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JAX BUILD GUIDE: Refit and Reloaded (R.I.P. Joe) by paintballreturns

by paintballreturns (last updated 5 months ago)

Featured4,236,999 Views 206 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
2
Greater Quintessence of Life Steal(+4% Life Steal)
1
Greater Quintessence of Attack Damage(+2.25 attack damage)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Relentless Assault
QLeap Strike
WEmpower
ECounter Strike
RGrandmaster's Might
View Skill Order Details

Introduction

Jax has been my main champion ever since I started playing league half a year ago. I joined before the days of him being extremely OP, but the stories I heard intrigued me. He was the first champion I bought with RP and from then on he's been my go to champ for when I want to win.

Jax just underwent a total remake, courtesy of FeralPony. He's changed quite a lot now. Gone are the days of building straight offense on him and getting free health through his Passive. Now Jax needs to be built a bit more differently to do well, but in my opinion, he's in a MUCH better place then he was pre remake. He can still carry like a god, but now has a better laning phase against more matchups, and does more consistent in teamfights without having to rely on RNG for his stuns. He also can jungle amazingly well, and does better against magic champs because he doesn't have to rely on AA's for his stun. He's in a much better place now.

SURPPPPPRRRRIISSEEEEEE, I'MMMMMMMMM BACKKKKKKKKKKKKKKKKKKKKK! Miss me? I may have disappeared for a bit, but i'm back now and working on my Jax guide once again! I've been playing him extensively since i last updated this, so This guide will have many options and choices. Some choices i use personally, but may not be optimal or what you feel comfortable with. So your call with what you'd like to use and i will list many choices as possible for runes/masteries/builds/etc.

Bear with me, i will be updating this as i go along. so this guide will be a[b] WORK IN PROGRESS
until i say so. Fear not! I will be updating it constantly until it is finished![/b]


About Me

-My name is Paintballreturns. I've been playing League since Brand patch. Jax has been my main ever since i first started playing the game. A tanky god who can hyper carry? That just appealed to me a ton. The fact that he's the master and he whacks people with a Lamppost is just icing on the cake. I've played him for well over 700 games. Been with him through his good times, his bad times, his amazing times, etc.

My summoner name is Binge Drinking (Formerly Paintballreturns). So far, i'm Plat 5 and climbing. Decided to tryhard this season and see how far i can go!

Runes

Runes are Attack Damage Reds, Armor Yellows, MR per level Blues, and one AD and two LS Quints. The AD reds help with last hitting, trading in lane, and help a bit for your ultimate. Armor yellows is to survive in lane against AD bruisers, and MR is of course to survive against those pesky magic damage users. If going up against a magic damage user in lane, switch the scaling with flat.

Lifesteal Quints are, in my opinion, the best Quints for Jax. Coupled with a Dblade start, this gives Jax a decent amount of sustain in lane to survive. You only need 2 quints in lane, but if you'd like you can take all 3 LS. I like the one extra AD as it helps even more with last hitting.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
OFFENSIVE TREE

This is the standard Rune set up for Jax.

Tier 1: Double Edged sword is a great 1 point talent, especially for Melee. Take it, no exceptions. Some people argue between the 5% CDR and 5% AS in Tier one. It's personal preference honestly, but since you're getting AS out the ass from your passive, BotRK and TF and CDR is amazingly underrated on Jax, i prefer the CDR rather then the AS.

Tier 2: Brute force over Mental force since unless you are building a lot of AP, Jax will be doing more Physical damage then Magical damage, especially during Duels. This also helps for last hitting early on.

Tier 3: Since Jax is a hybrid, Spell Weaving is a must. With his passive and his ability to ramp up AS very quickly, he'll be proccing this very fast. Makes his Empower and ult passive hit harder as time goes on. Martial Mastery is mandatory. Extra AD is always welcome. Makes last hitting easier, etc. Executioner is good for finishing off people in duels and in teamfights. Duel coming down to the wire? You'll thank the lord you have this talent when you pull it out with 50 health.

Tier 4: Blade Weaving is great, since it procs off your ult passive and Empower, which is a low CD. Warlord gives you more AD as you build more AD, great talent of course. Dangerous game is...eh, i can see the use and it's a pretty cool talent, but i like Blade Weaving a bit better. Dangerous Game is getting buffed to kill or assist next patch though, so it might overtake Blade Weaving when that hits.

