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The Jax Bible [AD/AP]
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Spells:
Exhaust
Teleport
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Introduction
[PRE-READ]***This is meant to be played with an extremely situational Agressive/Passive toggle gameplay,and shouldn't be attempted if you don't know how to do so.
Additionally, this guide is not complete. It will be updated daily until it is complete.THIS GUIDE RECEIVED FOUR TROLL VOTES.
Please acknowledge this before trashing the build. Also, Read the whole build and actually try it. It looks "different" (I say this term loosely) but it does function extremely well.Greetings, this is my first guide on Mobafire. The main reason I am writing this guide is due to my hate of ****ty guides on this website; Mainly for the champions I primarily use in my LoL career. Jax is not a character for everyone, and can easily be played incorrectly. This is written to educate the League of Legends community as to how he should be played
(personal opinion)
to maximize his damage potential. This build is extremely different, and if you aren't willing to attempt this, please hold the ALT key and promptly hit F4. This build is composed of mainly Attack Damage & LifeSteal early on to ensure you and your team kills, building out into strong AD and AP, progressively rounding off your champion to do overall great damage. This build abuses your character as much as possible, and allows you to take quite an unexpected beating. I hope that you all find this enjoyable, and useful. Please attempt the build before rating, as I have put forth many hours of gameplay to perfect this.MARKS
&QUINTESSENCES
I take nine (9) Critical Strike % Marks & three (3) Critical Strike % Quintessences to allow me early game harassment and the ability to secure a kill.
SEALS
Nine (9) dodge seals are present to allow an extra chance to proc your E (Counter Strike) and successfully allow you to either escape, or stun to assure a kill. Feel free to exchange some of these seals with Armor however, they do give you additional survivability.
GLYPHS
Your Glyphs should have be flat Cooldown Reduction %. Why? Well, From a mathematical capacity, if you take CDR Per Level Glyphs, you'll be at a loss in opposition to flat CDR glyphs until approximately level 13. The difference is only by about 2% once you cap to 18, which isn't significant; but makes the flats much more of an option in terms of viability.
I have been asked "WHY NO ARDOR l0l N00b" about a dozen times in game and in PMs, or the guide comments. Here's why: The 4% Attack Speed & Ability Power that you contract from the Ardor mastery (17 points into it to activate it?) is so minor that it doesn't even matter. Assuming you have 300 AP, with this mastery you receive 12 bonus AP. 12 AP. 12 Won't even add 5 damage to any of your skills. To complement that further, 4% Attack Speed won't even raise your base by .100, which is not enough to significantly increase viability. Taking the Offensive masteries allow you to penetrate through 6 of the enemy's armor, and the 10% Critical Strike Bonus Damage gives you an extremely heavy tide-turning capability. And needless to say, The 5% Bonus Physical/Magical Damage is a must have for any offensive Jax, due to the fact that it amplifies every single aspect of Jax. The masteries I chose were carefully selected in order to turn out the most DPS you can. Not much more explanation is required if you have basic knowledge of the game prior to playing this character type. If you require more explanation, I suggest you go read a guide on masteries, and then refer back to this one.
Summoner Spells, I take Exhaust & Teleport along with me. These may not be the most viable options in your opinion, but they are extremely effective.
Exhaust: Allows you to slow enemy champions for a duration, also decreasing their armor/magic resistance throughout the spell. This allows you to catch up and temporarily disable them. Its an all-around good skill for 1-1's, or TeamFights.
Teleport: Teleports your summoner to target allied unit/structure [Exluding champions]. This should be used to allow quick ganks, along with tower saves. Notify your team in the beginning of the game to purchase wards and plant them in the brush if you are going to be doing a lot of ganking. You'll mainly be saving this spell for yourself until about 15:00 into your game to allow yourself to go back and purchase additional items.
[Pre-Read] I suggest 'chunking' your purchases to maximize your usefulness as a team player. Additionally, your passive 'Equipment Mastery' gives you about 1,200+ HP more than the build stats state.
Getting out of spawn
:I take my Boots of Speed along with two health potions and a mana potion. However, if you are good at predicting lane composition, you can exchange those numericals, taking two mana potions and one health potion. The reasoning behind the boots in opposition to a Doran's Shield is to allow you to chase down people early on, and to also assist you in building your core item which help makes Jax Jax: Ninja Tabi.
Jax's passive allows him to thrive off of getting Attack Damage and Ability Power. Each point he has gets converted into Health. 3 Health per AD, and 2 Health per AP, respectively.
Knowing this, I abuse it as much as possible by stacking hard Attack Damage and complementing it nicely at the end with Ability Power.
Ninja Tabi: 12% Dodge, 25 Armor. One of the must-haves for Jax. Extremely cheap also.
