(2.34 at level 18)
(9.72 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.26 at level 18)
(1.08 at level 18)
(1.98 at level 18)
(1.8 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.08 at level 18)
(2.7 at level 18)
(19.44 at level 18)
(1.08 at level 18)
(2.88 at level 18)
(0.72 at level 18)
(9.72 at level 18)
(1.08 at level 18)
(25.56 at level 18)
(2.7 at level 18)
(0.9 at level 18)
(3.06 at level 18)
(4.32 at level 18)
(5.04 at level 18)
(7.74 at level 18)
(75.06 at level 18)
(4.5 at level 18)
(6.84 at level 18)
(48.6 at level 18)
(6.66 at level 18)
(2.34 at level 18)
Active: Jax stuns surrounding enemies for 1/1/1/1/1 second and deals 80/110/140/170/200 (+0.6) magic damage to them.
Usable only within 7/7/7/7/7 seconds of dodging an attack.
Active: Jax's speed allows him to reduce incoming magic damage. For 5/6.5/8 seconds his Magic Resist is increased by 20/35/50 plus his Dodge percent totalling Magic Resist.
Jax gains 3 Health per point of Attack Damage received from items.
Jax gains 2 Health per point of Ability Power received from items.
Exhaust: Reduces target's Magic Resist and Armor by 10
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown
Surge: Increases Attack Speed bonus to 40% and Ability Power gained by 10%
Ghost: Increases Movement Speed bonus to 35%
(+2.25/4.5/6.75/9 Attack Damage at champion level 18)
(4.5/9/13.5/18 Ability Power at champion level 18)
Revive: Grants a massive Movement Speed boost for a short duration upon reviving
Cleanse: Increases duration of disable reduction by 1 second
Heal: Increases Health restored by 10%
Smite: Grants 10 bonus gold on use
Garrison: Allied Garrisoned turrets deal 50% splash damage
(+27/54/81/108 Health at champion level 18)
(+2.7/5.4/8.1% Cooldown Reduction at champion level 18)
(50% reduced effect on the Crystal Scar).
Teleport: Reduces cast time by 1 second
Promote: Increases promoted minion's bonus defensive stats by 15%
Flash: Reduces cooldown by 15 seconds
Clarity: Increases Mana restored by 20%
Clairvoyance: Increases duration by 2 seconds
(+72/144/216 Mana at champion level 18)
or +4/7/10 Energy
(50% reduced effect on the Crystal Scar)

Summoners
Runes
|
|
|
|
Masteries
1/1
3/3
0/4
0/2
4/4
0/4
0/1
0/4
1/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
0/1
3/3
3/3
0/2
4/4
3/3
2/2
1/1
0/3
0/1
0/1
1/3
3/3
0/3
0/3
1/1
0/1
0/3
0/3
0/1
0/4
0/3
0/1
0/4
0/3
0/1
0/2
0/4
0/1
0/3
0/3
0/1
Skill Order
-
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
-
Q 




-
W 




-
E 




-
R 


Items
|
Starting Items
|
Core Items
|
Endgame Items
|
|
Normal start
Against AD
|
Core against AP Core against AD |
Master of arms |
Summoners
Summoners I take:
I like flash over ghost because it provides more ways to get into a fight, escape and close gaps than ghost does. If you want, you can go ghost but I like flash more.

Ignite is a good summoner on toplane. It gives you 5 extra AP and AD when it's on CD (which Jax likes both) and does a ton of damage and gives heal reduction. Make sure to use it asap when you go in because the 5 AP/AD might be the difference.
Possible Summoners

A lot of people run teleport on Jax. I don't really think it is needed because as Jax you should always be where the action happens and not be splitpushing. You also lose a lot of kill potential in lane if you drop ignite. Never the less It helps a lot early game because your early sucks and it's certainly a good pick against opponents with globals like Shen, TF or Pantheon.

If you jungle, take this with
exhaust.

Ghost works good on Jax because you already have a gapcloser with your Q. As I said, I like flash more because it provides more utility. But ghost is still a good pick. You shouldn't get it against a Jarvan or Anivia.

You can replace it with either Flash (to go the Silsol-style) or ignite. It is a good baiting skill and helps you in a lot of situations but kinda drops lategame. I like ignite more, but if you really want it take it.