Tier 5 Devastating strikes. More damage, more penetration. MOAR KILLS. I've seen some people go 1 point in Frenzy and then 2 points in Devastating Strikes. I can see the benefits of it, since you are getting Crit from TF, but i don't think it's worth not getting the early MPen and ArPen.

Tier 6: Please get this.


DEFENSIVE TREE

Tier 1: Block helps with ranged harass and early laning phase. I do think Recovery>Enchanted armor early game and in laning phase, which is where Jax needs the most help. If you're shooting for the late game, Enchanted Armor would be the better pickup, but in the laning phase, Recovery gives him a little extra HP Regen to help him stick in lane longer.

Tier 2 Unyielding helps with even more harass early on, and the Health Bonus from Veteran's scars is good early on.

Tier 3 Juggernaut. Health is great on Jax because he gets free resistances from his ultimate, so his defensive items should include health somewhere on there (Randuins, SV) so the more health, the better.

Summoner Sets

Flash & Ignite
Flash is Flash. Great for getting out of sticky situations, flashing over walls, getting that extra range for a leap strike+Counter strike stun on a fleeing enemy or for inturrupting a channel, etc. It's basically a get out of Jail free card.

Ignite's great for top for the dueling and killing Power. If Jax gets ahead, then he's not letting that advantage go. Ignite is the perfect summoner spell to snowball and kill your lane opponent.
Ghost & Teleport
Teleport is a great utility spell. Every solo top should really run it, as it's great for helping out a team fight, dragon fight, setting up ganks, and getting from base to lane without missing any CS. This enables Jax to farm better and able to blue pill back, heal up, and get right back into the action. The buff to TP that shaves off 100 seconds if used on a Turret is icing on the cake. This is usually my Summoner of choice if i'm playing Solo Queue, as it lets me help bot lane out if they need it.

Why take Ghost over Flash?

- Jax needs that chasing ability Ghost brings

- After counter strike, Jax really has no hard CC or built in slows to stick to his target. This helps his ganking ability and helps him stick to people that run away when his counter strike is up.

- Jax already has a sort of Flash in his Leap Strike ability. This is why Wriggle's is great on Jax. He can Leap Strike to any minion, Allied Champion, or Ward. So laying down a ward real quick then jumping to it is in itself a flash. Same with jumping to allies. Ghost also let's you get away from Bad
situations in conjuction with Counter Strike. Pop ghost, pop CS, then laugh as they blow gap closers to get to you, only to get stunned in the process.

-Ghost allows you to back off from a fight as well, whereas Flash basically makes you commit to a fight as soon as you blow it.

Item Builds

Starting Build(s)
Default Starting Build
Against a harder lane
Final Build(s)
Standard Final Items

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Relentless Assault
QLeap Strike
WEmpower
ECounter Strike
RGrandmaster's Might
VS Ranged: Max first, followed by , then , taking at 6, 11 and 16.

VS Melee: Max , then , finally and of course taking when possible.

"why Empower over Leapstrike?"

Because Empower is lowcost, resets your attack swing, and in the later ranks has a very short cd and high damage. If you're getting ganked a lot or pressured then take Leap strike for the reduced Cooldown, but other then that Empower is the way to go.

Skills

Relentless Assault
Passive: Relentless Assault
[number]Jax's consecutive basic attacks continuously increase his Attack Speed.

Explanation:

Jax's new passive. Every time Jax attacks an enemy he gains 4-10% increased attack speed (stacks up to 6 times). It's basically half of his old ultimate. It's nice to have in the early levels now as he can dish out more dps in trades, but it was nerfed by 40% and compared to his old passive it's kinda...lackluster.
Leap Strike
Jax leaps towards a target. If it's an enemy, he attacks it and deals an additional 70/110/150/190/230 (+100% of Bonus attack damage) (+70% of ability power) magic damage.

Cooldown 10/9/8/7/6 seconds
Cost 65 mana
Range 700

Explanation:

Jax's gap closer and get the hell out ability. With the remake came a shorter CD and better base damage early game, but reduced ratios as now it only scales with bonus attack damage instead of total. This move defines good Jax's from bad ones. You can use this ability to jump onto wards, allied champs and allied minions as well. A good Jax will use this to get away from ganks and get out of sticky situations.
Empower
Jax charges his weapon with energy, causing his next attack to deal 40/75/110/145/180 (+60% ap) bonus magic damage.

