Jarvan IV Build Guide

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A Melee Carry Jarvan Build [Updated]

written by D3sert

Jarvan IV Build



Table of Contents

  • Introduction

    03/04/2011
    Guide created and published.

    03/17/2011
    Updated Runes and Items.

  • Change Log

    Masteries

    As far as masteries go, I stick to a pretty basic Melee Carry build. I go 21 into the Offense tree, focusing on physical damage, AtkSpd, ArPen, and crits. The other 9 go into Utility, getting mana and health regen, ghost buff, exp boost, and greed or something random. Pretty simple.

    Runes

    Runes are different for everyone. I prefer to get the following and I will explain why.

    Quints: Desolation x3 Greater Quintessence of Desolation
    Marks: Desolation x6, Alacrity x3 Greater Mark of Desolation, Greater Mark of Alacrity
    Seals: Alacrity x9 Greater Seal of Alacrity
    Glyphs: Alacrity x9 Greater Glyph of Alacrity

    I normally don't recommend only sticking to only two sets of runes, but for Jarvan, he makes up for everything else in game. Alacrity and Desolation provide extra ArPen and AtkSpd, increasing you damage and the rate at which you do it. This is going to be huge, especially end game when you are towerdiving their turrets.

  • Abilities

    Martial Cadence
    Cant find a tooltip as of yet, but this skill enhances your auto attacks to deal magic damage as a percent of the targets health every six seconds.

    This move is hilarious early game. You run up to someone who gets to close and smack them with it, they will probably back off. It deals a significant amount of damage, especially early game. It is also useful for last hitting creeps.


    Dragon Strike
    Jarvan extends his lance, dealing physical damage and lowering the Armor of all enemies in it path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.

    This skill works well for harassing the enemy early game and farming creeps. Later in the game is deals pretty significant damage and allows you to knock up and slow the enemy when you go in for ganks or kills.


    Golden Aegis
    Jarvan calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies. Triggers automatically is damage would reduce Jarvan below 300 health if its not on cooldown.

    Mid to end game, this works like a free Randuins Omen, slowing the enemy enough for you or your teammates to catch them and kill them. It can also be used to keep allies from getting killed by slowing chasing enemies, as well as a shield for yourself while you run. Lets face it, it happens. Late game, it can also be used for tower diving, giving you that extra "HP" to get that turret down.


    Demacian Standard
    This is what I regard as his bread and butter. This provides a great buff, giving you AtkS and armor. It can also be used to get you across terrain blocks with Dragon strike. My favorite use of this is when farming creeps, it scores me creep kills (=gold) instantly by dealing direct damage to them and passively by giving me its buffs. On the direct damage, it can also reveal Teemo and deal damage to him if he is stealthed.

    This skill is also Jarvan's equivalent of a ranged attack. I dont know how many people I have seen run away from a 1v1 with me lol-ing only to have my big ass flag drop on their head and kill them.


    Cataclysm
    Jarvan heroically leaps into battle with such force that he terraforms the surrounding area to create an arena around [everyone near him should be what it says] them.

    This is a great move for a melee carry. It will isolate whoever your target is and allow you some one on one time with them. Or two on one. Either way, it can be a great skill when used properly. Or you can kill most of your team with it if you dont use it wisely. I have personally killed one of my own, back when I first started with him, by trapping him in my circle with an Annie while he tried to run away. Not sure how I didnt end up in it with them, but beware of trapping people in there that shouldn't be in there. Also, contrary to the tool tip, it is not heroic to leap into three of them and then get slaughtered. Just sayin.


  • Masteries + Runes

    Masteries

    As far as masteries go, I stick to a pretty basic Melee Carry build. I go 21 into the Offense tree, focusing on physical damage, AtkSpd, ArPen, and crits. The other 9 go into Utility, getting mana and health regen, ghost buff, exp boost, and greed or something random. Pretty simple.

    Runes

    Runes are different for everyone. I prefer to get the following and I will explain why.

