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Jax Build Guide by fxgchillbeast

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League of Legends Build Guide Author fxgchillbeast

Jax Jungle/top guide

fxgchillbeast Last updated on October 10, 2015
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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

Legendary Guardian

Defense: 9


Utility: 0

Threats to Jax with this build

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Threat Champion Notes
Guide Top


Jax is a melee champion.I use jax mostly jungle but sometimes ı use jax for top laning(I'll give link of jax top build).If you are playing jax you must be agressive.If you are carrying top with jax you must be deffensive to some champions (like malphite,garen,jayce,elise,pantheon ect.).Jax is one of the strongest late game champions, but his early game is not to be underestimated. In the jungle he has a huge impact on each of the three lanes due to his high burst damage and CC.
This guide will teach you how to make use of every little trick Jax has up his sleeve, including stealing objectives such as dragon and baron.

Things this guide will focus on:

Why the skill order is the way it is.
Explanation of the item build.
Explanation of runes/mastery choices.
Summoner spell analysis.
Routes to take in jungle.
Successful ganking.
Late game.
Tips and tricks with Jax's skillset.Jax is a good jungle because of his e and q skills.I recommended w after e-q combo when you went to gang.And start ganks to level 3.

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Tips and Tricks With Jax's Skillset

Leap Strike

Ward jump
A classic of Jax's and a few other champs, useful when trying to steal dragon, run in, smite and jump right out. Same can be done to baron but you may have to do this by flashing in to the pit, smiting the baron and then jumping out.
Always place the ward before going in, for example I'm going to steal dragon, I would place the ward over the wall, run in to dragon pit, steal it and as quickly as possible jump over.

Wall Clear Trick
Personally I've managed to waste 4 flashes as a record with this, what you do is place a ward, flash over a nearby wall, if the enemy flash over then jump to the ward, if they don't then you got away so it's a win win situation for you.

Nice gank...
More of a top lane trick, but when you see the enemy jungler come in just jump to the back of a minion wave, if the enemy try to follow they'll likely just get creep blocked and you'll escape free. Seeing as Jax sometimes gets ganked, or counterganked, while ganking/holding a lane I thought I'd throw this in here.

Probably Jax's most fun skill because of the mobility it provides with just a 75g ward.


There isn't much this does except for triforce procs and more damage on next hit, pretty straight forward.

Counter Strike

Oh you wanted baron?
Put on counter strike, jump into baron pit in the middle of the enemy team just as they're about to bring it to smite range, reactivate it when baron is 200 or so from smite range and empower baron once then smite quickly. You don't have much room for error here but I've managed to steal a few barons doing it, just takes practice.

Not much here, it is what it says, 2 seconds of dodge then a stun.

Grandmaster's Might

CSing while killing turret
Because your ult's passive can't proc on turrets, and just plays the animation each attack without doing anything extra, hit the turret twice then a minion, then the turret twice more than a minion. This just allows you to pick up a little cs while killing a tower, not the most impressive thing but makes use of your ult where normally it wouldn't be used.

To be honest, you want to be using this in fights, not to do tricks with, so even if there are some good tricks for the active I wouldn't recommend wasting such a powerful ultimate.

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Passive: Relentless Assault

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.


This passive makes Jax deceiving, if your opponent think they can win the fight at the start, chances are that they won't. The increased attack speed is very useful once you get your (grandmaster's might) as it makes it proc a fair bit more, which causes the enemy to start losing health much more quickly than they anticipated, next thing they know they're stunned and dead.

Q: Leap Strike

Jax leaps towards a target. If it's an enemy, he attacks it and deals an additional 70/110/150/190/230 (+ 60% AP) (+ 100% bonus AD) magic damage.

Cooldown 10 / 9 / 8 / 7 / 6 seconds
Cost 65 mana
Range 700


One of Jax's key skills, so many times have I flashed a wall, only to have half the enemy team flash after me, then I place a ward and I'm back where I started. Besides making you a slippery champion to kill it also works as a strong gap closer making his ganks much more dangerous. I max this second in order to reduce it's cooldown to 6 seconds, allowing for more mobility and chasing power.

W: Empower

Jax charges his weapon with energy, causing his next attack to deal 40/75/110/145/180(+ 60% AP) bonus magic damage.

