Read First!Items will be updated once I test with all the new ones.
This guide is focussing on jungling with Jax, if you are looking for a guide with indepth information on the basic theory behind jungling TheOddOne's Jungling guide will be more appropriate. (http://www.solomid.net/guides.php?g=4307-theoddone-generic-build-guide) and then coming back to this guide.
This is not just a build, this is a full guide of Jax and will focus on various tactics and strategies, along with useful tips and tricks, that can be implemented in order to make your jungle have the strongest possible impact on your game.
Below is a screenshot of my match history after using the above build 6 times (would've done more but you can only see 6 of the match history at once).
Hopefully the above screenshot is proof that this works, I am not the worlds best jungler so the scores aren't super amazing, but there's consistency.
This guide is going to be updated and released periodically, what you are currently viewing is not the finished guide.
Current update This current stage is the pure basics, only the explanations of skills, runes, masteries and summoner spells have been completed, and will probably be edited at a later date. What is available here will be of use to some people, but not to everyone, if you feel there is some crucial information missing then feel free to comment with what I should add or update next. It now has explanation of item build and skill order along with some jungle routes and ganking advice. It also has a few paragraphs on late game.
Next update: The guide is pretty much finished, all that's left to do is the videos which I will add as soon as I get the time to make them.
Make sure to post anywhere you think I can improve in the comments section.
IntroductionJax is one of the strongest late game champions, but his early game is not to be underestimated. In the jungle he has a huge impact on each of the three lanes due to his high burst damage and CC.
This guide will teach you how to make use of every little trick Jax has up his sleeve, including stealing objectives such as dragon and baron.
Things this guide will focus on:
- Why the skill order is the way it is.
- Explanation of the item build.
- Explanation of runes/mastery choices.
- Summoner spell analysis.
- Routes to take in jungle.
- Successful ganking.
- Late game.
- Tips and tricks with Jax's skillset.
- Video Demonstrations (Will be added last)
Passive: Relentless Assault
Basic attacks increase Jax's attack speed by 4% / 6% / 8% / 10% / 12% / 14%. Relentless Assault lasts for 2.5 seconds and stacks up to 6 times.
This passive makes Jax deceiving, if your opponent think they can win the fight at the start, chances are that they won't. The increased attack speed is very useful once you get your (grandmaster's might) as it makes it proc a fair bit more, which causes the enemy to start losing health much more quickly than they anticipated, next thing they know they're stunned and dead.
Q: Leap Strike
Jax leaps towards a target. If it's an enemy, he attacks it and deals an additional 70/110/150/190/230 (+ 60% AP) (+ 100% bonus AD) magic damage.
Cooldown 10 / 9 / 8 / 7 / 6 seconds
Cost 65 mana
One of Jax's key skills, so many times have I flashed a wall, only to have half the enemy team flash after me, then I place a ward and I'm back where I started. Besides making you a slippery champion to kill it also works as a strong gap closer making his ganks much more dangerous. I max this second in order to reduce it's cooldown to 6 seconds, allowing for more mobility and chasing power.
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
Empower is your main early game burst damage, but despite this I don't take it until level 3, I will explain why later. This skill starts with a 7 second cooldown and only a boost of 60 damage, but it quickly scales to a 3 second cooldown and a 180 damage boost. This can cause enemy champions to fall very quickly even in 1v1s, and at level 9 this peak is best used to shut down the enemy ADC, who will likely be sitting at around 30 magic resist. It's ridiculously difficult to farm with a Jax jumping you every 10 seconds. This burst also makes Jax a great fighter/duelist and he can (with a few exceptions) usually win most fights once this is maxed, as long as their isn't too big a gap between the enemy and yourself.
Another key thing to note about this is that it resets your auto attack animation, use it straight after the damage point of a basic attack to maximise effectiveness.
E: Counter Strike
Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 50 / 75 / 100 / 125 / 150 (+50% of bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.
Cooldown 18 / 16 / 14 / 12 / 10 seconds
Cost 70 / 75 / 80 / 85 / 90 mana
The only remaining way to dodge, this makes Jax excel at shutting down ADCs as once they use their burst skills 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. This also makes jax take less aoe damage, making him more effective against champions like and . The best part is that it's an aoe stun, if you're in the right spot then you've essentially just pulled a from your . I max this last because it doesn't scale as well as the other 2 abilities.
