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Spells:
Flash
Teleport
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
*PATCH UPDATES*
Also, it is a lengthy guide but that is only to try and inform all of you with as much information as I possibly can!
Now, I am not saying you wont get no kills with him, you will get your fair share but also realize you might die a lot. This is okay so long as your carries, especially those with snowball items, stay alive.
- Tanky and isnt a tank that can be avoided.
- Amazing Laner and he can solo against 2 well if you have a jungler.
- Great initiator.
- Amazing at clearing creeps.
- Boosts other AD members attack speed in your team in team fights.
- His attack animations are brutal.
- His passive.
- Great escape mechanisms.
- He is just a boss. Period.
Cons
- Not a "true" tank. He will get dropped if you initiate with poor communication.
- His ult can wreck your own teammates if not used correctly.
- His ult can also ruin your chance at catching an opponent.
- Low mana pool early on. Mana will be scarce early I promise.
- No burst damage.
- Kinda weak early game with this build and item build. He can still do some good damage though but the point is to tank for your team until you get your 2 damage dealing items.
Also, with tri force you sit at 2600 health against 300 with mallet.
With Jarvan you can drop your



This passive is GREAT for last hitting and helps do some great damage with 1st hits and can help with team fights as you rotate between enemy champions to maximize its damage potential. It does get weaker as their health drops but it still makes a huge difference.

Jarvan's "Q" that is the 2nd part to your "Flag+Lance" combo. This is a great ability to harass opponents with and last hit minions. Also, it does damage AND reduces the enemies armor. How freaking awesome is that?

Jarvan's "W". A good ability that I always use at the end of my Flag+Lance combo. It gives you a decent shield that gets stronger with the number of enemy champions nearby. Also it slows them which helps against auto attackers. Also, if you are running away or helping a teammate run away, you can drop this bad boy to slow the enemy down.

Jarvan's "E" drops a "Flag" at target location and does a small bit of magic damage to enemies it lands on. Also, it boosts your nearby allies and your armor and attack speed. This is great when laning with someone and has further range than your Dragon Strike. You can also use this to finish off an opponent who has very little health and running away if you are good with the placement of the flag.

Jarvan's "R" and ability that strikes fear into your opponents. This move is his "I am a bad *** and you are fighting me to the death" move....unless those bastards have Flash or an ability that lets them escape. This move should NEVER be used to initate UNLESS you have someone in your team that has aoe abilities that hit them all. An example would be

When playing against other Jarvans, I realize that many of them go for maxing out







Out of the 2 spells, Teleport can be replaced alhtough I dont advise it. Flash I would definitely not replace. Dont even think about it. Ill explain why. For now though, I will tell you other possible spells you can get to replace Teleport





Now,

Ex: You are running back to you lane and you see your lane partner just got ganked by 3 opponents. He is not dead yet but he is running for his life and will not make it. Jarvan to the rescue. This is where you come in and you use your


This also helps if you are getting ganked and you can ult on your gankers and Flash out and run away. Now I know you can use your Flag+Lance combo but normally if it is 3 or more gankers, I will get stunned or something and get killed. So I just use my Flash to escape those bad situations.
Yes, your ult can be used defensively. Amazing right? It is not just an ability that traps your opponent(s) or helps you catch a runner. It is a great defensive ability that is over looked by too many Jarvans.
Finally, ever had someone who is running and is just out of reach for your ult? very frustrating isnt it? Well no more. Use your Flash and catch up to the bastard and drop your crater right on his *** and watch him squirm as he realizes his death is upon him.
For my Marks
I go with 9 Greater Mark of Desolation Greater Mark of Desolation. To be honest, these should not be replaced at all. This runes give you that early armor pen that can give you a few quick kills and some good armor pen when bundled with your quints.
For my Seals
I go with Greater Seal of Defense 9 Greater Seal of Defense. You get the per level because the final total armor output is great. Some other good alternatives are going with a full set of Greater Seal of Replenishment Greater Seal of Replenishment if you feel you need the mana regen and you think you can get away without the armor. Also, you can go with the flat armor seals

I would only go with defensive or mana regen here though. If anything stick to armor seals and mana regen seals only.
For my Glyphs
I go with 9



Finally, the Quintessences
These 3 I fill with Greater Quintessence of Desolation Greater Quintessence of Desolation because bundled with your armor pen Marks, you will get some very nice armor pen; especially early on.
With my masteries I go with a 9-21-0 set up.
I pump 9 of those points into Offense and 21 into Defense.
Now, obviously the defensive points are there for defense but you can modify the placement of the points to your liking.
In the offense you want those 4 points in Sorcery to help with cooldown and at least 1 point in Sunder for some more armor pen. Cant have enough penetration :)
CORE ITEMS



