minions, meaning more damage onto your waves until yours catch up. Not only that, but tower is annihilating your minions. Eventually, your wave will be gone, and they will have a slightly larger amount of minions than you. Now you can let it push and freeze it where you want.
Minions and Fighting
Early game, minions can easily decide a fight. If you have a wave of minions, while they have 1 or 2 minions remaining, you have a much better chance of winning a fight. This is when you can attempt to pull a fight out of them close to your minions.
"But minions don't do that much damage". Well, not initially, but lets do some math. Let's assume you have a typical, non-cannon wave. that is 6 minions that do damage ranging from around 7-12 (I see these numbers post-mitigation often). Let us use 7. Let's also use 1.0 as their attack speed, since their AS is only slightly lower, and we low-balled the average damage each one will deal anyways. This will amount to 42 damage a second post-mitigation. This is effectively a stronger version of the sunfire cape. Let's say you fight for 3 seconds before one of you backs off for whatever reason (or dies). Your minions alone took out 124 HP. This is equivalent to 1-2 auto attacks early-mid game.
Split-Pushing
The HotShotGG tactic. Split pushing is the act of pushing a lane, and hopefully towers, away from where the majority of the action is taking place. What this does is force a decision out of the enemy. Do they risk trying to force an engagement on your team, where your team can probably disengage, and lose tower(s)? Do they send one person up and hope they can push you back, still leaving a plausible fight back where the rest of them are, or do they send multiple to force you off, forfeiting a chance to take objectives or teamfight.
All of these options you must consider too. Is your team in a position to disengage and hold them back? Is there one person they can send that will be able to stop you and possibly kill you? Is the person that can fight you 1v1 important enough to pull so that your team can win 4v4? Would they send 2+ to stop you and allow for your team to do things?. Can I teleport once they send someone, if they do? All of these you must consider.
In the case where one person can stop you, if they aren't THAT important, then it may just be better to group. If they send a valuable team member (fed ADC for example) or multiple members, watch to see if they are coming, if they are, linger for a second or two longer, and back off. Keep an eye out. If they come for you still, your life is definitely worth less than a dragon/baron/tower that your team elsewhere may get. Take the death and congratulate your team if they got one or more of the mentioned items. If the enemies coming for you back off, you can continue pressuring towers.
Always know your limits. Know when your life will be worth it. Always know how the enemy is positioning (look at your map). This works best on top laners as they can escape, tank, and do damage.
Mistakes
This is a very hard thing to explain and comes mostly through experience. You must learn to identify mistakes and react to them by knowing whether you can punish them our not. Mistakes can be general laning mistakes such as fighting in your minion wave or getting into your "zone". Other mistakes include getting too close to tower or being overconfident.
The hard mistakes to explain, but that are essential to winning lane has to do with summoners, abilities, and items. Summoner spells being blown such as flash or ignite and the enemy getting next to nothing out of it can be huge if you have yours. This means that you can fight them and have the advantage of gap-closers, more damage, or more utility.
Items are another easier one to describe. If they see you are kennen and rush magic resist, but you built two



Abilities is the largest room for mistakes and also the best to capitalize on. Let's take












Once you hit 6, it is still technically early game, but the transition to mid game can start at almost any time now. However, now you can actually fight. You have a good amount of power at this point in the game, enough to overpower most champions that are not ahead of you (and even some then). The reason?


I usually opt for pushing a lane out and grouping to fight (usually clearing one wave then leaving). This ensures that while we battle for position and engagements, minions aren't taking down towers. However, you need to group ASAP.




Your priority is to jump targets that are threats. ADC are typically the most threatening, although not always. The AP carry is typically the next threat you should neutralize. Assassins come after, and finally tanks. There are situations where you can stay back to help your carries take out their front line so that they can continue through to destroy the enemy. This occurs when your ADC is considerably ahead. Why? because at this point, your ADC will do a lot of damage, and the enemy will put more effort into killing them.
With this item build you can help take down tanks by stopping them from reaching your carries, and actually hurting them. Other than that, make sure to not give away baron, and to push. It is typically ideal to take down 2+ inhibs before going for the nexus since that allows for more super minions to help win.
Double Tap Harrass
This is the main way






What this does is gets your 3rd hit proc on




(video soon)
Leap Strike Hopping
Not really that "advanced", but then again that depends how you utilize it. Simply put, throw a ward down, and



(video soon)
Empower Reset
This can be used to reset your auto-attack. simply auto-attack, then as soon as you hit, activate

(video soon)


Please report any errors you see, and feel free to give me feedback on anything.
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