Jarvan IV Build Guide by Noobin
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Jarvan IV Build
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.
This build is for those who want to dominate top as the ultimate bully and deny the other player any form of experience or creep farm. This is an aggressive build and is not for the feint of heart. I came upon this build one day when I had been playing Jarvan for about two months, always starting off with the merc treds and the frozen mallet. I kept thinking to myself that there has to be a better way to build jarvan than this. By doing what i was doing, I didn't have enough resistances and didn't have the damage I needed to bully the opposing champion. So I went into the old learning center on League's website looking for a better way. I came up with my own "Trinity Force" for Jarvan. These items include the madred's razor, hexdrinker, and the phage, each giving a little damage with a little resistance. After trying out these three items, I couldn't believe the results. I was dominating against any lane opposition. Whether is was a Vlad, Rumble, Garren, Yorick, Kennan, Fizz, Darius, Pantheon, no matter who I faced off against, it was an easy mode top lane. By sharing this realization with all of you, I hope you can experience the ownage as I have.
Honestly you can use whatever summoner spells you want, for me, I've always just been an exhaust ignite kinda guy, bring the fight to them, putting the hurt on up and close, bringing the pain.
I chose the 9/21/0 route because I had tried every kind of mastery combo: all out offense with 30/0/0, then the off DPS of 21/9/0, but I landed on the 9/21/0 because I found the 21/9/0 was not providing the amount of tankyness I needed to be able to trade off with the opposing champion with having done more damage to them than they have done to me. Now you might be asking why I didn't go for the health regeneration or the bonus gold. I chose to do the minion damage reduction and the overall damage reduction because when you initiate on an enemy champion in a lane, all the minions auto target you. With the damage reduction masteries, the damage being done to you by the minions is minimal to nothing at best.
For the skills it all depends on which is your lane opponent, an AP or and AD champion. If you are up against an AP champ such as Rumble, Fizz, or Vlad, go ahead and level up dragon strike first. In this situation, you can keep your distance and use the strike to poke at them, it has a very low mana cost (45) so you can use it often with decent damage. If you're up against AD like Olaf, Garren, or Wukong, then Definitely get the flag first. For these kind of situations, I like to plant my flag in the middle of the enemy's minions, and when they come up to grab a last hit on one of your minions, connect your dragon strike so it goes through the opposing champ and drags you to your flag. As you knock them in the air, target them and hit them a few times. With their armor lowered from your dragon strike and your increased armor and attack speed from your flag, you will trade off a lot of damage done to them with little damage done to you. I say to level those up first before the shield because it's slow isn't that great and it shields based on how many enemy champions are in the vicinity, so for a solo lane, it isn't that helpful until end game teamfights.
I originally started off using Armor Penetration marks and quints, but found it difficult to last hit the minions in lane with only 55 AD. So that is how I came to use the flat AD marks, to add a little more punch to my attacks. As for the glyphs and seals, obviously I chose flat MR and flat Armor for early game tankyness, giving me around 45-50 Armor and MR at lvl 1. I believe Armor Penetration quints are more helpful than flat AD quints because chances are your opponent will be tanky too, and with the quints it gives you 10 Armor Penetration, which will destroy most of their armor runes (a full set of Armor seals gives 12 Armor).
Always, always start off with a regrowth pendant and health potion, unless you know for a fact who you are going up against. Then you can buy a Cloth Armor or a Null-Cloak and some health potions. Or if you're feeling ballsy, you can just go into lane with boots and pots. But like I said in the intro, I found my own "Trinity Force" for Jarvan. These items can be build in any order depending on what you need to defend yourself against. I suggest buying either the Madred's or the Hexdrinker first depending on if you're going up against an AD champ or AP champ, then get the phage, after that finish the frozen mallet and go right into Warmogs. After you've obtained the Warmogs, you can finish out the Madred's and the Maw. After that you should notice that you have one slot open in your item build. I leave the 6th item up to you, depending on preference or need, choose to build whatever you like for your last slot.