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Choose Champion Build:
-
Jungle
-
Aggressive Top
-
Defensive Top
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Relentless Assault (PASSIVE)
Jax Passive Ability
To clear some things up...
That said, if you have ideas on different items to build or anything of that sort, feel free to leave your thoughts in the discussion section.
The focus of this guide will be to make reader's familiar with my personal brand of AP
Jax and the style of play associated with it. I primarily will play
Jax in the jungle, but the build is viable in the top lane as well. If you wish to go for a safer build, try the 'defensive top' build. I personally prefer playing
Jax as a high-burst/utility champion.
NOTE: To effectively run an aggressive AP
Jax, you have to be able to think outside of the box at times to create good engagements and escape effectively.



NOTE: To effectively run an aggressive AP

- 3 out of 4 of
Jax's abilities scale primarily with AP and they all have short base recharge times (I'll go into this further in the 'abilities' section) that is further enhanced by stacking CDR.
- AP
Jax is one of the greatest of what I consider 'sustained burst' champions due to high damage and low cooldowns on his abilities.
Jax is a generally tanky champion, AP
Jax being no exception, and his
Grandmaster-At-Arms active reduces a lot of AP burst damage--any armor you build will carry you through the rest of the fight.
- Did I mention cooldown reduction yet? Oh yeah, his
Leap Strike has a 3.5 second recharge at max with CDR stacked. This makes it very difficult on enemies to escape from your burst and gives you so many opportunities to escape, yourself.
- It's really really fun!
Pros
- Awesome burst damage
- Can escape from nearly anything
- Fantastic duelist
- AoE stuns
- Awesome Gap-closers
- A somewhat fragile front-liner
- Burns mana quickly early-game if you aren't careful
- Susceptible to poke if you are playing defensively
- High-skill ceiling. To play him effectively, you have to get creative
- No self-heals aside from health regeneration
Good Against:
- Squishy targets
- Targets without dodge/jump abilities (they can't avoid the stun)
- Anyone with heavy reliance on basic attacks
Bad Against:
- High health-targets
- High MR Targets
- Targets who shred/ignore CC like
Olaf or
Gangplank
- Targets who can force you into an engagement
- Targets who can kite you and poke hard like AP
Teemo,
Vladimir, or
Ahri
![]() |
Relentless Assault This ability is what manages to make AP ![]() ![]() |
![]() |
Leap Strike This is very likely the greatest utility ability to this build. It does PHYSICAL damage that scales with your AP. Pretty awesome. At skill 5 with your CDR stacked, this baby has a 3.5 second recharge. Combined with a ![]() ![]() ![]() |
![]() |
Empower This is going to be your bread and butter damage ability. At skill 5 and 40% CDR, it will have a little under a 2 second recharge time and will proc the passive on ![]() ![]() |
![]() |
Counter Strike For this build, you won't be benefiting much from the damage this ability offers, but it offers a great deal of utility, as the dodge effect prior to the stun is fantastic for dueling autoattack champions or running from ranged autoattack champs with slows such as ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Grandmaster's Might I've covered the essentials already. This skill will help clear faster and add more DPS lategame with the third-strike magic damage. It is EXTREMELY IMPORTANT that you use the active correctly. The active on this spell will serve you best in the midgame when diving turrets, escaping ganks, or in duels, preferably the latter two--it would be a shame if you burned your ult on a dive and died later because it was on CD due to your greed. Lategame, you will want to save this ability nearly EXCLUSIVELY for teamfights. If you hadn't noticed, the aggressive top and jungle builds actually don't build any MR--I'll go into this further in the itemization chapter. In the place of MR, you have your ![]() ![]() |
In this section I will give a brief rundown of the mastery trees used in each build, and why I selected some of the masteries that I did. Many of these selections are personal preference, and I would recommend adjusting them if your playstyle doesn't benefit from some of these buffs. If you are going to swap for alternative masteries, however, make sure that you know exactly what you are giving up.
JUNGLE:
Defense Tree:
I selected the standard
Tough Skin
&
Bladed Armor
combo to help the early game jungling with points in
Perseverance
for sustain, allowing for as much time to farm as possible. A token point in
Hardiness
&
Resistance
for a little Armor/MR in the early game.
Safeguard is for safer diving to get that last hit during ganks--not recommended if you don't play aggressively.
Alternative defense tree options:
Offense Tree:
Pretty standard AP setup. Didn't grab CDR because the build gets to 40% (cap) through itemization. I dropped 2 points in
Mental Force
and 3 "wildcard" points to grab 4 points in
Deadliness
and 1 point in
Weapon Expertise
.
Deadliness
gives me a little bonus AD to spread damage more, and
Weapon Expertise
gives my basic attacks as well as my
Leap Strike penetration.
Alternative offense tree options:
AGGRESSIVE TOP:
Defense Tree:
Jax lacks self-heals, so I pretty consistently stick points in
Perseverance to help sustain a little more if I am getting poked. I put 1 point in each
Hardiness
&
Resistance
each and 3 points in
Durability
for higher max health (my reasoning:
Resistance
and
Hardiness
have diminishing returns on more points, durability's health buff is linear) Aside from that, the standard 1 point in
Safeguard for those dive opportunities.
Alternative defense tree options:
Offense Tree:
DEFENSIVE TOP:
Defense Tree:
Once again,
Perseverance for the sustain and a token point in
Resistance
&
Hardiness
, but this time we continue the tree!
Tenacious
&
Relentless
help you escape from sticky situations more easily and chase down people who are trying to kite you with cc. Other than that, grab all the health you can, a token point in
Defender
, one in
Reinforced Armor
since lots of ADCs stack crit chance & damage, that will negate a LOT of damage.
Alternative defense tree options:
Offense Tree:
JUNGLE:
Defense Tree:
I selected the standard






