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The Exemplar of Tanking: Jarvan IV the DPS Tank. (In depth)






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Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
















Check out my Vladimir Guide as well. Designed for Beginner's and Beyond. And here is my other Vlad Guide. Designed for a more advanced style of play.
And please feel free to comment with or without a vote. Tell me what you liked/disliked so that I may improve this little piece of work so that it might help others tank with The Exemplar of Tanking:

Also remember this is a Guide more than a Build. This is the framework, the road map. But every game is different and you have to be able to adapt to each situation as it arises. This is most important with tanks. To know what to build first and how. So please do not think this is all set in stone.
With all that said I hope you enjoy this little read I put together.
"And I will have my vengeance, in this life or the next."
"Is acceptable. Agreed?"
This is a TANK build. This build and guide is based and designed towards soaking damage, clearing the way, slowing enemies, ulting the enemies, and causing general havoc with the opposing team. That is what this guide is all about. It is not about getting the most killing blows or impressing people with triple and quadra kills. So here are a few questions you should ask yourself before you continue reading on.
IF you are someone who loves big kill numbers stop reading now. The only real big numbers you will have are assists. I generally have the most assists across the board. I average 15-30+ a match. My biggest assist total so far is 38. Normally for kills I might get 8. The highest kill totals I have had are 14 and 16. But those are the rarities, not the norm. More often than not I have 3-7 kills.
IF you don't like dying for your team stop reading now. I will most likely die in every match. It is inevitable. I go into every match KNOWING I will die for a teammate. Part of it.
IF you are timid or don't like to initiate, or you have trust issues when playing in the solo queue then you should stop reading now. If you do not like LEAPING into the heart of the enemy team then stop reading. If you don't trust other players following you into battle there are DPS builds elsewhere you should read.
IF being a tank isn't your thing, stop reading.
If you answered yes to any of the above then there are plenty of DPS guides and builds out there that you should look into and find the one that suites you the most. Or read several of them and come up with what fits your play style. And I don't say any of this trying to be mean or malicious. I am saying this to save you the reader some time. There is no reason to read further if being a meat shield isn't for you. Because that is what you are. You won't have a huge number of kills. It is very possible you will lead the team in deaths. But if played to full potential you will destroy everyone in the assist apartment. That is the flashiest number you will have. If that is not for you then I hope this section helped you to save yourself some time. But if that does sound interesting and rewarding then I hope you read on and learn to enjoy being a vital (but often under appreciated) cog in your teams victory.
"Operation Human Shield My ***!"

The Leave on the next one was from a game that never started. Once I left I get right back into a new game.







All of these masteries are picked with laning for long periods in mind. The longer in the lane the more xp you get, the more farmed you get, and hence the more powerful and more effective tank you become. This is a tank build. So focus on the Defense Tree and Utility Tree. Whatever you may feel comfortable with here.


Teleport: Helps you get back to your lane faster, maximizing your XP. Helps you push a lane by getting you across the map fast. And with your combo you can farm creep waves fast making tower pushing easier. Helps you defend Baron. And it helps you get back to the fight fast! The uses are many. It also allows you to go back to base as soon as you have the gold for Philosopher's Stone and lose little or no experience at all.
Flash: I recently began to appreciate this spell more and more. And after some useful advice I also realized the importance of this spell on Jarvan. That and I realized that Ghost wasn't as useful to Jarvan since he has so much CC and ability to escape.





