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Jax Build Guide by tinkoh

Not Updated For Current Season

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League of Legends Build Guide Author tinkoh

Jax, with a real weapon

tinkoh Last updated on March 25, 2012
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Cheat Sheet

Jax Build

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

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hey everyone, I'm tinkoh, and this is my Jax guide.
Jax is a very unique champion and so caters to a very unique playstyle.

I've had a lot of success with this guide, but it is adjustable to different games or lanes, just as any guide is. Please read through the entirety of the guide to avoid any misconceptions or misunderstandings~

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Summoner Spells

My choice for summoner spells is for a fairly simple reason.

Exhaust- I chose exhaust because Jax specializes in 1v1 and dueling, and if you're against an AD carry in that situation, exhaust nearly removes all the damage they do, and temporarily puts you in a huge advantage. Not only that, but the slow makes chasing a cinch, and escaping a joke.
Exhaust can be traded with Ignite if you feel necessary, but I don't like to do so mainly because when I see AD carries with ignite, I know they plan to KS. Unless specifically countering, Ignite is only good for its damage- damage that could be easily be dealt with auto-attacks, which would be available with Exhaust. If you ARE planning on countering, Ignite is a superb choice, and even if not it can be just as great as anything else... I just have a particular bias here. If you find you don't need any offensive spells at all, Cleanse makes a great alternative.

Ghost- Ghost is going to be your escaping spell here. I find it's always good to have one, unless you're playing someone like Kassadin or Ezreal. I see a lot of Jax players skip an escape spell because Leap Strike can target allied targets, and therefore can be used as a makeshift flash, but I don't think it really cuts it. If you plan to use Flash over Ghost, I wouldn't stop you, it's just that Jax needs to keep his auto-attacks on an enemy, and Ghost lets you catch up with them to always have a hit down. Flash is fine, and is actually superior to Ghost in some situations.

~Note that changing the given Summoner Spells might mean changing Masteries as well.

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Fairly simple straight Tanky-AD masteries, with the exception of taking Sorcery CDR over Alacrity attack speed.

The reason I go Attack Damage specifically is because this is a hybrid Jax build. Does that make no sense? Well, if you check my item choice you'll find that they give you a little more Ability Power than Attack Damage, and I wanted to balance the two out.

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Item Choices

Here's probably the most important chapter in the guide.

Doran's Shield- Why take this? Well, this is my starter item. I've gone through a lot of starter items (Vampiric Scepter, Boots/3Pots, Cloth Armor/5Pots, Doran's Blade, hell I've even done Doran's Ring) but found this the best. It puts you in a stronger position than whoever you're fighting in early game.

Ninja Tabi- No, I didn't put this in here because the build is outdated. Ninja Tabi is also tradable with Mercury's Treads. The only reason I put Ninja Tabi up there is because it's still a great item after dodge removal. If you're solo top Jax, you'll be against another AD carry, and Ninja will haul ***. If you're against an AP heavy team, Merc Treads will haul ***. They're both great. I just wanted to remind you all Ninja Tabi doesn't suck. (And it's so cheap!)

Guinsoo's Rageblade- With Jax's new passive, this is an important item. Not only does Guinsoo's give you AP and AD, essential to your hybrid playstyle, but it will compliment your passive amazingly. Must-get in any situation.

Malady- I don't see too many Jax players get this, and I don't know why. Think of it like this: Even with Guinsoo's, it will take a while to get your full attack speed up, and be in your prime of the fight. How do we speed it up? Attack speed! Malady gives you more than enough, but that's not all. It also gives you Ability Power. But that's not all. It also makes your attacks do additional damage, which will be insane now that you have all this attack speed. But that's not all. Malady reduces your target's Magic Resist with each attack, meaning Malady's passive will do more damage, and your ultimate's passive will do more damage, and don't get me started on Empower. Let's review that: Now your attack speed is through the roof, and because so your ultimate's passive is being triggered at ridiculous pace, meaning more damage- too much damage. Plus the target's MR is simply gone, making your enemy piss squishy for you and your team.

Wriggle's Lantern- Simply put, you need sustain as a duelist. Wriggle's does a fine job with this, giving you a bit of AD on the side. The one-shot-kill minion passive is not bad for farming, but more importantly, you get constant warding. Say you're solo top, with Wriggle's you won't need to waste money on wards. If you're jungling you NEED Wriggle's, but can use the ward to help mid or even to counter-jungle. If you're on TT you can ward the center or dragon for your team. We also shouldn't forget that Jax can jump to wards, allowing for a great escape method if well trained.

Hextech Gunblade- Hell. to. the. yes. Not enough sustain for you? Now you've got MORE lifesteal, and spellvamp meaning your every 3rd attack heals you for an ****load, and the attacks in between aren't too shabby as they are. It also gives you a great Active effect allowing for nice chaces.

Trinity Force- Great item all in all. Gives you necessary movement speed, mana, health, so many stats I can't even name, plus a slow that is basically permanent. Must-get.

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Skill Sequence/Skill Usage

Fairly standard stuff. Your W is your most damaging ability (with the possible exception of your ulti) so spam it in between your ulti. E or Q no one really cares about, they are basically as good as they are at rank 1 throughout the game.

Q- This is what makes Jax who he is. He can jump really far even though 2 toes because of this. A good escape ability and an amazing chase ability. Doesn't do too much damage but it's still damage.

W- Tons of damage.

E- This is a really cool ability after it was "nerfed" It's currently the only source of dodge in the game, and is a reminder to us all of what Jax used to be. Basically counters any AD carry in a 1v1. You can even dodge ultimates like Warwick's and Fiona's :3. Pretty much separates a good Jax from a great one. If you want, you can trigger it before a gank so you can land a stun before they flash out, though if you're not fed enough to win a fight guaranteed, you might not want to waste it's dodging ability.

R- After the Lulu patch, this ability no longer gives you an AD/AP steroid, but rather an Armor/MR steroid. Trigger this when tower diving, escaping, fighting, whenever. Short CD and can really be effective. The passive is what I really am in love with. Your 3rd attack will do damage, which is really why getting your attack speed so high is important- triggering this damage as much as possible as fast as possible is more than vital. It also makes for awesome farming.

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Champions that compliment Jax

Yi- lolsomuchdmg

Trynd- Slows help Jax land a leap, and therefore a stun, meaning both Trynd and Jax can beat the **** out of some sad fool.

Shaco- Jumping to boxes leads to great bating, especially if your Shaco is AP.

Teemo- More reliable Shaco boxes, for the most part.

Tristana- So cuteeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee<3333333333333333