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Jarvan IV Build Guide by IEatNoobz

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author IEatNoobz

Attack Tank

IEatNoobz Last updated on February 24, 2012
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Ability Sequence

1
4
7
8
10
Ability Key Q
2
13
15
17
18
Ability Key W
3
5
9
12
14
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Chapter 1

I Use the summoner spell heal just to help other teammates stay alive and be more tanky.I used to run Ghost, but I've found with the movespeed I have, flashing in and then doing my knock up combo from a distance has become a lot more effective. You have the surprise aspect. Also, it's 100% easier to escape ganks on top with a well timed flash. Ghost just isn't as effective at that. However, that's not to say Ghost isn't useful, because it certainly is. I have just changed personal preference (and seen better personal results), and thus am reflecting that in my build.As usual, take Cataclysm at levels 6, 11, and 16 when it become available. Dragon Strike is maxed before anything else to increase your damage output. I used to run Standard over this, but since the masteries change, this build's change from 00/09/21 to 21/09/00, and the even older changing of his passive to deal physical damage instead of magic damage, this is just fairly superior to Standard's early game. Golden Aegis and Demacian Standard are maxed almost evenly to scale into mid and late game. Neither of them really demands to be maxed before the other, so I keep them pretty even. You can max your shield earlier if you're getting harassed a lot, or max Demacian Standard earlier if you're able to bully your lane a lot or even if you need the armor bonus versus an AD top. Honestly, with Jarvan, it's kind of a jack of all trades thing. Pick what fits the situation, there is no cut and dry law for this section. I like to buy at least two warmogs for the atimas impaler passive. Getting 2 warmogs since it gives most health for an item. It will give me atleast one hundred attack damage.I usually try and keep my Demacian Standard on the ground at all times to maximize the time my team is benefiting from its bonus. It's also smart to try and knock up as many enemies in one lunge, because that can be just the setup your team needs to burst half of their team to 0 HP. It's also good to stick your Dragon Strike through as many tanky enemies as possible, which will make it easier for your AD carry to shred them to pieces.I usually try to first recall at 1190 gold so I can pick up my Heart of Gold & Philosopher's Stone combination, which can also be done at 1540 gold if I want to pick up a pair of Boots of Speed.

In teamfights you need to try and pick apart their team and separate them from each other. If you can get a carry alone, you should usually be able to kill them 1v1. With Cataclysm you can usually single someone out and pick them off. You can also use it to capture several enemies together for some nice AoE damage out of one of your friends. It also can be used to save a low-HP teammate from a chasing enemy.

In any case, you must always keep in mind that Cataclysm can also screw over your teammates. Unless it will be in your favor, never trap a teammate inside of your ultimate. They will be very, very unhappy with you.