ULT: Grandmaster's Might
PASSIVE: Jax deals additional damage on every third basic attack. The counter will reset if he does not attack for 2.5 seconds.
MAGIC DAMAGE: 100 / 160 / 220 (+ 70% AP)
ACTIVE: Jax gains bonus armor and magic resist for 8 seconds.
ARMOR BONUS: 25 / 35 / 45 (+ 30% bonus AD)
MAGIC RESIST BONUS: 25 / 35 / 45 (+ 20% AP)
Cooldown 80 seconds
Cost 100 mana
You gain a second passive, but this one is very strong. Every third consecutive basic attack does bonus magic damage, it's almost like a better version of 's . This passive makes Jax one of the best fighters at level 6 as it greatly increasing his DPS without even needing to use the ult.
The active is also very useful, it has a fairly short cooldown at 80 seconds and it allows you to just build damage while still gaining some tankiness. It also lasts a very significant duration of 8 seconds, allowing it to last most fights in early/mid game and the initial burst of late game teamfights.
In my opinion this is one of the most underrated ultimate's in the game, it's not easy to take someone out who has just gained another 60 armor and magic resist on top of their items, runes, masteries and base values. This combined with jax's naturally high damage makes him a very formidable foe to try and take down.
(All corrected values were sourced from: http://leagueoflegends.wikia.com/wiki/Jax_Grandmaster_at_Arms)
MasteriesAlthough it is possible to go 21/9/0 or even 21/0/9, I am going to explain why 9/21/0 works best for Jax, despite not having the neutral buff duration increase.
Your Goal is to clear jungle creeps asap, this means no waiting around for your , you clear the jungle and gank, to get and you are going to need a very large amount of gold, something that sustained jungling just won't provide.
Because you can't be waiting around, you need some defense, and taking 21 in defense on masteries suits this perfectly.
Explanation of some masteries
- It is personal preference whether you take attack speed and armor pen. or CDR and magic pen. Experiment with both and find which one you like the most, personally I prefer armor pen. as it helps when clearing jungle early on, plus I feel that Jax benefits a lot from any bonus attack speed seeing as we don't get any until the dagger of the zeal of the triforce, which is after gunblade.
- Butcher just helps with clearing jungle, none of the spells in summoner's wrath should be used on Jax, except maybe ghost/exhaust.
- Summoner's resolve: Gain extra gold from smite, get your items quicker.
- 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, got to get your main items ASAP.
- Iniator: Move quicker, this makes getting back to jungle and moving around the jungle/lanes quicker as long as you stay above 70% health.
RunesRunes are expensive, and therefore don't punish yourself if you don't have exactly these runes, but if you are into jungling then it is likely you at least have armor yellows and attack damage reds.
Primary Choice: Attack Damage: These speed up jungling and make you do more damage overall.
Secondary Choice: Attack Speed: Slightly more unconventional but these work great with your passive and ultimate.
Primary Choice: Armor: These are pretty much the only pick if you're jungling, else you will take too much damage or be forced to start cloth armor and 5 health pots.
Primary Choice: Magic Resist per Level: You won't be properly fighting anyone who uses magic damage until these outscale the flat magic resist runes, therefore these should be used over them.
Secondary Choice: Ability Power: You will do more damage with your ult's passive and other skills, but lack the magic resist, which you don't build until after your core items.
Primary Choice: Attack Damage: Same reason as the marks, these will speed up your jungle and make you do overall more damage.
Secondary choice: Armor Pen. Ignoring 10 of an opponents armor in jungle will average out to 10+ extra damage per hit, as jungle mobs have fairly decent armor values. Although these don't help with scaling and become less useful as the game goes on, flat penetration always does.
Flash combined with your Q allows you to double jump, either tricking enemies into wasting their flashes, or to get away from an angry team as you steal their baron, either way this spell makes for a great "oh crap" button.
Does high true damage to minions, let's you steal/secure buffs and objectives as well as increase jungle speed, just keep an eye on the spawn times of objectives and try to fit your smites in so that they are up for the enemy blue steal or dragon secure.
Not many things scarier than a highspeed fed Jax charging at you, this lets you escape and secure more kills, only downside is that it isn't instantaneous, nor can it let you cross walls.
If you are confident you won't need flash or ghost, this is a solid pick as it allows for more invading of the enemy jungler, smack an exhaust on the enemy skarner and he's as good as dead.
