![[image loading]](http://i1086.photobucket.com/albums/j454/GM_Excalibear/LoL%20Skins/Jarvan_IV_DarkforgeSkin.jpg)
+ Show Spoiler [Patch Notes] +
v1.0.0.130 - 2011-11-29
Martial Cadence (Passive)
Damage changed to physical from magic
Damage changed to 6/8/10% (at levels 1/7/13) of the target's current health from 8%
No longer procs spell effects such as Rylai's or Spell Vamp
Increased the hitbox size of Demacian Standard when targeted by Dragon Strike
v1.0.0.125 - 2011-09-14
Added a targeting ring to Cataclysm
Fixed a bug where Cataclysm was dealing less damage than intended at rank 2 and 3
Fixed an issue where certain skins had inconsistent model sizes
v1.0.0.123 - 2011-08-09
Cataclysm
Jarvan will no longer follow the target while he is in the air during Cataclysm
Cataclysm will now create the ring of terrain regardless of whether the enemy can be targeted or not
Cataclysm will now be slightly more likely to push targets that the ring lands on into the center rather than out
Fixed a bug where Cataclysm could be interrupted by movement displacing abilities such as Crystallize or Pillar of Filth
Fixed a bug where Dragon Strike reduced the target's base armor rather than total armor
v1.0.0.121 - 2011-07-08
Demacian Standard
Cooldown increased to 13 from 12
Damage reduced to 60/105/150/195/240 from 60/110/160/210/260
Dragon Strike damage reduced to 70/115/160/205/250 from 70/120/170/220/270
v1.0.0.120 - 2011-06-22
Demacian Standard
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%
Martial Cadence damage reduced to 8% from 10%
v1.0.0.118 - 2011-05-10
Dragon Strike
Cooldown increased to 10/9/8/7/6 from 9/8/7/6/5
Mana cost increased to 45/50/55/60/65 from 40/45/50/55/60
Golden Aegis shield strength reduced to 50/90/130/170/210 from 50/100/150/200/250
Cataclysm damage reduced to 200/325/450 from 200/350/500
Fixed a bug where Jarman IV's banner caused a hitch the first time it was cast
v1.0.0.113 - 2011-03-15
Golden Aegis' PVP.net description no longer states it triggers automatically
Martial Cadence (Passive)
Damage changed to physical from magic
Damage changed to 6/8/10% (at levels 1/7/13) of the target's current health from 8%
No longer procs spell effects such as Rylai's or Spell Vamp
Increased the hitbox size of Demacian Standard when targeted by Dragon Strike
v1.0.0.125 - 2011-09-14
Added a targeting ring to Cataclysm
Fixed a bug where Cataclysm was dealing less damage than intended at rank 2 and 3
Fixed an issue where certain skins had inconsistent model sizes
v1.0.0.123 - 2011-08-09
Cataclysm
Jarvan will no longer follow the target while he is in the air during Cataclysm
Cataclysm will now create the ring of terrain regardless of whether the enemy can be targeted or not
Cataclysm will now be slightly more likely to push targets that the ring lands on into the center rather than out
Fixed a bug where Cataclysm could be interrupted by movement displacing abilities such as Crystallize or Pillar of Filth
Fixed a bug where Dragon Strike reduced the target's base armor rather than total armor
v1.0.0.121 - 2011-07-08
Demacian Standard
Cooldown increased to 13 from 12
Damage reduced to 60/105/150/195/240 from 60/110/160/210/260
Dragon Strike damage reduced to 70/115/160/205/250 from 70/120/170/220/270
v1.0.0.120 - 2011-06-22
Demacian Standard
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%
Martial Cadence damage reduced to 8% from 10%
v1.0.0.118 - 2011-05-10
Dragon Strike
Cooldown increased to 10/9/8/7/6 from 9/8/7/6/5
Mana cost increased to 45/50/55/60/65 from 40/45/50/55/60
Golden Aegis shield strength reduced to 50/90/130/170/210 from 50/100/150/200/250
Cataclysm damage reduced to 200/325/450 from 200/350/500
Fixed a bug where Jarman IV's banner caused a hitch the first time it was cast
v1.0.0.113 - 2011-03-15
Golden Aegis' PVP.net description no longer states it triggers automatically
+ Show Spoiler [Stats] +
Health ............. 420 (+90)
Mana .............. 235 (+30)
Damage .......... 50 (+3.4)
Attack Speed .. 0.658 (+2.5%)
Range ............ 175
Health Regen .. 7.0 (+0.7)
Mana Regen .... 6.0 (+0.45)
Armor ............. 14 (+3)
Magic Res ....... 30 (+1.25)
Mov. Speed ...... 315
Abilities:
![[image loading]](http://img25.imageshack.us/img25/431/passivek.png)
Passive - Martial Cadence: Jarman IV's first attack on a target deals 6/8/10% of their current Health as bonus physical damage (max: 400 damage). This effect cannot occur on the same target for 6 seconds.
Current health, not max health, so it's not really 2 times as good as bloodrazor proc, though it is still really goddamn strong. The idea behind this ability's design is that it encourages you to prance around and change targets a lot. There is some value in doing that, especially if you're built really tanky, but if you're packing a ghostblade, try to stick to their carry before min/maxing this ability's damage. You can also find ways to maximize cadence's damage output to speed up your jungle when you're low on mana, such as smacking everything once before throwing a flag, for max damage off of the proc. This also makes last hitting in lane a lot easier since it gives you a consistent and frankly, AWESOME, attack animation with your first attack on each guy.
![[image loading]](http://img62.imageshack.us/img62/9632/50572840.png)
Q - Dragon Strike: Jarman IV extends his lance, dealing 70/115/160/205/250 + 1.1 AD physical damage and lowering the Armor of all enemies in its path by 10/14/18/22/26% for 3 seconds.