Cooldown 7/6/5/4/3 seconds
Cost 30 mana

Explanation:

Jax's bread and butter skill. This ability is low cost, allows Jax to trade blows well, allows him to last hit under towers easier if need be, and combined with Leap strike or his ultimate can dish out some great burst damage. I max this one first because the short CD and high damage at the later levels are a better trade off then maxing leap strike first.
Counter Strike
Jax enters a defensive stance, dodging all incoming basic attacks for 2.0 seconds, and reducing the damage of AoE attacks by 25%. At the end of the effect, Jax deals 50/75/100/125/150 (+0.5 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 20% damage (up to 100%) for each attack dodged. This attack can now be ended early to deal the instant stun.

Cooldown 18/16/14/12/10
Cost 100 mana
Range 400

Explanation:
The biggy skill that got shined and polished up. Everyone was wondering what would happen to Counter Strike when dodge was taken out, and this is the result. Now instead of having a constant % chance to dodge an attack, Jax now has an on-demand 100% dodge rate for 1.5 seconds, then at the end of the duration he stuns everyone around him, increased by AD and how many attacks you dodged.


One thing to never underestimate is the damage component on it now. Early game if i'm going solo top against another melee, i'll take this first, AA the enemy champ, pop this as all his minions attack me, and pop off some very nice burst damage to him. Never underestimate the damage this can do in the early levels.

The one bad thing is this is now on a pretty long Cooldown until level 5, so use it wisely to set up some harassment or get away from ganks.
Grandmaster's Might
Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.

Active: Jax Strengthens his Resolve, Gaining 25/35/45 Armor (+30% of your AD) and 25/35/45 Magic Resist(+20% of your Ability Power) For 8 seconds.

Cooldown 80 seconds

Cost 80 mana

Range 100

Explanation:

Jax's new Ultimate is a lot more Defense Oriented now then the old one. It's kinda like his old pre remake ultimate, but much better as it'll give more MR, and now adds Armor to the equation. This is the skill that makes Jax scary to take on 1v1 and what keeps him alive in a teamfight if he is focused. This was a huge buff for him, make no mistake about it. Lately, i've seen people throw around the \\\"IT WAS A NERF CUZ NOW HE DOESN'T GET AS MUCH FREE GOLD STATS FROM HIS ULTIMATE!!! WAHHHH RIOT SUCKS!\\\" Please don't listen to these people. They are either retarded, building him Metagolem still, or trolls who have no idea what this did for Jax. This allows him to build the damage that he lacked pre remake without the ultimate active, and still not get blown up in teamfights. It lasts 8 seconds, which in a teamfight is a LONG time. Also the 80 second cooldown is pretty short, and with the right masteries, it'll be even shorter.

as soon as a teamfight starts, jump onto the squishy and pop counterstrike. Once the enemy team starts focusing you, THEN pop your ultimate. Don't prepop your ultimate unless you are COMMITTING to a teamfight. Bad Jax's will pop this to early, the enemy team will see that and back off, and now he will be ultless, making him a prime target to hit.

Don't underestimate the passive on this ulti. Once you get your ult, you should be able to really start dishing out the damage. A great harass combo is to Auto attack twice, pop your Counter strike, Leap strike onto the champ, hit the stun and then pop your empower. your attack will deal the Empower damage ON TOP of the extra bonus magic damage of your third strike, dishing out some great damage before they can even retaliate if you timed your Counter Strike right.

Early Game

-Early game you want to be focused on farming. Poke enemy champs with an Auto Attack and then Empower when they come up to CS, but don't overdo it. Make sure and use your Counter Strike at opportune times as well. You want to be able to just survive until level 6.

-Once you hit 6, your damage will increase big time. This is when you can start harassing the enemy laner with ease, and start to zone them. When your Counter Strike is up, Auto Attack a minion twice (or two quick last hits), pop your Counter strike, then Q over to the enemy champion. If you time the CS right, you should stun them as soon as you land on top of them. As they are stunned, Hit your Empower for some massive burst damage via Empower and your ulti passive. Then either run back before they retaliate or keep bashing them if you think you are strong enough to duel them and come out on top.

-One more time, FARM FARM FARM!!!!!

-Always look for gank opportunities with teleport. Bot lane is pushed up to your allied tower? Teleport in on a ward from the bush behind them, and go to town on the AD carry. The burst you put out post 6 should be devastating with your teammate's help.

Mid Game

- Now you should be getting farmed and teamfights should start breaking out soon. You should have your BotRK/TF completed, and working towards your TF/BotRK. Don't ever forget about the BotRK active, it's amazing for chasing and dealing that last bit of damage. Teleport allows you to still keep farming and pushing lanes while keeping tabs on your team. If anything breaks out, teleport in.