Ghost: SPEED! For catching or running. Whatever you may need. I have always loved this spell.
Ignite: Healing debuff and damage. Sweet.
Exhaust: A single target slow, melee miss chance, and reduced ability damage. Very nice.
Clarity: I don't recommend it but it has its obvious uses. If you think you need it buy blue mana per 5/level runes (along with your flat yellows). They will solve your woes.
Fortify: Has its uses. I have never used it with Jarvan but I have used it with other tanks. Can save your turrets. And adds to your melee damage.
Heal: With the buff to heal it has become a much more useful spell. Though not the best spell for a tank it can still have its uses but in general you want to leave this spell for supports or someone who uses
Spirit Visage (i.e.
Taric,
Soraka,
Vladimir, etc, etc)
Runes




Runes are person dependent. But this is what I suggest and why.
- Greater Seal of Replenishment: Mana per 5. And Jarvan needs these. He is a mana hog if you are not careful. And they are cheap! 205 IP per.
Greater Glyph of Cooldown Reduction: Cooldown reduction runes are always useful. Especially with the recent nerfs to the cool downs of Jarvans skills. His cooldowns are pretty long now so these runes are even more important for Jarvan. Magic Resist blues are also useful here.
- Greater Mark of Desolation: ArPen marks are probably the best marks a melee champ can get. Period.
- Greater Quintessence of Desolation: Also a very nice rune for melee characters or tanks alike. If you don't think you need the HP early game and want to increase your DPS then I suggest these. They are what I run whenever I don't jungle with Jarvan.
Alternative Runes




I use a few of these alternative runes, mainly the blue mana/5 per level runes because I used to mow through mana. I have also used

Greater Quintessence of Health: Great simple tank runes. HPs are always useful... especially early game.
Greater Quintessence of Movement Speed: Also a very useful quint. Move speed is so underrated... especially with tanks/initiators. I used to use these with my rune set.
- Greater Quintessence of Vigor: I have used one of these with my rune set up. It helps a lot with staying in the lane longer early game. It may not seem like a lot but along with Strength of Spirit and
Regrowth Pendant it really can help a lot early game.
Greater Glyph of Magic Resist: Classic tank rune. Great runes. The per/lvl ones don't catch up until lvl 10 so that is why I suggest the flat ones. (Unlike I who did my math wrong and bought the per level ones. Bah.)
Greater Glyph of Scaling Mana Regeneration: If, IF, you have mana problems like I used to have occasionally (rather often to be honest... I get a little cast happy harassing early game) these are some great runes. They are better than the flat blue ones at level 6 and are better than the flat yellows at level 8. Perfect. All your mana problems solved. Seriously. I used these and the flat yellows (along with the utility mastery) and I had little to no mana problems. Jarvan's greatest early game weakness. Solved. (Another way to really help this is to last hit well. That takes a lot of practice and timing. That is how I ultimately solved my mana problems.)





"I am a slave. With only the power to please a mob."
- (Passive)
Martial Cadence: This is the one thing about Jarvan I am not a real fan of. On paper it sounds nice. And it gives a decent burst at the beginning of a fight against a healthy opponent. But the lower their health goes the less damage it does. It is nice that you can rotate to different enemies and spread the damage about. Sometimes it is better to do that and swap targets about to maximize your damage against a group.
- Q
Dragon Strike: Your reach out and touch someone ability. Has a nice range. Lowers the armor of all it touches. Syncs nicely with items like
Zeke's Harbinger.
- W
Golden Aegis: I LOVE this shield. Yes it is not as beefy as other shields. But for a tank it is an awesome shield. It gets stronger with the more enemies around. Tanks are usually surrounded by those. And it SLOWS. All around you. That is an AMAZING tank ability! That is why I level this second behind Demacian Standard. See more on this in the next section.
- E
Demacian Standard: A small area of effect nuke. Your only true ranged attack. Great for last hitting creeps early. But that is just a side benefit. It gives attack speed and armor passively. Very nice for a tank. But that isn't the best parts of this ability. The last 2 are my favorite parts. It is a GROUP BUFF when cast! It gives all friendly champs your passive bonus (including stacking with your own). And it is the anchor to your combo! This is one of the most awesome tank abilities. I have 5 ranks in this ability by level 9. I always prioritize this ability. It's value to a team fight is oft overlooked and undervalued... but I promise you it helps. And it helps the ENTIRE team. (Remember to use this when your team is trying to take down a turret... it is like a mini-
Sivir's
On The Hunt...)
- R
Cataclysm (ult): This ult deserves a section all to its self. See below.

