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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Introduction



Hi there. Welcome to my guide for Jax, the Grandmaster of Arms, in which I will attempt at teaching you valuable lessons about ![]() Please note, that the build you see in the cheat sheet is merely a recommendation, and that builds can change depending on how a game is going, as well as what types of enemies you oppose, and even what champions are aligned with you in your team. Now then, you're probably wondering what reason there could possibly be, for you to trust me, in what I say and recommend to you. To that, all I can say is that I have experience with League of Legends - I have played more than 2600 normal games, whereas roughly 1460 are wins. Additionally; I reached Golden rating in Season Two, just as a small benchmark, which I hope to improve upon in Season Three. |
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Below, you can see my Season Two ranked stats - bear in mind that the majority of those games were played with supporting characters, so it does not exactly justify my top laning abilities, however it does give validation of a general understanding of not dying too much over the course of may it be a short or long game.

In order to at least slightly justify my top laning abilities, here are my stats with the champion

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Pros
+ Insane damage output if played correctly + Amazing at 1v1 fights + Amazing mobility with ![]() + Can use Sight wards to his advantage + Can get out of trouble with ![]() + Efficient farming with ![]() |
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Cons
- Easy to get carried away, and thus get baited - CC can shut him down, if he's alone vs several - Farm-dependant if you can't snowball - Melee; Can potentially be zoned by ranged champs - Rather vulnerable to burst damage - Long cooldowns in early game |



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Tier 1 - I take 1 point in
![]() ![]() ![]() Tier 2 - I take 4 points in both ![]() ![]() Tier 3 - I get the armor pen from ![]() ![]() Tier 4 - I take 2 points in ![]() ![]() Tier 5 - I take 3 points in ![]() Tier 6 - Finally, I take the point in ![]() |


Tier 1 - I take 4 points in
![]() ![]() Tier 2 - I take 3 points in ![]() ![]() Tier 3 - I put the final point in ![]() |
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These runes focus on a high amount of early game presence, as they provide you with a lot of AD to fuel your last-hitting capabilities as well as the damage on your

The runes additionally provide you with early resistances, making you prepared to face both a physically- and magically oriented opponent.

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These marks will help you build up a lot of attack damage in the early levels, which will not only help you to deal more damage to your opponent, but it will increase the overall damage output of some of the combos that I will introduce to you later in this guide, along with making it far easier to farm minions, especially with ![]() |
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These runes are very much replacable if you know who you are going to face in the top lane. If you are playing draft pick (may it be normal or ranked) and the enemy has for instance a ![]() ![]() ![]() |
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Greater Mark of Armor Penetration - All your physical damage will penetrate the opponent's armor, rather than you having a high amount of attack damage. This can improve damage against champions, but will hurt your farming abilities.

Greater Quintessence of Armor Penetration - Same as with the marks: Can increase damage against champions, but will hurt your farming capabilities. It is just a matter of preference in the end.



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Ignite is a great spell overall, as it will help you against opponents with healing abilities such as ![]() ![]() ![]() ![]() |
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This is probably the best substitute for ![]() |
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Many people consider this summoner spell completely useless, and I agree most of the way, but on ![]() ![]() |
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Check the spoilers for vital tips and tricks about each of
Jax's abilities, including things you might not know, as well as how to abuse his abilities for the greater good.


Tips & Tricks


Tips & Tricks


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Empower - Jax charges his weapon with energy, causing his next attack to deal 40/75/110/145/180 (+60 % of ability power) additional magic damage. Base CD: 7/6/5/4/3 seconds Mana Cost: 30 |
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Tips & Tricks


Tips & Tricks


Tips & Tricks




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IMPORTANT! In some cases, it is smarter to start with a different ability than




In order to get a good understanding of how to ward efficiently, I recommend that you read Panglot's guide on warding: "Warding helper - More than your eyes can see".
Since Panglot's guide is so well done and well explained, I will not bother to explain the efficiency of ward placement, however I will go through key ward placements for defending your top lane as




IMPORTANT! You can skip all these explainations and jump straight to the summary, if you don't feel that you need the explainations for understanding why each ward placement is better than the others.
Blue buff ward

It can sometimes be a good idea to place a ward at the blue team's Blue buff. If you're on the blue side, you can prevent the enemy jungler from stealing your team's Blue buff, or at least to disallow the enemy jungler to get away with it.
If you're on the purple side, you will be able to intercept a gank if the enemy jungler goes from base and straight to top river area, or if the enemy mid laner has just gotten blue for themself and head towards top afterwards.
- Note that this ward is overshun by the Baron Nashor ward, since this one also protects from river ganks. Therefore, you should only use this ward, if your team is particularly interested in stealing the enemy Blue buff.

