Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Chilling Smite
Flash
Items
Champion Build Guide
Jax Jungle


Hi, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I enjoy to play champions such as Jax, Twitch, Fizz, Akali, Annie & Orianna among others too. I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. I am a pretty chilled and relaxed streamer and try my utmost best to offer a chilled place to hang out and watch some league. |

He is a hypercarry and can single-handedly carry a game if the person playing him is skillful enough.
He scales really well into late game and his damage becomes insane once he gets a few items.
Because it gives him both defensive and offensive stats,



His greatest weaknesses are that he is relatively squishy without using his (R)

I hope you find this guide to be an interesting read and that you may learn a little bit of something from it.
+ Hypercarry + Can escape with leap + Auto attack reset (W) + Ability to snowball + Gap closer + Scales really well into games + Brings Great preasure to lanes + Can stun with (E) + Can dodge incoming AA's with (E) + Great duelist |
- Melee Champion - Can be hard focused in team fights - CC can ruin your day - Takes time to get strong - No in-built sustain - Hard to come back if behind - Need great positioning in fights - If you fall behind early, you're in trouble |
↑Back to top
Runes


![]() |
Conqueror: Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 8s, gaining 1.7-4.2 Adaptive Force per stack. Stacks up to 12 times. When fully stacked, heal for 15% of the damage you deal to champions. Right now this is the best choice when playing ![]() ![]() ![]() |
![]() |
Triumph: Takedowns restore 12% of your missing health and grant an additional 20 gold. This rune will offer you some extra survivability. |
![]() |
LEGEND: ALACRITY: Gain 3% Attack Speed plus an additional 1.5% for every Legend stack (max 10 stacks). Attack Speed works really well on ![]() ![]() |
![]() |
Coup de Grace:![]() ![]() ![]() |
![]() |
Sudden Impact: After exiting stealth or using a dash, blink or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5 seconds. Again, more damage - A solid option for any ![]() |
↑Back to top
Summoner Spells

![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() |
↑Back to top
Items


![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |

![]() |
![]() |
![]() |
![]() |
![]() |
![]() |

![]() |
![]() ![]() ![]() ![]() Mythic Passive: Empowers your other Legendary items with +10% bonus Attack Speed. |
![]() |
![]() Mythic Passive: Empowers your other Legendary items with 5% Armor Penetration and 5% Magic Penetration |
![]() |
![]() Mythic Passive: Empowers your other Legendary items with 3% bonus movement speed. |

![]() |
![]() |
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
![]() ![]() |
![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() |

Guardian Angel versus Zhonya's Hourglass?




However, having taken into consideration the advantages of the extra AP, extra CDR and the armor granted from


• In skirmishes and team-fights


•


•


With the above being said, if you go too deep, too ham, try to 1v5 or simply get caught by multiple enemies due to lack of vision neither item will be of any use.
↑Back to top
Abilities


You should take your first point in (E)


Generally your first camp should be the buff on the side of the map that your ADC and Support is on. Once you hit level 2 put your next point into (W)

On blue side: Your second camp should be Blue buff, then Gromp. This will take you to level 3 and you should look to gank either Top / Mid lane.
On red side: Your second camp should be Gromp, then Red buff. This will take you to level 3 and you should look to gank either Top / Mid lane.
If you cannot see an opportunity to gank at level 3, don't force it - just farm for now and keep a sharp eye out for an opportunity. Dont forget to try read where the enemy jungler will be so that you can be in a position to counter-gank if needed.

![]() |
![]() ![]() |

![]() |
![]() ![]() ![]() ![]() ![]() ![]() |

![]() |
![]() ![]() ![]() ![]() ![]() |

![]() |
![]() Save your E for enemy burst or guaranteed all-ins, it negates autos and reduces AOE's by 25%! |

![]() |
![]() Active: Jax gains 30/50/70 (+50% of his bonus attack damage) armor and 30/50/70 (+20% of his ability power) magic resist for 8 seconds. |
↑Back to top
Combos