If it contacts his standard it will pull Jarman IV to its location, knocking up enemies in his path.
CD: 10/9/8/7/6
Mana: 45/50/55/60/65
Range: 770
Very strong, physical damage, line AoE nuke. This ability is just awesome. Jarman's lance is a fucking living thing, capable of doing crazy shit like extending hella far and latching onto flags. There are two main reasons to level this over E:
1. Physical damage, higher base damage, and lower CD makes this a much harder hitting nuke than E. Harder hitting nuke = more lane presence or faster jungling speed.
2. Techinically speaking, this is the CC component of your E -> Q combo. Lowering this CD lowers the CD with which you can knockup opponents (granted, doing a 2nd Q on the same E is limited by the repositioning that happened since you tossed your E, but it is still useful to be able to do so ASAP).
![[image loading]](http://img33.imageshack.us/img33/891/28401486.png)
W - Golden Aegis: Jarman IV forges a 50/90/130/170/210 + (20/25/30/35/40 per nearby enemy champion) health shield for 5 seconds, which slows surrounding enemies by 15/20/25/30/35% for 2 seconds.
CD: 20/18/16/14/12
Mana: 75
Range: 600
Pretty respectable damage shield with a pretty respectable AoE slow attached. Think turtle stance on double-triple the CD with Randuin's movespeed slow attached. Leveling this ability for the extra slow %, CD, and shield size will make you a slightly bigger pain in the ass to kill in teamfights and will do a pretty good job of slowing down asshole bruisers/assassins who are trying to chase your carries. However, this was inexplicably the target of the first nerf to Jarman and was also the 2nd hardest of all his nerfs (passive being the hardest). When it was in it's original state, I still had a hard time justifying more than 1 point in this, so needless to say I consider this the last ability to max most of the time on Jarman.
![[image loading]](http://img683.imageshack.us/img683/1919/10060485.png)
E - Demacian Standard: Passive: Jarman IV has 10/13/16/19/22% bonus Attack Speed and 10/13/16/19/22 bonus Armor.
Active: Jarman IV throws a Demacian flag to a nearby area, dealing 60/105/150/195/240 + 0.8 AP magic damage to enemies, and granting surrounding allied champions his passive bonus for 8 seconds.
CD: 13
Mana: 60
Range: 830
Passive is a nice persistent steroid, active sets up your bread and butter E -> Q combo and is a decent circular AoE nuke with big range. The main reasons you would level E over Q are:
1. Mana doesn't go up and it has a passive effect, so if you need to conserve mana in the jungle, E > Q (for instance, if you wanted to give early blues to a Kassadin or something).
2. Aura effect is boss vs. towers, dragon, and baron. This is less noticeable vs. Dragon/Baron because the armor reduction still helps the whole team take them down, but on towers, E >>>>>>> Q with a team.
For landing your E -> Q combo, I recommend not smart casting the E, and then as soon as you see him go for the E cast animation, smart casting Q since your mouse is already where the flag is going to land. The reason I don't recommend smart casting the E is that you'll frequently be just out of range and so smart casting the E will just make him run closer to where he needs to be to cast the E, whereas Q is a directional cast, so smart casting it will always fire. So if you're out of range, you'll just waste Q with a double smart cast.
![[image loading]](http://img39.imageshack.us/img39/2218/77620706.png)
R - Cataclysm: Jarman IV heroically leaps at an enemy champion, dealing 200/325/450 + 1.5 AD physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the wall.
CD: 120/105/90
Cost: 100/125/150
Range: 650
Jumping on people with spears is OP. This is Mandrop 2.0, in the tooltip that's meant to describe the technical nitty gritty of what Jarman is doing, they say he HEROICALLY leaps at an enemy champion. Real. Fucking. Hero. Stuff that's cool about this ability:
1. Massive single target nuke that combos really well off of the armor reduction from Q.
2. Doesn't care about CC reduction/immunity (FUCK YOU OLAF/SINGED/MUNDO, NO ESCAPE!).
3. Can trap people for AoE clusterfuck combos.
4. Can trap people and then E -> Q out of the area to be a coward and run away.
5. Can rape flash by forcing the flash via E -> Q and then following the flash with your R. Double jump so fucking strong.
6. If you start the ability and then halfway through your jump your opponent flashes away, your jump follows them and creates the terrain at the landing point of the flash. Very strong and causes a lot of bitching from baddies who don't understand this interaction.
Stuff that sucks about this ability:
1. Getting silenced and then blinked out of (seriously, eat a dick Kassadin... eat a dick...) (you can't cancel the wall while silenced).
2. Spell Shields (nocturne, sivir, banshee's) block the damage and terrain.
3. If you lose LoS due to brush/invisibility mid cast, your spell completely fizzles. No damage, no wall, no nothing. Hella fucking gay.
Learn to not be a sped with this ability. It's really easy to convince yourself that it's a good idea to jump that Garen spinning on your silenced carry, but you really gotta think about the ramifications of every ult. It's so fucking easy to screw your team up with the wall from this, so learn from each mistake you make (you're gonna make a lot of em, npnp).
GUIDES
LANE JARMAN
Summoner Skills: Flash + Exhaust/Ignite/Teleport Jarman kinda doesn't need Flash but it's just so much better than Ghost atm that I can't in good conscience even present that as a decision. I'll typically take ignite vs. seal healers like Irelia/Nidalee/Trynd and I'll take exhaust or TP otherwise.
Masteries: 21/0/9
Offensive Tree OP
Runes:
Marks: ArPen
Seals: Armor
Glyphs: MRes
Quints: AD or ArPen or Armor or MRes
Typically speaking I run AD Quints and scaling MRes Glyphs, however, there's a lot to be said for running Armor or MRes on your quints depending on the matchup and running flat MRes Glyphs vs. magic damage laners.
