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Spells:
Flash
Ignite
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
Change Log
3/24/2012 - Just started playing League again after a hiatus. Noticed Jax has been majorly updated. I'll be sure to update this guide within the next week or so.
4/19/2012 -
-
Redid whole guide:
New Mastery Trees
New Rune Page
New Items
New Pictures! (Ooh!)
Updated to fit the new Jax
Added Hall of Fame
Moved Change log to the bottom. No one likes walls of texts.
4/22/2012 -
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Added counters section
5/7/2012 -
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Added some coding.
Added Trinity Force to items.
Changed commentary on select items.
Added Harassing section (Under Construction).
5/8/2012 -
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More coding.
Cleaned up information on previous Jax.
Reworked Summoner Spells.
Updated Hall of Fame.
Expanded counters section immensely.

Seal of Resilience *9 - These seals give you 13 armor starting at level 1, which is going to help with the initial gank in bottom lane bush and as well as the AD top lane champ you will most likely encounter. (greater mark of desolationMark of Desolation *9 - Armor Pen. marks will make your early game harassing and farming easier. It's also nicer to be able to cut through any off-tank champ you may have top lane. The reason I pick armor pen. marks over magic pen. marks is because ability power is added to the build later in the game (besides the early Sheen, which again, is for AD). It all boils down to your preference.
Glyph of Warding *9 - These glyphs add 1.34 magic resist per rune adding up to 12 magic resist at level 1, not including your mastery tree. You can use Quintessences
I used to go 3 flat dodge quintessences before they were removed. Now it's up to your personal preference. (Magic Pen., Attack Damage, Ability Power, Armor Pen.) I prefer:
Quintessence of Fortitude *3These give you 26 health per quintessence, giving you 78 bonus health if you go all 3. It's fine to mix and match to your preference.
OR
Quintessence of Potency *3Give you 5 Ability power each, giving you 15 ability power total. Again it's fine to mix and match, depending on if you want more early damage, or sustain.
OR
Quintessence of Vampirism *3I've recently discovered that lifesteal quints are not bad on

