UpMatched ALPHA

Jax

Jax

Top Lane Skirmisher

Scaling duelist with Counter Strike dodge, leap gap-close, and on-hit damage

VS
Aatrox

Aatrox

Top Lane Skirmisher

Skirmisher with healing and displacement

Matchup Dynamics

How This Matchup Works

Start trades with E – Counter Strike (dodge→stun), then Q – Leap Strike to stick and W – Empower reset. Punish Aatrox after The Darkin Blade/Umbral Dash is used. The matchup pivots at level 6 and first item (Sundered/Trinity ~11:00), then transitions to split push at two items.

Early Game (1-5)

Aatrox Favored - Start E before trade; punish after Aatrox The Darkin Blade or Umbral Dash used; hold wave 6–8 near tower 2:30–4:00; ward pixel 2:30, raptors/tri 3:30.

Mid Game (6-11)

Skill Matchup - Complete Sundered/Trinity by ~11:00; shove then hover Herald 8–10; force fights when Flash down (300s) or support roaming.

Late Game (12+)

Jax Favored - Play side with TP advantage; threaten flanks; start E before entering fights; turn objectives after pick at 20:00.

Key Interactions

  • E – Counter Strike vs Aatrox autos: Activate E before Aatrox engages; dodge basic attacks for up to 2.0s, then stun in 375 radius; punish with W reset.
  • Q – Leap Strike timing vs Aatrox CC: Hold Q until Aatrox uses Umbral Dash or Infernal Chains; leap at ~0.3s after animation start to guarantee contact into E stun.
  • R – Grandmaster's Might window: Press R on engage; gain resistances for 8s; fight during buff then disengage if stasis/peel appears.
  • Brush & vision plays: Hide E start in brush; leap from fog; place control ward 3:30 at raptors/tri to secure long trades.

Jax

Strengths

  • E dodges basic attacks; stun enables extended trades
  • Q gap-closes to stick targets through short lanes
  • R resistances + on-hit scaling win at 2+ items

Weaknesses

  • Telegraphed engage; Aatrox can hold CC/anti-dodge for E window
  • Struggles vs heavy peel and blinds/true damage
  • Early mana and cooldown gating limit repeated attempts

Aatrox

Strengths

  • Aatrox controls wave with The Darkin Blade and disengage (Umbral Dash)
  • Early mythic/stasis blunts all-ins
  • Can force trades while E is down

Weaknesses

  • Cooldown-reliant; vulnerable right after key spell use
  • Weak vs brush E start and fog flanks
  • Split pressure forces 2 to answer at 2 items

Power Curve Comparison EXPERIMENTAL

Power Curve Visualization

Win Conditions

Jax's Win Condition

  • Freeze 5–6 minions at 3:20–4:00; start E before last-hit punish; leap to force stun; base on bounce for components
  • Buy Plated/Mercs early (1200g/1250g); rush Sundered/Trinity; add BORK vs tanks (3200g)
  • Arrive 15s early to objectives; threaten pick from fog; split opposite side at 20:00 to draw pressure

Aatrox's Win Condition

  • Crash 3rd wave and ward deep 3:30; fight only when Jax E is down (17–9s)
  • Rush anti-burst/stasis; call jungler on slow-push; hold CC for Q leap
  • Force 5v5s on vision; avoid isolating side lanes after 2 items

Laning Phase Guide

Level/Phase Jax Aatrox
Level 1 Start E – Counter Strike if Aatrox trades level 1; otherwise start W – Empower; slow-push 3 waves; ward pixel 2:30; punish last-hits after Aatrox The Darkin Blade used; all-in only if Ignite up + HP>60% Start The Darkin Blade; crash 2nd/3rd wave; ward tri 2:30; avoid brush when Jax hides E start; poke while E down
Level 2 Take Q – Leap Strike; start E then Q in at ~1.5s to stun on contact; control ward raptors 3:30; exit if jungle missing Take Umbral Dash; hold it for Jax Q; trade only after E ends; thin wave if frozen
Level 3 Have full kit; hold short lane near tower; repeat E start > Q > W reset for 2–3s trades; track Flash 300s/Ignite 180s Respect stun radius 375; bait E with feints; call jungler if wave stuck near Jax tower
Level 4-5 Maintain freeze; cheater recall for Phage (1100g) or Sheen (700g)+Long Sword; deep ward 4:00; only take extended fights with E up Break freeze with jungler; drop control ward on river; chase only when E on cooldown
Level 6 Unlock R; press R on engage; E start > Q > W; kill if target ≤40% with components; avoid diving into stasis Buy early armor/MR + Stopwatch; kite Jax R window (8s); save Umbral Dash for post-stun disengage
Level 7-8 Complete Sundered/Trinity ~11:00; shove then hover Herald; roam only with E up; place pinks at river entrances Match push on timers; deny river fights without vision; punish failed flanks
Level 9 Max primary (W or E); perma short lane; look for Q angle from brush; track TP becomes Unleashed at 14 (330–240s) min Max main trade spell; keep wave mid; ward flanks; call assistance if side pressure builds

Power Spikes

Level Spikes

Jax Aatrox
Level Description Level Description
3 Minor Full kit unlock; E start > Q in > W reset short trades 3 Minor Umbral Dash or core combo access; punish when Jax E is down
6 Major R resistances enable longer duels around objectives 6 Major World Ender adds finishing or dueling; track Flash/TP
9 Major First max (W or E) increases burst or uptime; punish summonerless target 9 Minor First max improves DPS/clear; fight with item parity
11 Critical R2 lowers CD; with 2 items, side wins vs most melee

