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Spells:
Exhaust
Ghost
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Changes
4/4/11- Added a section about Last Whisper. Looked at some numbers on it and it may be better than a Bloodthirster. Categorized under situational, take a look at that. It's also new. As a really minor note, fixed my sig at the end. I'm not Duunkp im Duunko
4/12/11- heart of gold got nerfed. Removed. also, i keep fixing errors in spelling and the like. Have to update some other sections MLAH.
8/5/11 HOLY MOLEY I FOUND A NEW BUILD TOTAL REWORK.
Ok, I have played Jarvan since the release, and find him a fantastic champ. I hear groans and complaints from people saying that he requires no skill. While I do find that his difficulty level is not quite up to the standards of, say, Anivia or Kassadin, he's no Yi. It takes some tedium of skill to play him, whether it is aiming or even just timing attacks right. This set of builds, one being almost the same as the other but with minor changes, show a set of Tank-Dps Hybrids. I know. Its been done a million times. Bear with one more, seeing as this guide is in-depth.
-Rather hard to kill
-Has a decent shield, which is also an AoE slow
-Dropping a Standard can be an enormous help in teamfights/taking towers/always, really
-Pretty darn good escape mechanisms
-Can, theoretically, take on 2-3 enemies alone.
-Has a passive that makes enemies (especially tanks) sh*t their pants
-Has a knock up of epic proportions
Cons
-Kinda squishy 1-3
-His ult can be... disastrous
-Is way melee. All of his abilities really need you close to work. Kinda sucks.
-Shield eats mana at the beginning of the game like nothing else
Greater Mark of Desolation Greater Mark of Desolation, because early ArPen really helps

Greater Glyph of Replenishment Greater Glyph of Replenishment, Because god knows you need mana regen. its kind of helpful early game, but not overly so.
Greater Quintessence of Desolation Greater Quintessence of Desolation, because we love early ArPen
The other build replaces the Dodge seals with


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ok
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Bad
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This is one of the best passives I have ever seen. Helps in every fight. Tanks get destroyed by this. No joke. It's great.

Good for the proc with Staandard. Not much more.

Great defensive/chasing/escaping/disabling ability. I max this second.

Best ability on Jarvan in mind. The attack speed buff is not much, but when doubled by dropping the active it can be significant. The active also does a fair amount of damage early game. I max this first.

This can be a game changer used correctly, and devastating to the team if used badly. The damage is quite good, and I sometimes use it to jump on a running champ when i'm on CD. In teamfights, try to use it on the carry to isolate them. When chasing, remember who has ghost/flash. They are a lower priority than ones who do not, because those spells can evade it. Also watch out for enemies like Ezreal who have similar abilities.
You may have looked at the skills and went, WTF?! WHY SO MUCH DEMACIAN STANDARD?! I have a simple reason: its a buff. The ability has a passive that boosts you up, allowing for easier takedowns of turrets, and the active boosts your teammates. So maybe, even if you arent the main guy killing that turret, than you can buff the guy who is. Win-win. Aegis comes next, because D-Strike is really only good as a proc for knockup and the armor debuff. Shield can be very helpful just generally.
The way things work out in teamfights is something like this: check out what's going on. The first job of jarvan is to take out that dude in the back who's got about 100-500 hp left. Drop a standard at the back and shoot in, knocking up the other enemies in the process. Once that little guy is dead turn your attention to isolating and annihilating their carry. This is another on of your jobs. Try a cataclysm->attack until standard is up->standard->dragon strike-> if their alive aegis for the slow and repeat without ult. Anything you can do to help the team after that is good, like hitting the tank for some hp, or using AoE slow to shut down chase attempts. If you got jumped for the fight, start right off with a slow to let everyone react, then jump in and get rid of the carry. too simple.
If you are 1v1, start with an autoattack. Get them to commit to the fight. Then drop standard->DStrike->autoattack->rinse repeat unless they begin to retreat, in which case you aegis->attack->StDs (im going to use that now. its the dragon strike and standard combo) combo-> attack-> if needed, cataclysm. they will die.
2v2 do much of what you did there except help shield a running ally.
1v2 judge them. If its carries, RUN. If its a tank and a carry, RUN. If its a support char and a carry, it depends. 2 supports, killem. cc and a carry, RUN. This is all negated, however, if you happen to outlevel them by 2-5. if that is the case than dont hesitate. Knockup aegis ult attack. win.


Boots are next, going to


Next i rush a



Next I either go for


Next, upgrade that darn Philosopher's stone into a

The last Item is situational. Want more HP and damage? Get a


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