Guide Jax League of Legends S6

Relentless Assault

(Innate): Every time Jax performs an autoattack, he gains 4 / 6 / 8 / 10 / 12 / 14 % attack speed. This buff lasts for 2.5 seconds and stacks up to 6 times.

Tips :


No visual effect on Jax will show you the amount of passive stack except for a sign on the spell bar.

The Assault Machine

   The winner of today's slapping contest
It's wise to start the battle against your opponent when you have 4-6 stacks to profit from the attack speed buff.

The passive stacks on towers so Jax can push and take down towers pretty well.

If you know you're safe or not afraid of ganks, it's advisable to land an attack on a creep every 2 seconds to keep your passive up for as long as possible. The extra attack speed lasts 2.5 seconds.

You should only start to fight when all of Jax's passives are fully stacked. In the late game this will mean +84% attack speed which is huge. The ability to get stacks and keep stacks in a team fight is what separates a good Jax from an amazing Jax

As Jax's W resets the attack timer, it's easy to get an extra stack fast by proccing your W.

Jax's Q doesn't give him a passive stack, W after Q doesn't increase the stacks either if you don't land it.

A good way to stop Jax in a teamfight is CC, to stop him from getting/keeping his stacks.

Overall a great passive that greatly helps clearing jungle creeps and taking down Dragon and Baron.


Leap Strike (Q)

(Active): Jax leaps towards a target, dealing physical damage if the target is an enemy.

  • Cost: 65 mana
  • Range: 700
Tips :


Jax leaps to the target unit, dealing damage if the target is an enemy.

Jump Around !

   You can jump over walls onto enemies, allies and even wards.
It's best to always have a ward on Jax in order to get away more easily or to follow up more quickly onto an enemy. It's especially effective when you have it on smartcast.

Very short cooldown at level 5.


    Cooldown: 10 / 9 / 8 / 7 / 6 seconds

    Physical Damage: 70 / 110 / 150 / 190 / 230 (+0.6 per ability power) (+1.0 per bonus attack damage)

Empower (W)

(Active): Jax charges his weapon with energy, causing his next autoattack or Leap Strike to deal additional magic damage. This ability resets the autoattack timer.

  • Cost: 30 mana
Tips :


Jax's gun shines to warn the enemy he'll soon get hurt.

This hurts

  
Resets the autoattack time which will give you a lot of fast damage.

You can use this technique to increase the stacks on your passive.

You can proc empower after Leap Strike which can give you a lot of damage very quickly .


    Cooldown: 7 / 6 / 5 / 4 / 3 seconds

    Magic Damage: 40 / 75 / 110 / 145 / 180 (+0.6 per ability power)

Counter Strike (E)

(Active): Jax enters a defensive stance for up to 2 seconds, dodging all incoming basic attacks and taking 25% less damage from area skills in the affected zone. At the end of the duration, or if Counter Strike is activated again, Jax deals physical damage and stuns nearby enemies for 1 second. This spell deals 20% additional damage for each attack dodged to a maximum of 100% increased damage.

  • Diameter of AoE: 375
Tips :


Jax uses his lampbrass, turning it like a helicopter.

Jax plays with… his lampbrass. Too bad !

   "“Chuck Norris is a has been. Please welcome Jax”"
It is one of the strongest spells in the game, when well-used. You’ll have to use it just before the enemy hits you to avoid the following strikes for a 2 seconds period, which is huge. Jax will; moreover, after these 2 seconds, stun all the targets surrounding him for 1 second. This implies the enemy won’t be able to hit Jax for 3 seconds! Normal: Chuck Norris is a has been. Now there’s Jax!.

This spell has no invocation time needed: the escape applies immediately and shall therefore be used just before Jax gets hit to optimize the spell duration.

One of the elements of the spell that most pro-gamers forget is that it can reduce the physical and magical zone damages caused by 25%, which proves even more useful to survival for Jax in teamfight.

It is possible to lower the duration of the escape phase to quickly stun enemies by activating the spell. There is a minimum time of “enviroJax Play” when Jax can’t reactivate his spell. It lasts 1 second. This can be useful to engage with a weak target, releasing the spell followed by the A and reactivating the skill to stun him.

As for the spell cooldown, it is rather long in the first level: 18 seconds. In the 5 level, with a 40% of cooldown reduce, the spell's cooldown lowers to 6 seconds, which is very low when considering the strength of the spell. The spell’s cooldown only starts after the stunning effect. Don’t dream!

This spell is a real weapon all through the fame. In late game, the escape will enable you to avoid the damages caused by the opposite AD Carry so you may want to rush to DESTROY him.

Thanks to this spell that enables to avoid some spells, Jax is completely OP in some match-ups.

That spell causes very good damages and a 100% damages supplementary if Jax avoids 5 attacks while he escapes.


    Cost: 70 / 75 / 80 / 85 / 90 mana

    Cooldown: 18 / 16 / 14 / 12 / 10 seconds

    Physical Damage: 50 / 75 / 100 / 125 / 150 (+0.5 per bonus attack damage)

    Max Physical Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per bonus attack damage)

Grandmaster's Might (R)

(Passive): Jax deals additional magic damage on every third basic attack. The counter will reset if he does not attack for 2.5 seconds.

(Active): Jax gains armour and magic resist.

  • Cost: 100 mana
  • Duration: 8 seconds
  • Cooldown: 80 seconds
Tips :


The ultimate’s passive: the 3rd attack in a row creates a visual effect on the lamp brass and on the target

Resistance and damages

An 8 seconds bonus to resistance? It's long…
On the third attack in a row; Jax quickly attacks and causes bonus magic damages. It is interesting in lane stage to choose the aggression against an enemy once you’ve stacked passive and the ultimate is about to be activated.

You need 2.5 seconds to stack passive. Synchronized with Jax’s passive, the passive sign is very useful.

The active part of the ultimate is great and enables Jax to tank a lot in teamfight. 8 seconds is an eternity. Jax can’t be ignored in mid/late game as he causes huge damages: enemies will have to focus on you and that’s how you’ll protect your team. Make sure you use your ultimate before a control! A guardian angel works very well!

As the ultimate’s cooldown is rather low, Jax will be able to abuse it.

In teamfight, the main thing will be to activate the ultimate at the right time so you’ll have to check whether the enemy team focuses immediately on you or not. As this spell has no invocation time needed, you don’t need to use it 3 seconds before a fight: this would be a real waste.


Ultimate’s active: a futuristic yellow sphere appears around Jax


    Magic Damage: 100 / 160 / 220 (+0.7 per ability power)

    Armor Bonus: 25 / 35 / 45 (+0.3 per bonus attack damage)

    Magic Resist Bonus: 25 / 35 / 45 (+0.2 per ability power)

Pros

One of the greatest late game champions if he can get the farm he needs.

He can become a monster in the lane phase if given the chance

Cannot be countered by pure armour as he does magic damage also

High damage to drake and nashor for quick barons

A gapcloser that allows him to leap to his target

Small AoE stun on a relatively short cooldown

Cons

Slightly weak early game so has to be careful to not be shut down

Has to use wards to leap to for some escapes

Requires a lot of farm to get powerful so if you cannot hold off until later you may lose

Difficult to keep passives stacked in a teamfight with mobile targets

Jax may be tanky but he still needs a main tank to soak some damage else he will die