Skill Order: R > Q > E > W. You can get W whenever. There are games where I ignore it until level 13, and there are games where I'll grab it level 4, it's pretty situational.
Item Build:
Starting Items
There are essentially 4 options:
![[image loading]](http://edge1.mobafire.com/images/item/cloth-armor.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
In your standard AD bruiser matchup top, this is the best opening.
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
This is good for playing aggressive vs. mages. I.E. I would open boots vs. Ryze or Kassadin.
![[image loading]](http://edge2.mobafire.com/images/item/regrowth-pendant.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
This is good for a passive lane where you're looking to open gold/10. I would use this vs. Rumble for instance.
![[image loading]](http://edge2.mobafire.com/images/item/dorans-blade.gif)
Super cheesy opening that tries to get early FB. Sometimes I'll try this when I'm purple and can get mid to help me take small gols to open, which will let me hit a very early level 2, at which point I'll go balls out aggressive for the kill. Not standard.
Core
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
Boots are excellent to have in every game. My Jarman philosophy has evolved to the point where there is no other core because I find it necessary to be incredibly flexible when building Jarman these days.
Mogwai's Jarman Philosophy
From your starting item + boots, there are essentially 7 items that need to be considered and I'm going to go into the reasoning behind why you would build each of them and then go through some examples of how I choose to build in games.
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
Wriggle's is the most frequently bought of the items that follow. It gives great stats and great lane sustain and should be your #1 priority every game you open cloth. I almost always build a wriggle's.
![[image loading]](http://edge2.mobafire.com/images/item/philosophers-stone.gif)
However, when I don't build a Wriggle's (vs. Mages), philosopher's stone is a good way to give yourself some lane staying power for cheap.
![[image loading]](http://edge2.mobafire.com/images/item/the-brutalizer.gif)
Brutalizer is the most aggressive early item you can build as Jarman. It gives you great offensive stats and let's you turn an early kill into a crushing lane advantage. I will buy this whenever I get ahead of a squishy opponent.
![[image loading]](http://edge2.mobafire.com/images/item/hexdrinker.gif)
Hexdrinker is an underappreciated item. If you're laning vs. a magic damage dealer, Hexdrinker is quite strong and can be the nail in the coffin as a follow up to brutalizer if you get an early kill vs. Ryze or Kassadin.
![[image loading]](http://edge1.mobafire.com/images/item/phage.gif)
Phage is a generically strong item on Jarman and is the best way to give yourself some HP padding while simultaneously building more AD. I like phage after hexdrinker or wriggle's when I'm ahead of my opponent to give myself more insurance vs. jungle ganks and to make my lane opponent more scared of being unable to run from me.
![[image loading]](http://edge1.mobafire.com/images/item/aegis-of-the-legion.gif)
Aegis is a fantastic coverall defensive item. It's a great 3rd/4th item in any jarman build and makes him an even stronger teamfighter.
![[image loading]](http://edge2.mobafire.com/images/item/heart-of-gold.gif)
The rarest of the 7, but still worth mentioning is HoG. When you get counterpicked (FUCK YOU RUMBLE), your best bet is usually to go Philo + Hog and play passively.
With that being said, my most common build orders look something like the following:
wriggle's -> brutalizer -> phage -> aegis (winning a standard top lane)
wriggle's -> philo -> aegis -> phage (losing a standard top lane)
philo -> brutalizer -> hexdrinker -> wriggle's (winning vs. a caster)
philo -> aegis -> hexdrinker -> phage (losing vs. a caster)
philo -> hog -> phage -> aegis (FUCK YOU RUMBLE)
The key to using these items is to get a good feel for your lane and the larger game at hand and build whatever will help you the most. They are all good items on Jarman and with his kit being as flexible as it is, you'll do better by expanding your item horizons and using them flexibly.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and if you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
It's easy to find yourself with mercs + wriggle's + phage + hexdrinker + aegis + brutalizer, so if you do, Ghostblade and Trinity are super duper excellent gold sinks for any more money you might earn. Having those two as options give you a way to expand a basically complete build at 10K gold up to 14K gold.
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
Atma's is a strong item if you have aegis + phage and are looking for armor + AD. It's also a no brainer if you get warmog's as I'll talk about in a sec, but it's worth mentioning on it's own because it's still a super great item at 2-3K HP.
![[image loading]](http://edge1.mobafire.com/images/item/warmogs-armor.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
When you get sucked into a philo + hog opening and suddenly find yourself sitting on 3K gold, you can transition yourself to an old school Warmog's + Atma's + FoN build. I rarely do this anymore, but it is something worth considering if you're playing passively in lane, getting good farm and foresee a long game where you team doesn't need damage from you immediately.
My Standard Final Item Build
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge2.mobafire.com/images/item/hexdrinker.gif)
![[image loading]](http://edge1.mobafire.com/images/item/aegis-of-the-legion.gif)
Playstyle
I've abandoned the old 21 defensive, stupidly tanky Jarman build in favor of this one so that you can play more aggressively in lane. I suggest early aggression with Jarman, but it's very matchup dependent. You have to get used to your damage output vs. the damage outputs of other top lanes. Don't go balls deep vs. a Pantheon or Riven early, they'll just kill you. Do go balls deep vs. a low level GP/Trynd, but play more farm oriented once they get some levels under their belt.
Jarman also does very very well vs. most casters mid. Most don't have an answer to his extremely quick E -> Q -> bash-their-fucking-face-in combo, so I actually suggest him frequently as a counter to Kassadin/Ryze mid, even though it's rare to find a team that will let you do that. He's especially good vs. bad Ryze's because his E -> Q combo can pull him through a root, so you can let yourself get rune prisoned as a bait and then E -> Q on his face when Ryze tries to just stand there and combo you.
