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Team Guide by aljoo

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League of Legends Build Guide Author aljoo

Pwned team

aljoo Last updated on May 8, 2011
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Team 1

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: 0

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

Utility: 9

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Chapter 1-nocturne


Greetings Summoners!
Welcome to my first guide on MOBAfire, describing my play style of Nocturne, The Eternal Nightmare.

Ok guys, let me ask you some questions first:
- do you like to play champions that can both go to lane or jungle?
- do you like assassination as much as Pedobear likes children?
- are you a fan of badass looking ghosts?
- do you like pancakes?
- do you want to punch someone in the face right now?
- are you bored with all these stupid questions?

Well, if you answered "yes" to all, some or none of these questions, Nocturne is a champion just for you!!

In this guide I will describe his pros and cons, my runes choices, masteries, summoner spells, skill sequence/usage and items selection. I would like to show you some tactics during laning and jungling too, I hope you'll find them useful.
So, let's get this party started! :)

PS. Don't rate this build without trying it, please. Or at least taking everything I write here into consideration. I hope that normal LoL players will judge my guide only by it's contents and not weather conditions or colors I used. Thanks in advance! ;)

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Pros / Cons

- AWESOME ganker (best imo)
- Great farmer
- Great chaser
- All abilities can be used offensively and defensively
- Good jungler
- One of the most unique ult EVER
- He's an epic ghost with even more epic voice! What else do you need? :D

- Squishy
- Vulnerable to CC, pretty weak escape mechanisms ( Banshee's Veil helps a lot, trust me;) )
- Mana issues in mid game
- Players will flame you all the time because of your ult... maybe it's not a problem for you, but I just want to enjoy the game and not to read all the time that I'm a noob because I killed someone (OMG HOW COULD I?! -.-") etc.

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Summoner Spells


Honestly, on of the best passive abilities I have ever seen. It makes jungling much more easier (in my opinion it would be impossible to jungle with Nocturne without that passive). The more attack speed you get, the more frequently that passive procs. The more attack damage you have from items, the more damage that passive deals. And it heals you for a flat amount of health for every target in range!

First skill you will max. It deals nice damage based on your AD, it can be used to catch up to your target (because enemy champions hit by it leave a trail behind them) or run away from a gank. It can also help you to get back faster to your lane from base. It is a skill shot, so it's nice to practise it vs bots just to be sure that you won't miss in in real games. Did I mention that you get bonus AD if you are on the trail of Duskbringer? No? Ok, now you know it;)

Passively it gives you attack speed. But most important thing about the W skill is it's active! It blocks a single enemy spell and it's very similar to Sivir's Spell Shield, but it doubles the attack speed passive (if you will manage to block an enemy ability) instead of regaining mana. Imagine anger of Karthus who wants to kill you with his ultimate after a team fight. The only thing you need to do is to click W and laught at him.

The only Nocturne's ability that scales with AP. But you won't build any AP items on him. Even though the AP Ratio is 100%. Trust me, building any AP item is a waste of money. Also, damage of that spell is not the most important thing. So, what is it? Fear! Just be sure that your target won't get away from you before it gets feared. But hey, you have your Q ability, don't you? So staying close to your target won't be a problem;)

This is your bread and butter. This is what will make enemies rage quit (seriously, in one game after ganking enemy Kennen twice he simply rage quited). Just look at it's name... PARANOIA! It reduces enemy's sight radius and their ally vision (including minions, turrets and wards). The only thing enemy will see is something like 5 meters around him. But it's not the end. Nocturne can launch himself at enemy target in range and deal some nice damage. This is one of the best ganking ability ever made in this game.
This ability works extremely good when you are jungling. Why? Because enemies won't EVER know if you have your ultimate yet or if you don't. So they will be afraid of getting ganked by you all the time. It's also great when you want to kill someone who escaped team fight with low health. The enemy will never know from which side you will appear and even if his allies are coming to help or not.
Guess what! You can also escape a gank with it! For example: you want to do dragon and suddenly 3 enemies try to kill you. You can quickly use your ultimate and teleport yourself to the enemy at the bottom lane.