Red buff ward

It can be a good idea to place a ward at the purple Red buff if you are on the blue team, since this will intercept a gank from the enemy jungler right after they have gotten the

Note that it can be dangerous to venture that far into the enemy jungle, since the enemy top, mid and jungler can quickly surround you.
- This ward is overshun by the Purple Wraith ward, and should only in any case be placed if you are on blue team, and especially if your jungler wishes to try to steal the enemy Red buff.

Tri-brush ward

This ward is extremely useful in the way that it will let you know when an opponent is near your lane, setting up for a gank, however it will not give you much time to react if you happen to face an opponent with the power to initiate (for example


This ward is best in use for someone who is playing on the blue team, since it will alert you in good time, if the enemy is coming from their jungle.
- If you're on purple team, you will want to place a Purple Wraith ward to intercept ganks from the tri-brush.

Baron Nashor ward

This ward is by far strongest when playing on purple team, since it can alert you of ganks from the enemy blue, as well as ganks from the river.
- When playing on the blue side, this ward is still useful, but is overshun by the Mid River ward.

Purple Wraith ward

This is one of the more superior wards to place - especially if you are playing on the purple team, as it will alert you of the enemy jungler entering the top quarter of the jungle, wherefrom the jungler can gank you through Tri-Brush or from the Double Golem camp.
When playing on the purple side, you are completely covered from ganks by this ward as well as the Baron Nashor ward, unless you are pushing for the enemy turret in which case on can never be completely safe.
Take note, that even if you see the enemy walk into your jungle, and whether they are taking Wraiths or going up towards your lane, you can't know exactly when they are ganking without a Tri-Brush ward, so you need to just play defensively until you see them either leaving your jungle or ganking mid - at some time you can expect them to have recalled if you have seen nothing of them at all.
- If you are on the blue team, this ward is a bit less useful, and is overshun by the Mid River ward combined with the Tri-Brush ward.

Mid River ward

This ward will tell you if the enemy mid is planning to gank you, and if the enemy jungler is going to gank through River - this ward however excludes the possibility, when playing on purple team, that the enemy will go straight from their Blue buff to top lane - this is a definite weakness, but it becomes a foolproof ward for you, when playing on the blue team, since you will see the enemy jungler entering your jungle before possibly going from your Blue buff to top lane, meaning that you are prepared for the enemy jungler's arrival.


In order to summarize what we've learned from analyzing the ward placements above, we arrive at the following conclusions:
Purple Team: | ____- | When playing on the purple side, you will want to go with a Purple Wraith ward combined with a Baron Nashor ward. If you don't consider yourself able to keep an eye on the minimap often enough, then it's a good idea to get a Tri-Brush ward. |
Blue Team: | _____- | When playing on the blue side, you will want to go with a Tri-Brush ward and a Mid River ward, to keep you safe from harm, again assuming that you are capable of keeping a constant eye on the minimap. If not, you may want to swap the Mid River ward for a Baron Nashor ward. |





By always carrying 1 Sight Ward (or preferably around 3) with you, you will always have a means of escape, provided that you have the mana and cooldown ready to use

If you ward as you need to, for your teammates' and your own sake (laning), and then always keep an additional ward with you in case you need to slip away from a sticky situation, or maybe close the distance to a fleeing target, you will always be packed with more mobility than your opponents first feared.
Other than creating distance and closing distance, you should also look out for places where you can abuse the terrain to escape your foes, making it harder for them to chase you. Additionally, you can sometimes catch a fleeing opponent if they follow a route of which you are on the other side of the terrain on, thereby intercepting their path and striking them down.
Take a look at the video under the chapter Champion Abilities under

Take note, that doing this escape with a ward and





In the early stages of the laning phase, you will typically start with


Other than this, you want to be able to take control of the lane - this will be easy or hard depending on your opponent, and if you're in trouble then you have to let yourself lose a couple of minions if it won't pay off to go for them. If you don't have early dominance, then you must create it upon reaching level 6.
Remember, when laning, especially pre-6, that you can use your





- If your lane opponent is ranged, you can still do it, but you have to close the distance to your target with


Level 3-5 Trade vs Melee:
Counter Strike.
.Basic Attack.
.
Empower.
.Basic Attack.
.
Leap Strike.
.Basic Attack










This is when

This is when you will want to get to know some seriously effective combos that involve your ultimate, but before that, we must look at how to farm efficiently with

Because of


I have personally put together this short video, based on a replay of one my games with

Now that we've got the farming aspect out of the way, it's time to look at the combinations (or rotations, if you will), that we will be using after reaching level 6, in order to utterly beat down our opponent little by little.
Basically, we're looking at two different scenarios; one where your opponent has an escape like Renekton's

Post-6 Engage vs Opponent w/ Escape:
Basic Attack x2 (vs minions).
.
Leap Strike +
Empower.
.Basic Attack (Ult-proc)
Basic Attack x2 (vs minions).




