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Jarvin IV - HOLY F*CK NOT HIM

Jarvin IV - HOLY F*CK NOT HIM

Updated on May 19, 2011
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League of Legends Build Guide Author iTz CrucifiiX Build Guide By iTz CrucifiiX 7,322 Views 3 Comments
7,322 Views 3 Comments League of Legends Build Guide Author iTz CrucifiiX Build Guide By iTz CrucifiiX Updated on May 19, 2011
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Introduction

Jarvin can be played many ways. He is compatible with many many builds. He can be played tank, tanky dps, dps, and jungler. I however prefer the tanky dps build. All of these variables can cause him to be not only a high elo pick but also a fun and enjoyable character. His skills are also very unique compared to other champions q click and profit. Jarvin players must know when, how, and where to place his standard as well as being able to cancel his ult at the right times and using it at the right times.

His passive is also a very strong passive. Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, this caps at 400 damage. This effect cannot occur on the same target for 6 seconds. This in my eyes is quite a strong passive compared to some characters. It is good for harassing someone wandering too close and also last hitting.

Jarvin's Q is quite strong as well.Jarvan IV extends his lance through his opponent, dealing 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26% for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path. This ability leaves me almost speechless. It gets rid of 26% armor at rank 5, 270 + 1.10 atkdmg ratio, and it supplies him with his invaluable knockup. What more could you want?

This is Jarvin's meh w. Jarvan IV forges a shield protecting him for 50 / 100 / 150 / 200 / 250 (+20 / 25 / 30 / 35 / 40 per nearby enemy champion) damage for 5 seconds and slowing surrounding enemies by 15 / 20 / 25 / 30 / 35% for 2 seconds upon activation. The shield adds more mitigation for every enemy champion nearby when activating. Sure it's nice to have a shield every now and then but it just slow enough, although the shield extra shielding ratio is nice. The strength can max at 450 which is alright and can help in team fights to stay alive.

This is jarvin's most utilized ability. Passive: Grants Jarvan a bonus 10 / 14 / 18 / 22 / 26% attack speed and 10 / 14 / 18 / 22 / 26 armor.

Active: Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds. OH MUH LAWDY I MUST BE IN HEAVEN. This gives PASSIVE atkspd ANDDDDD armor. HOLY SHNIKIES. Not only does it give that but also can double this passive AND give it to allies, deal damage, and supplied with his q; cause an immense knockup that saves lives and ensures kills.

HOLY BALLS is this thing amazing. This can cause so much frustration in the enemy it's just histerical. Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.5 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities. As you can tell by the first 4 words of the ability, it is brutal. He "heriocally leaps" to an enemy. This traps then in the circle and does quite a hefty amount of damage. Just be careful upon using it on people with flashes and build-in flashes;such as ez,kass,etc. and also on vlad. God vlad is an op piece of ****, he basically breaks your ult and makes it utterly useless.

enough on the abilities lets move on.
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Runes

Now runes are a whole different story. These can go however you want i prefer

greater mark of desolation X6

X9

X9

great glyph of shielding X9

i chose the armpen runes because jarvin is not a pure tank and is somewhat of a nice dps to have layin around. i chose the atkspd runes because it starts me out with around 0.70 atkspd which is nice. The seals and glyphs are some general tanky dps runes. The quints are also typical except for the one armpen one which is nice to have. One could also use just straight . And also some nice . The rest i would keep the same under most circumstances.
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Items

The item build at the top is pretty basic and an all around build.


You could either start with , , or . I prefer to start with and build itquickly into a for more farming to be done and the damage and armor it gives are nice to have too. Next i would build your boots. These can go to almost any extent. I prefer the mercury treads because of the more tanky feel and the cc reduction is wonderful to have. Other boot choices could be or . These are also a nice choice but just don't supply we with enough of a tanky feel, it's just my personal preference. Next you should be building . This item is wonderful. It gives us a free ward, armor, damage, lifesteal, and an amazing proc for more creep killin. Next get either or , get the if you need more hp and get the if you feel you need a little more damage output. Next follow through with either a or . Get if you need more protection and get if you really want to pound their faces in. Don't forget to use their actives, they are amazing. Next is a choice. You can get either or . If you want more protection get if you want to make sure they weep in fear get . Last sell your and either or the notorious .They are both good and it doesnt really matter which to get but the lifesteal from bloodthirster is very beneficial as well is the extra damage from atmas. It's all choice.

Normal Build Example



Heavy AP Build Example

]

Heavy AD Build Example




Pure DPS Build Example

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Skill Sequence

Just use the sequence used above.

:D
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Summoner Spells

The summoner abilities i prefer to you are

I loveeee ghost. It is on a rather short cooldown, gives you an amazing chasing and escape ability, and has great synergy with

This is just an all around good thing to keep handy. It can shut down almost any carry, can chase or escape, and has some good synergy with and .

Good choices:

explained
explained
great offensive spell and good for shutting down lifestealing and mundo
since you have a rather tanky role, its good to keep something to get out of sticky situations with another alternative to this is

Meh Choices:

can be helpful for countering tower pushes, farming a lane quickly, and getting back into the fray.
a good spell to pick but in my opinion it has too long of a cooldown which is why it has earned its place in the meh category.
great for countering tower pushes but thats about it, and has an immense cooldown.
good if you tend to drain your mana rather quickly, i wouldn't take since his abilities dont cost an arm and a leg.
really really good synergy with your E. Can soak a tower hit. Other than that its not useful.
decent early game but tends to be completely useless end game.

Never take these....EVER

leave this to a support
dont take unless you are jungling
if i have to explain this then may god or whatever higher power have mercy on your damned soul
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Jarvin IV - HOLY F*CK NOT HIM

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