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


Your role with





What exactly do you do with a

One other things to note are that I include several situational items in this guide, but I will be focusing on the build I use the most often, which is my AD

**Note* This is my first legit League of Legends build that I have written out and shared*

"One in the front, two in the back." - My lovely cousin




Pros :
-
- He doesn't appear to have mana problems.
-
- He can't be kited because of his Stun + Jump Combo. (unless I'm mistaken.)
-
- He can severely reduce damage done to him without effecting his own attack power via


-
- His jump has an "okay" cooldown and can be used as an escape, even to wards, minions, or players.
-
- He cannot be left alone in lane due to the sheer damage he can do to your tower with his passive (and I assume his ultimate as well).
-
- Short cooldown on

-
- 100% dodge
-
- Aoe stun at any time
-
- Is able to jungle, counter jungle, gank with ease, and push a minion wave extremely well.
-
- Capable of extremely high damage
-
- One of the League's best duelists
-
- Quite easy and fast in the jungle
-
- Great gap closer and escape mechanism
Cons:
-
- If killed pre-6 you will fall off hard late game.
-
- If they have

-
- Passive has been remade, forcing him to become a little squishy.
-
- No more AD ratio's on

-
- Dodge cool down is a little too high.
-
- New passive is worse then old ultimate passive. (Old passive=140% Attack speed, new passive 60%).
-
- Does not proc spell vamp from

-
- Not as tanky as he was before update
-
- Power drops if he loses stacks
-
- Hard to master
-
- Item reliant (who isn't?)
It is seldom the case where a champion is defined by his actions after joining the League of Legends rather than before. Such is the case with
Jax, for whom the argument could be made that he is the most prolific tournament fighter currently at the Institute of War. Before joining the League,
Jax was an unremarkable soldier-for-hire. For reasons known only to the former leader of the League, High Councilor Reginald Ashram,
Jax was put on the top of the list of candidates to receive a League Judgment - the interview process that either accepts or rejects a prospective champion. His Judgment was the quickest in League history, where the Doors of Acceptance glowed and slowly swung open as soon as it began.
Jax faced no recorded Observation or Reflection during his Judgment.
Jax proved himself to be an immediate terror in the Fields of Justice. The self-proclaimed ''Armsmaster of the League'' rattled off a streak of consecutive wins that to this day has not been matched. A number of summonew leader of the League (following Reginald Ashram's disappearance), High Councilor Heywardners in the League grew concerned that the perceived objectivity of the League of Legends would be questioned by the presence of an unknown fighter who was unbeatable. For this reason, the Relivash, created special restrictions for
Jax to fight under. This was something the League had never done before, and something that has never been done since. The burly fighter responded by imposing his own special conditions; as a means of protest, he permitted himself to fight using only a brass lamppost. Neither the League's sanctions nor his own has affected his winning ways. The League has since rescinded its sanctions, but
Jax has not; he fights and fights well with his trusty brass lamppost.