Alternative defense tree options:
-
Durability :
More max health
-
Veteran's Scars :
More max health
-
Hardiness :
More bonus armor
Offense Tree:
Pretty standard AP setup. Didn't grab CDR because the build gets to 40% (cap) through itemization. I dropped 2 points in






Alternative offense tree options:
-
Mental Force :
Take this for a more standard straight AP setup.
-
Butcher :
Take points in this for additional damage to jungle monsters.
-
Destruction :
Take this if you want to help lanes secure turret kills or to split push.
-
Havoc :
Points in this to increase your overall damage--2% is relatively insignificant unless you are applying it to full lategame builds, which people rarely actually get to. I'd prefer putting points in masteries to buff your early/mid game.
-
Brute Force :
Points in this to give you some flat AD, decent for securing last hits a bit easier if you're holding lane for someone, also adds a little damage in duels, I suppose.
AGGRESSIVE TOP:
Defense Tree:
Jax lacks self-heals, so I pretty consistently stick points in







Alternative defense tree options:
-
Durability :
More max health
-
Veteran's Scars :
More max health
-
Hardiness :
More bonus armor
-
Resistance :
More bonus MR (good if you are laning vs. AP)
Offense Tree:
- Refer to jungle masteries--the offense points are the same.
DEFENSIVE TOP:
Defense Tree:
Once again,







Alternative defense tree options:
Safeguard:
Can chill under a turret soaking damage while your team wipes up the enemies, or tank turret damage when you are trying to rush them before enemies respawn.
-
Unyielding :
Damage reduction is pretty cool.
-
Block :
Still pretty cool. Over the course of 20 autoattacks you saved yourself from 60 damage. Not bad for one mastery point.
-
Good Hands :
One would hope you don't get too much use out of this, but most games you will die a few times, and getting 10% of that time back is really helpful.
-
Legendary Armor :
I would never get this mastery. With 3 points in it, at your full build with your ultimate active, this will give you about +8 Armor/MR added onto your 230 armor and MR. Pretty insignificant. And that's with your ultimate active.
Offense Tree:
- Pretty standard. Some AP, AS, and Magic Pen, which are all good for obvious reasons.
Runes




