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Recommended Items
Runes: Best currently
1
2
Precision
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Ignite
Flash
Ignite
Items
Ability Order Max order
Relentless Assault (PASSIVE)
Jax Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Quinn
Unplayable, her E counter your entire kit
Ideal
Strong
Ok
Low
None
Champion Build Guide
About the author
Hello Everyone! My name is Brad! I am a Jungle main, but I play top-lane as a secondary role. I got to Plat 1 (one win away from Emerald).
Here is my U.gg
My goal with this guide is to show you some ways to make this champion work in Low ELO (obviously won't really work in High ELO)
Here is my U.gg
My goal with this guide is to show you some ways to make this champion work in Low ELO (obviously won't really work in High ELO)
Jax Runes







Items
MYTHICS
Divine Sunderer is good when fighting tanks. The extra healing and %HP damage will shred tanks and out sustain the fight, something Jax heavily benefits from. Synergizes: ![]() ![]() ![]() Good against: Tanks, Bruisers, Healing |
Trinity Force is an excellent item for when there aren't full tanks but there are fighters/bruisers. The extra attack speed and stacking Attack damage helps you in longer fights. The extra movement speed allows you to catch opponents or stall for cooldowns Synergizes: ![]() ![]() ![]() Good against: Fighters, Bruisers, Mobility |
Jak'sho the protean is an excellent item for when you need to frontline or even tank fights. The stacking resistances couple very well with your ultimate. The HP drain will help sustain fights little better. Synergizes: ![]() ![]() ![]() Good against: Any target, as it's dependant on your team composition |
Iceborn Gauntlet is a solid option when you don't have a frontline. The armor and HP will help you sustain fights, while the added slow will help your team catch up to targets. Synergizes: ![]() ![]() ![]() Good against: Any target, as it depends on your team composition |
Guinsoo's Rageblade is a fine option when you need damage in a team composition. Paired with other damage items, it will allow you to deal a lot of damage in extended fights. Synergizes: ![]() ![]() ![]() Good against: Any target, as it depends on your team composition |
LEGENDARIES
Blade of the Ruined King should be built against tanks and only when you are the single person on the team that can deal with them. Synergizes: Everything really, but attack speed helps Good against: Any target |
Maw of Malmortius is the perfect option when you need to shut down enemy AP carries. The shield will allow you to survive big burst. Synergizes: ![]() ![]() ![]() Good against: Mages, especially when they are fed |
Kraken Slayer is amazing against tanks. The three-hit passive gives a lot of extra damage in extended fights. Synergizes: ![]() ![]() ![]() Good against: Bruisers, Tanks |
Spear of Shojin is a very strong item on Jax, as most of his power comes from using his abilities on repeat and staying in fights for as long as possible, and this item provides some stats and A LOT of ability haste. Synergizes: ![]() ![]() ![]() Good against: Any target |
Dead Man's Plate is a good option if you are ahead, already have a lot of damage, and need to chase opponents. Synergizes: Anything, as it's good when you're fed Good against: Any target but especially assassins |
Randuin's Omen is a very good option when you need armor. The slow on the active can help you chase down ADCs very easily. Synergizes: Anything, as it's good when you need armor Good against: Fighters and ADCs |
Guardian Angel is an excellent option against burst, especially when you are the carry. Synergizes: Anything, as it's good when you are the carry Good against: Assassins and ADCs |
Sterak's Gage is an amazing option for when you need to survive burst or CC in order to turn the fight around. Synergizes: Anything, but anything with healing or other sustain helps. Good against: Assassins and ADCs |
BOOTS
Berserker's Greaves are great when you don't have to deal with a lot of enemy CC. Synergizes: On-Hit items Good against: Any target |
Plated Steelcaps are quite overrated. You should only buy this if 4+ champions have auto-attack based damage. Synergizes: ![]() Good against: Auto attackers |
Mercury's Treads are the best boots in most cases. Your worst counter is CC, so reducing it is very beneficial Synergizes: ![]() ![]() Good against: CC |
Gameplan
Level 1
At level 1, you usually want to take E first, as it will allow you to dodge enemy auto attacks while also providing a stun that is hard to dodge. Jax is very good at cheesing, so an extra stun and some defense are perfect on top of his insane damage with
Lethal Tempo and his passive.
Level 2
At level 2, you generally want to short trade with your opponent by using your Q to go in, hitting them with a midair E, and poking with basic attacks as much as possible. This will allow you to maintain or even gain an advantage over your opponent.
Level 3
You are surprisingly strong at level 3. The auto attack reset on W will allow your short trades to be very strong, and you can even force a bigger trade because of your insane attack speed.
Level 6
At level 6, Jax obtains his ultimate,
Grandmaster-At-Arms. His ultimate grants him a lot of extra damage and tankiness in fights. Make sure to use it only when you can guarantee a kill or to escape death with the resistances (very unlikely).
Mid game (levels 6-11)
During the mid-game, Jax is at his weakest, though not weak. The best course of action is usually to split push. Most of the time you should go bot lane to split push as enemies will hardly ever contest you and it is a little easier to take turrets, but if you haven't taken the first turret top it's fine to stay there. Only join fights if you are fed and your team needs you or when the clean-up is straightforward and the assist gold is worth it.
Late-game (levels 11-16)
During the late game, Jax is at his strongest. Not many champions will be able to stop him, and he doesn't need much help from his team to carry the game. In the late game, you should split push if you get to your team easily (via Teleport or if you are close to them). I don't recommend split pushing a lane that doesn't have its second turret, it is too risky especially if you have a shutdown. Going past the enemy jungle is risky because you cannot ward hop with Q over walls (at least not fast enough usually)
To Close
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