Meta, tier list & top-player builds from the China server · live
贾克斯 · 武器大师 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 24 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Jax: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Jax players, captured in-game.
📖 How to play JaxCounted on 26 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
24 of the top 30 players have a public match history; the others keep theirs private.
































































































The toughest lane matchups for Jax on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Malphite counters Jax: Armor against your attack damage and poke on your approach: your scaling hits a stone ceiling.
How to play Jax into Malphite: Trade with abilities (W and Q) more than basic attacks. Splitpush: his engage is worth more than your R in 5v5s, avoid fights around him.
→ MalphiteWhy Gwen counters Jax: Her Q is magic damage and passes through your Counter Strike, and her percent damage scales at your own pace: born to counter-duel you.
How to play Jax into Gwen: Use E for her ATTACKS, when she runs you down — not for the Q poke. Stun and leave before her charged Q is ready.
→ GwenWhy Teemo counters Jax: The blind switches your basic attacks off and kiting punishes your long-cooldown jump: he unplugs you twice.
How to play Jax into Teemo: Jump and stun BEFORE the blind comes out: the sequence must be fast. Keep E for his post-trade kiting. From your third item you eat him in two hits.
→ TeemoWhy Renekton counters Jax: He bullies the first 5 levels, you rule the scaling: the lane is his, the game is yours.
How to play Jax into Renekton: Counter Strike his stun (W) and keep trades short. From your second item onward the tables turn: make him pay with interest.
→ RenektonWhy Fiora counters Jax: A duelists' mirror: her Riposte against your stun, Vitals against your Counter Strike. Literally whoever plays it better wins.
How to play Jax into Fiora: Stun AFTER her Riposte: trigger it with a charged attack. Put your back to a wall to deny Vitals. Use R in the long duels.
→ FioraThe champions Jax works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cataclysm (R) seals a target inside a ring neither of you can leave: that is a forced 1v1, the exact situation your kit has no equal in. Nobody pulls them out, nobody helps them, and Counter Strike (E) punishes every swing they take at you.
Your stated hole is single-target burst, which goes through Counter Strike (E) untouched. Lamb's Respite (R) erases it: three seconds where nobody inside can die are three more seconds of Relentless Assault (P) stacking, and long fights are the only ones you win.
Denting Blows (P) shreds 20% armor in three hits, and stacked armor is the written ceiling on the physical half of your damage. On top of that Cease and Desist (R) is point-and-click and unstoppable: it brings you their carry without you walking through the front line.
Infinite Duress (R) suppresses for a full second and cannot be broken: the target does not run, does not dash and does not kite you, which are the three things that shut you out of your own kit. Blood Hunt (W) then reveals who is low, so you both pick the same duel.
Crescent Guard (R) knocks back everyone except the target challenged by Wind Becomes Lightning (W): what is left is a 2v1 in the middle of nowhere, worth more to you than any added damage. And in the early levels, where you are weak, his dives take the lane problem off you.
Only if you actually play the side lane: Paranoia (R) blinds the whole enemy team's vision, so they cannot see who is pushing, and his global ultimate can land on you if three of them try to collapse. In a grouped 5v5 it does nothing for you.
You win by taking a side lane, and the risk is three of them collapsing on you in there. Destiny (R) reveals the whole map and teleports him in: you both see the rotation start and he gets there first. The gold card from Pick a Card (W) stuns anyone running for 1.25 seconds.
Outside Leap Strike (Q) you have no escape, and Leap Strike demands a valid target nearby. Hero's Entrance (R) lands on you from any distance, shields you and knocks up whoever was surrounding you: the 3v1 in the side lane becomes their problem.
Frozen Tomb (R) is point-and-click and undodgeable: the champion who would kite you stands still long enough for Leap Strike (Q) to arrive and for Relentless Assault (P) to start stacking. Ring of Frost (W) roots first, and the chain runs to nearly three seconds.
You both run on the same clock: the longer a fight lasts, the more Relentless Assault (P) ramps you and the more Demonic Ascension (R) heals him. And Vision of Empire (W) deals 50% bonus damage to an already locked-down target - anyone who just ate the Counter Strike (E) stun.
Counter Strike (E) only dodges basic attacks: poke and single-target burst go straight through, and that is exactly the hole Wind Wall (W) covers, eating the ultimate that would delete you. Only worth it if he knows how to use it, though: in China he sits below a 49% win rate.