JUNGLE JARMAN
Summoner Skills: Flash + Smite You're a jungler, this isn't rocket science.
Masteries: 21/0/9
Offensive Tree OP
Runes:
Marks: ArPen
Seals: Armor
Glyphs: Scaling MRes
Quints: Armor
or
Marks: 7 ArPen, 2 Attack Speed
Seals: Flat Armor
Glyphs: Scaling MRes
Quints: 2 Flat AD, 1 Attack Speed
One clears faster and hits harder on ganks, the other clears with higher HP. It's a preference thing, you can really go either way.
Skill Order: R > Q > E > W. Starting EQQW.
Item Build:
Starting Items
![[image loading]](http://edge2.mobafire.com/images/item/regrowth-pendant.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
In the new jungle I want gold/10 super badly, so I open this way to rush Philo.
Core
![[image loading]](http://edge2.mobafire.com/images/item/philosophers-stone.gif)
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
![[image loading]](http://edge2.mobafire.com/images/item/heart-of-gold.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
Standard double gold/10 + wriggle's. Wriggle's is too good to not buy it even if it is late by rushing gold/10s first.
What's Next
From here, there are basically 2 items I'm looking to get.
![[image loading]](http://edge1.mobafire.com/images/item/phage.gif)
Aggressive next item that can lead to triforce rush or to tanking out a little bit.
![[image loading]](http://edge1.mobafire.com/images/item/aegis-of-the-legion.gif)
Balanced tanking stats, just generally a great next item.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and if you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
It's a really good item and probably the best way to give yourself a damage boost out of the jungle.
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
I get Atma's out of the jungle more than I do out of lane because I find myself making a more concerted effort to get HP out of the jungle. It fits into the Philo -> HoG -> Wriggle's -> Phage -> Aegis -> (sell philo for) Atma's progression pretty perfectly and gives you a really solid 10K build that you can sit on while you wait for the gold you need to upgrade to Triforce.
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin%27s_Omen.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170803/leagueoflegends/images/f/f2/Banshee%27s_Veil.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
I typically turn my HoG into one of these to finish my build.
My Standard Final Item Build
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge1.mobafire.com/images/item/aegis-of-the-legion.gif)
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin%27s_Omen.gif)
Playstyle
Wolves -> Blue to start. Look for a gank. If you think you can level 2 gank for a kill or blowing a flash, do it. If you gank, go wolves -> wraiths -> red -> small gols, otherwise go wraiths -> wolves -> red -> small gols. After first jungle pass, look for ganks a lot. Jarman's 2 strengths in the jungle are AoE farming with E + Q and strong ganks, so split your time between those two as necessary.
+ Show Spoiler [VODs] +
2 Jungle Jarman Games: http://www.twitch.tv/smashgizmo/b/311609423
Jungle Jarman (First Game in the Video): http://www.twitch.tv/smashgizmo/b/311616630
Jungle Jarman (First Game in the Video): http://www.twitch.tv/smashgizmo/b/311616630
+ Show Spoiler [Retired Guides] +
LANE JARMAN
Summoner Skills: Flash + Exhaust/Ignite Jarman kinda doesn't need Flash but it's just so much better than Ghost atm that I can't in good conscience even present that as a decision.
Masteries: 0/21/9, where I'll only pull 1 out of utility in order to get improved Exhaust
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat MRes, 1 Flat Armor
Marks: 9 ArPen
Seals: 4 Dodge, 5 Flat Armor
Glyphs: 3 Flat MRes, 6 Scaling MRes
This is designed to give you balanced tanking stats throughout the game with more frequent nimbleness procs with the splash of dodge in there.
Skill Order: R > Q > E > W. You can get W whenever. There are game where I ignore it until level 13, and there are games where I'll grab it level 4, it's pretty situational.
Item Build:
Starting Items
+ ![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
Best opening to lead into Philostone
Core
+ ![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
Philostone + boots is the only set piece of his laning build
What Next
?
HoG is good to get in lanes where you get pushed off of creep or when there isn't much action going on elsewhere and it looks like the game won't just snowball out of control early. If you really need a rule of thumb, if you can get a HoG in under 10 minutes and you wouldn't rather have a brutalizer (discussed below) and there are less than 3 kills total in the game at that point, go for it.
?
Brutalizer is good to get when you're bossing someone around in lane and think you'll be able to kill them with some extra damage. It gives you a lot of extra Oomph in your burst combo. Do not get this vs. a tank(y DPS) who gets an early armor item, get it vs. low armor squishies who you're ahead of and can afford to trade burst with to pull way ahead in burst exchanges.
![[image loading]](http://edge1.mobafire.com/images/item/warmogs-armor.gif)
Either way, the first big ticket item I go for in lane is Warmog's. With my high base resistances from my spec and just being Jarman, the most useful defensive stat to spec for is HP and Warmogs is hands down the most efficient way to get a fuckton of HP.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
+ ![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and since you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
#1 Priority after you have a decent HP pool, so I typically rush this after warmog's unless I desperately need MRes ASAP.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
#1 Option for heavy Magic Resist and extremely cost efficient post-warmog's. This is the final piece of the Tanky DPS Trinity (Mog's, Atma's, FoN) and should usually be gotten after Atma's to round out your tanking stats.