I LOVE this shield. Shields have many uses and for a tank they are even more important. And this one gets better for each enemy that is nearby. And it slows. That is AWESOME! But there is another use for it that might save your life just as often. To take the brunt of abilities you can see coming. Better your shield to take the damage than for you to receive a blunt force lobotomy. Outside of your normal uses of when you need it, in a team fight, etc, here are some more specific uses that might save your royal hide. With your mitigation often times your shield will actually survive the attack often enough.
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Jarvan's combo. It has so many uses. It is useful in just what the 2 abilities do. Group attack speed and armor buff. Armor debuff. Knocks up anyone hit with the combo. It is harder to get off than many other hero's abilities that knock up but it is so worth it. This is also an AMAZING interrupt that people don't expect. Save it for when someone begins their channeled abilities.


The combo also an awesome escape mechanism. Being chased? Hop over some terrain. Trying to save your team?

The combo also allows you to cut off many getaway routes. Especially early game. I have jumped in front of many people trying to take a side route back to their turret.
There are better escape abilities. There are better knock ups. There are better group buffs. But none have them all in one. But then again no other champ requires 2 abilities to pull it off. Which also makes it a little harder to pull off sometimes. And also means it can be buggy at times.
Here is a picture showing the many possible ways you can use his combo to take shortcuts, get away, or cut off an escape. The red lines are the Combo Routes. The green rectangles are great places to put the ward from your



"At my signal, unleash hell."
The proper (or improper) use of this ult is what will make or break a Jarvan. Learn WHEN to use it, when to keep the wall up and when to dismiss it (by hitting R again). Using it at the wrong time (or not dropping the wall in time) can work against you and end up killing your team instead of the desired effect. This is the only ult that can backfire for the user and his team. But when you use it right it is a devastating ult. Nice damage and the wall can trap a team (or an annoying hero... like








At a tower and they are diving you?

They just ganked


Does that annoying



























Have a














Laning with a



Up against an annoying


Your team is running and you know that you all are not going to get away?







And my personal favorite use. This is also one of the main reasons I use





"We who are about to die, salute you!"

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If you ult


If


If you ult


If you ult and you die in the air or as you land the walls will not form.
If you ult and your target


Only one bug I have seen with the E+Q combo. When you are using E+Q to jump terrain then (sometimes) if you get hit by some normal abilities (not CC abilities) it can cause you NOT to go to where your standard is. Your spear will connect, you will start to move towards it, and then you will stop and never make it. As if you can't go over terrain. But it doesn't always mess it up.







With these builds here are some substitutions you can make to increase your dps if you find yourself in a situation where you need to have more dps.
If you want to go more DPS with a build (that uses





Also to note that early game the passive is very effective at harassing as it does huge damage before people have armor. And the more health they have the harder it hits. So early game if you can hide in bushes, pop out, hit them once, and pop back in. After 6 secs do it again. And

Also if you need a lot more Magic Resist you can double up


Item Sequence











Core Build #1
Starting Items: #1




Starting Items: #2






Early Game
Philosopher's Stone: I have to admit I was wrong about this item. This is such a sweet first item. This is the first item I buy now. I go back and buy it immediately when I can. And since I also use

Item 1

Item 2


In general I will not go back until I have enough to buy




Another tip here would be if you don't have time to build up gold stores or need both magic resist and armor then after you buy HoG get a


Mid Game
These 2 items are interchangeable depending on what the biggest threat is on the opposing team or what your biggest need is. If it is a mage or AP carry you need magic resist. If it is an AD carry you need Armor. Choose accordingly. If you need to farm faster while still being beefy get

Item 3


Item 4



Late Game
Item 5

At this point you will have over 100 Armor and over 100 Magic Resist because every item you have gotten has one or the other. No wasted slots. 105 armor and 101 magic resist with just items alone. Over 50% damage reduction against both damage types. Team fights usually get kicked off hard during this time. Enjoy being very hard to kill.
Item 6