- Mid game teamfights, your job is to jump on that AD carry and beat them into submission. Jump onto them, then pop Counter strike and your ultimate to mitigate as much damage as possible, and start wailing on them. Blow Counter Strike early if you think they will try and blow something to get away from you, stick on them as much as you can. If they blow flash, use your BotRK active and pop ghost if you took it. They won't be able to ditch you. Everytime Empower is up, keep using it. That low cooldown is amazing for sustained dps now.

- You want to target squishies with your W+Q+E Combo, hitting W everytime it's up.

-If you can, try and charge up your passive stacks on minions before you jump in on a teamfight. It ramps up your dps from the get go, allowing more damage, more ult passive procs, and more lifesteal, which can save your life.

-Jax is also a pushing machine. His Counter Strike can clear minion waves extremely quick, not to mention his fast attacks and damage with his ult passive. Jax can take a tower down very very quickly with full passive stacks and some damage items. This is a good reason for taking teleport, as you can be split pushing a lane, but teleport in when your team needs you.

Late Game

Once Late game rolls around, you should start becoming a terror that rivals old Jax in carrying style. Actually, New Jax can teamfight BETTER then old Jax (thats right, i said it. He's more consistent in teamfights and doesn't have to rely on RNG procs for his stuns and dodges anymore, not to mention a better defensive steroid.) With BotRK, TF, and Guinsoos/GB/LW you'll be dealing out a TON of punishment, and be extremely tanky with your ultimate up, able to survive the hardest of bursts. When the teamfight starts, jump onto the enemy AD carry or AP carry, AD carry preferred, and start whaling on them. For extra burst damage, don't forget to use your BotRK active, as that basically makes it almost impossible for them to get away from you without blowing flash or having someone try and peel you off of them. With the new ultimate, your sustained damage just shot through the roof since you are able to buy damage damage damage and still survive. Keep ramping up your passive and once the AD carry is out of the fight, either move onto the next squishy, or try to help out your own squishies by jumping onto anyone who's on top of them and popping counter strike to get your squishy time to get out, and try to get the enemy to focus you.

Since Empower resets the auto attack swing, use it to ramp up your passive stacks even quicker, since it's a 3 second CD at max rank.

Always remember to pot up as necessary. Priority is [imgsmall=items/elixir-of-brilliance.png. Reason for this is Red gives you Health and damage, which is always needed since you're melee. Blue pots give you more damage on Empower And your ult, which is great, but not as important as health and damage.



Also: A tip.

- JAX IS NOT AN INITIATOR! DON'T THINK THAT YOU ARE A GOD BY BEING ABLE TO LEAP STRIKE INTO THE TEAM AND POPPING COUNTER STRIKE! YOU WILL GET CC'D AND DESTROYED, AND THEN YOUR DAMAGE IS GONE! DON'T PICK JAX THINKING HE CAN INITIATE, HE SHOULD NEVER DO IT UNLESS IT'S A DUEL!

Team Fights

Playing Jax well in a teamfight can make or break you. Knowing when to jump in, when to use your ultimate, when to pop your counterstrike, when to pop your gunblade active....all of those things require timing and knowing what your enemy team comp and playstyle up to that teamfight has been.

Let's break it down some, because a getting into a good position and knowing when to go in as Jax is CRUCIAL.

1:Enemy team has little to no CC

- Yummy, you will become a wrecking ball with this. Play this super aggressively, not being afraid to jump into the fray and initiate with your ultimate active+counter strike onto their AD or AP carry. A jax that can't be cc'd or kited is a very, very, scary thing. If you have initiation on your team, let them start the fight, then immediately Leap strike onto either the AD or AP carry, preferably the AD carry. As soon as you land, use your gunblade Active and immediately pop counter strike. They will try to run or flash away, but the Active on gunblade will still keep them in range of you by the time counter strike is up, if you played it right. Once counter strike goes off, pop your ultimate active, as you can usually wait longer to pop it against no cc teams because you won't get chained CC'd. If you get focus fired earlier though, pop your ultimate as soon as you leap strike.

