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Jarvan IV: you've been noobed

Last updated on March 3, 2011
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Jungle Role
Ranked #29 in
Jungle Role
Win 51%
Get More Stats

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: 9

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

Utility: 0

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Jarvan with mana? WTF? I know right well it works. It works really well. This build is a dps/tank hybrid for use in 5v5's.

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For obvious reasons I have marks and quints of desolation. That extra armor pen will really hurt them early game especially combined with the armor reduction you get from your Q ability.

I have Greater Seal of Regeneration as these will help you stay out longer early game and with the items and some help from your masteries it will give you a good amount of survivability late game.

Last but not least Glyphs of shielding. Although this guy is a tank hybrid as many of you probably noticed he's somewhat weak in the magic resist area when it comes to items. So far in the almost 20 games I've played with him on this build this hasn't posed an issue but just be aware of it.

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I'm not going to hit to much on masteries. Most of them should be self explanatory considering the character and items. On thing you have to be sure to get though to make this build work is Strength of Spirit. This will take all that nice extra mana you get from the Manamune and turn it into hp5 regen.

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Summoner Spells

I always look at summoner spells as a personal preference thing. I personally like the Teleport/Exhaust combo as the teleport allows me to go back more often early game to get mana/health and items w/o having to miss out on much of the exp. Exhaust I like to have because of its versatility. 1. It slows the enemy (granted so does your shield[W]) 2. (in its upgraded form) It decreases the dmg they deal to you or your ally. Making it nice as dps to stay in range for the kill and to increase your chance to survive. As tank it just further reinforces your survivability and allows you a longer period of time to deal dmg.

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Alright I know it must seem weird to grab a mana regen item on a dps/tank melee character. Especially to get the Manamune but trust me it works. Granted you're a bit squishy early on because of not having extra armor but it works out very quickly once you finish the manamune. As mentioned before thanks to strength of spirit the extra mana not only lets you use more attacks and stay out longer before needing a refil but it also increases your health regen which can have the same effect. First time back you should be able to grab Tear of the Goddess. If not you're not watching the enemy enough to avoid being hit or you're being too careless with your abilities and have run out of mana too soon.

Next I like to grab Mercury's treads to give me a bit more magic resist and speed. Sadly this character caps at 385 speed with these boots which if anything is another good reason to have Exhaust so that you can stay with the faster opponents longer. Ocasionally you might have to ge these after tear of the goddess if you have some really fast and agressive opponents.

Third Emblem of Valour. This will once again reinforce your health regen while giving you some life steal too which can be a major battle changer with Jarvan. If you go back for this and find out you have enough for the full Stark's fervor then go ahead and grab it. Your team mates will love you all the more in team battles.

Fourth the sunfire cape. This gives a few bonuses. Firstly you are tougher to kill thanks to the extra health and armor but it also allows you to farm minions like crazy if the enemy is turret hugging. That and it does still hurt quite a bit in a battle.

Fifth Atma's Impailer. This will take all that nice health you've built up and give you even more dmg. Not to mention the armor and crit chance really helps turn you into a killing machine

Sixth finish of Stark's Fervor if you haven't already. This increases your lifesteal and regen even further and your atk speed. Plus once again your allies will love you.

Last but certainly not least we have Warmog's Armor. Honestly I rarely get to see this item as the game usually ends with them surrendering or my team destroying their base. If you make it to this point then enjoy your god-likeness. The extra health increases your dmg even further thanks to atma's and the extra health regen at full stack and combined with a red potion is over 110(I think I saw it above 120 but I can't be sure atm) which usually makes it so that with your Shield[W] ability you tend to last a rediculous amount of time reguardless of what is hitting you.

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This build takes a bit to get going. You'll have to be paitent early on but about the time you get the SunFire cape and especially the Atma's Impailer I guarentee you'll kick some serious butt as well as tank alot of dmg.

Remember your slight lack of magic resistance. In the off chance you get paired against a magic heavy team you might consider grabbing a Force of Nature in place of the Warmogs and getting after your boots or the sunfire cape so you can take the dmg.

Best tactic for using his skills (that I've found) is E to set the standard on or behind the enemy. Q to take you to the enemy and knock them up. R right after to trap them in and quickly followed by your W to keep you alive while you finish him off or while you attack whoever else might have gotten trapped in your ultimate.