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
#1 DPS item for it's cost. A no-brainer when you went brutalizer and sometimes I'll grab it prior to FoN vs. single AP teams.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Another great option for DPS, but it's much more expensive than Ghostblade and gives random other stats that won't necessarily dish out as much deeps, but will provide more utility. I like this earlier than Ghostblade if I didn't grab a brutalizer, but otherwise it's the 6th item usually
My Standard Final Item Build
+
+
+
+
+ ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Playstyle
When laning, it's best to take a solo vs. a character that can't outsustain you. Jarman's pretty decent vs. most carries, but if you put him against a tanky self healer with sustained DPS (lanewick, laneudyr, yorick, etc), he'll get worked. If you go bot lane, it needs to be in a double-stun and burst style lane with someone like Taric, Blitz, Alistar, or Leona (your lanemate needs to be mostly farm independent too since Jarman needs his farm). Jarman's a heavy burster with his E -> Q -> Passive smack combo, starting at level 2. His level 6 is also extremely strong because his R is also a nice nuke, giving him a pretty massive level 6 burst that packs 2 forms of uncounterable CC.
JUNGLE JARMAN (Gold/10 Rush)
Summoner Skills: Flash + Smite
Masteries: 0/21/9 (improved Smite is not worth it vs. buff duration in the jungle)
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat AD, 1 Attack Speed
Marks: 7 ArPen, 2 Attack Speed
Seals: 3 Dodge, 6 Flat Armor
Glyphs: 9 Scaling MRes
Skill Order: EQQW -> R > Q > E > W, UNLESS you're planning on giving up your 2nd blue, in which case go R > E > Q > W so that you can just clear using E to be more mana efficient.
Item Build:
Starting Items
+ ![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
Core
+
+
+ ![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
Get your double gold/10 ASAP so that you have steady income while still giving up buffs and spending a lot of time ganking. With this build you're a ganker early who transitions into a tank, not a jungle farmer. Get your wriggles afterwards to give yourself some sustainability, jungle speed and buff/dragon control for the midgame
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
+ ![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and since you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
+
+ ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/e/ea/Frozen_Mallet.gif)
I usually build these 3 items in some order after my core. Warmog's is typically too late with this build and thus I tend to favor the extra damage and utility from Frozen Mallet in my HP slot.
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
Ghostblade is usually my last item, but I rarely get this far.
My Standard Final Item Build
+
+
+
+
+ ![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
Playstyle
Start blue with a leash, then look for level 2 ganks with your E -> Q. If you have none, you can do a blue -> wolves -> wraiths -> small gols -> back for Philo opening, but regrowth lets you be a prick with looking for ganks while regening and then ducking back into the jungle when appropriate, so abuse it. Spend a lot of time ganking lanes with this build, as the double gold/10 opening lets you ignore farming the jungle in favor of supporting lanes. Be sure to tell your lanes to help themselves to your jungle (seriously, if their lane is pushed or something, it's better for them to take your jungle than for it to just sit there unfarmed while you camp top waiting for a gank) and distribute buffs properly among your teammates after the first couple clears.
JUNGLE JARMAN (Wriggle's Rush)
Summoner Skills: Flash + Smite
Masteries: 21/0/9
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat AD, 1 Attack Speed
Marks: 7 ArPen, 2 Attack Speed
Seals: 9 Flat Armor
Glyphs: 9 Scaling MRes
Without nimbleness, there's not enough reason to spec dodge runes, so instead stick to all armor seals for consistency.
Skill Order: EQQW -> R > Q > E > W. Always favor Q with this build, as your early levels are all about doing damage and you should get your first 2 blues with this path.
Item Build:
Starting Items
+
x5
Core
+ ![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
Standard Wriggle's rush, good for fast jungle clearing speeds.
What Next
? +
?
If you can get them early and want to donate buffs and transition to more gank heavy play, grab quick gold/10s and switch to the build suggested in the above guide.
?
Typically you need some HP, Phage gives you a nice balance of offensive threats along with the HP you need.
?
Typically you need some HP, Sunfire gives you a nice balance of offensive threats along with the HP you need.
?
A surprisingly good option most of the time. Very balanced defensive stats along with a little AD to keep your offense up.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
Ninja Tabi are viable if you don't need the tenacity, but without a standard Philo in this build, Mercs are really your only option for tenacity, so they're almost always going to be your boots of choice.
Finishing Up
Honestly, with this build, you have to adapt well to the needs of your team vs. the opposing team. I have less of a standard way to finish with this build than with the previous guides.
Example of a Balanced Final Item Build
+
+
+
+
+ ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Playstyle
Open E, take big wolf with 1 use of E -> Blue -> small wolves -> wraiths -> red -> golems and find a gank. This build really relies on getting some extra income early to fund your razors -> wriggle's, otherwise you'll jungle too slowly to farm efficiently. Once you get wriggles, try to establish dragon control via ganks mid and bot and once you have an advantage, press a fight for dragon. Jarman is an excellent teamfighter with all his CC and his E's aura, so you should be able to take dragon control by forcing the issue mid and bot.
From there, use your item flexibility to fill whatever role your team needs. Get more damage if you have a solo tank getting beastly or tank the hell out if you need to be your team's primary tank. Farm jungle a lot, without gold/10, you need to continually clear jungle/lanes in order to get the items you'll need.
Niche Item Options
+ ![[image loading]](http://images1.wikia.nocookie.net/__cb20091014184004/leagueoflegends/images/f/f3/Sunfire_Cape.gif)
These are good options if you need a big chunk of extra armor. They are both typically inferior to Atma's overall. I prefer both to Frozen Heart, but Frozen Heart isn't really terrible, it's mostly a preference thing.
+ ![[image loading]](http://images3.wikia.nocookie.net/__cb20091203223415/leagueoflegends/images/9/9f/Quicksilver_Sash.gif)
These are situationally useful sources of more MRes if Mercs + FoN aren't enough.
+
+ ![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102721/leagueoflegends/images/3/37/Shurelya%27s_Reverie.gif)
Jarman's a decent carrier for these aura items if your team needs them and no one else can get them, but I've found that Jarman typically does better to build more selfishly than building for these. I still build them every once in a long while.
