jarvan build for all anti-triforce people

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100Dumplings

Member

11-10-2011

People must throw away their unjustified reliance on triforce and start building jarvan so that he can actually do something. Don't use it if you don't like it, and go complain about how jarvan is so underpowered with triforcet. i will write a more detailed guide on solomid once i start playing jarvan seriously again like in season 1 and get my win rate up.

Spells: Flash, Exaust
Exaust is much better for 1v1 situations in solo top than ignite or teleport

Masteries: 1-8-21
The movement speed and mana regen you get from utility is much better than offense/defensive tree.
In defense tree, get strength of spirit.

Runes:
-armor penetration marks
-flat armor/ mana regen per level seals (depends on how restrained or spammy you are)
-flat magic resist (much more valuable early game against champions such as singed/akali/udyr)
-armor penetration quints (solo top enemies have heavy armor early on, so flat ad would be an illogical choice in terms of damage)

Items Order
1. Start out with regrowth pendant+ hp pot, nothing else will suffice because jarvan has no natural sustain
2. Finish philo stone asap and buy normal boots. Get 1 or 2 pots+wards if necessary.
3. Brutalizer (very important)
4. Phage (if you're doing bad and don't have enough gold on return, get avarice blade)
5. Complete merc treads.

From here there is one slight variation
-If the enemy is heavily focused on magic damage (ex. kogmaw and amumu/fiddles), rush wit's end. This item is much better than a Force of Nature, because it provides heavy heavy damage (atk spd + on hit) and gives enough mr.

6. Chain vest (provides enough tankiness for mid game)
7. Depending on your team, finish either ghostblade or frozen mallet.
8. Finish ghostblade/ frozen mallet.
9. Atma's impaler/ wit's end (depends on whether you got wit's end previously)

At this point, the game would be finished. But if it does continue, buy an
Infinity Edge. You'll be dealing carry-like damage as well as initiating/protecting your squishies.

Few explanations for...
- "You do not have enough ms that you would normally get from triforce&FoN"
Jarvan's e-q knockup, w slow, ms boost from ghostblade, ult, and frozen mallet effect destroys the need for ms from triforce/fon.

-"why wit's end and not fon. you are too squishy "
the damage and cost efficiency from wit's end is much more effective than an extra 40mr and unneeded health regen. You need some dps.


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100Dumplings

Member

11-10-2011

bump


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frenzykio

Senior Member

11-10-2011

taking the tank out of tanky dps.


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Wiseman Silo

Senior Member

11-10-2011

Jarven's ment to be a tank and isn't spose to have asmuch damage as say Riven or Garen.

The trade off your making shouldnt be with items it should be with characters.


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ComradeHX

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Senior Member

11-10-2011

Just play pure tank j4.


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100Dumplings

Member

11-10-2011

he is still as tanky as a tank.
besides resistance gets useless as you get more and more of it
for example,
100 armor blocks 50% of damage
200 armor blocks 67% of damage
300 armor blocks 75% of damage

get the point?


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ComradeHX

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Senior Member

11-10-2011

Quote:
Originally Posted by 100Dumplings View Post
he is still as tanky as a tank.
besides resistance gets useless as you get more and more of it
for example,
100 armor blocks 50% of damage
200 armor blocks 67% of damage
300 armor blocks 75% of damage

get the point?
It is never useless because smart enemy will have armour/mr penetration.

You are reinventing the wheel http://solomid.net/guides.php?g=7240


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iP1ayJarvan

Senior Member

11-10-2011

depends on what u playing. full tank jarvan goes:

Warmogs
Atmas
Mercs
FoN
Aegis
GA

DPS jarv (normally jungle)
wriggles
triforce
ghostblade
randuins
banshee's
GA/Aegis

Aegis synergizes well with him, when he initiates and drops his flag, everyone gets this huge boost (MR, AS, and a LOT of armor). even if you're building dps jarv, you should still be tanky. 2 PD, 2 BT and an IE are for assassins and range carries.


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Aemon Darkstar

Senior Member

11-11-2011

Quote:
Originally Posted by 100Dumplings View Post
he is still as tanky as a tank.
besides resistance gets useless as you get more and more of it
for example,
100 armor blocks 50% of damage
200 armor blocks 67% of damage
300 armor blocks 75% of damage

get the point?
This statement alone explains your understanding of game mechanics.

Armor/MR do NOT have diminishing returns despite your misconception. Each point of Armor/MR gives you 1% more effective Health vs physical/magical damage respectively.

Get your facts straight, good sir.


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Ebonclaw

Senior Member

11-11-2011

Facts, shmacts.


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