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Jungle Jax Hybrid - Ever Present Danger
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Spells:
Ghost
Smite
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Introduction
The Ever Present Danger
I've been using Jax as my main since I played against one that seemed to tear my Warwick up mid to late game every time and decided to give it a try. I learned quickly Jax could take nearly anyone toe to toe mid to late game, except for a select few champions... Irelia... wench. But laneing with him brought on certain disadvantages. Not being able to harass against heavy disabling couples, Alister and Xin, without nearly dieing, or the high damage low level, beef heroes, Mordekaiser or Udyr. This was my reply and it is safe to say not only that I was able to provide a low level threat and maintain it throughout the game, increasing my assist and kill count, but that my win percentage improved greatly. I was more efficiently assisting my team throughout for the overall goal of winning.
I'll go through the runes; masteries; summoner abilities; general and situational items; early game jungling, and ganking; mid game to late game style of play; skill sequence, to give you an understanding of why and how I play this build.
Most of all, have fun, and try different variations as to suit your play style. Let me know what worked better for you, and what presented problems.
Pros and Cons
Pros
-Provides early game map control
-Allows Jax to be played as support (ganking; covering lanes; destroying towers; etc)
-Allows Jax to level faster
-Higher chance of early game kills allowing Jax to snowball
-Allows Jax to be more reactionary mid to late game
-Can take most melee characters mid to late game
-Allows for a solo top
Cons
-Not a strong jungler
-Reliant on successful ganks (can fall behind)
-Vulnerable to jungle ganks
-Item dependent
Now I know you may be wondering why I choose attack speed over armor penetration or magic penetration, and luckily, it's just personal preference based on my style of play. This is a very flexible part of the build, but I find the attack speed gives me a huge advantage jungling and ganking early, before you get your


Overall, providing a 15.5% increase in attack speed at level one, and costing 3,690 IP.
Dodge, dodge, dodge means stun, survive, run. Dodge seals and quintessences are what make Jax such a powerful character. It's the reason you can take on the beef cakes and high dps fighters so well, especially when they are focusing you while you focus their Eve or Ryze. It works extremely well with the passive dodge you receive from




I specifically choose not to use


Overall providing 14.85% dodge at level one, and costing 13,530 IP. (7,380 + 6,150)
CDR is no joke mid to late game, but since you have these sweet CDR runes, you can focus on items full of ability power and attack damage. CDR will allow you to leap on those targets running from you or quickly leap to their support after you drop their squishy carries. Why not go with

Overall providing .45% CDR at level one, 8.10% at level eighteen, and costing 3,690 IP.
1/21/8
Nimbleness 1/1
On dodge, increases movement speed by 10% for 5 secondsThis is a must for Jax, it will help you chase, escape, or just navigate the map. Coordinates well with Jax's high dodge percentage.
Haste 1/1
Your ghost spell increases movement speed by an additional 8%, and increases the duration by 1.5 seconds.Jax needs an escape. This simply upgrades your escape, especially after back dooring a turret.
Veteran's Scars 4/4
Increases your champion's health by {12/24/36/48}This mastery and any damage reduction is mainly to assist in the ease of jungling and ganking. The additional health is just enough to nullify the need for

Ardor 3/3
Increases your champion's attack speed and ability power by {1.33/2.66/4}%.This works well with your



Awareness 4/4
Increases the amount of experience your champion gains by {1.25/2.5/3.75/5}%This, also, is a must for jungle Jax. It allows you to take on neutral creep at higher levels. You hit level two after small golems, and from there on it's jelly. It's the oil in your engine, and although you can go without this, I feel it's what allows you to keep up while running around for ganks.
Smite is a must for any jungler. When and where to use it I'll cover later, but it's nice later game to make sure it's always on cooldown, just sniping a creep here or there.
Now, I used to say Exhaust was essential, but Jax really needs an escape. That's where Ghost comes in and it doubles as a nice escape after turret diving. Simply Ghost up going into a turret, kill, and get out, all within the time it lasts. It's also really great late game for taking out a quick turret or chasing down Te emo across the map to get that ACE. Now there's no excuse with Nimbleness (On dodge, increases movement speed by 10% for 5 seconds) and