Now that you have your core you have to judge your next items on how their team is playing.
If you are having a good match and you feel like its under control, then stick to the original build and finish it. You will continue to be tanky and deal great amounts of damage.
Now we get into the order of the items.
Early Game
1v2 or 1v1 Top
I start off with


Laning
Now if you lane with someone then you follow the same thing but if the option comes up to push them back do it. Try and get you and your laning partner to deprive the enemy champions in your lane from experience. The first time you go back try and get


Solo Mid
Now I have been asked to solo mid in some games before. In the past I have played in mid and I was successful. By successful I dont not mean I pushed them or that I got a kill. What I mean is that they did little to no damage to my turret and I got the experience and gold I needed. Now, if you solo mid with Jarvan, you will NEED to really on ganks to finish off your opponent unless he is just bad. I faced a



Mid Game
Now we are into the Mid Game section and this starts when you are in the 20-35 min mark. In this aspect of the game you start building into your core and try to finish it off. Once you have your 4 core items you should look at the enemy team and see who on their team is carrying them.
If they are Attack Damage/Attack Speed then go with these


If you build these two then sell the HoG and use the money into buying them. Randuins would be good here but you already have a slow with Frozen Mallet so you wont need it and these 2 items will provide better defenses. Plus, the Frozen Heart comes with a passive slow to any enemies within range. The 2 items You would be replacing would be


If they are AP/Caster go with these


If you go with any of these 2 selections up top then realize you are going FULL tank with Jarvan and while you sacrifice damage, you are becoming super tanky and are taking the role of tank for your team. You should only follow this route if you have no tank or off tank in your team. Or if you feel like your team would benefit more from following this route. The 2 you would replace here will be Atmas for FoN and Randuins for the Guardian Angel.
If they are pretty well balanced and dont have a major threat then stick to the original build and finish off the



TO SUM IT ALL UP
CORE BUILD






AP HEAVY






AD HEAVY








*KEY NOTE*
A

A

LATE GAME
After the 40 min mark, the late game begins and hopefully you have your build close to being complete or complete. A this point in the game you are the initiator and must go in there and start ****. This is the ONE AND ONLY time you try and use your ult to trap all of their team, or most of them, in your ult and drop your Randuins if you have it. If not, use your Flag+Lance combo to knock as many up of them up into the air and letting your team focus their squishy characters. You have no idea how annoying it is to go in there, start ****, then see your team focus the tanks and let you die and then watch your team die because they spent too much time killing a tank while the other teams carry/carries ruined all of you. Please, communicate with your teammates and let them know to focus the squishy characters.
1v1
In a 1v1 situation it is all about using your Flag+Lance combo as often as you can. Usually you use it twice before he dies unless you went DPS. So basically you start off the fight by going E->Q->W and then auto attacking until you get your combo back and then use it again. If the fight is close and it looks like you might not make it but he is almost gone too but your E is still a few seconds away from being usable, use your

1v2
In this situation you are in a bad spot and you could be in trouble. If you know you are in trouble then you must turn on the escape tactics. What you do is you try to get to terrain you can flash through. However, you dont use flash. Use your Flag+Lance combo to get you through the terrain and if they Flash through or use a skill to get them through the terrain, Flash back to the other side of the terrain and watch him curse your pro dodge.
If you can take on them, drop your combo on them and try to knock both of them up. Aim for the greater threat to you 1st and quickly dispatch of him. If you have your Ghostblade, activate it and take him out quickly so you can turn on his teammate.
2v2
In a 2v2, you are going to be taking the blunt of the damage and letting your teammate finish off the enemy. Use your Flag+Lance combo and try to harass them with your passive so they can turn their attention to you. If they try to run ult on both of them. Hopefully your fellow teammate can finish them off. Now, if your teammate is a close combat character then dont ult on them as he wont be able to help you and they can shred you. If only 1 is running and the other stays, DONT CHASE. Stay with your teammate and finish of the other enemy. If you have time try to Flash closer and ult on the runner. If not, its not worth chasing after him and potentially having him escape and having your teammate die to the other enemy champion.
Team Fights
In team fights its the only time you can use your ult as an initiation. The only problem with that is that due to your badass drop on them, they will usually focus you down hard. However, your ults walls will remain up and leave your enemies cluttered together. This will allow your ranged carry/carries enough time to do some damage to the opposing team and wreck some havoc. If you are not immediately dropped as you used your ult, try to quickly Flash out and then use your Flag+Lance combo to get back in your ult to knock them all into the air. Then hopefully they try to focus you down like idiots, leaving them open to your teammates to pick them apart. If you do this right and you have good teammates, you should not die if you do it correctly or at least go down like a bad *** but with the knowledge of knowing you were the reason why your team was able to score that crucial ACE!
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