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Creeping / Jungling

Third Build - Jungling Assassin

Nocturne can also be played as a jungler. It's a good idea, considering how easy it will be to gank with him.
Runes: I use the same runes as in my lane build, however you may consider using Greater Seal of Resilience instead of Greater Seal of Vitality. Personally I prefer HP per lvl, because 9 Seals will give me almost 180HP at lvl 18, and that flat amount of armor will be useful only in very early game. But it is up to you.
Summoner Spells: Smite is a must for most junglers. IT IS POSSIBLE for Nocturne to jungle without Smite, but it will be very difficult and will cause you to level up much slower. As second SS I take Ghost, because it can be used offensively and defensively. Flash will also be very good choice. You might think about taking Exhaust, but I wouldn't recommend it. With Ghost or Flash you can escape more than one enemies and with Exhaust you'll be able to slow only one of them. So Ghost and Flash are best choices here.
Skill order: I tried to start my jungling with both with Q and W. Both options work, however I prefer to start with Q (yeah, I finally changed my mind:D).
I saw many Nocturnes trying to start from Golem (blue buff). It it possible, however it is really hard and I died many times trying to start from blue.

Items: After hitting lvl 6 (don't worry if you are suprised to read something like this, I will explain everything later, just read and be patient ^^) you should have enough money for Madred's Razors and Boots of Speed. After buying Mercury's Treads you have to decide what to make from Razors. It can be Wriggle's Lantern or Madred's Bloodrazor. First one is very cheap, gives you life steal and also has a nice active. That ward can help your team, remember: map awareness is very important in games like LoL! Second is pretty expensive, but it makes up for the price. That passive ability is just awesome! Also it gives you attack speed, which is very important for Nocturne. Personally I don't like Lantern, so I would buy Bloodrazor. But if you think that Lantern will be better, simply buy it and forget about Madred's.
The rest of the build is very similar to my normal lane build. Banshee's Veil as survivability item, The Bloodthirster and Infinity Edge for more attack damage and Phantom Dancer for attack speed. However, if enemy team is really tough and stacks health and armor, replace Phantom Dancer with The Black Cleaver and IE with one of the "Situational Items" from next chapter.

But hold on for a second. Did I just say "after hitting lvl 6"? Something is wrong here, isn't it?... First, you must kill some minions in jungle of course! This is why I want to show you my jungling route:

Start with Cloth Armor, 5x Health Potion and take Duskbringer. Go to Little Golems (1).

Hit them with Duskbringer like I show you on the picture, use Smite on one of them, use potion and auto attack til they die, use Q again if available. You will lvl up, so take your first point in Shroud of Darkness.

Go to Wraiths (2).

Try to hit 3 of them like on the pic with Duskbinger and auto attack til they die. Remember to attack the big Wraith first, so your passive will affect the little ones too.

Next go to Wolves (3).

Use your Q to hit all three wolves like on the pic and kill them with your auto attacks. You can use a potion here, be sure to atempt Golem (4) with more than 50% HP so it won't kill you.

Take second point in Duskbringer and head to Golem (4).

Your Smite will be ready by that time. If you will come VERY close to your targets like on the pic you'll be able to hit 3 of them with Duskbringer. Use a potion here, auto attack and Smite Golem when it's low.
Port back to base and buy Long Sword and as much Health Potion as you can (it should be 2-3 in my opinion).
Go to Little Golems (5) again. You should kill them only with Q and auto attacks (after leveling up take first point in E), just like Wraiths (6) and Wolves (7) later (without potions). Drink a potion on your way to next camp, if you feel that your health won't be enough to kill Lizard (8), then kill it using your Q and E, another potion, auto attacks and Smite when it's low. Take third point in Duskbringer.
By this time there SHOULD BE a chance for a gank. If there is any chance of killing an enemy, leave steps 9-11 and help your team mates. However, if there is nothing interesting going on, procede to step 9.
Head to the enemy's wolves (9) and kill them without using potion, just Q and auto attacks. Use your last potion while doing purple team's Golem (10) (your Smite will still be on CD, so wait until it's cooldown will be about 10 seconds). You still won't hit lvl 6, so go to Wraiths (11), kill them and take your ult.
Of course this is jungling path for blue team. Path for purple team is exactly the same, but just on the other side of the map:P
After getting your ultimate ability mid game beggins. This should be the end of your jungling. Start looking for some ganks opportunities or simply help the soloist from your team to push his lane if there are none.

