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Spells:
Flash
Ghost
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
These runes are simple for an Off-Tank. Health quints are universal and work on mostly everybody. Armor pen quints are also useable if you don't have health quints. Armor Pen reds are an obvious. Health per level yellows give a good amount of health late game, these can be changed for armor yellows also. MR blues also give him more tankiness.
I use these masteries because the both the defense and utility trees help him. The defense tree gives him more beefiness with the resistances and some health while the utility tree gives him improved flash and ghost. It also gives him the 5% exp increase which helps him very much in a solo lane. Mana regen helps before getting the two philo stones.
These items help Jarvan become very beefy. The Warmongs Atmas combo is commonly used for Off-Tank. If the enemy team is heavily either AD or AP, you can go BV then Atmas then Warmogs, or Sunfire then Atma's then Warmogs. From the farm at top lane and the gold from the philo stones you should be able to get at least to the Atma's in a normal 25 minute game with decent farm.
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