Post-6 Engage vs Opponent w/o Escape:
Basic Attack x2 (vs minions).
.
Leap Strike.
.Basic Attack (Ult-proc).
.
Empower
Basic Attack x2 (vs minions).





The reason that these combos are different, is that if the enemy has an escape of a sort, they will be likely to use that to get away from your engage. If they don't have an escape, and can only run, then you have the ability to get off more damage than otherwise. Remember however, that enemies without escape-abilities are more likely to fight back, so sometimes it's actually better to go with the slightly quicker and slightly smaller (but still great) harassing option.
In the video demonstration below, you can see how



Let it be known that these engages are only quite possibly if you are in a dominant position in the lane, where the opponent is sort of afraid to go for a lasthit.
If you should meet a laning opponent, whom you cannot handle too well, the best idea is to ask your jungler to kindly visit top lane to help you out a few times, until you can grasp control over the lane, from which point you can take things on by yourself, without the junglers help.
You want to be self-sufficient in your top lane, so that your jungler can concentrate on getting your ap and ad carry fed.
Now then, knowing how to farm as well as how you can take advantage of dominance in lane, it is time to move on to the post-lanephase timezone of the game. This means how you should act in teamfights, when to initiate and the alike.


In teamfights, the main thing to remember is that you should not be the one to initiate.

What you need to consider is that, if you die you instantly become useless to your team. You may be able to jump in and possibly even

You are in your best position when a bit of chaos is going on, and you can swoop in and spend your damage output on priority targets; especially the AD Carry and the AP Carry.
-
While you benefit from being able to have your



Using the environment to your advantage involves jumping from one target to another, and ward-jumping to jump over obstacles and the alike. It is difficult to explain exactly what you need to do in a teamfight, but the main thing I can tell you is:




As I said, if you're dead, you are useless to your team. By not dying, you will still stand a chance to go in and do good for your team in the middle of the fight, even if you were forced to back off earlier.
In terms of actual combinations, all you want to do is to use the stun from

Always remember to use




As an example of when to use





That's basically all you need to know for teamfighting, and here is a summarization of what I just went through above:
- Avoid dying too early in a fight - you are useless if you are dead.
- Prioritize dealing damage to the opponent's main damage dealers (AD Carry & AP Carry)
- Try to convince your teammates to make fights happen in smaller spaces rather than open areas, since it will make your job of not dying easier - not easy, but easier.
- Don't be afraid to spend your
Grandmaster-At-Arms while
Leap Strike-ing into an intense fight.



In this chapter, I will go through my "Full Recommended Build Sequence" from the cheat sheet, and then go through basically all other viable options, that could easily replace some of the items in my recommended build.


The idea with these different options for starting items is that it ranges from very aggressive (
Doran's Blade) to very passive (
Crystalline Flask + Sight Ward + 5
Health Potions).



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![]() ![]() ![]() ![]() It is worth noticing that it's especially a good idea to get this, if your opponent uses physical damage, and you know that you will be getting ![]() ![]() |
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![]() Along with the ![]() You should pick these starting items if you don't think that you will be able to snowball at all in this lane - or at least not without the sustain from these starting items. These items are a strong choice vs. ranged opponents and opponents with ranged magic damage abilities, since they can sometimes be hard to lane against otherwise. Note, that you should not avoid trying to get the better of such opponents - now you have the sustain to be able to take a beating in a trade, while - unless they also started with ![]() |
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Getting two early ![]() ![]() ![]() |
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Sort of self-explanatorily, getting ![]() ![]() |
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The Sight Ward is a vital tool for ![]() |
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This early ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() By activating this skill after engaging, whether in lane or through a gank, you can stick to your target extremely well, and get off a few easier basic attacks, before your ![]() ![]() ![]() |
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This is a choice that you more or less have to make every single game that you play ![]() Do they have more than a decent amount of crowd control?: If the answer is Yes, then you must go ![]() Is there a majority of physical damage or magical damage?: Look at how the game is currently going - is either their AD Carry or AP Carry in the lead in their lane? Also, based on general knowledge of the game, you can determine where the most of their damage will come from. Choose between ![]() ![]() If you are in doubt, you should simply go for ![]() |
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![]() ![]() ![]() ![]() This item is mainly strong because of its passive, of which will help you stick to your target a lot better. This combined with ![]() Note that you do have to option to go for ![]() ![]() ![]() |
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![]() ![]() ![]() Surely, this item can be replaced, but it's definitely strong, and I personally have had major succes with it. |
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These items are core items, because you will want to get them on
Jax basically no matter what, since they are simply the two best possible items for him and his kit.