With this mastery set up there is no reason to not start boots and 3 health pots, the boots will allow you to gank much more effectively due to the +50 movement speed, combined with initiator your speed will be approaching 390, making it so that pretty much no one can out run you unless they take movement speed quints and initiator/swiftness. It is imperative that you take boots first as you will be making use of your counter strike pretty much straight away to try and force summoners, force people back before even hitting level 2.
Goals For First Back:
At this point you should have cleared jungle and ganked each lane at least once, if not twice. These items assume that you have only forced people back, as without your empower's burst this is what you should be aiming for, give lanes an xp advantage and the rest will fall in to place. Anyway, the ganking guide comes later, if you are able to buy the full madred's at this stage then go ahead, but ONLY if you can also buy some wards, they are very important to making a good jungle into a great one. You should be able to skip the health potions if you buy madred's.
Build For Dragon:
From this stage onwards you should pick up (and place) a few wards every time you go back, therefore I won't be listing them in this item build any more. Now, this build is not the be all end all timer to do dragon, but it is a good build to have by the time you want to do dragon, this is because it will allow you to solo the dragon. Wriggle's lantern is a great item for junglers and will likely be used by most AD style junglers.
Why no 5gp10 item? The reason I don't take any 5gp10 items on Jax is because with jungle Jax you need to get wriggle's as quickly as possible because it allows for better counterjungling, dragon control and faster jungle clears, meaning more ganks. Even 1 5gp10 item would slow you down immensely as such a damage oriented champion.
The first thing you will notice is that these are 2 of the games most expensive items, because of this you will need a lot of gold to get to this stage, but once you get here you will be almost unstoppable.
Ok, so you may call me crazy going phage then building gunblade, but this will be the stage of the game where you will be doing your last lane ganks and catching lone wanderers out of position. The phage passive is very useful at this stage as it give you some tankiness along with the slow onhit effect. This item is cheaper than bilgewater cutlass and makes you more tanky, which is why I buy it before gunblade. I have done tests going cutlass first and most of the time I saw that getting the phage first yielded better results, despite delaying your gunblade. If you truly feel that you would rather take cutlass and get your gunblade quicker then it is still good as cutlass does have a slow in it's active. Both paths are possible and it is mostly game dependant and personal preference.
To Get More Damage:
Although these are seen as early game items, they both address key points of this build which make Jax a much greater damage output late game.
Guinsoo's Rageblade gives a decent amount of both attack damage aswell as ability power, both of which Jax scales really well from. It also has a very good passive for Jax, essentially the same as his passive but with a little more strength behind it. It gives him both ap and attack speed whenever he hits an enemy, stacking up to 8 times. This item makes Jax a great solo pusher, and with initator and the tri force he has pretty high movement speed and is able to splitpush. Besides, at this point if someone tries to gank you and you see them coming with a ward, they're pretty much walking to their doom. This item will be maxed out for the 3rd proc of your ult, which is normally stacked with your 2nd empower of the fight, this makes your 9th hit a danger to even some of the best tanks.
Wit's End gives a decent amount of attack speed and mr, along with it's 2 passives of extra magic damage on every attack and increasing magic resist when you attack, stacking up to 4 times for a bonus of 20 magic resist on top of it's initial magic resist. This makes you get up to speed with your high damage hits as well as keeping your magic resist increasing with the enemy AP carries. I chose this item for his last item because by this point your magic resist might not be enough to survive the burst of their AP mid, if you get to 6 items when you have 2 monster items to buy then chances are that their mid is going to be around 5 items, which will be devastating to you, you can't dodge Ryze's Q, no matter how much it just looks like an oversized basic attack. Magic resist and attack speed are the build that would benefit most from improvement at this point, making Wit's End the ideal pick.
Get these items in whichever order best suits your current game demands, and chose some of your own if you want to experiment with new ideas, sticking to one build can make a champion predictable and boring.
To Become Tankier:
We all have those games where we feel like we're just taking too much damage, above are two examples of items that are good picks if you want to get tankier late game.
Sunfire Cape grants a boost in armor and health, along with magic damage being dealt to everything around you every second. This improves Jax's pushing power as well as making him more tanky, this is the stage of the game where your goal should be to get the enemy towers down ASAP and sunfire cape makes it easier to do as well as making it harder for the enemy team to kill you.
