Lady's Man 2.0 for Jax
Spells: 3 rage, 1 jump, 1 freeze, 1 poison and CC either rage or poison
AQ + Warden + 5 Healers
*Start in a spot where she is pretty safe to start off and can walk either way without ruining the attack. Early rage every time and then 1-2 more as needed. She will go wherever she wants to go and you just go with it. If she wants to walk across and skim that is fine, if she wants to go more central and doesn't want to clear the other side than the dude abides.
*If AQ encounters a lava tower than you will likely need to use your warden ability at that point. If she encounters 2 x-bows than you will likely need rage.
*There is absolutely no magic and very little planning with this one...but it always works.
6 Bowlers
*2-3 bowlers typically clear the opposite corner as the AQ approaches because she doesn't do well at turning the corner
*2 bowlers are great for an upcoming AD that will torch your healers. Those healers will take some shots and that is fine.
*If one of the corners is not going to be cleared the AQ I put down a valk or two and a few bowlers to help on that edge
15 valks + cc valks
*I make sure to save about 6 valks for the center every time but often I can save almost all of them because the AQ walk does so well.
*obviously, wb's to the middle of the wall, jump to the eagle, valks to the center, freeze the lava or whatever and rage them
minion + archer
*usually an obvious spot to clean up
loon
*in war I get nervous that the AQ walk is going to fail and I take a loon to distract an AD that is really pounding on the healers. Usually unnecessary but always nice to have a security blanket and crazy how well it works