This can help you a lot, to get away or to kill. I still don't use it because you will get a slow with buying
anyways. If your jungler takes it, just go with ignite.

This can help against an CC heavy team, but I rather get
if that is the case.
Other Summoners NOT to take
I don't like it after the nerf, and if your team wants it, the support should take it.
This spell might seem good on paper, but it is pretty much useless since your enemy will just run away when you activate it and it has a high cooldown for what it gives you. Jax doesn't even need it that much.
You shouldn't die. Never.
Just no.
You should not run out of mana that quickly if you don't spam your abilities, and if you do just b to fountain.
Masteries
1/1
3/3
0/4
0/2
4/4
0/4
0/1
0/4
1/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
0/1
3/3
3/3
0/2
4/4
3/3
2/2
1/1
0/3
0/1
0/1
1/3
3/3
0/3
0/3
1/1
0/1
0/3
0/3
0/1
0/4
0/3
0/1
0/4
0/3
0/1
0/2
0/4
0/1
0/3
0/3
0/1
This is the standard 9/21 mastery build. I use it on Jax because he has problems early game and these masteries give him the sustain he needs early to survive and get to mid/late where Jax starts to shine. The CDR on the defensive tree is also always good to have.
You can go 21/9 with magic pen, but in my opinion Jax doesn't need it to deal enough damage. Your target will be squishies anyways, and they will melt even without the magic pen.
Runes
|
|
|
|
These are pretty much standard runes for toplane or jungle. Since you already have 10% armor pen because of your masteries you shouldn't need the armor pen runes. The flat AD helps you to lasthit under tower.
In general you can go against everything with these runes, doesn't matter if it's AP or AD top.
If you have more than one runepage you can go HP/LVL seals against AP or MR/lvl in jungle or against pure AD since you don't need the MR until midgame where you start roaming and getting objectives.
Feel free to go movespeed quints because you will roam a lot with Jax and you can get a lot of free hits with them.
-
-
4
-
-
5
If you lane against strong AD like 

grab cloth+5. Make sure you can escape the jungler if he ganks, but that shouldn't be a problem if you skill Q->E first.
You can build
into
or keep it for
/
.
Goal is to get
asap. The
is for more sustain against AP because your ult gives you MR based on your own AP.
I get heart of gold because the HP helps you a lot agains AP and it can be build into a
later on. If you get fed, you can skip it for a phage.
. Build it into
. If you have enough gold left from buying something grab a
.Along with your boots your primary goal is
. Always buy items for it if you have enough gold left after you b'd, even if it's just an
.
As soon as you have it you should be crushing your lane and be able to make pressure on other lanes. The active helps you a lot grabbing kills and the spellvamp and lifesteal give you stupdly lots of sustain.
I build
second in this order:
>
>
.
Randuins can be build from the
you got against an AP lane. If you are playing against AD you can build
anytime or get an
early if you play passive instead of the
. Depends on how much farm you can get.
You can swap
with
, depending on how your team does and how far ahead you are. I don't like guardians over QSS because you can easily be killed after it pops because you are unable to move for the duration it revives you. Don't ever hesitate to use QSS if you think you might get a lot of damage from CC. Pop it and jump away with Q. Rather have it on CD than be dead in which case you don't use it for 60 seconds anyways.
Last Item you can either get
if they stack armor or
for more damage overall and more armor/mr when you use your ult.
Skill Order
-
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
-
Q 