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Hello and thank you for spending time to read my guide.

This guide involves getting as much Magic Penetration that's effective as well as quite a bit of AP, so all those enemies stacking MR are wasting their time and money. You might think this is a bad idea, but there's been quite a few times now that i've 3 shotted tanks and 1 shotted that annoying Karthus bastard waiting to use his ult because of this. (Notice that i actually do enjoy playing Karthus, just not fighting against one as you will notice in this guide a few times)

In the Items section i will also talk about Mejai's and it's purpose in this build.

Updates : Jan.18.2011
-Nothing seems to have effected my build yet, will keep tabs on any changes.
-Special thanks to Footyballs, SoupOrJuice and iToasty for reminding me how flat pen works ~_~ guide fixed to support actual usage now.
-Added Laning section
-Added a new optional (abyssal scepter again) due to something that occured in my last match.
-Still haven't found Frozen Heart worth the price when i can get more AP and armor for a bit less...
-Fixed an error with Marks (runes).
-After screwing around in a few matches i found 2 other combinations that seem to be working out real well (though i haven't tested out the new CDR item quite yet, i will be doing so soon.) The Second Guide is for more experienced Lux players who are confident with being a bit more glass cannon than normal. The Third Guide is for more experienced Lux's and is a typical Ranked Game Build for the most part. Builds for ranked will obviously differ but i'd probably play something like that if i did with her. If you do decide to play the third one though be careful of Sheen, if you can't get in those needed auto attacks then it's most likely not for you.
[TL ; DR Added in 2 new builds, more items descriptions for the added items and a few grammatical changes]
-Added Archangel's Staff in the mentionable because for some reason i forgot to put it there.
-Added 2 half similar more supportive builds.
-Few things here, last patch made Lux's shield stronger and reduced her ult damage. Though this does hurt her and make her more supportive, it also doesn't really effect ANY of my current builds at all.
-Added Morello's to lists because i didn't...
-Made a new build for people who run out of mana often, this build involves needed some kills early for funding, or you'll have no AP to output damage midgame, if you can pull it off it can seek benefitial rewards though. Also note that late game you WILL NEED BLUE BUFF (unlike all the other builds which don't need to care about it) IN ORDER TO GET 40% CDR.
-Added Will of the Ancients to the *Everything Mentioned* Section. Did not add *Deathfire Grasp* though it is a good item for Lux, if it fits your playstyle still switch it for Morello's Evil Tome, if not just ignore this post.
-Fixed Some Grammar.
Looked through guide, decided Abyssal Scepter would be better than Lich bane on the 2nd support guide. It just seems like a better idea IMO.


Before continuing, This is a summary of what is in this guide and how things works.


The first build is based on high Magic Penetration, In case you get teams that will most likely have 1 or more MR items bought, it also hits very hard early game and makes people kind of *wtf* since you're hitting hard with little ap early game.

The Second Build is based more around mid lane (works on side lanes) and is a bit more offensive in comparison to the other two which are more stationary. It also seems to be the most popular of all the builds currently made.

The Third Build is more for those people who are like *WTF NO MANA TO CAST OMG* type people who either don't have the runes/masteries, aren't high enough level for those runes/masteries OR just simply cast far too much. It definantly is a build based on getting 1-2 kills early or having a very slow start, but will have an amazing late game because of it.

The Fourth Build and Fifth Build are based more on aura and support items as well as still having a good amount of ap to deal damage and help out your team, depending on what your teams need these also can be useful.