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An all-round amazing item, which has its cost, but which is also definitely worth it, since all of its three passives are simply awesome for ![]() ![]() |
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This enchantment is simply stronger than the others, even though the others can have their uses. The momentarily movement speed, basically working throughout a whole fight by constantly using the likes of ![]() ![]() ![]() Other choices include ![]() The Homeguard enchantment can be very good, if you and your team are behind, and are getting pressured - being able to port back and be instantly healed and out of spawn quickly can be very valuable for you and your team. |
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![]() ![]() ![]() Along with these wonderful attributes comes then one heck of an amazing active ability, with a huge range (considering what it does for you), which you can of course activate - if you wish it - while ![]() ![]() |
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Even after the recent nerf of the Armor and MR nerfs on ![]() All you need to remember about this item is that you shouldn't take it for granted - it's easy to think that you're the king of the world, and dive in without your teammates' consent, thinking: "I will just revive again, NP!", but if you do something like that, it's only a waste of the item's passive, as well as the fact that it will most likely get you killed anyhow, since if the opponents get you down alone, they will followingly stand over you like vultures just waiting to finish you off, as you are about to revive. The item is amazing, because it visibly tells the enemy that they should think twice about focusing you in an all-out teamfight - this gives you a bit more freedom in fights, since they don't want to waste everything on someone who will just revive and continue afterwards - unless of course they catch you alone, as described before. |
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This item is amazing for nullifying absolute Key-CC, and allows you to go about your business when it otherwise wasn't an option. This is great for countering vital CC's such as Amumu's ![]() ![]() ![]() ![]() As this is ideally the item you'll be getting last, you should always get ![]() Note, that if you do face a team with Key-CC such as the examples above, you should in most cases want to get ![]() |
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All the items I go through here, are items that could go into the build as a replacement for
Guinsoo's Rageblade,
Guardian Angel or
Mercurial Scimitar.




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![]() ![]() ![]() ![]() I have personally not gotten to test this item out much, but I definitely see the potential in it, so feel free to try it out; I'm certain that it is a viable choice. |
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![]() ![]() The AoE on basic attacks itself, will make pushing a lot faster, as well as clearing jungle camps, but in teamfights, I'm not so sure how effective it will be, since you will want to primarily focus certain targets - then again, there can be those fights where all five champions on each team are just bundled up in one place, at which point it of course can be very strong to have with you, especially utilizing the Active. |
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![]() ![]() ![]() ![]() Other than this of course, there's the added sustain both passively, as a stat and a unique Passive, and through the Active itself. The unique Passive is perhaps also one of the item's great strengths, since it will allow you to deal a significant amount of damage against people who like to stack health items, as well as healing you very efficiently, based on your opponent's maximum health. I can see this being very strong when facing champion like ![]() ![]() ![]() |
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![]() ![]() On the other hand, ![]() ![]() ![]() ![]() ![]() |
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Randuin's Omen is a great defensive item, that is perfect to get, if the enemy has a fed AD Carry, since you will then want to focus them down even more than usual, and if they fight back, they will simply get slightly slowed by the passive of ![]() Additionally of course, you can ![]() ![]() ![]() |
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![]() ![]() ![]() The great thing about this item is however that you can engage, and block the first ability you get hit by - it doesn't matter if it's a normal ability or an ultimate ability. This is very useful if for example your team gets engaged by an ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() In conclusion, I'm not saying ![]() ![]() ![]() |
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In this chapter, I will go through every single champion that you can meet in top lane, and in the spoilers write pointers for what you can do to make sure that you will be as close to succesful as possible.
!IMPORTANT!
This chapter is not done, and info about the different matchups will be added over time!
Once I have added a few, I will make an overview that shows what champions have had notes added!
Also note that the difficulty-levels for each champion are subject to change based on future testing (through scrimming)
This chapter is not done, and info about the different matchups will be added over time!
Once I have added a few, I will make an overview that shows what champions have had notes added!
Also note that the difficulty-levels for each champion are subject to change based on future testing (through scrimming)




































































































Thanks a bunch for reading my guide! I hope you enjoyed everything you stumbled upon, and if there was anything at all, either something you think I did wrongly, or if there was some sort of graphical part of the guide that you didn't enjoy, I would love for you to leave a comment in the comment section, telling me about it!! :)
I would like to thank several people who helped me both directly and indirectly;
- LaCorpse, as I took inspiration in the wonderful design of her Ahri Guide.
- Lichtelwichtel (IGN: "Iell Narthan") for, in the future, helping me by scrimming through the different champions that I will add notes about in my "Lane Matchups"-chapter.
- IGN: Sedeac, for helping me through discussing different guide aspects and items' viability on
Jax with me.
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