As I played higher tier players, I found not having a good escape hindered my ability to support my team or fulfill objectives. Exhaust is still a viable option, but you're limiting yourself to stick very close to your team or to a turret. Flash is also a good alternative, but I still stick to the fact that a good player can easily predict where a flash with go, and it's worthless if you're playing against an Ezreal or an Kassadin. I have an alternative to this as well, but that update is coming later.
These are your opening items. They'll keep you from having to recall and focus on jungling efficiently. I tend to buy four to five health potions, but I tend to only use three or four, depending on how frequently you dodge. Obviously, cloth armor leads to the next item.
Sweet little kicks. The added dodge percentage and movement speed are what give you the ability to be everywhere and anywhere for the gank, also providing the dodge percentage to keep your prey nice and stunned. I tend to buy these on my first recall, around level four depending on how jungling goes.
More health potions?! Yup... I get these to continue jungling, and from levels four to six are the most likely level you'll see an opportunity to get your first gank. The health potions keep you from recalling, the less you recall the more money and experience you are gaining.
Om nom nom nom. That's what I usually /all after I get a few ears on my necklace. Guinsoo's is the defining moment for Jax. Once you get this, jungling becomes a lot easier, you still don't have any life leech, but you'll almost always be ready to jump and bash a mid without question. The added stacks will also help you take down turrets. If at all possible, try to build stacks before leaping onto a foe, they won't be able to stop the onslaught.
If you're jungling well or have made a few killing blows or assists, you should be able to get


This is the item that will make you the King of Forest. It provides the life steal to never have to recall while jungling, or even let you heal in the jungle after a quick battle. It also provides a good snare active I like to put on (3) to either get that last little hit, or keep an enemy within range. It's also a preamble to the Hextech Gunblade.
Usually I can buy

Think you're a cowboy? Grab your gun boy. Hextech is just a delicious slice of everything a good Jax needs. Life steal, spell vamp, ability power, attack power, and yeah, an active with long range that does instant damage and slows the target. When exhaust is spent, hextech is there to slow that Yi so you can put a whole lot of wreck on him. Oh yeah, and it's only a minute cooldown... mmm... late game strength.
Sheen is your late game ability power upgrade. It's passive allows you to put out a significant amount of damage, especially to those more tanky characters. It's a great item on it's own regardless of if you build it into Lich Bane or Trinity Force.
Situational/Open Items







Testing and working on a completely different item build inspired by a LOT of Udyr play.
Jungle Jax, Ever Present Threat's Mindset
Skill Sequence
First:

Second and Third:

Fourth:

Sixth:

The Trail
1.Small Golems: Open with



2.Wolves: Simply attack the main wolf, and now, use



3.Casters:



4.Idle: You have twenty or thirty seconds while the small golems pop up, check the lanes.
5.Small Golems:

6.Wolves: Focus large wolf.
7.Casters: Focus main caster.
8.Red Pill Minions:


9.Recall: Buy your


10.Small Golems: Burn

11.Wolves: Focus large wolf; conserve mana.
12.Blue Pill:



13.Casters: Focus main caster.
14.Red Pill: Make the Lizard your *****.
At this point, you'll be six, and ready to gank any lane if you haven't already. You should be one level under the solo lanes assuming you weren't off too long hiding in a bush.
The Gank
Now as far as ganking, start keeping a sharp eye on the lanes once you hit four and your


Approach from bushes and the jungle, avoiding the river as it is very often warded, and can either turn a gank on you or cause you to fail gank. Stealth is key, and keeping your enemies in the dark with your location will give your team map control.
Pay particular attention to your solo top, if there is no jungler on the other team, they are taking on two players. Try to poke out anytime you're in the area to keep them from putting too much pressure on your solo top. Don't be afraid to lane for a few minutes to push back aggressive enemies.
The execution is simple with Jax.






Turret diving is also one of those things Jax does particularly well. If you see your team demolishing and sending the enemy back to base to cry, try to time a well placed


Now remember, it's not about the numbers on the top right of your screen, don't chase too far, don't get caught dramatically out of position, and tab often to take account of the enemy's levels, items, and death timers.
Responsibility, What's That?!
Mid Game to Late Game


Approach in team fights is tough, and depends on the enemy team. With beefy teams, it's hard to get that carry in the back, but Jax is totally dependent on your team composition, and if there are good initiators. Be aware of the enemy and your teams location, as it's easy to get caught off guard by an angry team who's bush party you just crashed.
What I like to do, although people don't like it, is body guard your squish squish teammates. When two teams clash, you're in a good position in back to either single out an enemy carry with





Tab, tab, tab. Be aware of what the enemy team has and purchase appropriate counters to their carries and their DPS. Be aware constantly of death times to quickly down a turret or to evade that last alive enemy from clicking you once while you recall in a bush.
Conclusion
Let me know what you think, what could be improved, and what sounds absurd. Thanks for reading and for any feedback.
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