Offensive Tree -
3/4 Sorcery (Again, cool down is something you want with Jax)
1/1 Summoner's Wrath (Free 5 AD and AP whenever your Ignite is off cooldown... Which it should be.)
1/1 Arcane Knowledge (Free magic penetration to go with your rune map!)
Defensive Tree -
3/3 Hardiness
4/4 Durability
3/3 Vigor (Health regen. works wonders in the laning phase)
1/1 Veteran Scars (Of course!)
3/3 Initiator (Movement speed for chasing/fleeing)
3/3 Honor Guard
1/1 Juggernaut
Starting Items
A great item if they have a
Doran's ring gives you 80 health, some nice mana regen. and ability power. I'd only take this item if I was going bottom lane with another champion or my top lane champion is easy to bully.
I personally am not a fan of Doran's Blade, but if you have the
This is another option if they are AD heavy and you'd like to get a jump start on your Ninja Tabi. Take 5 health potions with it.
I find myself taking boots of speed the majority of the time, along with 3 Boots
Ninja Tabi are still viable with dodge removed. The new passive reduces all incoming auto-attacks by 10%. Again, another great item against
Mercury treads are good if they have 1 or no auto attackers, they are CC heavy or you just need extra magic resist early on. You can swap your boots out accordingly. (I take Mercury Treads 90% of the time.)Core Build
Bilgewater cutlass should be your first item, unless you are extremely zoned. I always start with the vampiric sceptre and then the pickaxe because the lifesteal helps when laning. After you have the item built (Around level 5 or 6) you should be using the active whenever possible. 150 Magic damage and a slow is quite useful, whether you're chasing, killing, or escaping. Always build this before your hextech revolver.
A great item for giving your Empower-Leap strike damage, as well as giving you the needed mana for harassing. You'll want to save this for your Trinity Force. I normally build this item exactly after my
Another addition to your soon-to-be Trinity Force. The health and passive from it are both needed for a chaser such as
The Bilgewater's missing half. Two amplifying tomes and 330 gold, or 1200 gold altogether. Unfortunately this doesn't have an active, which is why we build the Bilgewater first. But the spell vamp and ability power is much appreciated when attacking.
Finally, what you've been working on. Your
Jax's other main damage item. You'll combine your Situational
All items here after are to counter the enemy team, or to boost your damage output, depending on what is more reasonable at the time.
Thornmail is recommended if they are all 3 auto attack champions. For the hits you aren't dodging, you'll be taking less damage while returning it. It's also a very cheap item to build.
This is the item I find myself building most after my Hextech Gunblade. The only time I will not build it is if I am not the target in team fights, or if the other team's damage output is just too low. I would then move onto a Rageblade. This item bulks Jax up with some health, mana, more magic resist and a very nice passive.
Atma's Impaler is a great item that synergizes very well with Jax's passive. Because of his passive it'll give you some attack damage, and some health. Critical chance and armor is also appreciated as Jax.
Frozen Mallet is a great item for chasing enemies, as well as bulking Jax up even more. It also adds some more attack damage which means more health for Jax. Do not build this if you have built a trinity force.
Guinsoo's Rageblade works incredibly well with Jax's passive, and is also cheap for the ability power and attack damage it gives you, which also means more health for Jax. I don't build this until either very late game, or if I'm completely dominating the enemy team.
A hit or miss. I personally am not a fan of Lich Bane, but it will make a noticeable difference in your damage late game. Just be sure not to rush it as an early item, or you'll see a significant drop in your damage and farming. The move speed and magic resist is nice, along with the ability power. Do not build this if you have built a trinity force.
Flash is a must on most champions. I do not care which role you pick, always take flash. In most cases you can flash over a wall and escape a death. It's also useful for flashing then leap-striking an enemy who thought they escaped your wrath. A great summoner spell for Jax, who's only escape mechanism is hoping there is a nearby ward/target to jump to.Spells
Cleanse is a good choice on Jax, especially if going top lane against someone with a massive debuff. It can also save your life if you're exhausted/stunned/slowed. I only take this when I see an extremely heavy CC team with champions such as
Exhaust is another good option on Jax. You can use it to extremely nerf the damage of an enemy champion top lane when going toe to toe with them. You can also use it to guarantee a kill on an escaping champion when used in combination with your
Ignite is a good spell to carry if your team does not already have one. It can also be used exclusively in your lane for an early kill (level 1-6). It's true damage over time can do massive damage to a regen. tank such as
I am personally not a fan of ghost as Jax has some intense crowd control with his You Counter:
Use your
Another auto attacking champion, rarely seen top lane though. Your
Riven will give you a tough time for the first 6 or 7 levels, but once you go back and buy your
Fiora is pretty much
Olaf will use
I very rarely see You're Countered By:
Rumble is a tanky AP top lane that can be a total pain in your ***.
A tanky AP champion like
In my opinion, the second most annoying top lane, next to
Pantheon is not such a heavy auto attacker as other champions, and will use
Vladimir will spam
Teemo can be a hit or miss. His
Shen can personally burn in hell. Most of the time he is banned but the times he isn't, I always see him played. He will poke with I hope you've enjoyed reading my guide and find it helpful. Remember to try it out and leave a comment or rating, suggestions and criticism are appreciated, and if you' like I will add your feedback into the guide. Thanks!
V1.0.0.132 : 1/17/2012 : The patch that has changed Jax incredibly, and removed dodge.
Buffed his per level scaling slightly to make up for his lack of tankiness.
New Innate: Relentless Assault
Every time Jax uses an autoattack, he gains 4 / 6 / 8 / 10 / 12 / 14 % attack speed. This buff lasts for 2.5 seconds and stacks up to 6 times.
Leap Strike:
Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5.
Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage) (0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage) (0.7 ability power).
Counter Strike: (Remade)
Active: Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
Old Passive: Permanently increses Jax's dodge chance by 10/12/14/16/18%.
Old Active: Jax stuns surrounding enemies for 1 second and deals 80/110/140/170/200 (+0.6 per ability power) magic damage to them. Usable only within 7 seconds of dodging an attack.
New Ultimate: Grandmaster's Might:
Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+20% of his bonus attack damage) for 6 seconds. 100/90/80 seconds cooldown. 75 mana cost.
Commentary: Nerfs to Jax's early levels of empower have reduced his early-game killing ability. Leap-Strike has been buffed and the CD shortened to make it more user-friendly. Jax's stun has been completely reworked. Passive has been completely reworked, killing his health. Ultimate has been reworked slightly, breaking the attack speed buff into his new Passive. Jax has become more viable for roles such as jungler and top lane. His new dodge/stun has made him more of a bruiser, getting more use for staying in combat (along with his new passive.)






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