Passive
-
- Jax's consecutive basic attacks continuously increase his Attack Speed.
Q
-
-
- Jax leaps toward a unit. If they are an enemy, he strikes them with his weapon.
-
Jax leaps to a target unit, dealing 70/110/150/190/230 (+1.0) (+0.6) physical damage if it is an enemy.
-
Cost
-
65 Mana
-
Range : 700
W
-
-
- Jax's charges his weapon with energy, causing his next attack to deal additional damage.
-
Jax charges his weapon with energy, causing his next basic attack or Leap Strike to deal an additional 40/75/110/145/180 (+0.6) magic damage.
-
Cost
-
30 Mana
-
Range : 0
E
-
-
- Jax's combat prowess allows him to dodge all incoming attacks for a short duration and then quickly counterattack stunning all surrounding enemies.
-
Jax enters a defensive stance for up to 2 seconds, dodging all incoming basic attacks and taking 25% less damage from area effect abilities.
-
After 2 seconds or if activated again, Jax stuns surrounding enemies for 1 second and deals 50/75/100/125/150 (+0.5) physical damage to them.
-
Counter Strike deals 20% more damage for each attack Jax dodged (max: 100% increased damage).
-
Cost
-
70/75/80/85/90 Mana
-
Range : 0
R
-
-
- Every third consecutive attack deals additional magic damage. Additionally, Jax can activate this ability to strengthen his resolve, increasing his Armor and Magic Resist for a short duration.
-
Passive: Every third consecutive strike Jax deals 100/160/220 (+0.7) additional magic damage.
-
Active: Jax strengthens his resolve, granting him 0.3 Armor and 0.2 Magic Resist for 8 seconds.
-
Armor bonus is equal to 25/35/45 + 30% bonus Attack Damage.
-
Magic Resist bonus is equal to 25/35/45 + 20% Ability Power.
-
Cost
-
100 Mana
-
Range : 0
At level 1 he will have the follow stats:
And at level 18 Jax will ahve these stats:
-
Health: 621
-
Hp Regen Per 5: 8
-
Attack Damage: 67
-
Armor Penetration: 8%
-
Lifesteal: 0%
-
Attack Speed: 0.75
-
Crit Chance: 0%
-
Range: 125
-
Movement Speed: 350
-
Mana: 265
-
Manga Regen per 5: 7
-
Ability Power: 0
-
Magic Penetration: 0%
-
Spell Vamp: 0%
-
Cooldown Reduction: 0%
-
Armor: 40
-
Magic Resist: 38
-
Tenacity: 0%
And at level 18 Jax will ahve these stats:
-
Health: 2460
-
Hp Regen Per 5: 17
-
Attack Damage: 136
-
Armor Penetration: 8%
-
Lifesteal: 0%
-
Attack Speed: 1.12
-
Crit Chance: 0%
-
Range: 125
-
Movement Speed: 350
-
Mana: 860
-
Manga Regen per 5: 19
-
Ability Power: 0
-
Magic Penetration: 0%
-
Spell Vamp: 0%
-
Cooldown Reduction: 0%
-
Armor: 100
-
Magic Resist: 83
-
Tenacity: 0%
1.
Jax can
Leap Strike to friendly units, including wards. You can use them to plan your escape.
2.
Jax benefits greatly from items that have both Ability Power and Attack Damage such as
Guinsoo's Rageblade and
Hextech Gunblade.


2.



Standard core build:
Blade of the Ruined King >>
Guinsoo's Rageblade >>
Hextech Gunblade >>
Trinity Force >>
Berserker's Greaves >>
Enchantment: Furor >>
Warmog's Armor
A
Bilgewater Cutlass is a amazing first buy for jax. The fact that your able to always stick to a champion allows you to always be in range to use your bilgewater, allowing you to stick to them even more. And with
Jax's passive, it allows him to just wail on someone, using the full effect of a
Zeal and
Pickaxe combo.
Rushing a
Blade of the Ruined King is always a good first buy. You can always just attack something, which means you will always be healing. Getting that
Guinsoo's Rageblade allows you to get even more damage, and even more attack speed.
Hextech Gunblade is a amazing item. Not only does it give Attack Damage && Ability Power, it gives Lifesteal, and Spellvamp. Ontop of a awesome passive that will be able to be used right enxt to a
Blade of the Ruined King, you can just wipe the floor with the pesky ADC.
Trinity Force gives literally every stat a jax needs(every stat in the game). If you are chasing someone but there getting away, just
Leap Strike to a minion, and kill it, getting bonus speed. By doing so allows you to use a
Hextech Gunblade or
Blade of the Ruined King active to catch up. Ontop of
Trinity Force's passive that slows, it allows you to do double damage after your skill, so say you
Leap Strike then
Empower, if you passive from
Jax's
Grandmaster-At-Arms is up, you will deal massive damage between a
Sheen,
Empower, Autoattack, and
Grandmaster-At-Arms passive.
Berserker's Greaves are just a nice item to give movement speed and some extra attack speed.
Mobility Boots could also be viable if you are having to snowball hard.
Warmog's Armor... You are not going to die today.. or tomorrow for that matter.
Now for Situationals.
Guinsoo's Rageblade >>
Spirit Visage or
Mercurial Scimitar
You should only buy a
Spirit Visage is if your AP Mid gets huge, or if your top lane is a AP and you have fed.
Mercurial Scimitar is a great buy if your having to be a frontliner without a choice, and they have several stuns, slows, and suspressions.
Guinsoo's Rageblade >>
Randuin's Omen or
Frozen Heart
Randuin's Omen is a great item if a ADC is huge.
Frozen Heart is a great item if the enemy team is full of bruisers. Such as a
Warwick jungle,
Tryndamere top, who are extremely high auto-attack dependent, then
Frozen Heart would be a good item to buy.
Guinsoo's Rageblade >>
Guardian Angel
Guardian Angel is a highly situational buy. If you have all your items and on your last buy, but are getting focused in team fights instantly, then
Guardian Angel would be a great buy to face roll them.







