IntroductionJungle Jax is very strong due to his extreme early game damage that can pick up early firstbloods almost anywhere. Jungle Jax is not as strong as laning Jax, but he can help bring some utility to teams that lack it. Jungle Jax is fairly weak early on, but turns into an absolute killing machine at later stages. His level 2 ganks can easily take out half the enemy's HP with the simple Leap Strike+Empower combo. His ganking presence is very high, making it so that the enemy has to go through strenuous measures to stop you, or else risk getting killed.
MasteriesI put points into the offense tree to max out my damage. And nimbleneses is a must-have on jax in the defensive tree.
You may also master the defensive tree if you choose with a 9-21-0 or 0-21-9.
RunesI use flat AD for the increased jungle speed and gank potential. AD is just so good on Jax.
Dodge seals is a must.
Magic resist per levels helps make up for Jax's weakness against casters.
Smite is a must on TT. It will pick up many buffs and Dragons if used properly.
Flash helps you with your ganks and can pick up kills or save your life on several occasions.
are also a viable choices.
Passive: Equipment Mastery
Jax's prowess with weapons and armor increase his fortitude as he gains equipment. Jax gains 3 health per point of Attack Damage and 2 health per point of Ability Power received from items.
In other words: The more damage you get, the tankier you also become. DamageX2 on Jax.
Q: Leap Strike
Jax leaps towards a target. If it's an enemy, he attacks it and deals an additional 35/60/85/110/135 (+100% of attack damage) (+70% of ability power) magic damage.
Cooldown 13 / 11 / 9 / 7 / 5 seconds
Cost 65 mana
This ability does insane damage late game. The scaling is incredibly strong with Jax's build. Jax basically jumps on people and rapes them with a pole. You can even target allies and wards, making this a handy-dandy escape tool as well.
Jax charges his weapon with energy, causing his next attack to deal 75/110/145/180/215 (+40% ap and 40% bonus ad) bonus magic damage.
This ability does insane damage at lvl 1. It also resets your attack timer. Activating this ability right before a leap strike also procs the extra damage. lvl 5 Empower+ lvl 5 Leap strike Does about a raw 345 damage +140% AD and 110%AP. This is an increadibly large burst for in one hit. Many people are caught off guard by this factor.
But, most times, if you know the enemy won't flash away, you want to activate Empower right after Leap Strike to get that extra Basic Attack.
E: Counter Strike
Passive: Increases Jax's dodge chance by 10 / 12 / 14 / 16 / 18%.
Active: Jax stuns surrounding enemies for 1 second and deals 80 / 100 / 120 / 140 / 160 (+60% of ability power) magic damage to them.
Usable only within 7 seconds of dodging an attack.
This ability makes Jax the absolute counter to right-clickers. If they try to attack you, they just proc a 1 second AoE stun every 4.5 seconds. If they don't attack you, you destroy them. The damages on this abilitly is sad though. It's only use if for the dodge and stun.
R: Relentless Assault
(passive) Jax's basic attacks increase his attack speed by 6 / 10 / 14% for a short duration, and hitting the same unit 2 consecutive times enhances Jax's next attack for 140 / 170 / 210 (+70% of ability power) bonus magic damage. Attack speed stacks up to 10 times.
(active) Grants 20/35/50 + Jax's dodge percent in bonus magic resistance for a short time upon activation.
Cooldown 60 seconds
Cost 80 mana
Jax is pretty weak without this ability. After "warming up" these stacks, he becomes the unstoppable killing machine he is. The extra magic resist help Jax patches up some of his weak ends while the attack speed and damage per 3 hits prevents Jax from becoming a pure nuke and edges him more to the side of DPS.
Get Empower at lvl 1 for the attack timer reset and the great damage. It will speed up clearing your first camps until you get to lvl 2.
Then get leap strike at lvl 2 to gank. The burst damage from an Empower-Leap Strike combo can surprise most enemies and assure an early kill.
If you don't see any gank opportunities, Get counter strike at lvl 2 and continue jungling until you do find a ganking opportunity.
Max leap strike first for the decreased Cooldown and increased burst damage. Then, max empower last for more burst damage. Max Counter-strike last as you only really need 1 point in it.
And, of course, get a point in your ultimate whenever you can. (6/11/16)
Item BuildsStart with cloth armor and 5 pots for a rather sustained jungle. Then, rush + so you can move around the map quicker, going from camp to camp or setting up for a gank.
Is your first real item. Build it ASAP after Tabis. The ward will save you some cash while the lifesteal, damage, and minion/monster proc will speed up your jungling a lot and help you take the important objectives of Dragon, Lizard, and Neutral Buffs.
Right after, build . It will give you a lot of damage, an active slow, and the lifesteal and spell vamp will help keep you alive in fights longer. You will also be able to skirmish very well once you get it.
Always buy +. Vision wards are extremely good as long as you are sure to take out an enemy ward.
I pick up an when they have many wards, too much for the standard to pick out.
Then, build into Luxury Items, which you probably won't get to in most regular 20 minute games, but are useful if you do get them.
Should immediately follow Gunblade. It increases your DPS substantially.
After Rageblade. It works well with your passive. (don't know if it stacks with itself.)