Cooldown 7/6/5/4/3 seconds
Cost 30 mana


Empower is your main early game burst damage, but despite this I don't take it until level 3, I will explain why later. This skill starts with a 7 second cooldown and only a boost of 60 damage, but it quickly scales to a 3 second cooldown and a 180 damage boost. This can cause enemy champions to fall very quickly even in 1v1s, and at level 9 this peak is best used to shut down the enemy ADC, who will likely be sitting at around 30 magic resist. It's ridiculously difficult to farm with a Jax jumping you every 10 seconds. This burst also makes Jax a great fighter/duelist and he can (with a few exceptions) usually win most fights once this is maxed, as long as their isn't too big a gap between the enemy and yourself.
Another key thing to note about this is that it resets your auto attack animation, use it straight after the damage point of a basic attack to maximise effectiveness.

E: Counter Strike

Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 50 / 75 / 100 / 125 / 150 (+50% of bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.

Cooldown 18 / 16 / 14 / 12 / 10 seconds
Cost 70 / 75 / 80 / 85 / 90 mana
Range 187.5


The only remaining way to dodge, this makes Jax excel at shutting down ADCs as once they use their burst skills all they have is basic attacks, all they can do now is run, by using to catch them if they do get out of range your stun will hold them in place for a few seconds for you to get some quick damage off. This also makes jax take less aoe damage, making him more effective against champions like and . The best part is that it's an aoe stun, if you're in the right spot then you've essentially just pulled a from your .I max this last because it doesn't scale as well as the other 2 abilities.

ULT: Grandmaster's Might

PASSIVE: Jax deals additional damage on every third basic attack. The counter will reset if he does not attack for 2.5 seconds.
MAGIC DAMAGE: 100 / 160 / 220 (+ 70% AP)

ACTIVE: Jax gains bonus armor and magic resist for 8 seconds.
ARMOR BONUS: 25 / 35 / 45 (+ 30% bonus AD)
MAGIC RESIST BONUS: 25 / 35 / 45 (+ 20% AP)

Cooldown 80 seconds

Cost 100 mana


You gain a second passive, but this one is very strong. Every third consecutive basic attack does bonus magic damage, it's almost like a better version of 's . This passive makes Jax one of the best fighters at level 6 as it greatly increasing his DPS without even needing to use the ult.
The active is also very useful, it has a fairly short cooldown at 80 seconds and it allows you to just build damage while still gaining some tankiness. It also lasts a very significant duration of 8 seconds, allowing it to last most fights in early/mid game and the initial burst of late game teamfights.
In my opinion this is one of the most underrated ultimate's in the game, it's not easy to take someone out who has just gained another 60 armor and magic resist on top of their items, runes, masteries and base values. This combined with jax's naturally high damage makes him a very formidable foe to try and take down.

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Team Fights

Jax has high damage output, a good gapcloser and is quite tanky, because of this you should focus on getting their ADC/AP Carry.

Due to Jax's aoe stun he wants to be in the middle of teamfights, but what better to do with the 2 seconds of dodge before the stun than kill the enemy ADC. A typical way of doing this is to empower, leap strike on to their carry get a triforce proc, start your counter strike to get another triforce proc, then the third hit will be an ult proc. On top of a gunblade this should be enough to kill the ADC, if it isn't then empower will be back off cooldown when you stun them so hit them with another one of those. Because of Jax's very high burst damage like this it is highly likely that their ADC will be the first to fall in the fight, so at this point you have 2 choices, move on to their AP carry or if their is someone trying to kill your ADC jump to him and kill them.

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Succesfull Ganking

Despite having a strong stun and gap closer, if used incorrectly then ganks will be easily escapable and yield little to no reward.


I go on and on about communication, but as a jungler it is what will turn you from a good jungler into a great one, information is key in this game so share it with your team mates. In this case you want to let your lane know in advance you're going to gank, this way they can harass and poke the enemy to soften them up for the gank. This is also key for knowing ward locations, a single ward can create a false sense of security, go around it and you're more likely to succeed the gank than if there was no ward at all. Make sure your lane tells you where all wards are, and if possible give timers ore clear them out for the gank.
This is also very important to know when to go in, a ping on the enemy champion will appear red on the map and is usually used to announce that the jungler wants to engage the gank, chaining all of your crowd control together effectively as well as doing as much damage as possible in a short time window is key to making a flash burn and push back in to a kill and creep denial (pushing creep wave into enemy tower to cost them xp and cs).

