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JAX BUILD GUIDE: [S3] Jungle the REAL weapon by sparklefart

by sparklefart (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 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

Runes

Masteries

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

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

Champion Matchups

Introduction

Jax, the Grandmaster of arms. It is one of the few champions among that benefited from the season 3 jungle changes.
The reason I made this guide was due to the fact that people do not regard Jax as a viable jungler. This guide will guide you how to make use of Jax's late game potential and dominance.


Some things that we are going to focus on:

  • Why do you max W instead of E?
  • Explanation of the item build.
  • Explanation of runes/mastery choices.
  • Summoner spell analysis.
  • Routes to take in jungle.

Skills

Passive: Relentless Assault

Explanation:

This is one of the bests passive in the game. Although it only comes in handy after you get your ultimate, . In a fight, try to simply use after an AA. IT IS A FREE AUTO-ATTACK.

Q: Leap Strike

Explanation:

This is the main escape/initiation tool for Jax. It is a alternate , therefore you NEED and MUST carry a ward with you at all times.

W: Empower

Explanation:

Empower, it is your main early burst damage, by maxing it first allows you to deal TONS OF DAMAGE while ganking. People may question why don't we max (counter strike) for fast jungle clear times, but as a jungler, you have to maintain constant jungle pressure all over the map, rather than camping in your jungle all the time waiting for camps to respawn. Try to use when your third strike of's passive is available. It goes something like this: AA -> AA -> , this will lead to massive burst of damage. While ganking, try to --> --> AA --> AA --> .

E: Counter Strike

Explanation:

This skill makes Jax excel at shutting down ADCs as once they use their burst skills and all they have is basic attacks, all they can do now is run, by using to catch them if they do get out of range your stun will hold them in place for a few seconds for you to get some quick damage off. Which allows your team to instantaneously burst them down, which would be definitely beneficial for your team.

R: Grandmaster's Might

Explanation:

You obtain a second passive when you hit 6, a much stronger and useful passive. Its passive grants you a more powerful third AA(autoattack). Grandmaster's Might active transforms you into a natural tank, by granting you bonus armor and magic resist based on your AD and AP, it makes you hard and beefy target to take down.

Skill Order

[http://i.imgur.com/oPvQH.png]

By addingat level 1 allows you to take a lot lesser than damage as you're able to dodge their attacks, providing a stun to the jungle camps as well while dealing damage. Maxing due to the fact that W is main source of damage. After , I prefer going for instead of as my aim is to burst down their carry ASAP. ADCs like ,, are difficult to chase down after them using their escape spells. Do not succumb to kiting because if gets kited, it would be difficult to land your

Masteries

[http://i.imgur.com/hagfR.jpg]
This mastery page allows you to stay in the jungle as long as possible, the defense tree in the mastery page season 3 is really strong.

Summoner's Resolve: For the +10 Gold after smite.
Tough skin: Despite indomitable being overall better than this, you are not just levelling it for the damage negation.
Bladed Armor: It returns 6 damage back to creeps, this can save a few attacks at wraiths/wolves and even red/blue buff, it also makes doing your first wolf camp at level 1 much smoother.
Vigor: You're gonna be taking damage constantly, you need to get it back, can't waste time getting a on jax, you need to get your main items asap.

[http://i.imgur.com/qdwFA.jpg]
There's also this mastery page, which I find it viable, but you're gonna' take alot of damage from the jungle camps compared to 9/21/0. It allows you to deal as much damage as possible, but you ain't gonna be tanky.

Summoner Spells

+ / /

Explanation:

because it is the basic of all junglers in season 3, this allows you to clear jungle camps quickly at lower levels and be able to pressure objectives like Baron and Dragon.

is the core of almost each champion, you can use for the ability to proc your stun from or the ability to get out of bad engages.

this summoner spell is one to ensure that your ganks are 99.9% succesful. However, I do advise flash as it is both a gap closer and an escape tool.

This is one of the more advised summoner compared to exhaust because of Jax's high mobility and will be able to reach its target efficiently.

Runes

[http://i.imgur.com/JEDLn.jpg]

This is basically how it looks like in a rune page. I recommend this attack speed page for more chances to proc your ultimate's () passive after level 6.

[http://i.imgur.com/mSJIm.jpg]

This is the standard 15 AD rune page that is also viable on ad junglers. It allows you to deal my base damage with you auto attacks, however, attack speed runes will allow you to proc more of your 's passive.