Item 7





The point of this build should be fairly obvious. To tank and tank well. Huge armor and resists. And through the build still have DPS because of items like




Item Sequence











Item Sequence











Runes




I use this rune setup for this build for a number of reasons. 1) Armor Pen is always useful. 2) CDR Blues. Always nice. And they help with his relatively long cool down on his skills. Though you can easily substitute the CDR blues for the Magic Resist blues.
Mastery Setup
The new mastery trees kind of hurt my DPS Tank. But not by much. The 6 Armor Pen is way too far down the tree now to be used for an effective tank. However the offensive tree can still be useful if one wants to use it. I will be testing out a couple builds for the DPS Tank. 9/21/0, 19/11/0, and 0/22/8. The 19 Offense will give some extra AD, 10% ArPen, some nice sustain with 3% life steal and armor, magic resist, and HP. If you are going to be solo top and not the main tank this mastery setup will work. And it is more offense oriented. However I would probably just go 19/11/0 if I wanted to be more offensive. But I don't think that is the most optimal setup for Jarvan. And so enters the 0/22/8 setup that is the same as my main tank setup.
These builds are focuses more on mitigation through good resists and a huge HP pool.
Tanky DPS.
I am not a fan of this phrase. I am not. I understand it just fine. I just don't like it. And maybe it is the build that I tend to dislike. Boots.



The Core of this build are the first 4 items you purchase after Philosopher's Stone. They give big resists and big HP allowing for great early game tanking while also giving you extra dps, a free ward, and a group buff.
Item 1 Philosopher's Stone
Item 2

Item 3

Item 4

Item 5

These items will put you over 100 resist (50% reduction) for both magic Resist and Armor. And with the Warmogs you will have a HP pool of over 3k (up to over 3.6k once stacked... 4K plus is possible depending on item purchases) making you very hard to kill and very disruptive for the opposing team. The Warmogs is by far the most expensive item in this entire build making this build very manageable even if you are not getting fed or farming well.
This build offers good mitigation, a great amount of HP, and nice damage. With Jarvan's skill set that is just a mad combination. The last several times I have tanked with him I have enjoyed this set up quite nicely.
Once you have these core items you have to evaluate what you need to do to help your team the most. If you need even more mitigation there are choices to enhance your DPS and tankiness. The most obvious ones are





Pure DPS Tank:




If you feel that your already huge HP pool and mitigation will suffice for all your tanking needs then you can go a more DPS build using the following item(s).


After the YG you can get whatever item you need for the DPS tank.






The DPS tank build is quickly becoming my new go to build. Only thing I hate is the loss of the active slow from

Bloodthirster: Lifesteal and Attack Damage. Hard to argue with that.
Zeke's Harbinger: Stark's adds more HP/5, AS, and armor pen. It synergies well with what jarvan already is as a tank. AND it buffs your team with more AS, ArPen, and HP/5. Sweet.
Infinity Edge: while not a tank item this item is a big boost to DPS and would make a great number 6 item if you don't need the armor that Atma's gives. It will add more AD and more Crit% along with the bigger crit damage but it costs a lot more. Overall it is a good buy IF you don't need more defense or just want more UMPH! to your damage. This item also goes well with either
Zeke's Harbinger or
Bloodthirster depending on what you need/want. You could even buy
Atma's Impaler first (since it is much cheaper) and then sell and UPGRADE it to the
Infinity Edge for some serious UMPH! late game.
Trinity Force: An amazing item. It really is. On a lot of heroes I really like this item. I could talk about the greatness of TriForce or I could talk about the negatives of it but bottom line this Jarvan guide is based on tanking. TriForce is a DPS item. So let the DPS or Tanky DPS/Offtank builds talk about it. It has no real place in a pure tank build in my opinion. HOWEVER if you decide to get it I would get it as the last item you get as something to put you over the top. The reason being is TriForce is one of the MOST EXPENSIVE items in the game and rushing it will put your tanking so far behind. You will need to be able to tank long before you could ever get triforce and your first major tank item. NOTE: You can also get this as your seventh item when you sell
Wriggle's Lantern if you don't want the lifesteal component anymore.



