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I notice you are a Shyvana main, you might like my Shyvana guide too, though I expect you know everything in it already...
The build I was formerly recommending is now offered as an alternative build, called 'my build' :) This section of the guide provides an explanation and detailed comparison of my build with the standard build, and explains the pros and cons of mine - I think mine is better overall, but anyone reading the guide can make their own choice.
Runes also slightly updated, as I agree with Vapora Dark's comment that flat CDR runes are not as helpful as I thought in the early laning because Jax is mana limited at early levels.
I am keeping the build under constant review, as obviously I want to recommend a good or even optimal build in my guides, it would be pretty dumb to do anything else.
I will need to test all of the points you have made carefully. Some of the points seem to be good ones, which should lead to revision of the guide in due course.
As well as testing things in-game, I do the math (carefully, taking into account everything in a build including champion level, runes, masteries, ability combos, CDR, item passives, enemy defences etc). It's going to take a while to finish doing the math for Jax, so I'll come back to that in a few days.
As an initial response on
Here are the reasons why
Once I'm in a position to do the detailed math, I'll provide math to back this up.
Further responses to follow...
For the record, here's everything you'd have to change from your cheat sheet before I would consider removing my downvote:
- HP/lvl seals are only good in AP matchups, otherwise you should be running armor seals.
- Flat CDR glyphs aren't good since early-game you won't be spamming spells anyway due to mana constraints. The 0.8 - 0.25 second faster uptimes on your spells will rarely help you at that stage of the game. I think scaling CDR glyphs are fine, but most people would use scaling MR in AD matchups, and flat MR in AP matchups (which I would definitely use).
- Armor quints should never really be a thing, your options are AS quints and AD quints. Most people would argue AS is better, but there's room for discussion and either way AD quints are fine too.
- Ionians are awful to rush. They're okay to build on
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- As such,
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- Speaking of core damage items, passing on
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- Since
- While I personally like the idea of
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"Sterak's adds about +30 base attack damage at level 18 to your auto-attacks and any Sheen item you have (Trinity Force / Iceborn Gauntlet) but that damage is not counted in your Q, E and R abilities which scale off bonus attack damage only, making it a very lame damage item overall - think of it as about +20 damage on average."
It's +30 constant, and +60 when the passive triggers. And the fact that it's +30 base AD rather than bonus AD is actually a good thing for
"The problem with the Sterak's Fury passive shield is that the activation is outside your control, it activates only after you have been bursted down and that's a situation when you will probably die anyhow from overkill, or when the shield wears off. It is useless against poke damage."
It doesn't just activate from burst damage, it also activates just from tanking the average DPS you would receive in a team-fight. Even duelling an ADC it would proc (if the fight even gets that close). It's almost always going to proc whenever you need it to, the only situation it might not is when duelling some super low damage tank.
"Except against those specific opponents, a simple Warmog's Armor gives much better defence, even if you don't have 3000 health to activate its passive. Warmog's is similar to having the Sterak's Gage shield active all the time."
"Warmog's is similar to having the Sterak's Gage shield activate all the time." In terms of HP, yes that's true, but to say Warmog's gives much better defense is false. There are situations where
I could understand delaying or even not building
- I don't know if it's a mistake or not, but you max W at level 10 and instead take a point in Q at level 9. There's no point in not maxing W at level 9.
- If for some reason you were to go 18 in cunning,
- Don't go 18 in cunning.
I'm willing to help further if you fix all the things I just listed, but if you don't then I'll keep my downvote and be on my merry way.
And there's no point in faking a positive attitude towards criticism from high Elo players like Joxuu if you're going to "respectfully agree to disagree" with almost everything while knowing full well that you don't have anywhere near the same degree of experience in League that he does so if your opinion differs from his that's probably because it's wrong. Sometimes controversial builds or playstyles are discovered to actually be underrated and optimal over time, but everything about your guide reeks of controversial, not just a single item or rune, which points towards it being the product of an inexperienced opinion rather than that of an open mind.
A huge part of becoming better at League is swallowing your pride and accepting that some (or a lot) of your initial views could be wrong. As such it's also a huge part of writing a good guide, since otherwise the things you advise your readers are going to be completely wrong. I was guilty of it too 3-4 years ago, but now I make sure I know my **** about a champion before I play them, let alone write a guide on them. And I'm sorry to say that while I can't comment on the quality of your gameplay with
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Meanwhile I am looking again hard at Sterak's Gage, given the win rate stats you have produced - it seems I may be wrongly biased against it. On Jax its shield can have a similar benefit to Death's Dance, ie. buying him the time he needs to stun or kill. And its base AD obviously helps basic attacks, W, and the Sheen effect.
As I say I am keeping an open mind on Trinity Force until I have tested it some more in 6.11, but at present I view it as an excessively costly way to have attack speed, and the other benefits it gives, although all good, do not seem worth 2500 gold. (You can have 40% attack speed just from a Recurve bow and a Dagger.)
