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Secondly, this is an extremely expensive build! Very few games will you have enough cash for 2xPhantoms, 2xBloodthirsters, let alone an Infinity Edge. For a build to rely on these items and be unable to get them, especially early game you'll have no vamp unless you gimp your damage or wallet, such as buying a Wriggles inbetween.
No offense, but I don't think this will work well in higher level games. I say leave the carrying to the carries!
Think he's just voicing his opinion and trying to help =P I agree with much he says. Building Jarvan like a carry is kinda like building Malphite as a mage. Can it work? Well, yeah, in some specific games/scenarios. Is it a great idea? Eeeeeeh, probably not ^_^
I strongly recommend starting with the wriggles, building merc treds (Unless there's few CC's and few AP enemies, then either build Ninja Tabi or Berserker Greaves). I've found my favorite third item on Jarvan to be a Hexdrinker. I urge you to give this item a chance, I ignored it since it came out. I never thought it was viable. But hear me out.
My masteries for Jarvan are a 20/0/10 build. Taking 2 in utility mastery over the 5% damage increase. I find that the longer buff durations make up for the little extra damage.
I run Ignite/Smite, which I know is unusual, people love Ghost and Flash on him, but ignite lets you lock down that kill without having to pursue for the last Dragon Strike or auto attack.
I run Attack speed Reds
Armor Yellows
CDr/Level Blues
and ArP Quints
Now back to the Hexdrinker, give it a chance like I never did. I'm making it my mandatory Jarvan item. I normally get it around level 10-11. It'll make your life so much easier. It adds in some attack damage, so you won't feel like you spent money and you're doing no more damage. But it gives you key magic resistance, and the passive on it is spectacular.
Just some ideas, and my take on how I set up my jungle Jarvan. I'll probably be setting up my own guide sometime soon.
Anyway.
To Kamalol: happy you wrecked some havoc.
To Zleepy: Yes, I am very squishy like this, only about 2200 hp, and then a shield for 350 something. It's all about knowing what you can, and can't do- And remember, if you're dying: KEEP HITTING THE ****! You'll survive easier when doing so.
To Burn the Alter: Thanks for the +1, as with all the guides I have written so far (Those 3 <cough>), I prefer to call it guide lines, and people are free to of course jump a bit around with the item setup, runes, masteries, and basically anything they like.
You just have to know when you can enter a teamfight without dying!
I usually go the more tanky way after the first BT :P
Anyway, jungle-Jarvan + good guide = +1 from me ;)