What else you will find in this guide

5 Builds to fit everyone's needs
Multiple effective caster items based on situations where they're more suitable
Laning Descriptions for the basic lane types
Basic fighting tips and how Lux is supposed to be used (to me at least)
Runes/Masteries (which work with most casters out there)
And Core Item Descriptions which explain why i pick certain items and their benefits.

You can find most of these based on the headings of each section, all in all, the main guides are based on quite a bit of Magic Penetration hence the name of the guide. Everyone is entitled to their own personal opinions and styles, and I'm definitely not saying the ones i use are the best, use them to your benefits and try to have fun doing so :)

Everything Mentioned

For those who are too lazy to read the entire thing or don't wish to reread. (Doesn't Include Items in Purchase Order)
If the item is Defensive, you might want to get it after Rod of Ages (Unless another time seems more fitting)
If the item is Offensive then it will most likely just replace one of the mentioned Core items directly.
Some items may not be found in reading this like Will of the Ancients, which is just a great mentionable.

- General good caster item
- Haunting Guise Replacements
- Good first item replacement (Mejai's + Haunting Guise etc.)
- Zhonya's Hourglass Replacement (if the enemy team is stacking alot of MR)
- Supportive Items
- Support Item/Zhonya's Hourglass Replacement (if the enemy team is high AP and it fits the situation)
- Support Item (if it fits your team)
- Optional Survivability (Lich Bane Replacement, Order of buying up to you, Best to get if you need Survivability over Damage until Late Game)
- Optional Boots Replacement
Optional Summoner Spells (Depends on player playstyle)

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Summoner Spells

In order to get that as much Magic Penetration as possible you need the 9 points in Offensive, this also allows you to get both your summoner ability masteries and both cooldown masteries (including summoner spell cooldown). Expanded Mind is not taken simply because the EXP mastery seems more useful to me just because i can keep up in levels for ganking or taking over a lane for a dead ally.

Ghost and Clarity are taken so you can get away quite easily if focused (Suppress, Slow and the ability to run super quick? Yes please.) and so you can spam your abilities quite freely without having to worry much on your mana. Mid/Late game you should ask your Jungler (or if you don't have one just take) for blue buff. It's very useful on you as long as the enemies don't take it from you.

Other Summoner Abilities that are useful on Lux that can fit your playstyle include
Teleport, Flash, Exhaust, Ignite and Cleanse. Clairvoyance is another option but i'm not a big fan of it.

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Lux's Passive is not to be overlooked. If you can get in one auto attack before they turn around and try to hurt you, do it! (as long as they don't ACTUALLY hit you) This can be great for last hitting minions, annoying enemies, and getting those kills on enemies running away.

Lux's Q Light Binding is very useful, and her main damage move besides her ult. If you hit an enemy with this you can set up perfect ganks, kills, or just scare the hell out of them. Aiming it can be bothersome though as it DOES NOT PASS THROUGH MINIONS so think before you shoot this. Wasting mana on this besides to hit champions is not recommended.

Lux's W Prismatic Barrier is quite overlooked though since most team fights don't happen until late game, you typically wont even need to look at this until nessicary. I've killed 2 people before with 400 HP left, ran to heal and saw Karthus's ult coming and have saved myself many many times with this. It can also shield allies as well and can help your team that much more.

Lux's E, Lucent Singularity is her main farming move. This can also be used very strategically with Light Binding. You can heavily null an enemy from running, force them to get hit by it or run into a gank, allow yourself to hit your passive 2 times in a row and more.

Finales Funkeln is not to be taken Lightly, with this build you're hitting for over 1k damage every time you use it to every champion or minion you hit. add that with it's super low cooldown and it's a force to be reckoned with. Combining this with your Light Binding and Lucent Singularity can cause extreme havoc to the enemy team. Also, don't be afraid to use this a little more than you want to because of the cooldown it shouldn't be a hazard if you do.

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Well, hello, and thank you for choosing my guide on Shen. You are choosing Shen because:
A) He's a great tank and support champion.
B) His ultimate often prevents ganks and makes players say "Oh no, not again..."
C) He is a flippin' ninja. Silent and deadly. Nuff said.