Banshee's Veil: Gives good magic resist, some health and mana and a shield every 45 seconds to block an ability. This makes it a good deal harder to deal with a Jax because you will have to wait for someone to pop his banshee veil before being able to apply CC to him, I have gone quite a few fights after getting this item walking out with full health and the shield still on because they can't decide among themselves who should "waste" an ability on my shield. This is a great item for dealing with late game APs like and .
Get these items in whichever order best suits your current game demands, and chose some of your own if you want to experiment with new ideas, sticking to one build can make a champion predictable and boring.
You take counter strike at level 1 to take as little damage as possible from blue buff, the aim of this is to keep your initiator speed buff applied for your first gank. This is also a great skill for ganking due to it's hard cc effect.
This skill makes it very hard to avoid a Jax gank, at this point everyone except the junglers will be level 1 so no lane will have a combo available to avoid a Jax jumping on them and stunning them, because of this your first gank top and mid will burn flash at a minimum.
Despite not getting this until level 3 it will be the first skill you main, this is because o the high burst it provides, but at level 2 leap strike does similar damage and also serves as a gap closer to get your stun off and make the gank more successful. Once this is up to speed it will greatly improve damage output because of it's low CD at high ranks as well as high base values.
You should be carrying a ward around with you at all times as Jax, in case a lane needs an emergency ward to get a couple more minutes in lane to get a bigger item when they back or to use your leap strike to escape a bad situation. You will be counterjungling a lot as this level because you are one of the strongest fighters at levels 6-9, because of this you need a low CD skills to get you out of a bad situation, leap strike provides a perfect skill for it, with low CDs at higher ranks and the ability to target any entity.
This is mainly an initiation move, so you should rarely need to use it twice in a fight, it also doesn't benefit as much from levels as leap strike or empower, for these reason I leave this skill until last.
You level this skill as often as you can in order to increase the damage on every 3rd hit, as well as make you more tanky when you activate it. That and it's your ultimate.
Jungling / Early Game
Below are a few routes you can take in jungle depending on what scenario you are in.
First is a standard clear route, you should be familiar with this after watching TheOddOne's guide so I'm only going to provide a map.
Next is a standard route that ganks each lane once, which is one of Jax's stronger paths in my opinion.
The blue numbers are the blue team route and the red numbers are the purple team route.
As you have such a strong early game gank as well as such a fast jungle after level 3 you are able to combine a clear with a gank on all 3 lanes. Your stun combined with leap streak and early harass and assistance from the lane is crucial, if they apply early harass then the enemy will be lower, increasing the likelihood of the gank becoming a kill. By ganking all 3 lanes straight away you are instantly giving your lanes a slight advantage, which can very easily turn in to a snowball, which makes it harder for the enemy jungler to successfully gank and is likely to make him fall behind. This is risky however, as doing this without proper communication can result in being heavily counter jungled. For this reason I tend to shy away from using this early gank strategy against people like Shyvana.
Here is a line map of the blue side quick ganks.
A large dot resembles where ganks happen.
Here is a line map of the purple side quick ganks.
A large dot resembles where ganks happen.
About the "Quick Gank Style"
This quick gank style is designed to put pressure on all lanes as quickly as possible, while at the same time allow for alternatives to ganking, this requires you to be able to think fast in some situations, however. For example, you have successfully ganked top lane, resulting in a kill, but your mid lane has pushed up to the enemy tower, you have two choices here, attempt to counter gank, or just return to jungle to continue the path skipping the mid gank. It all depends on the game, therefore it is nigh on impossible to provide a set of situations and what to do, as the list would almost never end.
It is almost a guarentee if you gank 3 times and your opponent doesn't do any then he will be ahead, but Jax's jungle speeds up very quickly so he will be able to catch up, this makes him one of the few champions who can use this high risk strategy effectively.
At this point I'm assuming you're in solo queue, and yes I have been going on a lot about communication, but you have a keyboard, just be nice and explain what your plan is, they should be able to understand and cooperate. In solo queue ranked, the game's outcome usually relies on the lane phase results as a random group of 5 people will in theory lack the understanding of each other and communication to come back from a strong lead, because of this, the quick gank style is perfect for "carrying" solo queue games as it will help your lanes by giving them advantages which will likely lead to a victory.
However, against a good jungler who will realise what you are doing, this can be risky, and you may need to go straight to red after ganking the opposite side lane, calling your lanes to help you. This is most common vs Shyvana and other strong counter junglers under the control of a relatively experienced jungler. Be careful about what games you apply this style to as it could backfire and put you really far behind.