You can get this whenever you feel like you need it. It makes enemies think twice about focusing you, which is good for Jax.
Getting more gives you even more damage, lifesteal, and spell vamp. Overall, you become more tankier, more damaging, and more sustained. Just 2 problems. 1. It's very costly. Not as cost effective if you get two of these. 2. The active is unique.
More burst damage, by a lot. You will have about 300 AD when you have Jax's main items. With low cooldowns, the 150% extra damage from Sheen proc becomes fairly devastating. The extra stats are just complimentary.
If there is no one on the other team who is based off of auto-attacks on the other team. If they have too much CC, and you didn't get cleanse, you can use Mercs too.
If AP is fed or if they are just bursting you down.
Helps divert CC. Kills Malz , Mord , WW , and ignite
Blue/Purple-towers and structures
Green Ward-*ward this location for vision
Purple Ward-*always ward this location, it's important
JunglingYou can start at either top or bot jungles. Either one is fine. You will still have to clear both camps to reach level 2. Once you do reach level 2, you should try to gank, or move on to the neutral buffs if you have smite up.
Afterwards, keep on cycling through your camps, trying to take enemy camps whenever possible. Buying an early ward can help you a lot, and it will usually be worth it. The wards provide a place for Jax to Leap Strike to if needed, or just for vision. Placing one in the enemy's jungle (if the enemy has a jungler) can help you take their camps, effectively giving you ~75 gold and 250 xp per camp, stealing enemy xp and gold, and letting you time their camps. Having this advantage can help you snowball into a winning position.
Middle Small Creeps camp (Golem/Lizard or Wariths packs) - 1:15
Top Small Creeps camp (Wolves) - 1:15
Top buff camp (Warith / Wolf buff) - 3:00
Lizard Buff - 4:00
Dragon Buff -5:00
When your Allies are laning...Always look for a gank. If the enemy is kill-able, or if they are vulnerable, you should try to gank them. Even just making them use their summoner spells is useful, as you can always come back within that 180-240 second timeframe and gank again, almost assuring a kill.
If there are no ganking opportunities at that particular moment, then you may have to decide between continuing your jungling or waiting for the right moment to gank. There comes a huge difference between wasting time and biding your time. Don't wait for a gank that lane is pushing, and don't always give up on a open lane when the enemy is MIA.
Sometimes, it might be best to leave a camp you're clearing at that moment and rush to gank if an opportunity presents itself. For example, if you are trying to take buffs, and you have them half-way down, and there is an enemy chasing an ally, you should stop trying to take the buff and go intercept the enemy. Doing this can result in saving your ally and getting the kill, giving you a 2 advantage. Even if the enemy takes the buff right after, it will have been worth it. (Note: dragon is in a league by itself. It is the top priority objective under the Nexus. NEVER give up a free dragon.)
Placing wards as a jungler will help save your teammates time and help prevent ganks. Never underestimate the value of warding.
When you're Allies are roaming...you have 1 of 3 good options.
1. Roam with them. This will let you quickly jump into a team fight if your team gets caught or if you catch the enemy. It is usually best to stay with your team when you walk into uncharted territory. It is safer for you and your team to stick together this way.
2. Ward and try to catch the enemy off guard. This doesn't necessarily mean try to get a kill. If a teamfight erupts when you are away, then you can try to take a dragon, structures, or neutral buff. But, by warding other areas, you are able to track the enemy team better and potentially create a safe zone when attempting future dragons and neutral buffs. Then, even if your absence ends up with your team getting caught, you can usually make it up.
3. Push lanes. It's always good to keep lanes pushed after the initial laning/farming phase. Do this ONLY if you have nothing else to do.
When you're Allies are fighting...and you're MIA, you have 1 of 2 good options.
1. Go to the battlefield and try to get into the fight. If its a 1v1 or a 2v2, you can turn the tides.
However, if the battle ends up being a 1v2 or 2v3, make sure you can get there in time, or at least accomplish something as the clean-up crew.
Only on rare occasions will you go after a 1v3: If you're extremely fed or if the enemy is extremely low.
2. Take objectives. If you're far away, you might not be able to do anything about a battle on the other side of the map. But you can do something while the enemies are away. As said before, you can take objectives like Dragon, structures, and buffs. Taking dragon in the middle of a fight can turn the tides of the fight itself, as the damage buff is very powerful.
Team FightsAs Jax, you can dive straight into a fight and deal lots of damage, while being able to soak up lots as well. If there's someone who can mitigate damage more than you can, let them engage first, as Jax is only a tanky DPS, not a full tank. After the initiation, you should try and focus the squishiest target. A gunblade active will usually be able to keep them in range. Then, you're damage and sustainability will overwhelm most enemies.
When you jump into the fray, first, acitivate Empower and leap strike onto the target. While in mid-air, activate for the magic resist. Doing this will increase your durability to magic substantially. Use Counterstrike whenever possible..
Spamming skills and charging relentless assault will let you do tons of damage while your dodge and MR from its active combined with his defensive stats makes him a strong player in teamfights.
They may nerf Jax, but never enough. Wat is 15-30 damage? Nothing compared over 1000 damage that Jax does. My thought? NERF HIM MOR!
Update: 7-22-11: Improved Masteries