Your burst damage is massive, and with the lack of CC, you'll be sticking onto the squishy like no tomorrow. They'll go down extremely quickly. After they are dead, you have plenty of options depending on how the fight has gone. If their AP carry is still up, get on top of him and start bashing his skull in, making sure to pop counter strike when it's up so he can't get away. If the AP carry is dead and gone, clean up duty is required. If you AD carry is getting molested by a tanky dps of some sort, pop your counter strike, leap strike onto the enemy, and immediately end the cs for the stun. This allows your AD carry a small window to put some space between him and the enemy, and if you get a TF/phage slow proc, it'll make it harder for the tanky dps to get to him. This will make him turn his attention towards you, or run. Either scenario is bad for him, as a late game Jax is a big no no to fight against without help. As always, if your Bot lane shut down their AD carry, then consider going after the AP carry instead. Whoever is the biggest threat to your team, shut them down.


2:Enemy Team has plenty CC/kite abilites

This is a bit trickier, and what seperates the good jax's, from the GREAT Jax's (badum tsh). A Jax that is CC'd to hell and back, won't do much in a teamfight. This is where I focus more on Burst damage with Jax, and not sustained damage, as you WILL be a high priority target to CC. Drop the Rageblade for an Early Sheen and Phage for maximum burst damage. After you finish Trinity, go either Abyssal or GA. This is where you have to time when you go into a teamfight correctly. DO NOT INITIATE, LET YOUR TEAM INITATE FOR YOU. Teams like this are where Ghost comes in really handy.

Let your team initiate, then WAIT for some CC to be blown. As soon as you see an Opening onto one of their squishies, Pop your ultimate, then Counterstrike, Then do an Empowered Leap strike combo onto them, You want to do as much burst damage as you can at once. As soon as you land onto their squishy, Immediately end the stun and pop ghost. Start whaling on them and wait for the inevitable peel/CC. As soon as you get it, Activate your gunblade onto the squishy, and start moving towards them. Ghost and the slow from GB will keep them in your sights. Leap strike onto them in neccessary as well, since it only has a 5 second cd with masteries and max rank. The advantage here is that if you built right, you will have already done MASSIVE damage to the enemy carry, before he could have even gotten away. Since you built more bursty, once they start throwing CC your way, it will be to little to late, as either A: you've killed the carry, or B: you've taken them basically out of the fight, having to blow flash over a wall and running for the hills. So basically the CC used on you was worthless. Meanwhile, your AD and AP carries are tearing them all a new one because they focused you when they shouldn't have.

An important thing to note here is that Taking a Carry out of the fight is almost as good as killing them. If they're extremely low and can't fight anymore, there is no use chasing them and abandoning your team. Let them run, Jump onto the AP carry, and make him sweat. If the AD carry comes back, he'll be extremely low, and a prime target for a W+Q burst.


3:The enemy team is heavily biased toward a single damage type (Heavy Physical or Heavy Magical)

The good thing about Jax, is he is very flexible when it comes to his builds. He's hard to counter build against, because His ultimate passive and Empower both deal magic damage, while Counter strike, Leap strike, and AA's do Physical. You counter his physical part, he'll build more AP and Burst. You counter his Magic, he'll build more physical and sustained.

He also has an advantage of being able to counter build others more effectively then most champions can, as his ultimate gives him bonus armor and MR based on how much bonus AD and AP he has. Enemy team really Physical heavy? build a BT after Gunblade, do more AA and Leap Strike damage, and get a ton of Bonus Armor from your ultimate. More magical? go Gunblade>Phage>Abyssal scepter or Maw>gunblade>Abyssal, and laugh as their burst does basically nothing to you, while your ultimate passive and Empowers hit like a truck. Build to counter your enemy. Most times though, you will want to go Hybrid because most teams are not like this.

Final Comments

Jax has a lot of things to bring to the table. He's a fun champ to play, not to mention he is "the champ", and who doesn't want to play him?

This is my first ever guide, so any comments or criticism is welcomed. If you have any questions just shoot me a FR and let me know, or leave a comment below. I'll try to answer as best as I can.

Future Guide Improvements/Additions/Changelog

Here I will post what I'm working on to improve my guide, Things I have changed, etc.

Future Improvements:

-In depth look at Item builds and Item choices. This is a huge chapter and i want to give it my due dilligence. It'll be done Friday this week.

-Jungle section

-Champion matchups

-Videos, Alternative builds (AP Jax) etc.

-Generally cleaning up the Guide. Some things from the old guide remain (Atma's, Guinsoos, GB rush, etc) So bear with me on this. I cleaned up most of it into a barebones guide.


Changelog:

-3/19/14- REUPDATED GUIDE! Cleaned out most of the old guide, added barebones and groundwork for most things. Deleted old content.
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