Build Guide by Windss

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Windss

Tank DPS Jarvan

Windss Last updated on May 9, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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Hello my name is Windss, this is my first build guide!
This guide is on Jarvan IV and my build with Tanky DPS attributes to it.
This guide will include the skill sequence, the pros & cons, what runes, masteries and items to take, how to team fight and lane/farm with this build.
This is my first guide so please leave constructive criticism, hope this helps you in game and enjoy!

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Pros / Cons


- Can be very aggressive early and late game
- Can create ganks early on with Demacian Standard and Dragon Strike combo
- Can last hit well because hes auto attack animation with the first hit after not attacking for a while is quite fast
- Can initiate and can tank and create big amounts of DPS damage in important fights


- Needs good team work, play and team needs to focus well, if Jarvan IV is left alone he will die, unfortunately is isn't your next Shen =(
- Slow Movement Speed throughout the game really, maybe you might want to change your Greater Quintessence of Desolation for some Greater Quintessence of Movement Speed
- This build isn't a TANK build its a Tanky/DPS build, this build is basically an sort of off-tank build, you will probably still need a designated tank, so don't think you go up to any **********er and slay there arse basically you cant, Jarvan IV is a big team dependent champion he needs team work and help to achieve VICTORY

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If I go with this build on Jarvan IV I always usually go Sapphire Crystal and 3 Health Potion. As soon as I hit 925 gold, I always go back and buy [Catalyst the Protector]] as it restores health and mana upon leveling, if you can last hit enough you can have this buy level 4-5, only under tight circumstances I will always go base as soon as I can afford this and buy it. Next I rush Mercury's Treads for some extra early magic resist and if the enemy team has a lot of hard CC or good CC I always buy these, if there team has hardly any decent CC or AP I may buy Berserker's Greaves for some additional attack speed instead. Make sure to always Health Potion around the levels 1-7/8 and also after your first trip back to shop you may want to purchase some Sight Ward. Next I rush Warmog's Armor, usually people in normal games will see champions with thousands on green lines in there health bar and automatically be scared of this, if people seem to be scared of this and back off, take it your advantage and try to gank them early on so there timid all game, so there scared to attack you when you push lanes or are destroying turrets, also enjoy the huge health bonus from the stacks and regen. THIS IS THE 1st MAIN ITEM Atma's Impaler this is item that first off give you your armor towards your tankyness, and a added 18% critical chance, if you critical with your passive, the damage can be deadly, AND its passive which adds on 2% of your current health, the whole reason why you get Warmog's Armor. Next buy some magic resist and buy a Negatron Cloak, towards your Banshee's Veil or Force of Nature, and this is obviously adding towards your tankyness again. Next I buy a Madred's Bloodrazor, this give me some more added armor, a nice chunk of AS, which stacks on top your Demacian Standard, NOW THE 2nd MAIN ITEM towards the DPS side of this build, as Madred's Bloodrazor gives you a on hit effect of hitting 4% on the enemies health every hit on auto attacks. This makes you great in team fights, as you can initiate, as you are pretty tanky with your 3800+ health, and 150+ armor and 250+ magic resist, first try to pop off as many auto attacks on as many champions as you can to output damage on as many champions as you can at the start of team fights with the Madred's Bloodrazor passive, your attack damage and passive, also if you critical hit that's bonus damage done. Last of all I finish off Banshee's Veil with my Catalyst the Protector and Negatron Cloak. My last item is Force of Nature, gives you 8% MS, as Jarvan IV is pretty slow is general this will help with mainly chasing and running to lanes to clear waves etc late game. Also you will have another 40 health per 5 regen on top of your 55+, and last but not least a big chunk of extra magic resist to finish it off most of the time in normal games I gathered personally a lot people love to play the champions that can hard AP Nuke or do massive burst damage, such as Malzahar, Anivia, Karthus, Katarina, Lux, Mordekaiser, Nunu and Vladimir. Yes this part was very long, but I just wanted to describe what I build and why for the right reasons thank you I appreciated if you red all this part. ^^

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Team Work

Without GOOD team mates, work, play and a right focus of the enemy champion team Jarvan IV wont come in all that handy, he instantly hit level 6 like a Ashe or Nunu and initiate a straight off gank on pushed lane on your side, and kill people, as champions like Ashe and Nunu have their slow and stun and movement speed capabilities, they can achieve ganks, Jarvan IV has to get in range to gank and as soon people see hes flag dropped people are going to know your on their arse, Ashe and shoot her arrow from a bush you wont see it coming from a distance and boom your stunned with a Tryndamere on your ****ing anus and your dead. He needs people who can stun keep people locked in and down so he can initiate slow, knock up and finish them off and go in and tank in team fights also and spread out hes DPS as its needed to get the squishy's down low as their not going to want to focus the enemy champion who has potentially the most health and if needed finish off champions as well before they get away, you would have wanted to have seen the champions who are low and either Golden Aegis or Demacian Standard and Dragon Strike combo or Cataclysm if there close enough and you dont feel like you will need it soon. Apart from that I think of much else at the moment, but be sure to give me a idea on anything Ive missed out on. =)

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Most when farming with Jarvan IV early game you want to try and hit down the minions with your passive as much as you can to get them low, then either last hit carefully as you go or Demacian Standard or Dragon Strike a group of at least 3+ minions so you don't waste to much Mana for no point, I would only really do this anyway if I want to really push the lane or if I don't get close enough at the time to last hit, because the enemy are harassing or ganking etc. Mid to late game once I have my Banshee's Veil I will usually just always Demacian Standard to Dragon Strike combo to clear and use my passive and auto attacks to finish off the minions accordingly, to push the lanes back up again if needed. Usually from around about level 9 or above I usually will take Double Golem's, wolves or Wraiths when there up from either side depending if I feel comfortable where the enemy are at the team and where I' am on the map at the time. I only ever take buffs if my team doesn't want them or aren't needed. I always tell my team or they will point it out, if Dragon up always try and take it if available and of course Baron Nashor

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I take 21-0-9

21 in offensive for added damage throughout, a small critical chance to add to Atma's Impaler, added damage to minions and bit armor penetration. I also take the point in Ignite as it adds some magic damage towards Demacian Standard

0 in defensive

9 in utility, the point in Ghost for obvious reasons, added health and Mana regen for the start helps but you can take Good Hands instead. An additional 5% exp gain at the start helps you to gain a slight advantage over your enemy if you farm well and gain a kill or two maybe. The last spare point in Greed for the extra gold.

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I take 9 Greater Glyph of Magic Resist - The extra flat magic resist helps you towards being very prone to harassment at the start and you can harass well yourself at the start.

I take 9 Greater Seal of Armor - For the same reasons as above but in armor instead, against them AD champions.

Last I take Greater Mark of Desolation and Greater Quintessence of Desolation for that big chunk of armor pen, this helps all game, especially early game for first blood as you will hit a lot harder.