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Heavenly Blade, Shield of Light [Tanky DPS]






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Spells:
Exhaust
Ghost
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
Anyway this items shown above is not set and the Force of Nature



-Good Initiator
-Good Tank
-Good Survivability if built right
-Good Chaser and has decent amount of damage
-Has a good slow and shield and knock-up
-His Ultimate can be devastating and is good to stop fleeing champions
-Good Late Gamer
CONS
-Mana reliant early game (but this build will fix that)
-Can be CC'd and his ultimate can trap him to his death (if not used properly)
-He starts off slow early game
-Vulnerable to CC
-His ultimate can be flashed out of

Exhaust counters dps champions as well as slow down escaping champions
Allows easy to chase champions as well as flee with ghost
Is also good in the middle of a teamfight, to negate the danger of an enemy DPS character or stop fleeing nukers
I also take ghost

Ghost helps you to catch fleeing champions and use your combo
Ghost is useful to get away before getting CC'd
Ghost is good for getting to a place quick (obviously) and can be helpful when you disengage an enemy then as they chase you, start hammering them down with your abilities as a 'second wave'.










With my Marks I always take armour penetration because it just helps negate enemy champions from getting too much armour early game and hence provide you with more substantial damage. You could get attack speed mark runes however, I don't think you need it as he has a good starting attack speed.
With my Seals, I take either health per level or mana regen per level because sometimes (especially early game), if you don't like having being Out of Mana all the time, it is good to have extra mana regen. If you find that you can cope with a bit of OOM before you get your Tear of the Goddess

With my glyphs, I take Magic Resist because I don't think there is anything else that could replace it. If you have any suggestions, I am open to them ^^. I also find Magic Resist to be good on Jarvan as he initiates alot of the team battles.
With my Quintessances , I have the choice again in taking armour penetration or flat health. Armour Penetration for extra damage early game and throughout mid game and the flat health for even more survivability during early game. This choice is up to you but I always get Armour Penetration Quints because I find it helps boosts Jarvan's damage output early-mid game.


I take Golden Aegis third because I find that the shield helps defend against minor harassing from your enemy like Panthons Spear Shot or a ranged ability. After that, I max each ability in turn, primarily focusing on Demacian Standard and Dragon Strike a little bit more than the shield (as I max the final two levels last).









YOU CAN CHOOSE FROM THESE TWO ITEMS TO FINISH










EARLY/MID/LATE GAME
In Early Game, I get a

[Will add more when I have the time. Been up all evening lololol.]
~The Right Way to Use Cataclysm~
To use it as a last resort when 1v1-ing an enemy champion, to take them down when they are on Half Health or lower.
To use it to trap fleeing enemies (1 or 2 enemies) then deal damage to them or use your Demacian Standard and Dragon Strike to get out and leave them as prey for your team mates.
To use it to intiate against a 5v5 teamfight, always aim for an enemy champion who IS NOT A TANK. Do not focus the tank, focus casters and champions who are just a nuisance to you like Master Yi
It is important that you watch out for enemy champions who carry the Summoner Spell 'Flash' who can flash out of your ultimate and run away. Of course, if you need the extra damage to kill them with your ultimate, they would be dead ^^
You can use to to delay your enemies from running away and give extra time for your allies to catch up and help take down the other team
TANKY DPS: Playing Against A Team of Mainly Casters










TANKY DPS: Playing Against A Team of Mainly DPS/AD Champions












SOLID TANK: Playing Against A Mixed Team
Check Out: Prince Jarvan - The Tank, By Kalkin

When you reach level three in the game, you can start throwing your Demacian Standard



This is basically his farming method the whole game.

Maokai is a great champion to lane with because of his snare and it works hand in hand with your ultimate. When you cst Cataclysm and trap your enemy(ies), Maokai casts his Ultimate and as your Ultimate Barrier fades, he can activate it to deal extra damage whilst they are in the circle. Maokai is also a very good harasser and helps take down enemies easily.

Poppy excels being your fellow laner as she is so good at dwindling your enemies' health. Either you set up your knock-up with Demacian Standard and Dragon Strike or she stuns them into a wall as you follow-up with the knock-up. It is just an amazing combo and the amount of CC and damange from harassing will make your enemies cry and call you 'OP'. Her ultimate is also very good when jumping towers and that gives you cover to either Ultimate yourself to deal damage and trap them or jump in with Dragon Strike.
MORE STILL TO COME
GAME SCORES SCREENSHOTS YET TO COME
4/4/0 (in a practice against people)
7/4/19 (in normal game) CLICK HERE
3/3/6 (in normal game where I tanked towers and dove in with Amumu to give cover for Poppy and Vladimir to take out enemy champions. Still did fairly decent amounts of damage.) CLICK HERE
Many thanks to Jazcav who provived many kind suggestions and brought this to life. Jazzie, <3
2011-03-3 More to come: Who to Lane with, Optional Summoner Spells, Examples of Counter-Builds, Example of Game Scores
2011-03-3 Screenshot links added, finished Example of Counter Builds, added few game scores, Tweaked Build to start with meki pendant and gradually finish with Tear of the Goddess and Mercury Treads, added an item to Optional Items Section, Added few champions to the guide (laning teammates)
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