Pure kiting shuts you out of your kit harder than any tank does, and Frost Shot (P) slows on every single hit: whoever was running from you stops running. Enchanted Crystal Arrow (R) then pins the target from across the map, before the fight even starts.
Caustic Spittle (Q) shreds armor and magic resist, and stacked armor is the stated ceiling on your physical damage. In exchange you are one of the few answers to the divers that kill him: Counter Strike (E) dodges their basic attacks and stuns them right on top of him.
The tank that stacked armor is one you cannot chew through: Silver Bolts (W) deals true damage every third hit and goes through any resistance. Condemn (E) into a wall stuns, so the side-lane duel ends with a kill instead of an escape.
When you jump into the middle with Leap Strike (Q) and raise Counter Strike (E), the area stun catches everyone who was hitting you: that is the Bullet Time (R) window, and it only pays against grouped or crowd-controlled enemies. Make It Rain (E) holds the rest in place.
Chain of Corruption (R) roots a whole group from off-screen and Hail of Arrows (E) cuts healing on the target you are duelling: useful, but he is a poke marksman and your problem is closing the gap, not chipping. Take him against comps that heal more than you can out-damage.
Concussive Blows (P) also charges off ally hits, and Relentless Assault (P) makes you attack faster and faster: the four marks land in no time and the target is stunned. Meanwhile Unbreakable (E) eats projectiles and poke - exactly what Counter Strike (E) does not stop.
Your plan is to stay standing until Relentless Assault (P) and Grandmaster-at-Arms (R) have ramped you up: Rampant Growth (R) hands you extra health and knocks up whoever jumped on you at exactly that moment, and Help, Pix! (E) shields the hit that would end you early.
Zenith Blade (E) roots and drags her onto the target, Shield of Daybreak (Q) stuns for a second, Solar Flare (R) stretches it further: your opponent no longer has time to walk away, and all you need in order to win is for them to stay put.
Her auras refresh with every cast, so the bonus damage from Hymn of Valor (Q) and the heal from Aria of Perseverance (W) ride along through the whole long exchange you are looking for. She is also the highest win rate support on the Chinese server, and Crescendo (R) closes.
Hard crowd control switches your entire kit off, and Breath of Life (R) is the one support cleanse for stuns and roots: inside that window Counter Strike (E) becomes usable again. He is C tier at a 48% win rate though, so he only makes sense against lockdown-heavy comps.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.76% | 3.42% | 0.49% | #9 / 41 |
| Jungle | D | 48.68% | 2.53% | 0.49% | #36 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.4% | 3.49% | 0.49% | #9 / 41 |
| Jungle | D | 48.66% | 2.52% | 0.49% | #36 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 51.12% | 3.75% | 0.44% | #5 / 41 |
| Jungle | D | 47.28% | 2.22% | 0.44% | #38 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 50.63% | 4.31% | 0.62% | #7 / 39 |
| Jungle | C | 45.96% | 1.86% | 0.62% | #35 / 41 |
Jax, Wild Rift's Grandmaster at Arms, is a scaling Fighter who wins fights by outlasting a single opponent rather than out-playing a whole team. His damage is a genuine physical-magic hybrid — auto-attacks and Leap Strike hit as AD, while Empower, Counter Strike and Grandmaster-at-Arms layer on magic damage that no single resistance stat can fully answer. He wants isolated skirmishes and side-lane duels where Relentless Assault's attack-speed stacks can build and Counter Strike can flip a losing trade into a stun, and he only gets more dangerous the longer a fight — or the game — drags on.
Skill order: E > Q > W
Trade with an auto into Leap Strike and back out, since every hit on a champion or minion builds a Relentless Assault stack you want active before committing to an all-in. Bait aggressive laners into swinging on you, then answer with Counter Strike — the more attacks it dodges before the counter lands, the harder the stun-punish hits, which makes careless all-ins into Jax extremely costly. Hold Empower for the trade that actually matters rather than firing it on cooldown, and start looking to shove the wave and threaten side-lane duels once Counter Strike's cooldown lets you pick a fight almost anytime you want.
Activate Grandmaster-at-Arms before committing to a skirmish or teamfight — the armor and magic resist, which scale up for every champion the swing clips, buy the durability to actually stay alive through the fight you're forcing. Use Leap Strike to jump past the frontline onto a carry or an overextended target rather than trading with tanks, then weave autos so the ultimate's on-hit passive and Empower both keep proccing while Counter Strike punishes anyone still attacking you. Jax is built to win the fight that runs long, so play patient: soak what damage you must, dodge what you can with Counter Strike, and let Relentless Assault and your item procs ramp up before going for the kill.