-
W 




-
E 




-
R 


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I picked up Jax after the remake of the remake (where his ult got changed to give him more survivability) and this is when I started to love him. In my opinion he is underrated where he is right now and can face nearly every toplane. You can carry games with him and pull crazy moves with his skillset. He is hard to gank because of his Q and E and is the nightmare of every AD carry because you can't escape him.
So, let's "Bring it on"!
Jax gains 3 Health per point of Attack Damage received from items.
Jax gains 2 Health per point of Ability Power received from items.
Since CLG has not updated the Skills after the remake here the new ones: Click here
This was part of his ult before the remake. It got a little bit nerfed but is still pretty nice to have. Make sure you build it up on minions before you go in, to maximize your damage output.
I level this skill first because it helps you escape level 2 ganks, move around and last hit. I max it second for the damage and lower CD.
You can use this skill either on enemy or on friendly targets. You can even jump to wards and over walls. Because of this, I pretty much always carry a
with me. It provides you basically a free flash.
This skill triggers your W and that's part of the reason why I max W first.
Active: Jax stuns surrounding enemies for 1/1/1/1/1 second and deals 80/110/140/170/200 (+0.6) magic damage to them.
Usable only within 7/7/7/7/7 seconds of dodging an attack.
This is the "Jax-Skill". It's the skill he is known for. Since the buff that allows you to stun whenever you want, it is also a good ganking skill.
Please don't waste this skill to engage if you have an ally that has a better engage, it will make you a lot less tanky if you use it too early.
Don't forget you can still use abilities, move and attack while it is active.
Active: Jax's speed allows him to reduce incoming magic damage. For 5/6.5/8 seconds his Magic Resist is increased by 20/35/50 plus his Dodge percent totalling Magic Resist.
The active on this makes you tanky as hell with the build I am using. Use it after you go in, since it will be a waste using it before you even get attacked. It lasts 8 seconds, that should be long enough for you to jump in, tank everything, kill the carries and jump out again.
The passive synergizes really good with Empower. You can use it with W for huge burst damage or trigger it by using W after an autoattack.
These are just examples. Jax will dominate every lane that is based on autoattacking.
Just play safe, use your E wise to harrass and win the lane->Win the game.
Irelia wins her lanes mostly because of her W, and as Jax you can simply dodge it. You just need to wait for her to activate it and she shouldn't be able to kill you without it.
Wait with your Counter Strike until she ults when she is 6. Without ult she won't really be able to kill you if you play smart enough and you will outscale her.
When you engage with her, stun her with E, hit her with W and run away again. You will win trades. Jump away when she ults, that shit is scary.
Same thing as with Riven. Shyvana needs to hit something to use her kit to it's fullest and your E laughs at that.
You can win trades before he gets 6. After that you can still dodge his attacks and stun him and jump out when he ults. When his ult is on CD you can kill him easily. One thing to note is that you should wait for your Counter Strike when he starts to get fury so he can't crit you anymore and the bar starts to go down again.
is a great spell against him.
APs he wins/is strong against:
If you trade, you should win, especially if you ult. If he wants to R away, just jump on him with Q. You can mid vs him if you want.
He will farm, you will farm. You will eventually outscale him. Kill him when it's possible early. You won't be able to kill him solo in lane after lvl 6 if he plays smart.. Make sure you don't let him
into a teamfight you are not in. If he does, push lane as hard as you can.
I wouldn't recommend picking Jax versus any AP caster, but especially not against these guys. They will give you a hard time in lane because they can harrass you and outsustain you.
Jax' weakness is AP burst and heavy harrass in lane. Basically you will have a hard time farming the lane if you play against AP champions. You should sit back and play passive. Try to get dragons with your team, gank and roam a lot if you can't stay in your lane.Get
and
to compensate the lost cs. You can build them both in useful items for Jax. Make sure you don't lose Exp! If your enemy is gone try to push the tower so you can leave the lane more often and help your team. If you don't die in lane, you should eventually outscale pretty much every toplaner. Jax is a beast lategame, it doesn't matter who you face if you make the best out of it. DON'T EVER DIE, it's hardly ever worth it.
Jax early game is shit. You should wait for your jungler to make the first steps into the enemy and focus on farm otherwise. If you have a hard time to farm don't hesitate to get
or
.
The most important thing is: Don't die. If you die, it might be hard to recover. Keep in mind that you will outscale your opponent eventually if you keep farming. If you die, you can lose the lane and the game. If you don't, you may lose the lane, but you will win the game because you scale much better.