If you feel that it is too risky to go ahead with this for any reason, stick to the standard clear and gank after you have cleared all camps, this is safer, but doesn't apply as much pressure to lanes.
After the initial run, begin to jungle like any other game, clearing camps and ganking any time you see the opportunity and applying pressure where it is needed. Once you hit level 6 you can start trying to punish their jungler by taking their life and a few camps. The reason I say wait until level 6 is because before this point, a lot of people can beat Jax in a duel despite his dodges and stun, this is because of empowers fairly long cooldown at this point and lack of other high damage skill, once you have your ultimate however, you can gain a strong boost of tankiness along with some additional damage every third hit. One good tactic is to get as high level as possible and then ward their blue at 6:30 in order to gank their ap mid as he stands on the other side of the wall to take the blue his jungler is so kindly giving to him, completely unaware of the trap in motion, after killing the mid, if their blue is still up, jump to it with leap strike and take it. Get other lanes to help here, if top/bot of the enemy team are coming, call your team mates, don't let a blue steal and mid kill turn in to a slaughter for the enemy team.
Giving Blue to Mid
It is expected of a jungler to be willing and able to give up all but his first blue to his ap mid, if they require it, not only is this an expectation, but it allows your mid to farm better, apply more harass, and almost 100% of the time having enough mana to make a gank a kill. It can be given to other lanes if mid doesn't want it, but if they don't and you take it, make sure to take advantage of the reduced cds with more ganks, lower stun and leap strike cooldowns mean more chances at a kill.
190 gold each, 35 extra for the jungler if he smites it and global XP. This is arguably one of the biggest responsibilities of the jungler and can really boost a team if obtained properly.
By this I mean using wards correctly, making sure the enemy has no ward at dragon (using a pink ward) and timing it with your bottom lane so that they can help while the enemy are busy farming under tower. One key thing to be careful of are junglers like Lee Sin using his w to jump to a ward to smite steal the dragon and then flash back over. Because of the risk of this happening you should only smite it once it (and as soon as it) falls to or below the damage your smite deals, if you are ahead of the enemy jungler this will be a higher value. Good times to do dragon are after killing their jungler or bottom lane, or applying hard pressure to mid and bottom with knowledge that the enemy has no vision of dragon. A good timing for this is after you complete your wriggles as it's passive will allow you to take the dragon down fairly quickly.
Similar deal as with dragon, but a lot more resting on the line. Make sure to time your smite correctly, and clear out any wards in the pit (by this time with an oracles) and give yourself good vision around the area. Not much more to add except that this guy does very high damage and it is highly advised to dodge his knockups as they do high damage and disrupt your damage output and lifesteal/spellvamp, possibly even resetting your passive.
Once you have this buff, make sure to gather your team and push down some turret, barons no use if all you're going to do is defend.
This will require communication and map awareness, if you see the enemy in bot lane while their top side buff is up, take it, don't just clear a camp when you could be gaining a buff and denying your opponent sweet gold. Wards will make this much more effective as you will have a more up to date position on their jungler, meaning you can gank him at his red/blue or steal a camp from the other side of the jungle. Counter jungling is a great way to gain an advantage over the enemy jungler which is useful for baron and dragon smiting, as well as for late game teamfights.
Successful GankingDespite having a strong stun and gap closer, if used incorrectly then ganks will be easily escapable and yield little to no reward.
I go on and on about communication, but as a jungler it is what will turn you from a good jungler into a great one, information is key in this game so share it with your team mates. In this case you want to let your lane know in advance you're going to gank, this way they can harass and poke the enemy to soften them up for the gank. This is also key for knowing ward locations, a single ward can create a false sense of security, go around it and you're more likely to succeed the gank than if there was no ward at all. Make sure your lane tells you where all wards are, and if possible give timers ore clear them out for the gank.
This is also very important to know when to go in, a ping on the enemy champion will appear red on the map and is usually used to announce that the jungler wants to engage the gank, chaining all of your crowd control together effectively as well as doing as much damage as possible in a short time window is key to making a flash burn and push back in to a kill and creep denial (pushing creep wave into enemy tower to cost them xp and cs).