A




Rushing a



















Now for Situationals.



You should only buy a




















Harass
Spoiler: Click to view
Abuse Enemy Misplays
Spoiler: Click to view
Counter Engage
Spoiler: Click to view
Receiving Ganks
Spoiler: Click to view
Show Dominance
Spoiler: Click to view
Lane Control
Spoiler: Click to view
Trade Properly
Spoiler: Click to view
Jax's Power Curves
Spoiler: Click to view
Hint: Early on,
Jax's 'peaks' are at level 3, 6/7, 9, and 11. After that, he progressively gets stronger and stronger.

Abuse Enemy Misplays

Counter Engage

Receiving Ganks

Show Dominance

Lane Control

Trade Properly



Hint: Early on,


Combine





Once you build your

Your main priority during this stage of the game should be to gank enemies that are out of position, jungle when appropriate and help your team. This is vital to transition Jax into late game.
Choose carefully when to initiate,
Jax is best used to flank the enemy and using
Leap Strike to take out the enemies damage dealers and support champions (either killing or disabling with stun).
Be aware of your position in team fights, when your stun is available position yourself to stun multiple enemies.
Using
Leap Strike will help you chase down any fleeing champions.
Be sure to carefully time the activation of your ultimate before entering a team fight, the bonus resistances are often vital to survival.


Be aware of your position in team fights, when your stun is available position yourself to stun multiple enemies.
Using

Be sure to carefully time the activation of your ultimate before entering a team fight, the bonus resistances are often vital to survival.
**NOTE* IF YOUR JUNGLER IS A WEAK LEVEL 1 JUNGLE, YOU CAN GET E FIRST SO YOU CAN TANK THE FIRST 3 HITS ON BLUE OR RED WITHOUT TAKING ANY DAMAGE, ENDING IN A STUN BLOCKING THE NEXT 2 HITS FROM RED OR BLUE.*
If you push the minion wave up to the turret and you can no longer stay and receive exp safely, back off and if you can SAFELY counter jungle, then steal there Wolves/wraiths/golems, if you can not SAFELY counter jungle, then merely go back and get a few of the jungle creeps while you wait for the minion wave to be pushed back to safe distance in your lane.
If you push the minion wave up to the turret and you can no longer stay and receive exp safely, back off and if you can SAFELY counter jungle, then steal there Wolves/wraiths/golems, if you can not SAFELY counter jungle, then merely go back and get a few of the jungle creeps while you wait for the minion wave to be pushed back to safe distance in your lane.
Flash is good for a lot of reasons. It lets you
Flash >
Empower >
Leap Strike for the killing blow, lets you escape, lets you
Flash >
Stun, etc. Some people say
Flash isn't necessary because you can always
Leap Strike to a ward, but you won't always have wards, mana, etc.
Flash is generally more reliable in clutch situations.
Ignite is generally used to secure early kills or cut down the healing potential of some champions. Not much to explain.
Why not take...
Ghost?
Ghost lets you stick onto someone like super glue. While that is nice and Jax sometimes has trouble sticking to targets, that is totally unnecessary. Mid game Jax already has a Phage, a stun, and a
Bilgewater Cutlass, and sometimes maybe
Enchantment: Furor. Those items alone are already enough to stick to targets, and if you get CCed far away, you will have Flash up to instantly get back into that carry's face.
Ghost does not give you that luxury, and sometimes that's all it will take to bring you down.
Exhaust?
You're already a great duelist, and you don't need another slow.
Cleanse?
Quicksilver Sash/
Mercurial Scimitar does its job a lot better. You cannot
Cleanse suppressions, but you can QSS/MS it.
Teleport?
Actually, you can, but that means giving up on
Flash or
Ignite. IMO this is better on champions who can actually split push effectively.
Jax is not a split pusher, he is a tanky DPS assassin.









