This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Smite
Flash
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
The Exordium: Read this 1st!
Hello and welcome! This is my 3rd serious guide on MOBAFire, so i would like to introduce my self. My name is Realmrider(sigh, no lifer), and i have written a
Gangplank guide that went pretty well, it had 82% score, but some trollvoters downvoted without any ****ing reason. Anyway, i've created a
Nocturne guide which can be found in the right part of Your screen, where it says Realmrider's other MOBAFire guides. You can check those if you want! Anyway, i put A LOT of damn effort in writing those guides. So please, do NOT downvote my guide without any reason. Also, feel free to share anything at all with me and tell me your thoughts about my guide(s). Anyway, on this guide here, i will be writing about my 1st champion,
Jax, the Armsmaster. Make yourselves comfortable and enjoy while reading! :)










Powerful Pro's:
- Fairly easy to play
- Has abnormal damage output(with my build)
- Can easily 1vs1 any other champion
- Great jungler
- Great abilities!
- Can be built in many diffrent ways

Critical Con's:
- Being focused a LOT
- He's highly depending on items
- Mana hungry early game
- No escape mechanism
- Since he lost his passive, squishy











































- I take 9 Greater Marks of Desolation, AKA Armour Penetration marks. Why would i take those Realmrider? Well, its pretty obvious. Those runes enable you to burn through the jungle really quickly, mainly because you kill those armoured monsters faster, and when i say "armoured", i mean golumns and Ancient Golem/Elder Lizard. However, late game these runes are extremely useful. I literally mean, extremely useful. Now, most good junglers and solo top players will buy heavy armour, which is hard to pierce through unless you have suitable items to do it. These marks will facilitate the job for a big amount, and trust me i literally mean BIG amount. Greater Marks of Alacrity are viable choice too, but you have that passive of yours..in that case, these are the best runes possible.
- For my Seal-Rune slots, i take 9 Greater Seals of Resilience. Why would i take armour runes? Primarily, these runes make you a LOT more durable while jungling. Without these, you would have to go back at level 3 or 4 or something, but if you have at least 9 of them, you will be a lot more durable. What's the meaning of this paragraph? Well, im telling you that having armour seals makes you, lets say, ignore a significant amount of damage. For example, you have 55 armour on lvl 1 with

- As Glyphs, i take 9 Greater Glyphs of Alacrity. Why would i take these instead of Magic Resistance ones? Well, its true that

As Quints, i take Greater Quints of Desolation. I take Flat ones, for the same reason as Marks. Tho i've been examining the other possible choices, and guess what? These are still the best. Attack Damage? No. AP? Lmao, NO. Umh..Attack Da-GTFO. Yeah, taking AD runes is a sign of a bad player IMO. So, the only thing that may be vialbe, is taking the Greater Quints of Fortitude. I found those extremely useful on any damn jungler in the whole game except



Runes






Anyway..my 9 points are spent in Utility Masteries tree. Why? Well, basically because that these masteries benefit me greatly, especially taking Runic Affinity, for the longer buff duration, which is, :derpface:, rly necessary for every kinda jungler. Also, ManaReg. masteries are extremely useful considering that you won't have Golem buff constantly. Also, the



Well, i've been examining the fair, good, and the best choices to take on him. As you can see at the top,




When i say "many things" i guess that you are already guessing the answer. Chase down, run away, overwall, position yourself, dodge the skillshots etc.. Absolutely, a perfect spell for every type of character to take, and especially on someone who's getting focused most the times, like












Anyway..i've been searching for a good build for the



NOTE: Late game, you replace this item with something like


















The opposite team is stacking great amounts of armor?








And 40 Attack Damage isn't trash you know..Its pretty useful actually, but its not the key of this item. Just..think about this item :P
The enemy team is consisting of 3/more then 3 AP champions?















The enemy team goes heavily on stacking AD?












































Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.

Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
-Respawn: 5 Minutes
-Worth at Innitial Spawn
-Blue Golem 221xp, 66g
-Small Lizardx2: 40xp, 5g
- Total: 301xp, 76g
-Worth at 30 Minutes
-Blue Golem: 307xp, 77g
-Small Lizardx2: 55xp, 7g
You take TBB for super ManaReg. and some nice CDR you need for spamming your abilities.
Red Buff
Respawn: 5 Minutes
Worth at Innitial Spawn
Red Lizard: 221xp, 66g
Small Lizardx2: 40xp, 5g
Total: 301xp, 76g
Worth at 30 Minutes
Red Lizard: 310xp, 78g
Small Lizardx2: 55xp, 7g
Killing this monster grants you a ability to slow your targets on basic attacks.
Im sorry for the great walls of text. I hope you find you guide useful as well, so please feel free to send me a picture of your games, and please do NOT downvote without a reason :)
Anyway,

-Realmrider
You must be logged in to comment. Please login or register.