+
+ ![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182736/leagueoflegends/images/8/83/Infinity_Edge.gif)
Other than Ghostblade and Triforce, Jarman scales best offensively with BF Sword items because of his AD scaling (Thirster), and his flat armor reduction (Cleaver). IE is also a good fit because Ghostblade and Triforce both also give you crit.
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014182649/leagueoflegends/images/0/08/Guardian_Angel.gif)
If you built more DPSy than tanky, GA is the best 1-stop shopping option for defense on a melee character.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184107/leagueoflegends/images/4/44/Tiamat.gif)
If you're as nooby as hyr0, built this item, typically multiples. If you actually wanna be good, don't.
Summoner Skills: Flash + Exhaust/Ignite Jarman kinda doesn't need Flash but it's just so much better than Ghost atm that I can't in good conscience even present that as a decision.
Masteries: 0/21/9, where I'll only pull 1 out of utility in order to get improved Exhaust
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat MRes, 1 Flat Armor
Marks: 9 ArPen
Seals: 4 Dodge, 5 Flat Armor
Glyphs: 3 Flat MRes, 6 Scaling MRes
This is designed to give you balanced tanking stats throughout the game with more frequent nimbleness procs with the splash of dodge in there.
Skill Order: R > Q > E > W. You can get W whenever. There are game where I ignore it until level 13, and there are games where I'll grab it level 4, it's pretty situational.
Item Build:
Starting Items
![[image loading]](http://edge2.mobafire.com/images/item/regrowth-pendant.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
Best opening to lead into Philostone
Core
![[image loading]](http://edge2.mobafire.com/images/item/philosophers-stone.gif)
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
Philostone + boots is the only set piece of his laning build
What Next
![[image loading]](http://edge2.mobafire.com/images/item/heart-of-gold.gif)
HoG is good to get in lanes where you get pushed off of creep or when there isn't much action going on elsewhere and it looks like the game won't just snowball out of control early. If you really need a rule of thumb, if you can get a HoG in under 10 minutes and you wouldn't rather have a brutalizer (discussed below) and there are less than 3 kills total in the game at that point, go for it.
![[image loading]](http://edge2.mobafire.com/images/item/the-brutalizer.gif)
Brutalizer is good to get when you're bossing someone around in lane and think you'll be able to kill them with some extra damage. It gives you a lot of extra Oomph in your burst combo. Do not get this vs. a tank(y DPS) who gets an early armor item, get it vs. low armor squishies who you're ahead of and can afford to trade burst with to pull way ahead in burst exchanges.
![[image loading]](http://edge1.mobafire.com/images/item/warmogs-armor.gif)
Either way, the first big ticket item I go for in lane is Warmog's. With my high base resistances from my spec and just being Jarman, the most useful defensive stat to spec for is HP and Warmogs is hands down the most efficient way to get a fuckton of HP.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and since you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
#1 Priority after you have a decent HP pool, so I typically rush this after warmog's unless I desperately need MRes ASAP.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
#1 Option for heavy Magic Resist and extremely cost efficient post-warmog's. This is the final piece of the Tanky DPS Trinity (Mog's, Atma's, FoN) and should usually be gotten after Atma's to round out your tanking stats.
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
#1 DPS item for it's cost. A no-brainer when you went brutalizer and sometimes I'll grab it prior to FoN vs. single AP teams.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Another great option for DPS, but it's much more expensive than Ghostblade and gives random other stats that won't necessarily dish out as much deeps, but will provide more utility. I like this earlier than Ghostblade if I didn't grab a brutalizer, but otherwise it's the 6th item usually
My Standard Final Item Build
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
![[image loading]](http://edge1.mobafire.com/images/item/warmogs-armor.gif)
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Playstyle
When laning, it's best to take a solo vs. a character that can't outsustain you. Jarman's pretty decent vs. most carries, but if you put him against a tanky self healer with sustained DPS (lanewick, laneudyr, yorick, etc), he'll get worked. If you go bot lane, it needs to be in a double-stun and burst style lane with someone like Taric, Blitz, Alistar, or Leona (your lanemate needs to be mostly farm independent too since Jarman needs his farm). Jarman's a heavy burster with his E -> Q -> Passive smack combo, starting at level 2. His level 6 is also extremely strong because his R is also a nice nuke, giving him a pretty massive level 6 burst that packs 2 forms of uncounterable CC.
JUNGLE JARMAN (Gold/10 Rush)
Summoner Skills: Flash + Smite
Masteries: 0/21/9 (improved Smite is not worth it vs. buff duration in the jungle)
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat AD, 1 Attack Speed
Marks: 7 ArPen, 2 Attack Speed
Seals: 3 Dodge, 6 Flat Armor
Glyphs: 9 Scaling MRes
Skill Order: EQQW -> R > Q > E > W, UNLESS you're planning on giving up your 2nd blue, in which case go R > E > Q > W so that you can just clear using E to be more mana efficient.
Item Build:
Starting Items
![[image loading]](http://edge2.mobafire.com/images/item/regrowth-pendant.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
Core
![[image loading]](http://edge2.mobafire.com/images/item/philosophers-stone.gif)
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
![[image loading]](http://edge2.mobafire.com/images/item/heart-of-gold.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
Get your double gold/10 ASAP so that you have steady income while still giving up buffs and spending a lot of time ganking. With this build you're a ganker early who transitions into a tank, not a jungle farmer. Get your wriggles afterwards to give yourself some sustainability, jungle speed and buff/dragon control for the midgame
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
![[image loading]](http://edge1.mobafire.com/images/item/eleisas-miracle.gif)
Ninja Tabi are actually really really cost efficient and since you're getting a Philostone anyway, you can build into Eleisa's Miracle for Tenacity as needed, but Mercs still end up taking my boots slots in 95% of my games.