Black Cleaver: Attack Speed, Attack Damage, and an Armor Debuff. Very nice.
Aegis of the Legion: Nice item here. Adds HP, Armor, Magic Resist, and Attack Damage. Hard to argue with that if you want to use it.
Randuin's Omen: A very nice item that goes well with
Atma's Impaler. Adds armor, HP, and a nice PBAE slow similar to your W. Oh and slows attackers on attack. Very nice against a strong melee team. IT also gives Cooldown Reduction. A nice item.
Warmog's Armor: SEE BELOW SECTION WARMOG'S ARMOR vs MADRED's BLOODRAZOR
Thornmail: Great against melee strong teams. Especially champs like
Master Yi and
Tryndamere.
Hexdrinker: Nice against an AP strong team and squishy mages.
Wit's End: Also could be nice against mage heavy teams.
Guardian Angel: Another classic nice tank item.
Shurelya's Battlesong: Not a bad item but not one I would suggest. It has its uses though. More for supports though.
Frozen Mallet Goes well with
Atma's Impaler. With your natural fast attack speed Jarvan can really take advantage of this item. But with all of Jarvans other CC I think it is a bit overkill. However situations may arise where it can be a very useful item. (Usually when you face a stupid fast team.) EDIT: I am currently testing this item out more extensively. I think I was wrong about this item. It has infiltrated my core build.
Sunfire Aegis: A nice tank item. This item helps you farm and is very nice because you are usually surrounded by enemies. However if you use this item be wary of neutral mobs when low on health. You will aggro them if you get too close to them. Also note that the area damage is magic so if they are stacking Magic Resist the utility of this item drops. Though I still like it regardless. Just hope someone on your teams has an
Abyssal Mask.
-
Eleisa's Miracle: +25 Health Regen per 5 sec, +20 Mana Regen per 5 sec, +35 Tenacity. Get this only if you need tenacity and didn't get
Mercury's Treads. However I don't really think this item is worth it even in that situation. Though it could have its uses.
-
Cloak and Dagger: +20% Attack Speed, +20% Critical Strike Chance, +35 Tenacity. Only get if you don't get
Mercury's Treads. This one might be slightly more useful than
Eleisa's Miracle for Jarvan since he uses items that sync well with
Cloak and Dagger such as
Zeke's Harbinger,
Atma's Impaler, and
Infinity Edge.
Manamune: This item I see both sides on. With item's like
Frozen Heart,
Banshee's Veil, and the ability
Strength of Spirit it makes this item very tempting. And it helps with the mana issues of early game. With 2000 mana (which you would have will over) it adds 40 AD. With 3000 mana it adds 60 AD. Which mana wise is around what you could potentially have. And then some. If anything this is more of a DPS Jarvan item. The problem with going pure tank and using this item is it delays your tanking items and tanking ability. Even if you just get
Tear of the Goddess and wait till later to upgrade to
Manamune. You won't be able to tank when the team fights start. Because to make
Manamune effective you need to get
Tear of the Goddess first. Which delays Wriggles. And delays your main tanking items. Now if you manage to have an amazing early game and are up on levels and gold you can probably pull it off. Otherwise I only see this as a DPS build item at best.
Farming. It is one of the most important things to do well early game. If you become under farmed or out leveled you WILL NOT be as effective as a tank. You actually will probably fail if the team fights begin and you don't have any tank items. Learn to last hit. Learn how to use your E+Q combo to farm complete creep waves. Learn to clear a creep wave, jump to the jungle, kill a creep camp, and get back to the lane. Once you have

