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League of Legends Build Guide Author

Jarvan IV - Tanky DPS

Last updated on March 3, 2011
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Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
4/
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Guide Top

Introduction

Jarvan IV the Exemplar of Demacia has got to be one of the funnest champions around, IMHO. He is a tanky DPS, who can take a lot of punishment, apply CC on the enemy team, and even dish out a significant amount of damage.

Pros:

Nice CC
Great initiator
Team Buff
Tanky DPS
He's a Demacian :D

Cons:

Early Game is mediocre
Susceptible to CC like any other Melee Champion
His Ultimate can be a con lol


Guide Top

Summoner Spells

Why Ghost?

Getting to team fights
Initiation
Mobility during team fights
Running away :P

Why Ignite?

Personally like it as a finisher
To counter champions who have too much HP regen

You could switch Ignite for anything else, such as exhaust or flash, but I think Ghost is necessary because of all its benefits


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Runes

Armor Penetration - Standard for any DPS champion

Magic Resist per Level - Since you are building a lot of health, your enemy will want to buy a Madreds Bloodrazor; These runes help counter it since it deals magic damage.

Health Quintessences - The extra health is great for early game and just in general too


Guide Top

Masteries

Jarvan IV doesn't seem to have problems with mana (at least for me), so I went 9 21 0 instead of 0 21 9. You are welcome to change the masteries around if you like the extra exp, the enhanced ghost, and what not


Guide Top

Items

ALL tank builds are situational. If you feel like you need more, say, Magic Resist earlier, you should do so. Or say if they are heavy on attack speed champions, you should replace an item with a Frozen Heart, etc.

Boots of Speed - I generally just like having that movement advantage early game, whether to get a kill or to escape getting killed. I really don't think he needs a Doran's Shield, since he has decent Base HP, HP masteries and Quintessences.

Mercury Treads or Boots of Swiftness - I choose one of these boots, depending on how much CC they have. If they have 2 or more stuns and/or a ****load of slows, then go with Mercury treads, if not, then Boots of Swiftness. Pretty self explanatory.

Sunfire Cape - I usually build the Giant's belt first because you get a huge amount of health from it, which helps a lot early/mid game. I buy this mainly so that I can start farming effectively and also for the HP for my upcoming Atma's Impaler.

Phage - I get this for the slow and once again the health; I eventually build this into a Frozen Mallet.

Atma's Impaler - This item is amazing for this build, because it converts 2% of your maximum health into attack damage. By now you should have about 200 AD which is plenty for an off tank.

Banshee's Veil - Another item which gives HP and also Magic Resist. It's a great for an initiator like Jarvan because of it's amazing passive and the Magic resists helps against Bloodrazors.

Force of Nature - At this point the game should be over already, but if not this will make you so much harder to kill, because of the Unique Passive which gives insane HP regeneration as well as a huge chunk of Magic Resist.


Guide Top

Skill Sequence

Initiation

Open up with Demacian Standard for the team buff and also so that you can follow up with Dragon Strike. Once your near enough to slow your enemies, go ahead and pop your Golden Aegis for the shield and the slow.

Use your Ultimate wisely,

1. Because some champions with blink, such as Irelia, Akali, etc. can just escape by blinking to a minion or champion. Also others such as Trynd, Shen, etc. who can escape as well.

2. Your ultimate not only traps your enemy, but also your friendly champions who are nearby. Please don't trap a squishy teammate with you in there, they will die, almost guaranteed. This has happened to me so many times, lol.


Guide Top

Summary

This is the first build I've done here on Mobafire, so go easy on me :P I will try to figure out how to put in pictures/icons soon and will edit the build.

Constructive criticism is encouraged and greatly appreciated. Thanks for taking a look at my build.