Try to freeze the lane, if you know how to. I won't go in detail about creep control, because it is something every toplaner should know. It is not part of a Jax guide.
Make sure you grab at least 3x
and a
every time you go back. Place the ward in the tribush if you are on blue side and near to baron/blue buff entry if you are on purple side. Don't forget you can use the ward to escape with Q if needed. Don't overextend without vision or your Q ready to jump on something if you get ganked.
After you got to level 6 and have
or
you can start to harass the enemy. Hit a minion 2 times and jump on your enemy to trigger the ult's passive. Use the
's active to keep up with the enemy if he runs away. If he doesn't, use your E and W to deal damage. You will probably win the trade. If not, jump out and go back to the farming procedure until you get
.
After you got your
you should be able to kill everyone on the enemy team, especially their botlane. Try to roam a lot and gank mid if your toplane goes back. Try to get objectives such as dragon or mid/bot tower. Leave your lane, you are ready to kill. Only go back if there is absolutely nothing else to do or if the enemy pushes the tower. It doesn't matter if your tier 1 tower falls top, you can trade it with the enemy mid or bot tower or with their buffs or dragon.
If you lost your lane and the enemy does the same, freeze your lane and farm. Go to your jungle and try to make plays with your team and not alone.
Be a teamplayer. The part where I said "don't die" still applies here. Don't go in if you think you lose a fight. Make sure to ward everything and call objectives your team can get. If your team is behind focus on farming and defending your buffs/towers and pick up guys that are alone and don't chase when you have no vision. Never try things on your own.
In teamfights you need to know what to do. Ask yourself:
Is the enemy AD carry fed?
Jump on him and kill him. Don't go in first, let the tank do it. If you have to initiate, always do it on the carry. Wait for the oportunity, don't die to the tank/bruiser/ap carry. If you can't kill the ad carry, you will probably lose the fight.
Is my AD carry fed?
If this applies-> defend him. Use your E to stun people that are on him, kill the enemy carry if he gets close to yours, kite the bruiser who wants to kill your carry. If your AD carry isn't stupid, he will kill whoever wants to jump on him with your help because you will provide a lot of CC with
and your E and you won't die that easily.
In lategame ward everything. Always have a ward on baron and try to do it if the enemy is not aware of it.
Baron can be done as soon as you got your
. You heal so much from him, he can't really kill you when you get help from at least one teammate. Use your E to dodge barons debuff. Jax is really good at killing baron.
You can 1v1 pretty much everything with complete build. Just don't forget the actives on your items, they help you a lot.
Jungling
As jungler you should start at Wulves->Bluebuff. Start with E and max W first and put a second point in E before level 6 to get more damage to minions and for faster jungle. Put a point in Q at 2 or 3 depending when you want to gank. After 6 it's R->W->Q->E. If you gank, get out to the lane and try to cut off the enemys escape. If you are in range for Q, press E and jump on him to stun him. Make sure you ping the lane you gank so the guy in lane knows you are there. Often times people don't react. Always ping, it doesn't cost you anything.You can do dragon with your team after you got
and level 6. Maybe gank botlane first and get their help. Place a
at dragon area if you want to do it without help. Make sure you don't get spottet. You can place a
on the outside of the cave to jump out if the enemy team saw you.
Items
Start with 
and upgrade to
. Get a
afterwards for more gold. You can now either go
or
. Trinity gives you more utility and Gunblade more damage and an active slow. You don't really need to rush Gunblade as bad as in toplane since the sustain Wriggles gives you should be enough in jungle.
Your build could look like that:








Always carry an extra
with you for escapes.
30.05.2012 Published the guide.
03.06.2012 Changes about Jungle Jax, start with boots instead of cloth+5
05.06.2012 Nerfs on Jax' W damage output as of the Draven Patch. I'd still level W first because of it's low CD on higher levels, but Q gets more interesting overall.
28.06.2012 Added Swain to losing matchups and did some changes with winning matchups.
20.08.2012 Added Malphite to losing matchups and Tryndamere to winning matchups. Did some changes too.
17.09.2012 Grammar and stuff.
25.02.2012 Wanted to update to S3, but CLG doesn't really care about Guides and they don't update them. Let me just tell you, that most of this guide still can apply but keep in mind that a lot of S3 items make Jax scale even better. Try some out!
If you want to give feedback, found an error or if you have questions you can tell me on twitter or add me ingame: Spancer on EU-W. I'll be adding more match ups when I feel like it.
I appreciate thumbs up!
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Comments
Same Author
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Similar Champion
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