I honestly don't feel like copy/pasting Shen's back story and stuff so here is my own.

Long ago, in a land far away, the Eye of Twilight was formed. Soon after, Shen was born. Con sieved in hell fire, and born in the land of kick ***, Shen began his cruel tutelage at the Eye, meeting Akali and Kennen. Shen realized that he is a tank, Akali found out she was an op killing machine, and Kennen... well he realized that not a whole lot of people play him.

IN CONCLUSION: Shen, is one champ who is going to make someone's day get worse. By reading this guide, it will be the enemy's.

Let me first stress that by following this guide alone you will be a god. Only smart play, team communication, and lots of practice will get you that way.

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You are Shen a supporting tank, your main goal is to be a damage sponge for your team and to keep your team mates alive (mostly your squishy champions / carries). If your confused by what a carry is, its the generally the ranged dps character like Corki or Ashe or else your AP carry like Annie or Kassadin. You want to keep these champions alive as long as possible so they can keep putting damage output on the other teams champions.

For the laning phase you are generally going to end up going bottom lane if you are playing in level 30 games, if your team still doesn't incorporate a jungler then don't worry about it as you are going to be in the duo lane anyway.

Focus on last hitting minions with your Ki Strike and Vorpal Blade, you should be harassing your enemies with your vorpal blade at any chance you get so that if your jungler ganks you can get easier kills.

Mid game you want to start buying wards also, this will take pressure off your carries buying them so they can focus on getting their core items. You should also have your ultimate at this stage, check the mini map every 5 or so seconds to see if your team mates are getting ganked or if there is a fight that you could turn into a 2 v 1 etc. After you ultimate you should taunt into the enemy champions that are attacking your team mate so he can escape faster.

Later game is when team fights start happening and mid lane starts getting push as well as baron fights popping up from time to time, now remember you are the tank, you should be at the front of every team fight. Don't be afraid of dying, you dying is better than your carries dying, always remember that, never take a kill if you know the carry can get it and if you can sacrifice yourself instead of the carry do it.

In team fights make sure you are watching your carry champions in case they get attacked so you can save them, other than that you just simply want to be disrupting the enemy champions with taunts and being a **** to them.

At level 18 with most of your items and your shield skill you will be able to tank towers and the baron for your team, but be smart doing this.

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1) The best initiating combo I've found on Shen, is Taunt into enemies, pop your W (shield) blow your randiuns active. So E! W! 1! (I always change randiuns to item slot #1 as its easy to click). (please note randiuns is **** now read in the items section, I just cbf editing all this, it still works fine as an initiating combination)

2) I won't generally upgrade my cloak to a force of nature immediately as cloak + merc treads + magic resist runes per level gives enough Magic resist for early and mid game unless they are really caster heavy. Force of nature is another 2k after the cloak and the regrowth pendants take up a lot of invent space so just watch building this item.

3) Shen is an amazing farmer, judge the minions hp and last hit with vorpal blades and your ki strike, ki strike will show up just above your spells on the bottom when its up.

4) You run off energy and not mana, when returning to a lane or somewhere dash there as it doesn't cost anything and you make up ground a lot easier so its a win win really.

5) You may be hard to kill but you most certainly will never be invincible, don't do anything stupid thinking your superman as you will die and it will hurt your team through reckless tower diving and initiating team fights.

6) Shen at level 18 or maxed feint can tank towers quite nicely for your team so use this wisely and you may find your team being sneaky little buggers and grabbing a tower without minions.

7) After using your vorpal blade on a creep you can auto attack it and it will heal you for a small amount of health each hit

8) Sometimes you will find yourself having to take a solo lane, when this happens I prioritize my feint skill a lot more than I normal would so I take less damage and I am a lot harder to harass.

9) Jungling Shen - I've been asked a lot about this, its not that effective and its a lot slower than most jungles but its definitely possible, I might look at making a guide on it in a couple weeks time.

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Summoner Spells

The summoner spells I choose to use on Shen are Ghost and Exhaust

In all honesty I used to use flash and ignite before I realized that wasn't the best way to play Shen after Laoching explained a few things to me (Laoching was the best Shen player in the game and was #1 on the solo queue ladder before he had to complete his mandatory army training).