DO NOT underestimate the power of farming well. I have been on a team that the reason we won was ONLY the fact that we ALL had farmed similar numbers as the opposing team's 2 solo lanes. And had far out farmed the opposing teams bottom 3. Good farming is a major advantage.
Also being able to clear a creep wave fast can save you and your turret from a turret dive. Learn where to place your E so when you cast Q you will hit all creeps with your combo. Being able to do this will make the enemy think twice about diving you and your turret if they have to soak up the damage.
IF the time comes where you know they are going to dive then cause them as much pain as you can. Optimally you want to do your combo to knock as many of them up as possible and then Cataclysm on top of them and hold them at the turret and let the turret tear them up.
Option 2 on when they turret dive is to Cataclysm them under the turret and use your combo to get away. I have done this to kill a few people before.
Jungling (from the lane):
Jarvan can jungle. He can jungle from level 1. But I am not going to talk about that. I will let Stonewall or some of the other jungling pros talk about that. What I am going to talk about is IF your team does not have a jungler then after you get


Dragon is VERY important. Jarvan can solo him. Easily. The key is watching your minimap and making sure wards are up in case they try to gank you. Try to save your combo for escapes if you think they may be coming. Another thing you can do is gank bottom and try to push the creep wave to their tower. While they may be trying to recover you can get your bottom lane to come help you secure a quick dragon kill.
And ALWAYS ward something... usually Dragon or Baron Nasher.
Item Sequence












Runes




Stonewall's Jungling Jarvan Videos
Here are Stonewall's video on jungling with Jarvan. I don't think I can explain it better than one of the best. Here is a video he put together to show the route and help explain jungling with Jarvan.
This one is with the new Mastery Tree and the updated Jungle.
He doesn't get a leash and clears the first wolf camp before moving to blue. I like to kill the big wolf and then kill blue. Saves time. Especially if you get a leash on both. Which you should be able to do if your mid pays attention. Also with my setup you will start with about significant more HP than Stonewall does. Allows for a safer time jungling.




I have personally found that Jarvan is even better at the top lane than he is at jungling. At the top lane he can sustain well, last hit well, harass the enemy, and survive ganks better than most with his ability to escape.
Focus on last hitting. Learn to last hit with both your auto attacks and your abilities. If you can get that down you can farm like a boss up top. And once you get Wriggle's Lantern your farming becomes easy. You can clear creep waves with just one use of your combo and a couple of auto attacks.
And if you find yourself getting pushed back to your tower and having to play defensively then your combo works wonders on protecting your tower. Clear out the opposing creep waves with your combo plus auto attacks. With your health regen and mana regen you can just about hold out forever. Well... if not forever you can hold out a lot longer than most champions.
The Tank
First off in general Jarvan can take a solo lane with not much of a problem. But the reason I generally take the bottom duo lane is very simple. 1) To provide even more security for your jungler and 2) There are too many better choices for a solo lane. Namely your carries should get first choice of a solo lane. They need the farm more and it is much more important that they get their farm going than for you. I have had several games where I could tank the opposing team easily but because my carries were underfarmed they couldn't dps as they should. Which leads to bad things. Doesn't matter how great the tank is farmed if the carries don't dps the opposing team down. And as I find myself as usually the only tank I have to be as tanky as possible with no wasted items or time.
Team Fights
In team fights, when that time comes, you have to be prepared to die. That is your job. To die so your carries don't have to. To do EVERYTHING in your power to protect your carries. Now that doesn't mean throw your life away. It means exactly what it says. If there is a chance to save a carry then you should do what is needed to save them.
Initiation. That is your specialty. Multiple ways to initiate. And then launch a PBAE slow to ensure runners can't run. Learn when and where to initiate. Learn with what to initiate. Also learn when to drop the walls of your


