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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
In this guide I will tell you why I prefer Atmogs (=




So I began playing Jarvan with Atmogs.
Atmogs means, you buy a


Actually there are two common offtank builds:
Trinity Force

and
Atmogs



Atmogs is a more tanky way. Most offtanks are nearly immortal with a Warmog's and together with Atma's the damage is increased a lot.
I don't want to compare those two builds on their own, instead I will focus on Jarvan.

- The "Sheen"-effect only triggers every two seconds! If you don't believe it, try it out.
- The increased damage for the next attack is only your BASE damage (in case you play Jarvan it's 111)! Any bonus damage won't be counted for this effect!
- The "Sheen"-effect does NOT multiplicate with Critical Strikes!
http://leagueoflegends.wikia.com/wiki/Trinity_Force
Jarvan IV, lvl 18,

He hits the enemy with



Q + E + R
8 autoattacks
3x TF
Jarvan IV, lvl 18,

He hits the enemy with



Q + E + R
7 autoattacks (let's say it's one less - TF offers some AS)
I will ignore the ArP, damage from skills and the passive's damage for these examples, since the ArP and skill damage is (should be) the same in both cases and the passive is not a that hard damage source in a lategame (except noone is buying MR, lol).
So here's the calculation!
(if you don't want to read this, jump to the last sentence from this chapter)
Jarvan's basic AD is 111. With

8 * 141 = 1128
3 * (1.5*111) = 499.5
1128 + 499.5 = 1627.5
Bonus damage from the skills:



33 + 45 + 24 = 102
102 + 1627.5 = 1729.5
With Atmogs Jarvan's AD is with a full Warmog's around 190.
7 * 190 = 1330
Bonus damage from the skills:


88 + 120 = 208
208 + 1330 = 1538
As you can see, the damage from the

But this is just a small example for a short situation in theory. But even this shows us that Atmog's is even in a burst damage situation not far behind

In general Jarvan tries hard on triggering TF. You need to use "always" two of your skills together and in general you jump instantly with

Without the third time TF triggering the damage from Atmogs is less than 100 points lower.
And there are still a few things to remember:
- Let's say, you get
Trinity Force to trigger every two seconds (even though it's not written there, it triggers only every two seconds) with an AS of ~1.5 attacks/second. That means, in 6 seconds you do 9 attacks, 3 with the proc.
9 * 141 = 1269
3 * (1.5*111) = 499.5
1768.5 damage
With Atmogs:
9 * 190 = 1710 damage
-> just 58.5 damage less!
The math-freaks will already recognize the point in this: the more attacks you are doing, the closer the "damage distance" so to say between both builds is. And this is just the theorycrafting! In practice noone is able to (or even wants to, maybe you want to save your shield or "jump" for later on) triggerTrinity Force every two seconds.
Side note: in a real game you would make probably one attack less than the TF-Jarvan due to his slightly higher AS.
- So this is my thesis: Atmogs and TF deal the same damage after a few seconds (sometimes right from the beginning, depending on how often TF triggers) and Atmogs can even deal very soon more damage than TF.
In case we say they deal the same damage, we need to look at the other things the builds are offering us.
To do this, just have a look at the first three builds on the left and the build on the right side at top. You will see that the Atmogs-Jarvans have way more HP (and more HP earlier on, with TF you get to high HP values quite late), armor, HP reg, AD (meh, MOBA sucks... Atma's bonus damage is not added :P) and even more crit chance.
TheTrinity Force-Jarvan has more mana and AP (both more or less useless for Jarvan), slightly more MS and AS and the chance to slow his enemy. I added the
Giant's Belt to get nearly the same final cost.
As you can imagine, the mana and AP doesn't matter. You won't kill an enemy with Jarvan IV by having more AP since you won't even hit enemys all the time withDemacian Standard. You need to get it into a good position to knock up, not to deal damage.
The MS is pretty nice, but not that important for Jarvan with his ton of CC. The other good things about TF are AS and slow. But does Jarvan really need any slow? I don't think so - you got a knock up, a AoE-slow and a cage. Pwnd.
And the AS is pretty useless on a TF-Jarvan since his AD is really low.
But what offers Atmogs?
Atmogs allows you to be VERY tanky (as I said, you have way more HP) plus dealing A TON of damage. An Atmogs-Jarvan is way more tanky than a TF-Jarvan.
Also every item that gives you HP will increase your damage furthermore (e.g.Banshee's Veil,
Randuin's Omen, Frost Mallet,
Trinity Force). A TF-Jarvan needs to buy more damage items to increase the damage (except he goes for Atma's as well). But Jarvan is not a DD, he's an offtank.
In the end both builds are more or less similiar strong and dealing the same damage. But Atmog's has one big advantage: you got way more HP. And that's the main reason I play Atmogs. Enemys just can't kill you. I love that.
This is my standard Offtank mastery set.
I want to get primary four things:
- bonus armor penetration
- slightly more defense
- bonus manareg
- bonus XP
If you are the only and full tank in your team, 0-21-9 is viable as well. If there is another full tank, I'd still recommend 11-6-13, but 21-9-0 or 21-0-9 work as well.
More armor penetration, more damage on your basic attacks,



Great on any offtank and - in my opinion - versus the "burst damage offtank meta".

This allows you to harass more and will deny some mana problems you normally have with Jarvan.
Greater Quintessence of Vitality
Good for Atmogs and lategame champions, but I also like to go with Greater Quintessence of Desolation.












In teamfights be careful when using it early on. Most times you will just "help" your enemys by locking out your mates.
There are a few "special" situations:
- An enemy is chasing your mate who's low on HP? Use your ultimate to stop him!
- An enemy is running towards in a teamfight and his mates can't follow? Capture him before he recognizes his mistake!
- An enemy is chasing you (works especially well under your own turrets) and you won't escape with just Q + E? Activate your ultimate and jump out of the cage with Q + E!


I run this with most the offtanks I play, because all these offtanks are great at towerpushing. Jarvan is great with his high AS (always activate your





Other viable options:






Which item you grab, depends on your lane:
- Your enemy(s) deal a lot of damage and you are not able to farm well?
-> - You can harass your enemys all the time with Q and/or they have a lot of armor?
-> - You are able to do some autoattacks and/or the enemy's armor is pretty low?
->
Also remember the option to get the



Something about the other items:
Philosopher's Stone
This is for lane survivability and to fix additionally Jarvan's mana problems. Grab it when you earned 715 gold (=> Philosopher's Stone +



The standard tank/offtank boots. Never get something else on Jarvan, except the enemy team has at least 3 physicals (then you can grab

Some good item examples for "normal" games:

This is great in general and absolutely great for an Atmogs build. It helps a lot versus champions like






Even though you want to play an Atmogs Jarvan,


I really like this item. Not just because it means you don't have to sell your Philosopher's Stone, it's simply cool: lifereg, manareg (both great for Jarvan), CDR, HP and a really nice active if used well.

Still a good item. Just buy it if the enemys have someone like


If you don't need any actives or armor/MR, you can also grab a second

You are the initiator.
That means, the team will wait for your initation. And you will wait 'til your team is ready.
To initiate, just use


Try to knock up the enemys DD and ALWAYS get with this jump to their ranged AD carry and kill him or at least disturb him.
I already mentioned it: be careful with your ultimate in teamfights! I've seen a lot of Jarvans making things only worse with their ultimate.
Also try to protect your mates with your AoE slow and CC. You are not the carry, you are a tank. Even as an offtank.
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