Finishing Up
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/e/ea/Frozen_Mallet.gif)
I usually build these 3 items in some order after my core. Warmog's is typically too late with this build and thus I tend to favor the extra damage and utility from Frozen Mallet in my HP slot.
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
Ghostblade is usually my last item, but I rarely get this far.
My Standard Final Item Build
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/e/ea/Frozen_Mallet.gif)
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20110404102922/leagueoflegends/images/2/20/Youmuu%27s_Ghostblade.gif)
Playstyle
Start blue with a leash, then look for level 2 ganks with your E -> Q. If you have none, you can do a blue -> wolves -> wraiths -> small gols -> back for Philo opening, but regrowth lets you be a prick with looking for ganks while regening and then ducking back into the jungle when appropriate, so abuse it. Spend a lot of time ganking lanes with this build, as the double gold/10 opening lets you ignore farming the jungle in favor of supporting lanes. Be sure to tell your lanes to help themselves to your jungle (seriously, if their lane is pushed or something, it's better for them to take your jungle than for it to just sit there unfarmed while you camp top waiting for a gank) and distribute buffs properly among your teammates after the first couple clears.
JUNGLE JARMAN (Wriggle's Rush)
Summoner Skills: Flash + Smite
Masteries: 21/0/9
Runes:
Basic Page:
Quints: 3 ArPen
Marks: 9 ArPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
Smash's Complex Page:
Quints: 2 Flat AD, 1 Attack Speed
Marks: 7 ArPen, 2 Attack Speed
Seals: 9 Flat Armor
Glyphs: 9 Scaling MRes
Without nimbleness, there's not enough reason to spec dodge runes, so instead stick to all armor seals for consistency.
Skill Order: EQQW -> R > Q > E > W. Always favor Q with this build, as your early levels are all about doing damage and you should get your first 2 blues with this path.
Item Build:
Starting Items
![[image loading]](http://edge1.mobafire.com/images/item/cloth-armor.gif)
![[image loading]](http://edge1.mobafire.com/images/item/health-potion.gif)
Core
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge1.mobafire.com/images/item/boots-of-speed.gif)
Standard Wriggle's rush, good for fast jungle clearing speeds.
What Next
![[image loading]](http://edge2.mobafire.com/images/item/heart-of-gold.gif)
![[image loading]](http://edge2.mobafire.com/images/item/philosophers-stone.gif)
If you can get them early and want to donate buffs and transition to more gank heavy play, grab quick gold/10s and switch to the build suggested in the above guide.
![[image loading]](http://edge1.mobafire.com/images/item/phage.gif)
Typically you need some HP, Phage gives you a nice balance of offensive threats along with the HP you need.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014184004/leagueoflegends/images/f/f3/Sunfire_Cape.gif)
Typically you need some HP, Sunfire gives you a nice balance of offensive threats along with the HP you need.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif)
A surprisingly good option most of the time. Very balanced defensive stats along with a little AD to keep your offense up.
Boots Options
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
vs.
![[image loading]](http://edge2.mobafire.com/images/item/ninja-tabi.gif)
Ninja Tabi are viable if you don't need the tenacity, but without a standard Philo in this build, Mercs are really your only option for tenacity, so they're almost always going to be your boots of choice.
Finishing Up
Honestly, with this build, you have to adapt well to the needs of your team vs. the opposing team. I have less of a standard way to finish with this build than with the previous guides.
Example of a Balanced Final Item Build
![[image loading]](http://edge1.mobafire.com/images/item/mercurys-treads.gif)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif)
![[image loading]](http://edge2.mobafire.com/images/item/atmas-impaler.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170803/leagueoflegends/images/f/f2/Banshee%27s_Veil.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
Playstyle
Open E, take big wolf with 1 use of E -> Blue -> small wolves -> wraiths -> red -> golems and find a gank. This build really relies on getting some extra income early to fund your razors -> wriggle's, otherwise you'll jungle too slowly to farm efficiently. Once you get wriggles, try to establish dragon control via ganks mid and bot and once you have an advantage, press a fight for dragon. Jarman is an excellent teamfighter with all his CC and his E's aura, so you should be able to take dragon control by forcing the issue mid and bot.
From there, use your item flexibility to fill whatever role your team needs. Get more damage if you have a solo tank getting beastly or tank the hell out if you need to be your team's primary tank. Farm jungle a lot, without gold/10, you need to continually clear jungle/lanes in order to get the items you'll need.
Niche Item Options
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin%27s_Omen.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014184004/leagueoflegends/images/f/f3/Sunfire_Cape.gif)
These are good options if you need a big chunk of extra armor. They are both typically inferior to Atma's overall. I prefer both to Frozen Heart, but Frozen Heart isn't really terrible, it's mostly a preference thing.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170803/leagueoflegends/images/f/f2/Banshee%27s_Veil.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091203223415/leagueoflegends/images/9/9f/Quicksilver_Sash.gif)
These are situationally useful sources of more MRes if Mercs + FoN aren't enough.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170037/leagueoflegends/images/b/ba/Aegis_of_the_Legion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014183942/leagueoflegends/images/0/02/Stark%27s_Fervor.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102721/leagueoflegends/images/3/37/Shurelya%27s_Reverie.gif)
Jarman's a decent carrier for these aura items if your team needs them and no one else can get them, but I've found that Jarman typically does better to build more selfishly than building for these. I still build them every once in a long while.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184028/leagueoflegends/images/a/ae/The_Black_Cleaver.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184042/leagueoflegends/images/6/62/The_Bloodthirster.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182736/leagueoflegends/images/8/83/Infinity_Edge.gif)
Other than Ghostblade and Triforce, Jarman scales best offensively with BF Sword items because of his AD scaling (Thirster), and his flat armor reduction (Cleaver). IE is also a good fit because Ghostblade and Triforce both also give you crit.