Pretty simple setup:
- 9x
Greater Seal of Armor:
Pretty much the standard in any build. Alternatives areGreater Seal of Scaling Health or
Greater Seal of Percent Health NOTE: you need to have over 3888 max health (not including runes) at level 18 before
Greater Seal of Percent Health offers more health than
Greater Seal of Scaling Health.
- 9x
Greater Glyph of Scaling Magic Resist:
Scaling MR Glyphs are nice if you aren't laning vs. AP, so you can get higher max MR in the lategame. If your lane opponent is an AP champion, you may consider gettingGreater Glyph of Magic Resist.
- 9x greater mark of hybrid penetration:
A pretty expensive rune, if you can't afford it, you can go forGreater Mark of Attack Speeds for generally faster clear speed, or
Greater Mark of Magic Penetrations for some solid magic pen and thus more damage done to the enemy team via spells. I like this rune because it still offers a decent amount of magic pen, but leaves room for you to decide to run a little more hybrid-esque midgame even while not being tied down by runes so much.
- 9x
Greater Quintessence of Movement Speed
Once I started using these, I never stopped. Jax particularly is one of the highest base move-speed champions in the game. (refer to this for a table of all champion movement speeds) This being the case, the extra edge gained from these runes really helps you while running away from champions, ganking, or chasing.
![]() |
Smite Smite is pretty essential if you are going to jungle with Jax--that's about it. |
![]() |
Teleport Teleport is very nearly the top lane equivalent of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Ghost Another good choice for Jax. As noted before, his base move speed is high by default, and a ghost buff would only exaggerate that. Good for situations where you need to cover more ground to catch up to a target than what you would be able to cover with a ![]() ![]() |
![]() |
Barrier A decent pick if you are going to be doing a lot of starting engagements in the lategame--since you will likely be the initial target, a quick ![]() ![]() |
![]() |
Cleanse Once again another good pick if you are going to be doing a lot of engaging. This wont be absorbing damage so much, but it allows you to take cc off of yourself upon engaging and have a mini "reduced cc shield" for a few seconds after--if you are rolling a defensive build, this combined with ![]() ![]() ![]() |
![]() |
Exhaust An excellent mastery choice for top lane--an excellent ability for duels or for chasing down targets. If you are getting this ability, I might recommend dropping one point in ![]() ![]() |
![]() |
Ignite Classic skill, excellent for dealing damage at range for melee champions, especially when there is a very small amount of health before the enemy champion dies. Another good time to consider taking ![]() ![]() ![]() |
Core Early Game Items:
Core Mid Game Items:
Late Game Items:
Alternative Items:
![]() |
![]() The starting core item for the 'jungle' build. This combined with Jax's high attack speed gives you lots of chances to proc the passive to kill stuff quickly. Once you hit level 6 and start to get a decent amount of AP built, you can drop this and farm with relative ease using ![]() ![]() |
![]() |
![]() The starting core for the 'offensive top' build. It gives you some armor to help withstand hits from enemy champions/minions and some AP to buff your damage. One of my personal favorite season 3 items due to its relative low cost in comparison to how much Armor and AP it gives you (45 Armor/35 AP @ max stacks) |
![]() |
![]() The starting core of the 'defensive top' build if you are facing an AD opponent in lane. It is relatively cheap and due to its slow effect, gives you opportunities to strike back enemies who hit you, making yourself more difficult to poke...also allows you to escape more easily from autoattacking foes. |
![]() |
![]() The starting core for the 'defensive top' build if you are facing an AP opponent in lane. This item is relatively inexpensive and gives excellent mana regeneration as well as some MR. |
philosopher's stone |
philosopher's stone: An extremely underrated item, in my opinion. It helps money flow by gold gained, and the HP/Mana regeneration helps you to stay in lane as long as possible, further increasing gold gain. |
kage's lucky pick |
kage's lucky pick: Another gold-gainer, this and ![]() ![]() |
![]() |
![]() Standard tank boots, they give you a little MR and also offers tenacity. Generally accepted as lategame boots, they are pretty good to get early on if you are laning vs. someone with heavy, lots of AP, or both. |
![]() |
![]() Standard jungle/aggressive boots, these will help you clear faster during the early to midgame and also help to increase general damage output from basic attacks + your ![]() |
Core Mid Game Items:
![]() |
![]() Decent regeneration item built from [philosopher's stone]]--make sure that you finish building this at level 15 at the very latest or else it won't vanish from your inventory. |
![]() |
![]() This is one of the first 'complete' items that you will want to focus on getting in the midgame. This will make your ganks very very difficult to escape from, it will make you a bit tankier from the bonus health, and gives a solid 80 AP. All for a relatively low price considering the effects. |
![]() |
![]() ![]() |
![]() |
![]() This item is essentially the tankier equivalent of ![]() ![]() |
Late Game Items:
![]() |
![]() This item is one of the final core items you will build for the 'defensive top' build--it grants a great deal of armor, gives 20% CDR that brings you to max, and reduces the attack speed of nearby enemies by 20%. This will give you another level of utility in teamfights and help make the 'tank' aspect of your build nearly complete. |
![]() |
![]() You can build ![]() |
![]() |
![]() An addition to the 'jungle' and 'offensive top' builds, this item increases CDR to bring you to a 20% if ![]() |
![]() |
![]() This item is the centerpiece of the build. If things are going well in the game, you can choose to build this before ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() This will be the last item to build for the 'aggressive top' and 'jungle' build orders. It will give you a little extra armor, but lots of AP and a nice 'stasis' passive that can save your life in a pinch (namely if you are waiting for ally support or a cooldown to finish). |
Alternative Items:
![]() |
![]() Fun boots to jungle with. Clear speed will be slowed, so I might pick these up after I get ![]() ![]() ![]() ![]() |
![]() |
![]() These boots can be used in the lane phase for a 'defensive top' build if you are laning vs. an AD champion, especially one who focuses autoattacks. |
![]() |
![]() An interesting pick in the stead of ![]() ![]() |
![]() |
![]() Another more hybrid-esque alternative to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() This item is generally focused at AD champions, however I would consider it to be useful to this build due to the increased attack speed which will allow you to stack ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() A solid alternative to ![]() ![]() ![]() ![]() ![]() |
Part I: Countering With Itemization:
If you're playing in the top lane, the first question you will want to ask yourself is "what kind of a champion am I laning against?" It is very important that you build in an order that counters your enemy, especially in the early game, or you will find yourself having a difficult time. Here's some ideas to get you started:
Any High-Sustain:
These will be mostly champions with no mana & potentially self-heals. Common champions of this nature might include