Ghost offers you a fast way to escape or chase (ghost is probably the best summoner skill in the game) while Exhaust offers you another tank utility to slow down enemy champs or to completely **** over their carry in team fights.

Flash works but you already have a built in dash skill which does basically the same thing as flash.

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When I first took a look at the Ryze 'redesign' I thought to myself, "Wow they just beat him with a stick". They had nerfed nearly everything but his ranges and his Q's cooldown. His AP ratios became **** with all around nerfs, coming to 0.2, 0.6 (flat), and 0.35 respectively, and I remember thinking, "How am I supposed to build a caster for damage when he scales so badly?". After giving it some thought I came to a conclusion that, at the time, I thought was insane. What if there was a caster that stacked Mana and Cooldown reduction (CDR) instead of ability power. Thinking it through and testing has proven my initial assumption that I was insane wrong and I can confidently say he is better and before. I now present to you, Ryze, the caster with no need for AP.

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Games should start with you buying Sapphire Crystal some combination of Health Potion and Mana Potion. I'd recommend 2 Health Potions when you are just starting to play Ryze and when you are doing a solo or 1v2 lane.

Why not Meki Pendant?
Because the Crystal adds 20 damage to your Q, 2 health regen, and you're objective is not to stay in the lane for a long time and farm, in fact that is a bad idea because you need to rush an important item.

As you might of guessed your first back should be when you have around 595g or 945g so you can quickly get Tear of the Goddess and maybe a Boots of Speed. If you have 595g and still plenty of mana don't be afraid to use spells to both push the lane and get the last 350g you need for boots, otherwise go back.

From there you must make judgment calls on what core items to buy next and at what times.

I realized the new Ryze would require 40% CDR and wondered how I would get it. He gets a passive 13% from the mastery Sorcery and his Q, Overload, and you can get either 7.09% or 7.06% from runes easily so that leaves 20% from an Item, and I had the perfect one in mind.
Frozen Heart had everything Ryze needed as well as some defense.

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Core items

Tear of the Goddess
Easily the best item for Ryze, adds the largest amount of mana in the game when upgraded to Archangel's Staff. You may notice however that I wait till practically the end of the game to upgrade it. This is because the upgrade cost is 1860g and you have more important things to buy, from the upgrade you get 100-150 ap, 50 mana, and some mana regen. I didn't even mention the fact that it takes longer to fill out the bonus of 1000 mana when you upgrade since Tear gives you 4 bonus mana up to twice in a 6 second time periods and Archangels gives you 4 bonus mana up to once every 3 seconds. This may seem the same to you but Ryze is a burst caster, I sometimes cast 4 spells in the space of a second or two and no more for another 4 to 10 seconds. Therefore it is better to gain 8 mana in 3 seconds than it is to gain 4 mana in 3 seconds.
Sorcerer's Shoes
Ryze is a caster and getting more magic penetration could never be a bad thing. However in specific games with an annoying amount of magic damage enemies with CC it would be in your best interest to use Mercury's Treads instead.
Rod of Ages
Another great Item for Ryze, increases your mana, health and ap by a lot. The earlier you buy this the better, as it takes time to build up.
Glacial Shroud
Ryze's one and only CDR item, this should be gotten early too. Doesn't need to be upgraded to Frozen Heart fast unless they have a lot of physical damage.
Banshee's Veil
Great for teams with magic damage, not overly important if they have a bunch of physical damage and few annoying abilities for it to block.

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Your standard Burst combo is:

Overload -> Desperate Power -> Spell Flux -> Overload -> Rune Prison -> Overload

Your standard sustained damage combo is (Great for Blue buff and fights where you don't think you'll need burst, thanks so much for the suggestion FighterRanger):

Overload-> Spell Flux-> Overload-> Rune Prison-> Overload-> Desperate Power-> Overload-> Spell Flux-> Overload-> Rune Prison-> Overload

You should be able to get the first combo off extremely fast, since casting two spells after Overload reduces it's cooldown by 2 seconds thank's to Ryze's Passive, making it a 0.1 second cooldown with 40% CDR. The second combo gives a much higher sustained damage.

