Jarvan IV Build Guide

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Jarvan IV - POWER POLE EXTEND!

written by ZeonTheUnborn

Jarvan IV Build



Table of Contents

  • Introduction

    Hello. Welcome to my first guide. This guide should give you some idea of how to play with Jarvan and how to win with him as well. As you all know, Jarvan is a tanky DPS with a great passive, and an impressive skillset. Think of Jarvan as a cross between Warwick and Yi. With the ability to "warp" to a target and being able to take them out of the action for a while.

  • Pros / Cons

    PROS:
    Very powerful laner.
    Can easily farm.
    Durable hero.
    Very good escape.
    Works very well with team mates who have slows/stuns/roots

    CONS:
    Can not stick to targets for very long.
    Can not catch up/run away from certain opponents.
    Low movement speed.
    Can not solo lane very well (Lanes with range and stuns will give him hell)

  • Abilities

    Martial Cadence
    Jarvan does 4% of an enemies total health (can not exceed 400 dmg)


    Dragon Strike
    Jarvan extends his lance and hits his target, reducing armor for a bit.


    Golden Aegis
    Slows an enemy and makes a shield around him


    Demacian Standard
    Drops a flag that increases his attack speed


    Cataclysm
    Single target nuke that traps an enemy inside inpassible terrain


  • Skilling Order

    Jarvan's skill order should look something like this
    Q,W,Q,W,E,R

    You should ALWAYS max D.Strike first. It's Jarvan's bread and butter skill. It lowers armor, has nice range, and I think it's a one to one AD ratio to boot. E is a one hit wonder. You will only really use it to do the combo, or to help clear out a tower. Sometimes I use it to get a long distance kill, but you have to aim it a bit.

  • Masteries + Runes

    For Jarvan's masteries, it is a debate at the moment. You can either go 21/9/0 or 9/21/0. Personally I go 21/9/0 because with my rune set up, Jarvan usually has 50-60 armor and magic resitance at the start of the game.

    In the defense tree, you should put 3 points in armor, 1 point in magic resist, 4 in dodge, and 1 in nimbleness. Or you could completely forgo that route and put 3 in mr, 3 in armor, and 3 in strength of spirit.

    In the offense tree, make sure to grab the attack speed (if you're putting 9 points into this tree), and grab the CD as well. If you're putting 21 into offense, you should have both of these anyway (be sure to put the CD at 3 though.)

    As for Jarvan's runes. I think it's best to go Armor Penetration Quints and Marks. Armor Glyphs, and Magic Resist Seals.

    Or for an alternative build. Try Armor Pen Marks, Health Qunts, Magic Resist Seals, and Armor Glyphs.

  • Summoner Abilities

    Jarvan has VERY low movespeed, it's best if you grab Ghost and Flash. I know most guides will tell you to grab Exhaust and a few other things, but I honestly feel this is the best way to do. It helps Jarvan keep himself alive and stick to other targets. Flash can be used offensively and defensively. You can flash into and out of fights, as well as Ghost out of danger if need be. Sometimes your slow won't be enough.

  • Items

    Items that work really well with Jarvan are:
    Doran's Shield *
    Youmuu's Ghostblade
    Manamune *
    Randuin's Omen
    Mercury's Treads *
    The Bloodthirster
    [item=Tiamat]
    Aegis of the Legion
    Banshee's Veil
    Wriggle's Lantern
    Frozen Mallet
    Sunfire Cape
    Executioner's Calling (HIGHLY situational. Stops those nidalee heals.)
    These items are some of the things that Jarvan should have in order to lane. The thing with Jarvan is that you have to find that right combination between AD and Survivability. The right combination of those items is key. However there are somethings Jarvan should ALWAYS have. (these items are marked with an *)

  • Build Example

    If you see the enemy team has a mixture of of magic and ad? You should probably build like this:
    Sunfire Cape or Randuin's Omen
    Hexdrinker
    [item=Force of Nature]
    Manamune
    Mercury's Treads
    Youmuu's Ghostblade or Frozen Mallet

    Why? Hexdrinker gives you an automatic shield should you receive magic damage over a certain threshold. Sunfire Cape gives you all of the armor you'd need, because you have Golden Aegis, and it also gives you some more dps.

    If the enemy is PURE AD:
    Randuin's Omen
    Youmuu's Ghostbladeor Manamune
    Sunfire Cape or Thornmail
    Frozen Mallet
    Mercury's Treads
    [item=Bloodthirster] or [item=Wriggles Lantern]

    If you're going to build wriggles latern, I suggest you build that first. Also, beware that if you do not build Manamune, you will run out of mana extremely quickly and you will have to base quit a bit.

    Pure AP:
    [item=Force of Nature]
    Wit's End
    Mercury's Treads
    Hexdrinker
    Frozen Mallet
    Manamune

  • Farming

    Jarvan can farm easily if you know what you're doing. Use your Martial Cadence passive to last hit minions and get that gold. Don't be afraid to dragon strike thought the minion wave. Make sure to get at least 4 or 5 of them at once.

  • Working in the team

    The point of Jarvan is to A) Single out a target with his ultimate (particularly the carry), B) in a team fight to hit as many people as possible with his auto attack, and C) to just disrupt the flow of battle.

    Jarvan can initiate fights very easily, but you have to be good with landing his flag behind the enemies so he can get behind them and actually do something. Once he uses his knock up combo, you should jump on biggest threat to the team.

    Here are some guidelines to follow if you're going to ult someone, and these are the questions you should always ask yourself before doing.

    1. Will I trap my team mate inside with me? (most important question ever. Ask yourself this all the time)
    2. Is this person the biggest threat? (this should be your second highest priority for Ulting)
    3. Can this person escape easily? (I've seen someone ult a Katarina and only to have her shunpo out of it and run off laughing)
    4. (if and ONLY IF Guideline 3 is true.) Will it kill this person? (They can't flash/shunpo out if they are dead.)
    5. Will this person kill me if I ult them? (I've used Cataclysm on a Nunu, and everytime I did he used Absolute Zero. Not a fun trade off.)
    6. Is it honestly worth my time ulting them because they "might" get away. (The mark of a good player is knowing when not to pull the trigger. If I see Ashe hit her with frost arrows, more than likely that person is dead.)

  • Summary

    All in all, if you're the kind of person that likes to run around and hit everyone. Jarvan is for you. Just remember that you are not unkillable and you must remember when is the time to fight and when it's time to run. Jarvan is a monster if played correctly. You must realize that you will not do Pantheon-like damage, nor will you just outright nuke someone. Jarvan gets most of his kills by grinding people down and making them pay. So patience is a must.



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Submitted by ZeonTheUnborn

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