Once the fight has began if you have used your combo then the next part is moot. If you haven't used your combo then you need to use it for their effects... not their damage (the damage is secondary as a tank). Your combo is a team attack speed buff, team armor buff, an enemy team armor debuff, and a knock up if you connect the 2 skills. This is a HUGE advantage for your team if your buffs and debuffs have all been applied.
After the fight has started 1 of 3 things will happen. 1) Your team will begin pushing them 2) You will be getting pushed back or 3) relative stalemate. Depending on which scenario your role will change.
1) Your team is pushing them. Your role will change to preventing people to escape once they start running. Use your combo to either catch up to them or knock them up and W to stop them from fleeing. And use your ult if it is up.
2) Your team is getting pushed back and people are starting to drop or getting close to dying. Your role now is that of a tank. To do what you must to prevent your team from taking more losses. Use your combo knock up to delay the enemy and then W to slow them. Repeat this process as much as you can. Once you know your team is clear now it is time for you to get out... if you can. Use your combo to jump some terrain and get out of there.
3) Stalemate. Make sure you cast your combo EVERY time it is up. It's buffs/debuffs and the knock up is SO important during team fights. Now the ONLY time I would not cast it once it is immediately up is if you are facing someone with a channeled ability. Then I would save it for them. Otherwise keep casting them every chance you got. Remember to use

In general IGNORE attacking targets such as






"If you find yourself alone, riding in the green fields with the sun on your face, do not be troubled. For you are in Elysium, and you're already dead!"






For our examples we will assume we are facing someone who does 100 damage + the 4% from Madreds. Yes that number is low but it is an easy number to work with.
First example we will use 2000 HP
4% of 2k is 80. So our opponent will be doing 180 damage a swing to us. So in 11-12 swings we will be dead. That is with 0 mitigation factored in.
Second example we will use 3000 HP. Basically it is the First example but we just bought

4% of 3k is 120. So our opponent will be doing 220 damage a swing to us. It will take 13-14 swings for him to kill us. That is with 0 mitigation factored in.
Hmmmm interesting. Now lets factor in some Magic Resist. Let's say we have enough magic resist that it reduces the damage by half. So instead of 4% he will be doing 2% magic damage to us.
2000 Hps. 2% of 2k is 40. Now our opponent is doing 140 damage a swing. So now it would take 14-15 swings to kill us.
And now what if we have Warmogs and mitigation. 2% of 3k is 60. So he does 160 damage to us. So now it will take our opponent 18-19 swings to kill us.
And NONE of this is even factoring in Armor which Jarvan Tank will also have plenty of. But even without the armor if you factor in Warmogs then it still takes LONGER to kill a person with Warmogs than it does one without it. I am starting to believe the anti-Warmog idea was started by people so they wouldn't have to face people with it.
So there it is. Warmogs. Math. Madreds. Jarvan. I have given you the information. It is up to you to decide if you want to use it or not.
Warmogs... why it is good (or bad). This link is an in depth discussion to the Warmogs dilemma. And is pretty well written and provides multiple different arguments both pro and con.
EHP Chart. This chart is very nice and shows different items and the per cost effectiveness and mitigation effectiveness.
- Making a Guide by jhoijhoi (This is everything you need to know about making a guide. Amazing.)
- Rune Tips What Secondary and Primary Means and More by Searz.
- New Player FAQ by Mowen.
- Playing LoL on a Budget.
- DPS Graphs by Searz
- FAQ and Mechanic Questions.
- Magic Penetration Wiki Page.
- Theory Crafting Compendium by Lvx
- 5 Champs You Should Know How to Play (aka Who To Buy Next) by Jebus McAzn
And a tip.
It is NEVER a sure thing. You still have it to do. And it is never over until they vote 4x yes or you last hit the Nexus. Otherwise you can still lose. I was in a game once where we won with a score of 13-37 (it was 5-29 at one point)... all because they got overconfident and we won in one push after our only ace. It can happen.
"People should know when they are conquered."
"Would you? Would I?"
*

o Combine cost increased to 150 from 75
o Life Steal increased to 18% from 14%
o Changed proc to magic damage from physical damage
*

o Recipe Changed: Ruby Crystal + 350 Gold
o Now gives: +250 Health +5 Gold per 5
*