Item Spikes

Jax Aatrox
Item Description Item Description
Phage (1100g) On-hit MS helps stick through short lanes Bramble/Executioner’s (800g/800g) Anti-heal vs Jax sustain
Trinity Force (3333g) Spellblade procs off Q/W; burst + tower taking Early Armor/MR Boots (1200g/1250g) Mitigate burst/CC to survive all-ins
Sundered Sky (3100g) Heal on-hit + dueling sustain in extended fights Core Mythic (2900–3333g) First mythic sets mid-game tempo
Blade of the Ruined King (3200g) Shreds HP tanks; chase with on-hit slow
Wit's End (2800g) MR + on-hit vs AP tops; adds chase power

Best Build for Jax

Starting Items

Doran's Shield + Health Potion

Core Items

Sundered Sky (3100g) or Trinity Force (3333g) → Plated/Mercs (1200g/1250g) → Blade of the Ruined King (3200g) or Sterak's (3100g)

Runes

Primary: Conqueror, Triumph, Legend: Alacrity, Last Stand

Secondary: Bone Plating, Unflinching

Summoner Spells

Flash + Teleport

Priority Build Path

1
Sundered Sky

Sustain and burst in extended duels; pairs with E stun window

2
Plated Steelcaps/Mercury’s Treads

Armor vs AAs or Tenacity vs CC to stick to target

3
Blade of the Ruined King

%HP on-hit + chase vs tanks/bruishers

4
Sterak's Gage

Shield + AD for side skirmishes; helps survive burst

Situational Adjustments

  • Trinity Force: Need split-push tower damage and Q/W Spellblade burst
  • Death's Dance: Enemy burst AD; converts burst to bleed; great with Conqueror
  • Wit's End: Heavy AP + on-hit value; need MR and chase power
  • Black Cleaver: Team stacking armor; shred + haste for extended fights

Key Patterns

Lethal Combos

Jax Full Combo (Level 6+):

E start (0.8–1.5s hold) > Q behind target > W reset > autos during stun > continue with R active

Kill at ~35–45% HP on squishies with 2 items (Sundered/Trinity + BORK) and Ignite
Aatrox Escape/Counter Combo:

Umbral Dash disengage/CC > primary damage (The Darkin Blade/Infernal Chains) > R finish

Requires Jax E down or missed Q angle

Trading Combos

Jax Short Trade:

E start in brush > Q on last-hit > W reset > back out as E ends

Keep trades ≤3s unless jungler nearby
Aatrox Quick Trade:

The Darkin Blade poke on wave > hold CC for Jax Q swap > re-engage when E on cooldown

Drop control ward to reveal brush

Lethal Thresholds

  • Jax Kill Range: Lethal once target ≤45% with 2 items and Conqueror stacked; vs tanks need ≤30% or BORK proc chain
  • Aatrox Kill Range: Kills when catching Jax without E or into chain CC; stopwatch/stasis denies Jax all-in
  • Critical Levels: 3 (full kit), 6 (R resistances), 9 (first max), 11 (R2 + 2 items)

Level by Level Game Plan

Level Primary Goal Lane Position Trading Opportunities Kill Windows Setup Opportunities
1 control first 3 waves hold short lane near tower start E if Aatrox trades; otherwise W poke; punish after Aatrox The Darkin Blade low—need E window Ahead: zone with brush; Even: ward pixel 2:30; Behind: thin and CS
2 unlock gap close freeze 6–8 minions E start > Q > W reset; exit after stun medium if Ignite up Ahead: crash for cheater; Even: hold freeze; Behind: call cover 3:00
3 repeat short trades short lane 6–8 from tower E>Q>W on last-hits only medium on stacked wave Ahead: plate chip; Even: keep ward 3:30; Behind: hug tower
4-5 prep item back freeze then slow-push only with E up; avoid long chases low without lead Base for Phage/Sheen; deep ward 4:00
6 R-enabled duels fight on vision R on engage; E>Q>W; kite if peel high if no stasis Shove then reset; track Stopwatch/Flash
7-8 first item spike push on vision; hover Herald force when you have item lead medium-high on roam/catches Ahead: take plates; Even: contest river; Behind: farm for item
9+ side pressure perma short lane; TP ready pick-only from brush medium on summoner gaps Set flanks; play for 14-min TP timer
Mid Game (11-16) split then collapse side → collapse to objectives E start every fight; time with waves high on isolated targets At 20:00, draw 2 → start Baron/Atakhan opposite
Late Game (16+) threaten backline access flank from jungle entrances R in, stun, burst; exit if peel high vs carries; low vs multiple stasis Track flashes and peel ults; sync TP with vision

First Back Goals

Ideal Back (1100–1400g)

  • Phage (1100g)
  • Control Ward (75g)

Crash 3rd/cannon wave ≈2:30–5:00; base on bounce to keep freeze

Trinity Component Back (1500–1800g)

  • Sheen (700g)
  • Kindlegem (800g)

Recall after plate or successful trade; return for Spellblade pressure

Standard Back (700–900g)

  • Ruby Crystal (400g)
  • Boots ({COSTS['Boots']})

Reset on slow-push; spend gold then hold TP

Teamfight Tips

Aspect Jax Aatrox
Primary Role Side-lane duelist / flanking diver Top Lane Skirmisher
Target Priority ADC/APC without Flash
isolated jungler on objective
split target overextended
Peel for carries; punish Jax on entry
Objective Control Draw 2 on side then start Baron/Atakhan
Turn after pick; TP behind when vision set
Start on vision; force 5v5 front-to-back
Positioning Flank via pixel→raptors; place control wards in chokes
Enter with E already channeling
Fight in open space; drop wards to spot flanks
Other Tips Time Q at ~0.3s after enemy dash start to meet on landing
Hold E vs ranged until blind/auto used
Bait E with feints; re-engage after it ends
Save CC for Jax post-stun re-entry