![]() |
#1 | : |
![]() | + |
![]() | + |
![]() | + | AA | + |
![]() | + | AA |
E + Q + E (stun) + AA + W + AA This combo works very well on a single target. It will will also allow you to stun multiple enemies if they are grouped but because you will be recasting your (E) ![]() ![]() ![]() ![]() |
#2 | : |
![]() | + |
![]() | + |
![]() | + |
![]() | + | AA | + |
![]() | + | AA |
E + Q +
![]() Sometimes if an enemy is mobile or if they ![]() ![]() ![]() ![]() ![]() |
![]() |
#3 | : | AA | + |
![]() | + | AA | + |
![]() | + | AA |
AA + E + AA + W + AA This is your basic combo to clear the jungle camps. Do not reactivate your ![]() ![]() ![]() |
![]() |
#4 | : |
![]() | + |
![]() | + |
![]() |
It is possible to steal objectives such as Dragon or Baron by using a combination of ![]() ![]() ![]() ![]() |
↑Back to top
Jungle Camps / Timers


It is useful but not necessary to know the spawn timers so that you can remember from muscle memory roughly when the camps are about to respawn.
![]() |
Wolves, Raptors Spawn At: 1:30 Respawn Time: 2:00 Gromp, Krugs Spawn At: 1:42 Respawn Time: 2:00 Buffs (Blue Sentinel, Red Brambleback) Spawn At: 1:30 Respawn Time: 5:00 Rift Scuttlers (in river) Spawn At: 3:15 Respawn Time: 2:30 Rift Herald (in Baron pit) • Initial Spawn: 8:00 • Respawn: 6:00 • Despawns At: 19:45 (19:55 if in combat) |
![]() |
Dragon (Elementals & Elder) Spawns At: 5:00 Respawn Time: 5:00 Elder Dragon: Spawns 6:00 after one team kills their 4th Elemental Drake Elder Dragon: Respawn 6:00 |
![]() |
Baron Nashor Spawns At: 20:00 Respawn Time: 6:00 |
ELEMENTAL DRAGONS

![]() |
Cloud Drake: • 10/20/30/40% ultimate CDR, ignoring the CDR cap Cloud Dragon Soul: • Passively gain 10% increased movement speed. • After casting your ultimate, gain an additional 30% movement speed for 3 seconds (30 second cooldown). |
![]() |
Infernal Drake: • +5/10/15/20% Attack damage and Ability power Infernal Dragon Soul: • Every 3 seconds, your next attack or damaging spell creates a small AoE explosion, dealing adaptive damage that scales with bonus attack damage, ability power, and bonus health. |
![]() |
Mountain Drake: • +8/16/24/32% Armor and Magic resist Mountain Dragon Soul: • After not taking damage for 5 seconds, gain a shield that lasts until destroyed. The shield’s magnitude scales with bonus attack damage, ability power, and bonus health. |
![]() |
Ocean Drake: • Restores 5/10/15/20% missing health regen per 5 seconds Ocean Dragon Soul: • Dealing any damage triggers strong health and resource regeneration for 3 seconds. In addition, Damage to minions provides less regeneration. |
![]() |
Elder Dragon: • Spawns 6:00 after one team kills their fourth Elemental Drake; 6:00 respawn • Buff duration is 180 seconds; • Each champion that has the buff loses it upon on death • Damaging an enemy at less than 20% health causes them to die in an Elder Immolation after 0.5 seconds (no cooldown). However, you cannot execute enemies through invulnerability effects like ![]() ![]() |
BARON NASHER

Baron Nashor is the most powerful neutral monster on Summoner's Rift. Killing Baron Nashor grants Hand of Baron to all living teammates for 180 seconds. The buff gives each champion on your team up to 48 attack damage and 80 ability power (scales with game time). Empowered Recall (Recall channel time is reduced to 4 seconds (down from 8), and an aura that greatly increases the power of nearby minions. Respawn Time: 6:00
RIFT HERALD

Rift Herald is a melee attacker that that is resilient to ranged attacks (She takes 35% reduced damage from ranged basic attacks), but is vulnerable to attacks to the eye on it's back from behind, dealing 12% of it's Maximum Health as bonus true damage.
Once the Eye of the Herald is dropped but not picked by the slaying team, it will disappear after 20 seconds. Once picked up, Eye of the Herald will replace the trinket in your trinket slot. The Eye lasts for 4 Minutes after which time, if not used it will be lost. It also grants Empowered Recall and the ability to summon this monster to push a lane. You can break it (activate it) to summon the


The summoned Rift Herald will head to the closest lane and start pushing it.
↑Back to top
How to play

Level 1: I don't take a point in any ability until closer to the first camp spawn time, let's say 1:20 just in case I should have to escape an invade by using ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
Level 2: just after finishing your first camp you will hit level 2. If you have started on the blue side of the map this means you will have just cleared your Red Buff, now head to your Blue buff. If I am confident that I can get a kill at a level 3 gank I will once again try to hold off on using ![]() |
Level 3: this is where I first look to gank. Generally I will gank Top or Mid lane, depending on where the champions are in each lane and who I am trying to gank. EG: It is a lot easier to level 3 gank an enemy