Positioning. (some math involved, skip to 2nd paragraph to avoid math talk)
By Pythagoras' law "a^2=b^2+c^2" you will never reach your opponent if you are at the same speed and start moving at the same time when "c" is the distance between you, "b" is the distance from enemy champion to his safe point, unfortunately the distance from you to the same point is "a", the largest value. However, this only applies if your opponent moves at a right angle to the line "c" and you aim for his safe point, by changing your target point you can change the type of triangle and which side is the longest one, your goal is to make it so that the distance your opponent is travelling and the distance you are travelling are the same, in other words you need to make an isosceles triangle out of both your movement lines and the line between you showing yourself and the enemy champion starting positon, isosceles have two equal angles, which happen to be either side of the line "c", so by moving at the same angle in the opposite direction to your opponent, you will reach the same point at the same time. Of course you can't pause the game and start drawing triangles every time you gank, this stuff just comes with experience. If you don't understand this then just forget about it and read the next paragraph.
So basically, you want to cut off your opponent before he reaches a safe point or use the isosceles angle theory to meet up with your opponent. Either one of these is likely to make your opponent change path causing him to second guess himself, and end up in a bad position, the thing is, this usually involves the enemy going to the brushes, and the time he spends walking to the brush, you and your laner can surround him and close in on him, by using some simple trigonometry you have forced your opponent into a position where he has to burn flash, or die. Sounds simple enough, but will take some practice but once you have it fully down you will have a lot more successful ganks.
Using a crowd control to initiate a gank when you only have one skill with cc will likely result in your opponent just walking away unless slowed or otherwise disabled. The way around this is that if both you and your laner have a CC skill then the laner initiates with his, followed by some burst from the jungler, then when the enemy is attempting to run, apply the junglers crowd control and finish them off. If you don't have the damage then the enemy will likely burn flash as soon as the second CC effect wears off, and even then this may just be a panic flash and they end up dying to an ignite.
Another important point is to not stack CC effects, doing this just increases the chance of your opponent surviving due to an overall shorter duration of disable.
Everyone in the lane needs to go in for a turret dive, and the tankiest champion will have to be the first to go in to minimise risk of someone dying during the tower dive.
Once under the tower you need to kill the enemy champion as quickly as possible then get straight out of tower range.
One of the best ways to do this successfully is to go in with a creep wave so that before and after the fight the creeps are taking the tower shots.
This should only be done if you know the enemy jungler isn't going to countergank you.
Mid GameJax isn't at this peak of strength in mid game, but his strength is still terrifying. Using Hextech gunblade and making use of all of your skills you can easily take on enemy champions 1v1. You just need to be careful about who you go in on.
Carries are a great target to single out and decimate, if they get taken out of the picture teamfights are a lot more likely to end with a good result. Plus carries are very farm and xp dependant, if you start making it hard for them to get this then they will be a much smaller threat later on.
During the mid game your main focus should be dealing with carries, they have very little defence and are the easiest to punish if they wander off alone, but without good ward coverage you won't be able to do this effectively. By putting wards at most of the maps main pathways you can keep track of the majority of the enemy team, without this information you could easily end up falling for a bait or running into the entire team.
It is unlikely full out teamfights will start, but small fights will. One of the key things to do in smaller fights is to get rid of the highest damage source. Killing the support's all good for you gold pile, but what about your AP mid who's being destroyed by their ADC? Failing to focus the correct target can result in even trades where you should've gone 3 for 0.
Finishing your core
You need to finish your core build of hextech gunblade and triforce as quickly as possible, how you do this is up to you, but remember to always do whats best for your team.
You can farm creep waves and cause creep pushes to get some quick gold, or you can clear some jungle camps. This should only be done however if your team doesn't need your help.
If you can cause creep pushes this distracts people, cause one top and bottom and 5 man push mid, 2 of the enemies will be top and bottom so only 3 will be in mid, force them to fight or push their tower down, either way you're increasing your teams gold for the late game.
Keep dragon control, very important, 190G per person is not to be underestimated and if you get 4 successful dragons that's almost 1k gold which is nearly the price of zeal.
Keep warding at this stage, and probably even later. Despite having a slightly expensive core you need to keep warding, if you don't then you can't do as much. You can't push lanes as safely, can't catch people out (if a 75g ward gets you a 300g kill, then you'll be happy) and most importantly, can't see when enemies are coming to assist their friends in fights.
Red and Blue buff
You're the jungler, but the blue buff belongs to your mid (unless they don't use mana) and as the game progresses the red buff should be given to your ADC. This takes away from some gold income so try to get some from other places listed above.