Why not take...

Ghost lets you stick onto someone like super glue. While that is nice and Jax sometimes has trouble sticking to targets, that is totally unnecessary. Mid game Jax already has a Phage, a stun, and a




You're already a great duelist, and you don't need another slow.





Actually, you can, but that means giving up on



Teamfighting as
Jax is simple, you just have to follow two rules:
1) Never initiate fights. You are not a tank, you are a tanky, sustained DPS assassin.
2) See AD Carry, kill AD Carry.
Jax, no matter how farmed and fed you are, should never, EVER initiate a fight.
EVER.
Even if you're full build 30 minutes in.
EVER.
Because that means every single CC the other team possesses will be piled onto you. EVERY. LAST. SKILL. And that means you will be unable to do your job of killing the enemy AD Carry, which means you will lose the teamfight.
Instead, wait for some of it to be used, then jump in :D Preferably after your tank initiates while everything is a mess.
When the fight starts, activate
Grandmaster-At-Arms jump STRAIGHT onto the AD Carry. It doesn't matter what ADC it is, just jump onto it (if they're ever close enough and stupid for you to just walk up to them, save
Leap Strike for after their escapes). Afterwards, activate
Counter Strike when they target you to dodge all their damage, and keep pounding away at them, using
Blade of the Ruined King to keep them close to you. DO NOT let them have any breathing space, stay on them until they are dead. That is your one and only job in teamfights.
If you can't find the AD Carry? Save
Leap Strike for when you do. I admit, finding a tiny AD Carry in the middle of teamfights is hard at first, but focus and you'll be able to do it.
If you didn't succeed, then you have probably died, and hopefully the chaos you have caused for the other team was enough for your own team to cleanup the fight.
If you did end up killing the AD Carry, target the squishiest members of the other team afterwards, taking them down one by one until you go down. This is usually in the order of AP Carry > Support > Bruiser > Tank. Alternatively, you can peel for your own AD Carry, because they deal more damage than you, but
Jax doesn't have the best peels (situational long cooldown stun, damage, and Phage procs only...)

1) Never initiate fights. You are not a tank, you are a tanky, sustained DPS assassin.
2) See AD Carry, kill AD Carry.

EVER.
Even if you're full build 30 minutes in.
EVER.
Because that means every single CC the other team possesses will be piled onto you. EVERY. LAST. SKILL. And that means you will be unable to do your job of killing the enemy AD Carry, which means you will lose the teamfight.
Instead, wait for some of it to be used, then jump in :D Preferably after your tank initiates while everything is a mess.
When the fight starts, activate




If you can't find the AD Carry? Save

If you didn't succeed, then you have probably died, and hopefully the chaos you have caused for the other team was enough for your own team to cleanup the fight.
If you did end up killing the AD Carry, target the squishiest members of the other team afterwards, taking them down one by one until you go down. This is usually in the order of AP Carry > Support > Bruiser > Tank. Alternatively, you can peel for your own AD Carry, because they deal more damage than you, but

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