
Jax
Top Lane Skirmisher
Scaling duelist with Counter Strike dodge, leap gap-close, and on-hit damage

Quinn
Top Lane Ranged Marksman
Harass + roam marksman with blind and vault disengage
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 Quinn after Blinding Assault/Vault 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)
Quinn Favored - Start E before trade; punish after Quinn Blinding Assault or Vault 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 Quinn autos: Start E in brush to dodge auto harass; leap only when blind is down (Teemo Q 7s, Quinn Q 11–9s)
- Q – Leap Strike timing vs Quinn CC: Hold Q until Quinn uses Vault or Heightened Senses; 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; Quinn can hold CC/anti-dodge for E window
- Struggles vs heavy peel and blinds/true damage
- Early mana and cooldown gating limit repeated attempts
Quinn
Strengths
- Quinn controls wave with Blinding Assault and disengage (Vault)
- 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
Quinn'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 | Quinn |
---|---|---|
Level 1 | Start E – Counter Strike if Quinn trades level 1; otherwise start W – Empower; slow-push 3 waves; ward pixel 2:30; punish last-hits after Quinn Blinding Assault used; all-in only if Ignite up + HP>60% | Start Blinding Assault; 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 Vault; 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 Vault 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 | Quinn | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Minor Full kit unlock; E start > Q in > W reset short trades | 3 | Minor Vault or core combo access; punish when Jax E is down |
6 | Major R resistances enable longer duels around objectives | 6 | Major Behind Enemy Lines 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 | Quinn | ||
---|---|---|---|
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
Sustain and burst in extended duels; pairs with E stun window
Armor vs AAs or Tenacity vs CC to stick to target
%HP on-hit + chase vs tanks/bruishers
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
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 IgniteVault disengage/CC > primary damage (Blinding Assault/Heightened Senses) > R finish
Requires Jax E down or missed Q angleTrading Combos
E start in brush > Q on last-hit > W reset > back out as E ends
Keep trades ≤3s unless jungler nearbyBlinding Assault poke on wave > hold CC for Jax Q swap > re-engage when E on cooldown
Drop control ward to reveal brushLethal Thresholds
- Jax Kill Range: Lethal once target ≤45% with 2 items and Conqueror stacked; vs tanks need ≤30% or BORK proc chain
- Quinn 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 Quinn trades; otherwise W poke; punish after Quinn Blinding Assault | 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 | Quinn |
---|---|---|
Primary Role | Side-lane duelist / flanking diver | Top Lane Ranged Marksman |
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 |