I don't mind the Wriggle change much but the Randuin's nerf kind of hurts. However the item is still a fantastic item and should be used if needed. (Edit - they addes

Patch v1.00.118 on 5-10-11

*

o Cooldown increased to 10/9/8/7/6 from 9/8/7/6/5
o Mana cost increased to 45/50/55/60/65 from 40/45/50/55/60
*

*

* Fixed a bug where Jarvan IV's banner caused a hitch the first time it was cast
*

These changes don't hurt tank Jarvan that bad. It does affect DPS Jarvan much more though. The Golden Aegis nerf does hurt tanking some but again... DPS Jarvan will feel it more.
Patch 1.00.120 on 6-22-11

o

* Armor reduced to 10/13/16/19/22 from 10/14/18/22/26
* Attack speed reduced to 10/13/16/19/22% from 10/14/18/22/26%
o

Items
o Philosopher's Stone health regen per 5 reduced to 18 from 22.5 and mana regen per 5 reduced to 8 from 10.
o The gold per 10 component of Philosopher's Stone,


Conclusion: The actual skill and passive nerfs hurt. But again as the previous nerfs have shown this will affect tanky dps and dps Jarvans much more than a tank Jarvan. So I am not as worried about those nerfs. Where it will affect a tank is early game harass that martial cadence allowed. And it will hurt the raw dps a tank Jarvan could do. But it will not interfere with Jarvan doing his duty as a tank whatsoever. The Gp10 item nerfs will hurt dps jarvans more as well. I only ever used 1

League of Legends v1.0.0.121

*

o Cooldown increased to 13 from 12
o Damage reduced to 60/105/150/195/240 from 60/110/160/210/260
*

Another Jarvan nerf? He is becoming the next Vlad. Again this won't bother the tanking ability of Jarvan as much but his DPS is taking a hit here. And the cooldown timers does hurt a little.
Final Thoughts
I hope you enjoy this little read and I hope it helps you play the excellent tank Jarvan better. If you have any questions ask away. And if you have any suggestions by all means post them as well. I am by no means a tank expert but this is what works for me. And I hope you enjoy. And remember that your comments, thoughts, and suggestions are welcome. So please vote if you like it. Or if you don't let me know what is wrong and I will try to improve it. I will be adding things in as they come to me or as people suggest it. This is an ongoing process and I hope to continually update this guide.
Shout Out:
And here I must give a shout out to the guy who talked me into playing

To Jhoihjoi: You have helped me so much with both your opinions and your work with people's guides. I have slowly been editing my guide and there is no way I could have ever done it on my own. Thank you for all your hard work. Aussie! Aussie! Aussie! Oi! Oi! Oi!
DEMACIA!
"I will see you again... but not yet... not yet..."
Errata:
- 3-22-11 expanded section on
Golden Aegis
- 3-23-11 fixed a math error with
Manamune
- 3-25-11 added a screen shot
- 4-3-11 added a section on characters, skills, and items that counter
Cataclysm. Also added a alternative build.
- 4-4-11 added a section on Warmogs. Redid the builds.
- 5-27-11 added a screenshot for the E+Q combo.
- 6-5-11 added some new builds and testing out a new core build. I think it may become the permanent main build.
- 6-22-11 added patch notes.
- 7-30-11 small update.
- 9-3-11 Updated some text. Added in two small sections on Solo Top Lane and Jungling.
- 11-10-11 Happy last binary day of our lifetime...
- 11-11-11 Happy Veteran's Day. To all those who ever served you are my Heroes. And I thank you for answering that Summoner known only as UncleSam. I added more description to the DPS Tank section and cleaned up some things.
- 11-30-11 Added text discussing the new mastery setups. Added new jungle video (props to Stonewall)
- 12-4-11 added my jungle tank build.
- 12-11-11 updated my Jarvan jungle build to what has been working better for me. Did an extensive update cleaning it up and making it look smoother.
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