For that reason I highly recommend you use smart casting (Think Karthus's Q). Smart casting allows you to cast while just hovering your mouse over the target. Essentially cutting out the "who do you want to target" phase. Some consider it an acquired taste and you'll probably need some time to get used to it but I with out a doubt think it will make you better.
Enabling it is as simple as going into keybind options and rebinding your Q, W, E, R to the Smart cast version. (For which the default is I believe Shift-Q, Shift-W, etc.)

Why Spell Flux before Rune Prison?
Because it lowers magic resistance. Nothing major. This doesn't apply to the second combo because you are spreading it over a few seconds and they aren't just going to sit down and take it so you need them to stay put.

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Introduction-Jarvan IV

Hey guys, this is my second Guide on Moba and its all about Jarvan IV The Exemplar of Demacia!!
I have been playing this champion nonstop since release and I absolutely love him! This is essentially a full DPS build for him with possibly a couple of *hybrid tank* items put into it, tell me what you think!

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Pros / Cons

Jarvan IV is a very solid champion. I'm going to go over his strengths and weaknesses here, and show you how to avoid his bad times and how to capitalize on his key strengths.


~Very Solid Laning Champion
~Very Good as Harassing
~Can 1v1 most champions if played correctly
~Great at locking down from 1 to 5 people
~AoE Slow
~Can get assists just from dropping Damacian Standard
~Can knock up, up to 5 people at a time.
~Has a skin that looks like M Bison!


~Will almost always be targeted first by the way he initiates fights.
~Can be a bit squishy cause hes an IN YOUR FACE type of champion but built dps.
~Not much Survivability until 3 atleast
~If ulti is not used correctly you can get yourself/a teammate killed, or have an enemy get away.

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Summoner Spells

Move faster to Run away/get into battle, chase, anything really, overall just a great spell
Locking down a target in 1v1 and you are almost unbeatable (key work almost :P), or use it to slow someone down so your teammates can shred them apart in group battle, or just use it to lock down a carry in a team battle for a few seconds, exhaust (if used correctly) can be game changing.

I take of almost every melee damage dealing/carry that I play. I find the movement speed from ghost and the slow/debuff that exhaust applies to the target is almost too great to pass up. I guess if you had a team with a lot of exhaust you could get instead if you really wanted. You could also replace with .

is also not a bad spell to have. Especially if your team doesn't have someone with Teleport, helps for pushing/defending towers. can keep your enemies from getting a couple hundred gold sometimes!

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Martial Cadence: (Passive)Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, caps at 400 damage. This effect cannot occur on the same target for 6 seconds.

Dragon Strike: 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.

Golden Aegis: Jarvan IV forges a shield protecting him 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion) damage for 5 seconds and applying a 15 / 20 / 25 / 30 / 35% slow to surrounding enemies upon activation. The shield adds more mitigation for every enemy champion nearby when activating.

Demacian Standard: (Passive): Grants Jarvan 10 / 14 / 18 / 22 / 26% bonus attack speed and 10 / 14 / 18 / 22 / 26 armor.
(Active): Jarvan IV throws a Demacian flag to a nearby area, dealing 60 / 110 / 160 / 210 / 260 (+0.80 per ability power) magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.

Cataclysm: Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.50 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.

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Everyone knows how farming is important so I dont need to tell you that. What I will tell you though is that Jarvan is an amazing Farmer, so use his skills accordingly. His into a cause be used to clear entire creep waves (level 9ish+) if you place yourself correctly. His mobility is also amazing as you can get threw thick walls etc. with this same combo of abilities. Also, since they are on such short cooldowns (remember cooldown runes oh yaa ) you can use them on every wave that comes up to you. a decent number of minions kills to look for is somewhere around 150-200 minion kills in a 25-30 min game. If you get higher, good job you know what you're doing, if you get lower, dont stress it happens to us all.


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