Common build for mid game:
Late GameBy late game you should have your hextech gunblade and trinity force.
With your low cd empower, and your ult's passive and natural passive, there is no reason for you to not be pushing towers, just make sure you have good vision of the enemy jungle and if you're alone then run as soon as danger starts approaching.
When you're pushing lanes as a team, just focus the tower down then kill the enemies, if you try to fight with tower help then it's likely that the longest range person on your team, the ADC, will pull turret agro because he doesn't need to move in to attack. Because of this it's most of the time better to kill the turret before the enemy champions in order to reduce risk of damage to your ADC with no defensive items.
Pushing lanes is the best way to win game, getting rid of all their inner and outer turrets then pushing in as a team to their inhibitor turrets is the most secure way of winning a game, make sure to communicate with your team, and push lanes any opportunity you get, see 4 enemies in the bottom jungle while your bottom minions have pushed up, well why aren't you pushing top already?
Catching people out
You're one of the best champs for this, catch out the enemy ADC then force a fight, this will almost always result in the fight being a win leading to a free baron/tower(s).
You will need wards for this and quick thinking, if you don't see anyone else yet a person with an oracles is right on top of a ward, then it's almost always a bait, and if you die and the opponent forces a fight then chances are your team will lose.
This is a fairly risky thing to do as it can involve going into the far side of enemy jungle and revealing yourself to be there, if you notice all enemies closing in, use your ward leap strike technique to get over the nearest significant wall, if used at baron this also provides a baron ward.
No one should be actively trying to farm jungle at this point, it doesn't help the team in anyway, taking buffs is good but constantly killing wolves/wraiths/golems instead of pushing lanes is less gold per minute and less productive for the overall team effort. If anything once you have your hextech gunblade and triforce you should be forgetting about jungle creeps altogether except for blue and red, blue to make sure your AP is the one to get it, and red for your ADC or for a diver to slow their adc.
In solo queue you won't see this too much, but if it does happen you need to know what to do.
Ward up the area, if you're the one with an oracles clear out every enemy ward. Your main goal here is to either get the baron unseen and uninterrupted, or wait until your opponent makes a big mistake, then force a fight from it. But this plays in reverse, if you're the one to make a mistake then the enemy will capitalize on it and force a fight, resulting in your team dead and an enemy with baron buff.
This is the ultimate test of patience, as shown in CLG eu vs Team WE, but is a very vital stage of late game, the baron buff makes pushes much faster, even making tanks do good damage to turrets, so you will get to their nexus sooner, and that means you are closer to winning the game.
Clearing creep pushes
The enemy will get creep pushes, these can make a good teamfight not have a capitalization opportunity, make sure that all your lanes are either even or you have a push starting where possible. Don't completely abandon your team to do this though, if you see any signs of fight tension then you should join your team, else they might end up initiating a 4v5, which is never good.
Ideally this gold should be going to your ADC who is most likely to make most damage use of it by getting a last whisper or something.
Where does Jax fit in?
You are a high sustained damage, quite tanky diver, your role is to get their ADC down, or peeling for your ADC in temafights. But outside of teamfights you're one of the best pushers because of your passives and wriggle's too. Because of this you should be pushing minion waves every chance you get, and possibly even taking a tower, be careful though as although you are tanky and high damage, a 5v1 will drop you in under 2 seconds, so don't let that happen.
Because of all his attack speed, despite his ult not affecting turrets yet proccing on every hit after the 3rd one, he can take turrets down very quickly and should therefore focus on trying to clear out inner/outer turrets when alone or in a small group, and when in a team focussing on their inhibitor turrets.
All his passives also make him one of the quickest baroners/dragoners, able to kill dragon late game in 4 seconds sometimes, so you should try and get dragon every opportunity you can to keep your team ahead in gold.
Team FightsJax has high damage output, a good gapcloser and is quite tanky, because of this you should focus on getting their ADC/AP Carry.
Due to Jax's aoe stun he wants to be in the middle of teamfights, but what better to do with the 2 seconds of dodge before the stun than kill the enemy ADC. A typical way of doing this is to empower, leap strike on to their carry get a triforce proc, start your counter strike to get another triforce proc, then the third hit will be an ult proc. On top of a gunblade this should be enough to kill the ADC, if it isn't then empower will be back off cooldown when you stun them so hit them with another one of those. Because of Jax's very high burst damage like this it is highly likely that their ADC will be the first to fall in the fight, so at this point you have 2 choices, move on to their AP carry or if their is someone trying to kill your ADC jump to him and kill them.