    Quints: Desolation x3 Greater Quintessence of Desolation
    Marks: Desolation x6, Alacrity x3 Greater Mark of Desolation, Greater Mark of Alacrity
    Seals: Alacrity x9 Greater Seal of Alacrity
    Glyphs: Alacrity x9 Greater Glyph of Alacrity

    I normally don't recommend only sticking to only two sets of runes, but for Jarvan, he makes up for everything else in game. Alacrity and Desolation provide extra ArPen and AtkSpd, increasing you damage and the rate at which you do it. This is going to be huge, especially end game when you are towerdiving their turrets.

  • Items

    Items are what makes builds different. My build focuses on AD, AtkSpd, and Crits. The great part about it though is you get awesome survivability through it as well.

    I tend to start in a side lane, typically bot, with Rejuvenation Bead and one each of Health Potion and Mana Potion.

    After you get around 1325g, you can blue pill and get Boots of Speed and [item=Emblem of Valour]. The Emblem gives you a lifesteal component that keep you in the lane longer as well as a Health regen aura, giving you that much more health regen and giving your laning partner that same regen capability.

    After I have farmed enough, I then go back and bring that Emblem of Valor up to a full [item=Stark's Fervor]. This buffs your AtkSpd even more, and gives you an aura that gives lifesteal, AtkSpd, and Health regen. It also gives a nice debuff to nearby enemies, lowering their armor so your attaks hit for that much more. This is also the point where you want to get Berserker's Greaves, giving you more MoveS and AtkS.

    The next item is where I change this build on a game to game basis. If the enemy team is AP heavy (or has a Karthus), I b at around 2250g and get Hexdrinker. This provides me with some AD, MR, and a nifty shield that activates and absorbs 300 magic damage if a spell is going to put you below 30% of your max health every 60 sec (take that Karthus!). I also default to this is the team is balanced. I get armor from Atma's later.
    If the team is AD heavy, consider getting Atma's Impaler, [item=Madred's Bloodrazor], or Thornmail for armor.

    After getting Hexdrinker/Armor Item or after getting my Zerk Greaves and Stark's, farm around 3000g and go back to get your Warmog's Armor. Here you need to really focus on farming to get the health and MP5 buff's maxed out. Jungling on your way back from the fountain to your lane helps with that.

    Sometimes games are over for me by this point, but if not, the game ending Jarvan is going to hit hard. The next item is going to be Phantom Dancer. This is going to make you hit harder and faster. Often at this point, if I am not doing well on kills, I will start to turn it around. Your attack speed stacks with your passive from the Demacian Standard, making you hit really freakin fast. You also get Crit%, which stacks with your Atma's.

    If the game still is not over, then you are, as any Summoner worth their salt knows, going to get Infinity Edge. This tops of your AD, gives you more Crit% (It should be a 70% by now with masteries), and when you do crit, you hit for 250% damage. This makes you one hell of a guy to rumble with.

    With the health from Warmog's, and the MR/Armor from Hexdrinker or your Armor items, and the Vamp from Stark's, you have tons of survivability before you even use your Golden Aegis (at this point its really just a slow or for towers). With Stark's, Zerk Greaves, Phantom, and Infinity, your are going to lay out some mean DPS and rack up those kills.

  • Skilling Order

    I start with Demacian Standard, then get my Golden Aegis, Dragon Strike and Cataclysm. My focus is getting that flag as high as I can, so every chance you have to level it do so. Your ulti is obvious...level it every chance you get. After your flag is maxed, your shield takes priority, then your extend-o-lance thing.

    External Image

  • Summoner Abilities

    Ghost and Ignite. Always.

  • Summary

    This build is kind of squishy early game, so if you do play it, play defensively at first. You will scare the shit out of the enemy team is the meek little Jarvan starts rolling them from out of nowhere. Keep in mind that you are best at finding a single target and destroying it. If there is a little scuffle mid game, wait outside of view of the enemy and when they start to run, dominate them. Late game you can start taking more on. But dont get stupid, it only hurts your team by giving them early gold and takes away from your time to farm and eat creeps.



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Submitted by D3sert

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