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This guide was sooo terrible that half way through reading it I uninstalled League of Legends and killed my kitten.
The **** man, its soooo bad.
Thank you for your constructive criticism.
In regards to the little bit I read about Merc Treads. Yes, I do prefer greaves for the damage... doesn't mean I refuse to get merc treads. When playing ranked games, everything you said I would completely agree with. Tankier Jarvan is good.. but this isn't a tank Jarvan build at all. In fact, I only play this build in normal games BECAUSE of that.
Your last sentence truly made me laugh though. I don't feed, so how is it that I'm teaching others to feed? Thats really entirely based on the player and if they're bad or not. I guess having 2.5 AS, 400+ damage and 70% life steal is horrible. You got me! This item choice is for fun, not for ranked play. Although even in ranked games, I do still jungle on jarvan.
I have not had time to finish this guide over the past week. This is not a completed guide.
The **** man, its soooo bad.
Also, I am curious why you put a point into Greed over Utility Mastery if you are jungling. If you do not put the full 2 points into Utility Mastery (which several junglers do because it is so important and crucial to a more successful jungle), you need AT LEAST 1 out of 2 points in it. That alone makes you lose all credit and reassurance on your guide overall. Very, very big flaw and just plain bad.
In this guide, you talk about how easily CC'd Jarvan is, yet you prefer Berserker's Greaves? Not only is it worth it to buy Mercury Treads on ANY champion in the game, but especially if you are the target of enemy CC. 95% of the time, you should buy Merc Treads, on any champ, in any game involving any CC on the enemy team, period.
I have already told you how terrible your other items are in your build, so instead of elaborating on each item and why it's not ideal for Jarvan, I am going to suggest an alternative basis for items that you SHOULD be getting on Jarvan. Early game, he doesn't even need any big offensive items because of his Passive (your guide/build makes me think that you have not even read what his Passive is), and the impressive base damage of his Q when leveled to 5. That brings me to another point, which is your Q should be maxed before any other skill even if you jungle, no exceptions (Banner should be maxed LAST, even if you jungle).
As I was saying, you do not need any big offensive items on Jarvan until later on (mid-late game), and instead should build at least a couple of early defensive items so you are not being killed in team fights. You should be the one initiating, even if you are acting as an offtank. Jarvan is one of the best initiators in the game, and if you build stupid items on him to get him killed within a couple of seconds, you are gimping your team horribly. You should have a couple of defensive items depending on the enemy team, whether it be Force of Nature vs AP-heavy teams, or Sunfire Cape/Atma's Impaler combo for AD-heavy teams before you even think about a real strong offensive item. That being said, your choice of offensive items for Jarvan are all bad anyways. Trinity Force, Last Whisper, and the damage from Atma's is more than enough paired with Jarvan's Passive to destroy enemies (while being tanky enough to last through team fights). FoN, Sunfire, Frozen Heart, Guardian Angel, Banshees Veil, are all items that are terrific on Jarvan. PM me if you want some lessons on how to play this champion properly.
The only thing this guide is successful at is making Jarvan look bad and teaching people how to feed the enemy team while playing him.
Thanks!