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014182649/leagueoflegends/images/0/08/Guardian_Angel.gif)
If you built more DPSy than tanky, GA is the best 1-stop shopping option for defense on a melee character.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184107/leagueoflegends/images/4/44/Tiamat.gif)
If you're as nooby as hyr0, built this item, typically multiples. If you actually wanna be good, don't.
+ Show Spoiler [Jarmander!] +
From Jarmander to Jarizard, the Bravest Path
Jarmander
![[image loading]](http://img836.imageshack.us/img836/7044/jarmander.png)
+ ![[image loading]](http://edge2.mobafire.com/images/item/sunfire-cape.gif)
To evolve into Jarmander, simply aquire a wriggle's lantern and sunfire cape, then get the blessing of the lizard elder. Upon recieving his blessing, Jarman will elvolve into the brave Jarmander, a mythical beast who doesn't afraid of anything. Use him wisely.
Jarmeleon
![[image loading]](http://img836.imageshack.us/img836/5963/jarmeleon.png)
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+ ![[image loading]](http://edge2.mobafire.com/images/item/hexdrinker.gif)
Once you have a Jarmander, you must foster his bravery and feed it with the awesome power of Hexdrinker and Guinsoo's Rageblade. These magical flaming swords will embolden your Jarmander to the point of reckless abandon, at which point he should be ready to slay the mighty Dargon and steal him fire to catalyze his transformation into Jarmeleon.
Jarizard
![[image loading]](http://img694.imageshack.us/img694/6858/jarizard.png)
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+ ![[image loading]](http://cdn2.mobafire.com/images/item/boots-of-mobility.gif)
For only the bravest of the brave... Jarmeleon's hidden potential can be unleashed by adorning him with Shurelya's Reverie and Boots of Mobility. Basking in the cape of suns, lantern of wriggles, drinker of hexes, blade of rage of guinsoo (whatever the fuck that is, MIRITE!?), reverie of shurelya and boots of mobility, Jarman can evolve into his final form. This transformation can only be achieved by gathering friends to slay the dreaded Baron Nashor by using the power of friendship. After this mighty feat of teamwork, Jarmeleon will evolve... The dreaded Jarizard truly always kill, never die. If the game hasn't imploded upon the awesomeness that is now your character, feel free to active reverie, fly to the opposing Nexus and use Flame Whirl to win the game(nexus is ice type, fire attacks are super effective).
Jarmander
![[image loading]](http://img836.imageshack.us/img836/7044/jarmander.png)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge2.mobafire.com/images/item/sunfire-cape.gif)
To evolve into Jarmander, simply aquire a wriggle's lantern and sunfire cape, then get the blessing of the lizard elder. Upon recieving his blessing, Jarman will elvolve into the brave Jarmander, a mythical beast who doesn't afraid of anything. Use him wisely.
Jarmeleon
![[image loading]](http://img836.imageshack.us/img836/5963/jarmeleon.png)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge2.mobafire.com/images/item/sunfire-cape.gif)
![[image loading]](http://edge1.mobafire.com/images/item/guinsoos-rageblade.gif)
![[image loading]](http://edge2.mobafire.com/images/item/hexdrinker.gif)
Once you have a Jarmander, you must foster his bravery and feed it with the awesome power of Hexdrinker and Guinsoo's Rageblade. These magical flaming swords will embolden your Jarmander to the point of reckless abandon, at which point he should be ready to slay the mighty Dargon and steal him fire to catalyze his transformation into Jarmeleon.
Jarizard
![[image loading]](http://img694.imageshack.us/img694/6858/jarizard.png)
![[image loading]](http://edge2.mobafire.com/images/item/wriggles-lantern.gif)
![[image loading]](http://edge2.mobafire.com/images/item/sunfire-cape.gif)
![[image loading]](http://edge1.mobafire.com/images/item/guinsoos-rageblade.gif)
![[image loading]](http://edge2.mobafire.com/images/item/hexdrinker.gif)
![[image loading]](http://edge1.mobafire.com/images/item/shurelyas-reverie.gif)
![[image loading]](http://cdn2.mobafire.com/images/item/boots-of-mobility.gif)
For only the bravest of the brave... Jarmeleon's hidden potential can be unleashed by adorning him with Shurelya's Reverie and Boots of Mobility. Basking in the cape of suns, lantern of wriggles, drinker of hexes, blade of rage of guinsoo (whatever the fuck that is, MIRITE!?), reverie of shurelya and boots of mobility, Jarman can evolve into his final form. This transformation can only be achieved by gathering friends to slay the dreaded Baron Nashor by using the power of friendship. After this mighty feat of teamwork, Jarmeleon will evolve... The dreaded Jarizard truly always kill, never die. If the game hasn't imploded upon the awesomeness that is now your character, feel free to active reverie, fly to the opposing Nexus and use Flame Whirl to win the game(nexus is ice type, fire attacks are super effective).
+ Show Spoiler [Dunkmacia] +
![[image loading]](http://img155.imageshack.us/img155/8471/drdunkenstein.png)
+ Show Spoiler [changelog] +
7/21/2011 - Massive update to pretty much everything to put it in the new format. Pretty much everything revised for the most recent patches and metagame.
8/16/2011 - Split out the Laning and Jungle Guides into their own sections for ease of use. Also updated the Jarman change log.
12/20/2011 - Guide Updated. All builds retired in favor of 2 new builds. Dunkmacia picture added.
8/16/2011 - Split out the Laning and Jungle Guides into their own sections for ease of use. Also updated the Jarman change log.
12/20/2011 - Guide Updated. All builds retired in favor of 2 new builds. Dunkmacia picture added.