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It's difficult to understand why you have such entrenched views on this subject, when you don't even play Jax that much, so far as I can see from your profile. (In your last 50 games or so, as far as I can see, you have not even played any game with or against a Jax!) Gold spent on a mana item is not wasted, Jax does much better in early game if he has unlimited mana, for the same reason that
It's difficult to understand your view that a Tear gives "no combat stats". Mana is a combat stat the same way that health is. Jax has 4 extremely powerful abilities in combat, two are low cooldown and we are following a CDR build, so he wants to be able to have enough mana to use them frequently, and he wants enough mana in reserve to be able to use all 4 in an all-in.
Here is a (somewhat old) Reddit discussion of the pros and cons of a Tear of the Goddess -> Manamune build. Since the Patch 6.9 rework, there are additional advantages to it.
If this boils down to you saying 'I prefer an attack speed build', that's OK, that's a view which some people have and I can respect that, without agreeing with it. The guide covers that type of build for people who want it. Or there are at least 10 other easily accessible guides on Mobafire covering that build.
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Cheat sheet for items is tidied up somewhat, I can look at this some more. It's intended that all the builds should line up vertically making it obvious for example what Caulfield's Warhammer builds into in the various final builds. It can maybe have a different & more messy appearance on some screens, currently it looks good on my PC screen and on my phone but I'll try to check a few more.
Problem with
I mean cheat sheet for items that is messy.
Do you mean the cheat sheet or the actual Item chapter is messy? I think you are saying two different things, like the cheat sheet has too many options, and the Item chapter covers too many items?
How the cheat sheet is intended to work is to show one core mid-game build (that's Caulfields Warhammer, boots, Chain Vest, tear) and then a number of different options to build that out into for finishing the build. I plan to add: (1) a chapter covering a standard recommended build path for people who just want 1 build to follow, (2) a chapter called 'Adapting your build to the game' which better explains different options and when you might decide to take situational items, including departure from the suggested 'core' items. An AP opponent in lane is the most obvious situation.
I think I might remove the Guinsoo's build from the cheat sheet, and have a separate chapter in the guide covering only Guinsoo's builds which is a totally different build path. That should be clearer and less confusing.
I think we are not going to agree just now about new Trinity Force. I don't see two attack speed items as necessary on Jax in lane (for reasons which I've tried to explain in a new spoiler I added to the guide today, basically his attack speed is already naturally high so extra attack speed makes for diminishing returns). However, another commenter J3r3myDE has also said 'Trinity Force' today. So I will keep an open mind for now, I need to try it out myself in a few Patch 6.11 games, and maybe modify my opinion in light of that.
Another big problem with Trinity Force is its cost. Jax is not usually rich in gold in the early game, unless he roams / teleports and gets lucky with kills. My guide - as I hope is clear - is looking at gold-efficient builds, and I think 2 completed items is always stronger than 1.5 items. Is there is a reason why you don't like
I totally agree with you that "something XXX + Hextech Gunblade" gives all necessary stats for solo lane 1v1. But I see that first something XXX as being something other than Trinity Force, Youmuu's being the main contender here, or Wit's End against AP. (Again, gold.)
The general recommended build does go full tank after that, except that it finally finishes with the Manamune. DMP + Spirit Visage is one way to go full tank, Warmog's + GA is another. I also really like Titanic Hydra or Frozen Mallet if they can be fitted in somehow (This Diamond guide has a good explanation of why Titanic Hydra is so good on Jax, which I totally agree with).
You have not said why you disagree heavily with
The builds are not messy or random, all are aiming for consistent elements, including 20% or 30% CDR from items (most builds shown have 30%), 12-15% lifesteal, AD or equivalent damage from on-hit or Sheen effects or both, 800-1000 health, balanced resistances, and some armor pen if possible, and low gold cost for completed items as much as possible. Maybe this needs better explanation, and a more logical flow from the core build to the final build.
AS Quints specifically to help farming under tower, I hadn't thought of: thank you that seems to be a very good point - though I guess buying a
Maybe CDR runes will not so necessary with a Trinity Force build, I will keep that under review but it depends on whether new Trinity Force becomes a core item.
A higher attack speed build could favour
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Did you have any suggestions on match-ups?
I will start with items. I think
Trinity Force -> Hextech Gunblade gives all the necessary stats you will ever need for solo lane 1v1. Third item
I disagree heavily with going
For runes I would take magic resist glyphs and attack speed quints. AS Quints allow you to attack twice between turret shots which makes farming under tower much easier.
For masteries I would take Fervor because
Please also bear in mind that I would estimate the target audience for this guide is Gold-Silver-Bronze, that's to say the big majority of players, and judging by feedback the build seems to be working well for people who have tried it. Things are fairly different at Diamond 2 and above: I note you are in the top 0.25% of players worldwide... (As a generalisation, I guess that Diamond players either don't follow other people's guides at all, or have the sense to dip in and out of them and take the ideas they like, but ignore the rest?)
I'm actually very interested in other people's opinions on match-ups, as that's a section I'm currently working on improving. So I'd be really grateful for your suggestions on that. Especially from the perspective of Mao'Kai, Poppy, Malphite, Nautilus, Shen, Renekton who currently do not feature and need to be added.