Positioning. (some math involved, skip to 2nd paragraph to avoid math talk)

By Pythagoras' law "a^2=b^2+c^2" you will never reach your opponent if you are at the same speed and start moving at the same time when "c" is the distance between you, "b" is the distance from enemy champion to his safe point, unfortunately the distance from you to the same point is "a", the largest value. However, this only applies if your opponent moves at a right angle to the line "c" and you aim for his safe point, by changing your target point you can change the type of triangle and which side is the longest one, your goal is to make it so that the distance your opponent is travelling and the distance you are travelling are the same, in other words you need to make an isosceles triangle out of both your movement lines and the line between you showing yourself and the enemy champion starting positon, isosceles have two equal angles, which happen to be either side of the line "c", so by moving at the same angle in the opposite direction to your opponent, you will reach the same point at the same time. Of course you can't pause the game and start drawing triangles every time you gank, this stuff just comes with experience. If you don't understand this then just forget about it and read the next paragraph.

So basically, you want to cut off your opponent before he reaches a safe point or use the isosceles angle theory to meet up with your opponent. Either one of these is likely to make your opponent change path causing him to second guess himself, and end up in a bad position, the thing is, this usually involves the enemy going to the brushes, and the time he spends walking to the brush, you and your laner can surround him and close in on him, by using some simple trigonometry you have forced your opponent into a position where he has to burn flash, or die. Sounds simple enough, but will take some practice but once you have it fully down you will have a lot more successful ganks.

Crowd Control

Using a crowd control to initiate a gank when you only have one skill with cc will likely result in your opponent just walking away unless slowed or otherwise disabled. The way around this is that if both you and your laner have a CC skill then the laner initiates with his, followed by some burst from the jungler, then when the enemy is attempting to run, apply the junglers crowd control and finish them off. If you don't have the damage then the enemy will likely burn flash as soon as the second CC effect wears off, and even then this may just be a panic flash and they end up dying to an ignite.
Another important point is to not stack CC effects, doing this just increases the chance of your opponent surviving due to an overall shorter duration of disable.

Tower diving

Everyone in the lane needs to go in for a turret dive, and the tankiest champion will have to be the first to go in to minimise risk of someone dying during the tower dive.
Once under the tower you need to kill the enemy champion as quickly as possible then get straight out of tower range.
One of the best ways to do this successfully is to go in with a creep wave so that before and after the fight the creeps are taking the tower shots.
This should only be done if you know the enemy jungler isn't going to countergank you.

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Jungling / Early Game

Below are a few routes you can take in jungle depending on what scenario you are in.

First is a standard clear route, you should be familiar with this after watching TheOddOne's guide so I'm only going to provide a map.

Next is a standard route that ganks each lane once, which is one of Jax's stronger paths in my opinion.
The blue numbers are the blue team route and the red numbers are the purple team route.
As you have such a strong early game gank as well as such a fast jungle after level 3 you are able to combine a clear with a gank on all 3 lanes. Your stun combined with leap streak and early harass and assistance from the lane is crucial, if they apply early harass then the enemy will be lower, increasing the likelihood of the gank becoming a kill. By ganking all 3 lanes straight away you are instantly giving your lanes a slight advantage, which can very easily turn in to a snowball, which makes it harder for the enemy jungler to successfully gank and is likely to make him fall behind. This is risky however, as doing this without proper communication can result in being heavily counter jungled. For this reason I tend to shy away from using this early gank strategy against people like Shyvana.

Here is a line map of the blue side quick ganks.[]
A large dot resembles where ganks happen.

Here is a line map of the purple side quick ganks.[]
A large dot resembles where ganks happen.

About the "Quick Gank Style"

This quick gank style is designed to put pressure on all lanes as quickly as possible, while at the same time allow for alternatives to ganking, this requires you to be able to think fast in some situations, however. For example, you have successfully ganked top lane, resulting in a kill, but your mid lane has pushed up to the enemy tower, you have two choices here, attempt to counter gank, or just return to jungle to continue the path skipping the mid gank. It all depends on the game, therefore it is nigh on impossible to provide a set of situations and what to do, as the list would almost never end.
It is almost a guarentee if you gank 3 times and your opponent doesn't do any then he will be ahead, but Jax's jungle speeds up very quickly so he will be able to catch up, this makes him one of the few champions who can use this high risk strategy effectively.