Tanky/high sustain AP:
If you are playing an aggressive lane, grab a




Squishy AP:
Grab


Tanky AD:
Focus your Armor





Squishy AD:
Most of the top lane squishy AD's will be melee range like


Part II:The Early Game:
General Laning Tips:
By now you should have a good idea of how to play versus what kinds of champions. Versus champions who have more advantages on you than you on them (see Good Against/Bad Against), it may be wise to play passively and focus farming minions until you can build enough to swing an advantage. When you DO have an advantage though, abuse it. Try to poke using a chain like this--(first cast on







Part III:The Midgame/Lategame:
Roaming
Around the midgame, the laning phase will come to a close and most champions will be roaming the map putting pressure on individual lanes with their teams and team fights will start up. Make sure even in this phase that you aren't aimlessly roaming. Have a goal. Be pushing a lane, setting up a gank, defending turrets, securing an objective, etc. at all times, and if none of these opportunities present themselves, farm the jungle when it is available/safe. Always be doing something to keep the enemy from making gold or be doing something to make your own team gold.
Team Fights
During team fights, your job will most likely be to initiate if you are building 'defensive top' or if you are playing aggressive, your role will be to burst down any high-priority targets (squishy ones first). Just because you are playing burst, however, doesn't mean all of your utility should go to waste. Try to stun as many champions as possible, though stunning 1 or 2 high priority targets is fine. Don't stay on a single target if they are successfully kiting you. You have