[http://i.imgur.com/qDS8x.jpg]

This rune page is one that I figured out to work well on jungle jax. Taking half of each aspect(attack speed, attack damage), grants you slight benefits of both. This page can be tried in normal games to see whether it works for your style.

Item Builds

First buy:
This setup is much better for season 3 junglers nowadays, instead of starting boots or cloth armor, machete allows faster clear times and taking lesser damage from jungle camps.

First return: +
Madred's allows even faster clear times if their passive proc against jungle camps, early boots cause jungle pressure all over the map because you are able to move around the map quicker.

Early Game goals: , , ,AND MOST IMPORTANTLY. every time you leave base.
Just upgrade Madred's into wrigglers, I do not understand why people do not upgrade it into wrigglers. It allows faster clear times of the dragon during early levels. It also serves as a free sight ward which is useful in any kind of situation. It can be used for ward-jumping, over wall, and to it. An escape tool, a free ward. What's more?
Mercury Treads are recommended when the opponent team has a lot of CC(crowdcontrol) effects or more AP based team composition.
Ninja tabi is literally a broken , BROKEN, OP. Get it whenever you feel that you are taking too much damage from the ADCs.

Mid-Game goals: //
Grab a if you are going for a early trinity-force, advised to when you're snowballing really hard. What I mean by snowballing really hard is by getting a kill or assist each time you go to a lane for a gank.
Opt for if you feel that your team needs someone to burst down their carry.
Rush a if you think that you need to step up and carry this team to victory. This item is one overpowered item, it grants bonus armor and magic resist to your team-mates.

Late-Game goals: /, , ,

Blade of the ruined king: Your main damage dealing item, this item has major lifestealing ability and suits Jax alot. What can I say? It grants AD, lifesteal, having a passive which regens you health for the 4% extra damage dealth based on opponent's health, having an active that deals 150 damage + 50% of your AD, and healing you for the same amount.

Hextech Gunblade: This is an item similar to but granting you AP too. Although I prefer getting this on top lane jax instead.

Trinity Force: Although this item has been nerfed quite abit, I still find it viable on Jax since the proc of this item + does a lot of damage. If you feel that this item is too costly, you may want to try out . This item is new to Season 3, but it has taken many likings from players all around the world as a replacement of . Iceborn Gauntlet basically has a sheen proc too, and a mini AOE slow. Its a combination of the effects of +

Guinsoo's Rageblade I believe this is the new core for Jax, base stats of 30 AD and 40 AP. Granting up to 32 bonus AP and 32% bonus attack speed. Its new passive is just like a although it had been removed.

Guardian's Angel Simply because when you jump into a fight, you need to try to do as much damage as you can. Which means the enemy team would most probably target you first. Getting this results in you dying and reviving again. Highly recommended for late game.


Final Build:

Final Build(Against AD team):

Final Build(Against AP team):/

Jungling

[http://i.imgur.com/WlXRG.jpg]

This is the jungle route for Jungling
Simply, you start with wolves and ask your lane partners to give you a good pull(no more leashing for season 3)for both wolves and blue buff. Get to the wraiths camp and back to wolves camp. Remember, each mini camp respawns every 1 minute. After wolves, proceed to red buff camp while your smite should be up as soon as you reach there. Power jungle till you hit level 4 when you have one point in Q(), one point in E() and two points in W(). Get to mid lane and attempt for a gank, if the enemy is overextending, go all in for the kill. If the enemy is just farming around the middle area, attempt to make them burn their summoner's, which would most likely be . Clear wolves camp and run top, get the gank on and early kill for your top lane.
Simply, clear jungle --> gank --> Enemy die. Repeat steps over and over again for each lane respectively.

Matchups

Legend: > = Strong Against
< = Weak Against
-A- = Average
-X- = Never try to fight


>

Level 1: Do not invade an for a level 1 engagement. His AOE knock up and stun is too strong a CC to deal with.
Counterjungling: Go on and counterjungle his red if you get a smiteless leash on blue buff. If you are on blue side, make sure that your top and mid lanes are ready to back you up in case anything happens. Find in the jungle and try to kill him, if not, burn his summoner


>

Level 1: Invade this champion like no tomorrow, literally. If he adds his bandage toss at level 1, it is gonna hurt his jungle clear time alot.
Counterjungling: Go all in and kill him in his jungle, too weak a jungler these days.


-A-

Level 1: Chogath is a jungler which can start with either his Rupture, or Vorpal spikes. A level 1 invade causes chogath to start with his Rupture, it is beneficial for his team, and it does not hurt his jungle clear times at all.
Counter Jungling: Find him in his jungle and kill him if he is below half health, if he gets to a tower, do not tower dive. I repeat, DO NOT, tower dive.