At this point I'm assuming you're in solo queue, and yes I have been going on a lot about communication, but you have a keyboard, just be nice and explain what your plan is, they should be able to understand and cooperate. In solo queue ranked, the game's outcome usually relies on the lane phase results as a random group of 5 people will in theory lack the understanding of each other and communication to come back from a strong lead, because of this, the quick gank style is perfect for "carrying" solo queue games as it will help your lanes by giving them advantages which will likely lead to a victory.
However, against a good jungler who will realise what you are doing, this can be risky, and you may need to go straight to red after ganking the opposite side lane, calling your lanes to help you. This is most common vs Shyvana and other strong counter junglers under the control of a relatively experienced jungler. Be careful about what games you apply this style to as it could backfire and put you really far behind.

If you feel that it is too risky to go ahead with this for any reason, stick to the standard clear and gank after you have cleared all camps, this is safer, but doesn't apply as much pressure to lanes.

After the initial run, begin to jungle like any other game, clearing camps and ganking any time you see the opportunity and applying pressure where it is needed. Once you hit level 6 you can start trying to punish their jungler by taking their life and a few camps. The reason I say wait until level 6 is because before this point, a lot of people can beat Jax in a duel despite his dodges and stun, this is because of empowers fairly long cooldown at this point and lack of other high damage skill, once you have your ultimate however, you can gain a strong boost of tankiness along with some additional damage every third hit. One good tactic is to get as high level as possible and then ward their blue at 6:30 in order to gank their ap mid as he stands on the other side of the wall to take the blue his jungler is so kindly giving to him, completely unaware of the trap in motion, after killing the mid, if their blue is still up, jump to it with leap strike and take it. Get other lanes to help here, if top/bot of the enemy team are coming, call your team mates, don't let a blue steal and mid kill turn in to a slaughter for the enemy team.

Giving Blue to Mid

It is expected of a jungler to be willing and able to give up all but his first blue to his ap mid, if they require it, not only is this an expectation, but it allows your mid to farm better, apply more harass, and almost 100% of the time having enough mana to make a gank a kill. It can be given to other lanes if mid doesn't want it, but if they don't and you take it, make sure to take advantage of the reduced cds with more ganks, lower stun and leap strike cooldowns mean more chances at a kill.


190 gold each, 35 extra for the jungler if he smites it and global XP. This is arguably one of the biggest responsibilities of the jungler and can really boost a team if obtained properly.
By this I mean using wards correctly, making sure the enemy has no ward at dragon (using a pink ward) and timing it with your bottom lane so that they can help while the enemy are busy farming under tower. One key thing to be careful of are junglers like Lee Sin using his w to jump to a ward to smite steal the dragon and then flash back over. Because of the risk of this happening you should only smite it once it (and as soon as it) falls to or below the damage your smite deals, if you are ahead of the enemy jungler this will be a higher value. Good times to do dragon are after killing their jungler or bottom lane, or applying hard pressure to mid and bottom with knowledge that the enemy has no vision of dragon. A good timing for this is after you complete your wriggles as it's passive will allow you to take the dragon down fairly quickly.


Similar deal as with dragon, but a lot more resting on the line. Make sure to time your smite correctly, and clear out any wards in the pit (by this time with an oracles) and give yourself good vision around the area. Not much more to add except that this guy does very high damage and it is highly advised to dodge his knockups as they do high damage and disrupt your damage output and lifesteal/spellvamp, possibly even resetting your passive.
Once you have this buff, make sure to gather your team and push down some turret, barons no use if all you're going to do is defend.

Counter Jungling

This will require communication and map awareness, if you see the enemy in bot lane while their top side buff is up, take it, don't just clear a camp when you could be gaining a buff and denying your opponent sweet gold. Wards will make this much more effective as you will have a more up to date position on their jungler, meaning you can gank him at his red/blue or steal a camp from the other side of the jungle. Counter jungling is a great way to gain an advantage over the enemy jungler which is useful for baron and dragon smiting, as well as for late game teamfights.