Best Jax Build for Top, EMERALD +
p ability icon pq ability icon qw ability icon we ability icon er ability icon r
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Jack of All Trades

Jack of All Trades

0 / 10
Each different stat from your items gives 1 Ability Haste. At 5 and 10 stats, you gain 10 or 25 Adaptive Force.
Ability Haste
Ability Haste +0
Adaptive Force
Adaptive Force +0
Breakpoint
5 more stats needed for the 5-stack breakpoint.
Counted Stats
Add items above to estimate Jack of All Trades from parsed item stats.
P ability icon P

P - Relentless Assault

Jax's consecutive basic attacks continuously increase his Attack Speed.
0g (+0%)
Q ability icon Q

Q - Leap Strike

Cooldown 8 / 7.5 / 7 / 6.5 / 6
Cost 65 / 65 / 65 / 65 / 65
Range 700 / 700 / 700 / 700 / 700
Jax leaps to a friendly or enemy unit or ward, dealing physical damage if it is an enemy.
Cooldown 8 / 7.5 / 7 / 6.5 / 6 -> 7.5 / 7 / 6.5 / 6
0g (+0%)
W ability icon W

W - Empower

Cooldown 7 / 6 / 5 / 4 / 3
Cost 30 / 30 / 30 / 30 / 30
Range 300 / 300 / 300 / 300 / 300
Jax charges his weapon with energy, causing his next Attack or Leap Strike to deal an additional magic damage.
Cooldown 7 / 6 / 5 / 4 / 3 -> 6 / 5 / 4 / 3
0g (+0%)
E ability icon E

E - Counter Strike

Cooldown 17 / 15 / 13 / 11 / 9
Cost 50 / 60 / 70 / 80 / 90
Range 300 / 300 / 300 / 300 / 300
Jax enters a defensive stance for up to seconds, dodging incoming Attacks and taking % less damage from area of effect Abilities. After seconds or Recasting, Jax deals + % max Health magic damage and Stuns nearby enemies for second.

The damage is increased by % per Attack dodged, up to a maximum of + % max Health.
Cooldown 17 / 15 / 13 / 11 / 9 -> 15 / 13 / 11 / 9
@Ability Resource Name@ Cost 50 / 60 / 70 / 80 / 90 -> 60 / 70 / 80 / 90
0g (+0%)
R ability icon R

R - Grandmaster-at-Arms

Cooldown 110 / 100 / 90
Cost 100 / 100 / 100
Range 260 / 260 / 260
Passive: Every third Attack within seconds deals an additional magic damage.

Active: Jax slams his lantern down, dealing magic damage to nearby enemies. If he hits a champion he gains Armor and Magic Resist plus Armor and Magic Resist per additional champion hit for seconds. During this time every second Attack deals additional magic damage instead of every third.
Effect1 0 / 0 / 0
Effect2 0 / 0 / 0
Effect3 0 / 0 / 0
Effect4 0 / 0 / 0
Effect5 0 / 0 / 0
Effect6 0 / 0 / 0
Effect7 0 / 0 / 0
Effect8 0 / 0 / 0
Effect9 0 / 0 / 0
Effect10 0 / 0 / 0
Cooldown 110 / 100 / 90 -> 100 / 90
0g (+0%)

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