Another good choice for Jax in teamfights is to enter slightly late from a flank, this is slightly risky as if the enemy pile your ADC then he will probably die, but it allows you catch their ADC out and kill him without the enemy team realising half the time... unless the ADC is in a skype call with them screaming like a little girl... but if he isn't then just start wreaking havoc in the rest of the team and I'm sure they'll realise you're there.
Tips and Tricks With Jax's Skillset
A classic of Jax's and a few other champs, useful when trying to steal dragon, run in, smite and jump right out. Same can be done to baron but you may have to do this by flashing in to the pit, smiting the baron and then jumping out.
Always place the ward before going in, for example I'm going to steal dragon, I would place the ward over the wall, run in to dragon pit, steal it and as quickly as possible jump over.
Wall Clear Trick
Personally I've managed to waste 4 flashes as a record with this, what you do is place a ward, flash over a nearby wall, if the enemy flash over then jump to the ward, if they don't then you got away so it's a win win situation for you.
More of a top lane trick, but when you see the enemy jungler come in just jump to the back of a minion wave, if the enemy try to follow they'll likely just get creep blocked and you'll escape free. Seeing as Jax sometimes gets ganked, or counterganked, while ganking/holding a lane I thought I'd throw this in here.
Probably Jax's most fun skill because of the mobility it provides with just a 75g ward.
There isn't much this does except for triforce procs and more damage on next hit, pretty straight forward.
Oh you wanted baron?
Put on counter strike, jump into baron pit in the middle of the enemy team just as they're about to bring it to smite range, reactivate it when baron is 200 or so from smite range and empower baron once then smite quickly. You don't have much room for error here but I've managed to steal a few barons doing it, just takes practice.
Not much here, it is what it says, 2 seconds of dodge then a stun.
CSing while killing turret
Because your ult's passive can't proc on turrets, and just plays the animation each attack without doing anything extra, hit the turret twice then a minion, then the turret twice more than a minion. This just allows you to pick up a little cs while killing a tower, not the most impressive thing but makes use of your ult where normally it wouldn't be used.
To be honest, you want to be using this in fights, not to do tricks with, so even if there are some good tricks for the active I wouldn't recommend wasting such a powerful ultimate.
Final Comments/Stream MentionNow that the guide is more or less finished, besides a few videos and improvements here and there, I want to point out that I am not my team's jungler, nor have I ever been a jungler as a main. This guide was written with some help and testing from more experienced junglers, but all the base theory is mine. Speaking of that, I tend to apply a fair bit of theory to games which is why I managed to learn Jarvan IV to the extent I did in just 2 days (image below).
Stream link: http://www.twitch.tv/magicalmongoman
When I stream I will likely be playing ADC either solo queuing or duo queuing with our support, I may occasional stream premade stuff, but it won't be very often.
Who are you?
I am a solo top player for a new team, but before playing as solo top I used to main as an ADC. I apply a lot of theory to my game choices and builds etc. and am likely one of the few people who puts pen to paper for this game.
In a game half based on statistical values, theory can have a huge impact, of course you can't get team work and skill from theory, but it can give you an edge when you need it sometimes. I analyse a lot of situations and if you watch my stream you will probably hear me talking to myself, or a pen scratching on paper. I have multiple notebooks full of information on champions, matchups, techniques and builds, for both the ADC role and a few other champions. I am now currently writing up base information of most of my top lane champions during free time when I can't access a computer.
So far due to my approach and understanding of the game, I rarely lose my lane phase, but also because of my love for experimentation I have managed to throw perfectly winnable games by testing a build that turned out to be a complete flop.
What can I expect from following you?
If you are interested in theory then watching my stream and reading my guides will be an enjoyable experience for you, if you are the kind of person that likes to charge in blindly, building the recommended items and not caring about advice or any form of theory then you will likely find my stream rather boring as it won't just be me charging in as darius, axe swinging trying to get as many pentakills as I can in one game.
Who are your team?
My team is called Team Cryosis and is a fairly new team, for now that's all I'm willing to disclose on the matter.
I now play ADC for "Krityan Spear", as for this guide, the build is still fine from what I have seen and I have updated the mastery page, I will update the whole mastery section when I get time to go through it. Any guides made by me in the future will be on ADCs (or tops if I end up a top laner again).