Order of Priorities:
- Peel threatening targets off of your carries with
Counter Strike and
Exhaust if you have it available. When these skills are on cooldown...
- Focus down squishy targets using your high-mobility and burst
Leap Strike and
Empower
- Make the enemy carries your primary damage targets
At this point, I think it would be important to emphasize one thing, which is:
DONT GET TUNNEL VISION AND CHASE A SINGLE TARGET DURING THE BATTLE.
I often see teamfights start out looking wonderfully--the carries are being targeted, everything seems to be going well. Then a carry starts to run. And people start to chase the carry while the other 4 enemies are still damaging your team. The end result is usually the carry living or dying (unimportant) but the other 4 enemies being alive and your whole team being dead.
If minimal effort is required, you can hunt down stragglers after a team fight is won, but do not over-dedicate. When the enemy team is dead is a prime time to secure objectives and push lanes--things more instrumental to the success of your team than MAYBE getting a single champion kill.
Part I: Knowing Where You Have to Be:
There are a lot of factors that can switch up what goes on in the jungle, and you will likely learn these things as you become more experienced with jungle play. For now, focus on learning general champion counters. If you know these, you will have a better idea which lanes you will be more useful in (if you counter one of the enemies in the lane) and which lanes you might not be so useful in (if the enemy counters you). Aside from counters related to yourself, it's good to know if your allies are being countered or not. If your team's mid lane counterpicked the enemy's mid, they might not need as much help as the top or bot lanes who both got counterpicked. Knowing these things will give you a better idea of what lanes will be a higher priority to help out when looking for ganks/making yourself more available in an area. Before you get into ganks, however, you will likely spend the first few levels simply farming the jungle...
INITIAL SPAWN TIMES
Lesser Monster Camps: 1:40
Blue Golem Buff Camp: 1:55
Red Lizard Buff Camp: 1:55
Dragon Camp: 2:30
Baron Nashor Camp: 15:00
RESPAWN TIMERS ON CAMPS
Lesser Monster Camps: 1 Minute for Wolves/Golems, 50 Seconds for Wraiths
Blue Buff/Golem Camp: 5 Minutes
Red Buff/Lizard Camp: 5 Minutes
Dragon Camp: 6 Minutes
Baron Nashor Camp: 7 Minutes
BASIC JUNGLE ROUTE
1. Before you get a leash on the blue buff, ask your teammates to help you with the wolves.
2. Clear the wolf camp (1:40 spawn time)
3. Get the blue buff/golem camp (1:55 spawn time)
4. Clear the wraith camp.
5. Clear the wolf camp again.
6. Get the red buff/lizard camp.
7. Clear the wraith camp again.
8. Clear the wolf camp again.
9. At this point I usually will gank a lane or go back to base to grab my madred's razor so that I can clear the jungle faster.
Essentially rinse and repeat this process--you can take out the lesser golem buff easier once you get

If you find yourself in that awkward position where you got one of your buffs stolen, or got the worst leash of your life and couldn't quite kill the blue buff, let your team know what happened and inform them that you might be unable to gank at earlier levels, because you need to farm to catch back up to a point where you will be useful in a gank. (being underleveled/underbuilt does no good in a gank, you will often find yourself just feeding the enemy champions) If one or two of your teammates are willing to help, they can leash the red buff in the absence of a blue. This will help you do more damage/clear camps faster and potentially get in an early gank.
That's the basics of jungling. As far as tips for jungling with AP Jax go:
- You will want to focus ganks a lot after you finish your
Rylai's Crystal Scepter. You'll find that it makes your ganks incredibly powerful.
- Be very careful if there are aggressive enemy junglers like
Shaco. Often times they will sneak into your jungle early game (as early as level 2) and set up a gank to get an easy first blood. Jax doesn't gain a lot of his stopping power and sustain until he has leveled up a little bit and built at least a couple solid items.
- Don't let the pressure get to you. A lot of times people will be stressed about losing their own lanes and will be screaming their fool head off at you about getting a gank. Relax and play smart. If you are low health/underleveled/etc., there is a good chance that if you gank you will not kill the enemy champion, and you will die in the process, thus feeding them, putting that lane and yourself further behind in the game.
- Don't feel like you are really far behind if you aren't doing crazy amounts of damage/getting lots of kills in the early game. This build has a midgame/lategame power emphasis.
- Have fun with it ^.-
That's all I have for now, guys--if you think of things to add to the build or potentially change, thoughts/suggestions, let me know! I've played quite a few games as AP Jax, so have tested a lot of build orders, but I always seem to be finding new crazy things that work really well. So don't be greedy and keep your genius to yourself, share it in the discussions, please ^.-
~Cheers
Hirengul
~Cheers
Hirengul
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