-A-

Level 1: Darius can start with his short range pull if they are invading or engaging. However, it is going hurt his jungle times a little. Overall he is a strong champion to fight against.
Counterjungling: Try not to counter jungle him, early game, his Q hurts alot to you if you go 21/9/0 mastery page. Even 9/21/0 is gonna bring you to at least half health with his combo.


>

Level 1: Adding E on Diana at level 1 is never a good sign for her jungling clear times.
Counterjungling: Strong 1v1, however, catch her when she's low or backing. Most junglers would be offguard while they are recalling, either looking at the shop or other lanes.


-X-

Level 1: Never, ever, invade this . He can add any skill at level 1 engage, turning him into a major threat.
Counterjungling: Same case, Mundo junglers normally take exhaust as a summoner instead of flash, resulting in your damage reduction in a 1v1.


>

Level 1: If Fiddlesticks levels his W, this would be an easy level 1 engagement.
Counterjungling: Find him, stun him when he is draining you, should be an easy pickup.


>

Level 1: Should be an average team fight break out, but with 's AOE stun, it shouldn't be a problem.
Counterjungling: To be honest, Jax is the strongest counter against Fiora. Why? Fiora ults, Jax uses , this negates all of the damage dealth by Blade Waltz (fiora's ulti). Therefore, this should be an easy matchup.


>

Level 1: Fizz should be starting his jungle with W, Seastone Trident. Therefore Jax presence in the early level 1 fight should be much stronger.
Counterjungling: Although Jax's can negate alot of damage from Fizz's seastone trident, Fizz still stands as a threat to Jax in the jungle.

<
Level 1: You lose out to him in CC due to his passive, parley will proc on-hit effects too.
Counterjungling: Gangplank's "Raise Morale" increases his AD by a lot and this prevents Jax from beating him in a 1v1.


-A-
Will add when tried out against.


<
Will add when tried out against.


THIS DEPENDS ON HOW YOU COUNTER HIS COUNTERSTRIKE. :D
Level 1: Counter his counterstrike, and it all depends on your team now.
Counterjungling: I do not advise this, unless you are very confident.


>
Will add when tried out against.


<
Will add when tried out against.


-X-
NOOOO...
OH,LEVEL 1 AND COUNTERJUNGLING = N.O. NO.


>
Will add when tried out against.


>
Will add when tried out against.


-A-
Will add when tried out against.


>
Will add when tried out against.


<
Level 1: Nocturne's duskbringer increases his damage output by a ton, do not fight him under his duskbringer.
Counterjungling: Do not, and never do.


>
Will add when tried out against.


-X-
Will add when tried out against.


-A-
Will add when tried out against.


-A-
Will add when tried out against.


>
Will add when tried out against.


-X-
Will add when tried out against.


>
Will add when tried out against.


<
Will add when tried out against.


-A-
Will add when tried out against.


-X-
Will add when tried out against.


<
Level 1: He has constant damage and slow. Difficult to deal with in a level 1 engagement.
Counterjungling: Skarner's damage during early game is unbelievable. Try not to fight him unless you have a clear advantage.


-A-
Level 1: I did Vi Jungle against a Jax the other day, we invaded and we got devastated by Jax's AOE stun. Although we did a chunk of damage, we could only get 1 kill, while 3 of our team died.
Counterjungling: Jax can easily negate Vi's E, however, with Vi having 2 charges of E, a balanced 1v1 would happen, either both sides back out with low health or teammates come in to clean up the fight.



>
Level 1: Warwick is a weak jungler with slow clear times, however, due to his ultimate sustain, it is difficult to grab a quick kill in his jungle.



-A-
Will add when tried out against.

Team Fights

Prioritise ADcarrys and APcarrys before the frontlines. Do not be afraid of dying, as a jungler, you need to learn to make sacrifices for the greater good. I was joking, but seriously, if you die and you bring down the carry with you, it will be 100% worth it for your team.

This is how it should look like:

when entering a fight
E --> W --> Q --> --> AA --> AA --> W.

These are the ADCarries that can be bursted down easily:


These are the APCarries that need to be targeted:

Final Comments

Hello guys, I'm actually a League of Legends player in the SEA server, and this is actually my first guide in www.solomid.net. I really hope that all you Jax players out there would read this guide till this point and will actually like it. Thanks for reading all the way until this point and hope you find this guide useful. Thank you :)
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