Wriggle's Lantern: +23 AD, +30 Armor, +14% LifeSteal, and a free ward every three minutes. This item has been overlooked by most of the community since the creation of the game. This item allows you to do a multitude of things for the affordable price of 1,525 gold. It is possible to stay in your lane over 2x longer, and gives you much more survivability due to the armor bonus.
Guinsoo's Rageblade: +35 Attack Damage and +45 Ability Power. UNIQUE PASSIVE:[On attack or spell cast, increases your Attack Speed by 4% and Ability Power by 6. Lasts 5 seconds (stacks up to 8 times).] A timeless classic for semi-hybrid heros, which complements Jax's Ultimate Passive beautifully.
Bloodthirster: +60 AD, +15% LifeSteal. This item has a stacking system, granting 1AD/.25%LS per minion kill; which can total up to 100AD and 25% LifeSteal on one item. Jax is mainly a melee hero, so it's clear that attack damage should be built. This is one of the more reputable items in the game. However, BE CAREFUL, You lose all of your stacks upon death. This should give you a bit more incentive to stay alive.
Infinity Edge: +75 Attack Damage, +20% Critical Strike. UNIQUE PASSIVE: Critical hits now deal 250% damage instead of 200% This allows you to punish your enemies even more for trying to confront you. The 20% Critical Strike will bring you to around 40% or so due to your runes, which will allow you to critical quite frequently; which makes the passive even more viable. Your critical hits now deal 250% damage as opposed to the original 200%. Think of this as having a free Empower whenever you critical.
Rabadon's Deathcap: +155 Ability Power. UNIQUE PASSIVE: Increases Ability Power by 30%. Completing your build requires a full balance on the damage you can output. The additional ~200 Ability Power you receive from the deathcap on all of your skills will allow you to deal ridiculous amounts of damage. This is mainly seen in your E, Counter Strike. This ability becomes a nuke with a sizeable amount of AP. I find that all you need is ONE AP item, otherwise you're over-doing it an not maximizing Jax to be able to utilize him to his full potential as a Melee DPS.
Hextech Gunblade: +60 Attack Damage, +75 Ability Power, +20% Life Steal, +25% Spell Vamp This item complements Jax much like a Rageblade. It adds a perfect balance of statistics for him. Lifesteal, Spell Vamp, Attack Damage, Ability Power. Everything a hybrid would need. However, be conscious of the active ability.
If you are a bit lost on how to play this style of Jax, I have included a section for how to conduct yourself. A video will be included within a week showing you how exactly I do this. If you are confident in your own abilities, ignore the rest of this and move on to the Skill Sequence chapter.
First Recall:
The first time you recall should not be till around 1,000 gold if you are playing carefully. Pick up Ninja Tabi and a Vampiric Scepter and teleport back to your lane. I strongly advise not recalling a second time until you pick up around 1,600 gold.
Second Recall:
Pick up your Wriggle's Lantern along with another Vampiric Scepter. This may seem a bit unnecessary, but it's entirely worth it.
Third Recall: Grab your Guinsoo's Rageblade and hurry back to your lane. Due to your ability to heal in lane, you shouldn't have a problem getting the required gold for this items early on.
Fourth Recall: Purchase a B.F. Sword (and a Vampiric Scepter if you have the gold for it!) and head back to your designation. You should be out of the laning phase by now, and have a solid number of kills.
Fifth Recall: Complete your Bloodthirster and carry on with your game.
Sixth Recall: Snatch another B.F. Sword out of the shop and continue on.
Seventh Recall: Finish your Infinity Edge. Pick up any Elixers if you feel you can fill the gap in your gold quickly. You can easily solo Baron Nashor at this point.
Eighth Recall: Fill your last inventory space with a Needlessly Large Rod, which will give you a bit of extra burst damage on all of your skills.
Ninth Recall: This is your final recall. Get your Rabadon's Deathcap. You will most likely not get this far in, but this is your final item.
Tenth Recall : This is optional. Sell your Wriggles' Lantern and buy a Hextech Gunblade. This item adds alot of viability to you as a whole, due to the active ability, and the side effects.
One thing I cannot stress enough about playing Jax is the importance of Third-Strike Empowered hits. These hits are devastating, and can lead to damage up to a total of 2,000+ with just one hit! Hit something twice, then use empower & leapstrike on somebody, followed up by an auto-attack and you are guaranteed victory.
CHANGE LOG:
-Edited some of the runes due to popular demand.
-Changed some wording in the guide to remain consistent with the rune change.
-Added the requirement to comment before voting.
-Fixed some grammar inconsistencies.
-Added third strike empower subsection.
-Fixed the Lifesteal component on the Wriggles' Lantern since update.
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