Level 4+ try to concentrate on farming while at the same time capatilize on any opportunity to gank a lane. You should also be looking to keep control of the vision in river by contesting ![]() |
![]() |
Level 6: This is your first power spike and you can now throw your weight around a little bit more than before. You have some extra damage now and your (R)









You will want to continue to pressure objectives hard now. At this point in the game, players will begin to roam and group up for ambushes, ganks or to secure an objective ( Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game.
Vision control is a crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team. You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and try to capitalize every kill into pressure on an objective. Do your best to never get 'caught' alone in your jungle or a lane, particularly by multiple enemies. In the skirmishes and team-fights you will want to focus the 'HIGHEST' priority on the enemy squishes: AP Carry - AD Carry etc.. but be careful and do not go all-in ham as the team can easily CC you to death. Instead look for the ideal opportunity for when to go in, it is usually 'after' most of the enemy team have used their big CC abilities.

Split-pushing is one of


You have to remember that you are now playing the Jungle role so you will have


It is crucial to know when and from where the enemies are coming from when you are split-pushing, therefore you need to have lots of vision on the side of the map that you are on. If you see enemies beginning to move towards you through the jungle it is time to assess the threat and either back off from your push or prepare yourself for the inevitable fight. The key thing when split-pushing is to draw the attention of the enemy team but to NOT die in the process.

Teamfights Can be tricky for



ADC / Mid Laner -> Support/Fighter - Top -> Jungle -> Tank

If your team has won - Assuming you are not dead, now you need to look for objectives to take. How low health are you, do you have life steal? Is it possible to take an enemy tower, inhibitor, dragon, baron, rift herald etc.. ? Are your teammates healthy enough to help on objectives. Perhaps there is nothing to take and you simply need to return to base and reset/buy.
If your team has lost - Assuming you are not dead, back off to safety as quickly as possible and begin to assess what the enemies next move will be. What objectives are they going to look to take, your tower, inhibitor, baron, dragon etc... ? Now you need to either plan a way to try to stop them from taking the objective or recall and reset back to the game at hand.

It is likely that your teammates will not like when you tax their lane. However, after a successful gank, generally when your wave is pushing into the enemy tower you can take a minion tax. If you spend the time ganking a lane, this means that you are not farming - therefore you need to tax the lane a little to make up for what you lost. Some people, no matter what ELO they are in will simply not understand your reasoning for taxing their lane, so be careful of the rage kids and be mindful of an allied champion that is looking to freeze their lane. If they are trying to freeze their lane and you tax 2-3 minions ... you can put them in an awkward position.
I'm not talking about taking an entire wave here, just a couple of minions.
If you gank a lane and you get the kill: 1 - 2 Minions (Not the Cannon Minion)
If you gank a lane and your teammate gets the kill: 2 - 3 Minions (Not the Cannon Minion)
Try not to tax a losing lane at all and try not to tax bot lane heavily, especially if you get the kill!

I always try to prioritize damage to objectives over fighting/damage to champions. Remember we win games by taking turrets, inhibitors and eventually the nexus. While getting kills is important to help you snowball, stay relevant and to add pressure to the map, the game is won by taking objectives. It is very common for my 'after game' stats to look like the following. If it's important, I was (8/1/5) this game.



↑Back to top
Jungle Routes

What I have found to work well when playing

Blue -> Gromp -> Red -> Gank (Top or Mid) -> Scuttle
What I have found to work well when playing

Red -> Blue -> Gromp -> Gank (Top or Mid) -> Scuttle
Top is generally the easier lane to gank after the first clear, however if I think it's possible to get a kill in the mid-lane that would be my preference.
If you cannot find a lane to gank this early then farm up and keep a close eye on each lane / try to predict the enemy jungler so that you can try to counter-gank if needed.
Blue -> Gromp -> Wolves -> Red -> Gank or Golems -> Scuttle
↑Back to top
Conclusion

I love to play

I hope you have found this guide to have been an interesting read and that you have as much fun and success playing

If there is one last tip I would say, it's to NEVER get complacent when playing him (no matter how far ahead you are).. always respect the opposition and get the game ended!
It's not all about winning/losing guys, at least we get to play the game!
Thanks for stopping by,
FalleN3
↑Back to top
Changelog

You must be logged in to comment. Please login or register.