Build Guide by SohjiroSeta
Not Updated For Current Season
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Jarvan IV Build
Not Updated For Current Season
This is my DPS/Tank Hybrid build for Jarvan IV and this is my first build please comment and vote. I'm not scared of criticism good or bad so please give me your real thoughts on this build.
For my Rune choices i pretty much looked at places where the build could use just a little more boost and so i got
Greater Mark of Desolation Greater Quintessence of Desolation
Greater Mark of DesolationGreater Mark of Desolation for some Armor Pen
Greater Seal of Clarity for extra mana regeneration (if your really having trouble early game you could go for Greater Seal of ReplenishmentGreater Seal of Replenishment for a better initial mana regeneration)
Greater Glyph of Shielding for some added magic resistance
Greater Quintessence of DesolationGreater Quintessence of Desolation for even more armor pen
I added alot of armor penetration because that is the one thing i think the build is really lacking. If you need any other ideas for Rune choices you can look at this guide for more information.
I went with 21/9/0 there are a couple of different ways you can go with this like 21/8/1 and take one from Strength of Spirit in Defense if you need that extra push on Ghost (Personally i don't think that its needed).
Also i have 3/4 in Alacrity if you think that an extra percent in attack rate is worth it you can take a point from some where else but again that 1 extra percent its doing too much especially with all the attack speed already in the build.
For Summoner Spells i pretty much use Exhaust and Ghost]] for the usual reason but one thing i noticed with this build is that Ghost becomes more and more useless as the game goes on because of the high movement speed this build adds but can always sometimes still be useful.
or and or
These 4 are the spells you should really be using if you like Flash over Ghost then chose it or Ignite over Exhaust (again your choice) just choose what you use the best and i highly recommend using this one of these combinations of spells. Just make sure you have one of either Flash or Ghost and one of either Ignite or Exhaust and not two of one category.
I don't recommend the use of these spells but if you having trouble working on low mana or just generally want more you can go with Clarity but it will become completely useless mid-late game as Jarvan IV you really only have mana problems early game game, as for Cleanse you have Banshee's Veil so you wont really be needing it a better choice would be Flash or Ghost and as for Teleport some people really like to move quick around the map and it can be useful but you have tons of movement speed with this build so i feel you can get around the map plenty quick without having to discard one of the better Summoner Spells
Finally... these are all pretty much worthless to Jarvan IV so just do yourself a favor and don't get them... on any character (Well Smite isn't worthless if your jungling but you shouldn't be with this Jarvan IV build)
The first skill you should grab is Demacian Standard as it can help check bushes while doing some damage and then at level 2 make sure you get Dragon Strike so you can use your E-Q combo quickly then I focus Demacian Standard and then alternate Golden Aegis and Dragon Strike with points in Cataclysm at 6, 11, and 16. I don't start really giving more points to Golden Aegis and Dragon Strike until after Level 9 when you should have Demacian Standard maxed out mainly because the passive and double passive when the flag is out helps out alot early game. I personally tend to use the shield alot as it helps keep other champions from running away and allows for some extra protection so I level up Golden Aegis before Dragon Strike but really in my opinion after you max Demacian Standard you should focus whichever one you use more.
To make best use of this ability attack each enemy one before really going after one alone
This is best used in combo with Demacian Standard just make sure you don't miss your flag. Also the Armor Reduction of Dragon Strike is no joke fully leveled it will reduce 26% of your opponents armor. In team fights try to hit as many champions as possible with your first lance
Cost: 40 / 45 / 50 / 55 / 60 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Physical Damage: 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage)
Armor Reduction: 10 / 14 / 18 / 22 / 26%
Make full use of this during all your encounters especially at the higher levels it will block a ton of damage and slow all enemy champions around you. Use with as many enemy champions around you as you can fully leveled each champion adds an extra 40 shield during team fights this can be a game changer. Also when chasing this combined with your E-Q combo, Ghost, Exhaust, or Flash can nab you the kill and while running from a losing team fight or a 1v1 this can make the difference between you and/or your teammates escaping or you and/or your teammates dying.
Cost: 75 mana
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Damage Shielded: 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion)
Slow: 15 / 20 / 25 / 30 / 35%
This move can do so many things it has a passive which increases your armor and attack speed and if you use the active and your close to the sword your allies get your passive and you get the passive twice. This move is also a good harasser cause of its decent range and combined with Dragon Strike can possibly get you a kill. Also don't forget that this ability can reveal fog of war and see inside bushes. (Your allies will love you for this)
Cooldown: 12 seconds
Cost: 60 mana
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.80 per ability power)
Armor Bonus: 10 / 14 / 18 / 22 / 26
Attack Speed Bonus: 10 / 14 / 18 / 22 / 26%
This move is great for enemies trying to get away and if running from your enemy champions combining it with Demacian Standard and Dragon Strike or Flash can hold you enemies at bay while you or your team makes a run for it. Take care when you use this ability cause you can accidentally trap your own teammates. Also try not to use this ability on characters who have Flash or have a jumping move like Shen's Shadow Dash, Jarvan IV's Demacian Standard Dragon Strike combo, or Nidalee's Bushwhack / Pounce while using Aspect Of The Cougar.
Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage: 200 / 350 / 500 (+1.50 per bonus attack damage)
Catalyst the Protector
I start with Ruby Crystal and upgrade it to Heart of Gold as soon as possible to get the extra gold boost and wait to upgrade it to Randuin's Omen because having the gold boost can really help you in this build. If you having trouble early game since if you buy Ruby Crystal you can't get any Health Potions. So instead as a first item you could instead get Cloth Armor and 5 Health Potions. That's a matter of preference. From there I move to get Mercury's Treads for the Magic Resistance don't pass up on theses with another boot. Then grab Catalyst the Protector and that should all cost a total of 3500 Gold.
After Catalyst the Protector I grab Warden's Mail mainly for the armor but the health regeneration doesn't hurt either. Then Banshee's Veil which will give you additional Magic Resistance plus it's passive will help a great deal. If your facing more trouble with spellcasters then physical champions go ahead and grab Banshee's Veil before Warden's Mail. This is more or less the end of getting tanky items and now to get your DPS and attack up with Zeal and B. F. Sword.
Once you hit late get you want to acquire The Black Cleaver and Phantom Dancer as quick as possible. At this point you have all six slots full save up till you at least 1600. 600 for Randuin's Omen and 1000 for either Madred's Razors or Pickaxe don't go for Recurve Bow you need the attack more. I usually go with Pickaxe for the higher attack output. Finally complete your build with Madred's Bloodrazor and you own everyone although I doubt you'll ever get here.
Question: Randuin's Omen is only 600 why shouldn't I get it soon after Warden's Mail?
Answer: The difference between Warden's Mail and Heart of Gold with Randuin's Omen breaks down like this
- + =
- 77 Armor = 80 Armor
- 200 Health = 300 Health
- 5 Gold Per 10 Sec = No Extra Gold
- 20 Health Per 5 Sec = 25 Health Per 5 Sec
- + Passive: 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds.
- Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds.
- Active: Slows movement speed and attack speed of surrounding units by 35% for 2 second + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown.
So basically Randuin's Omen adds 3 Armor 100 Health 5 Health Per 5 Sec 5% cooldown reduction and a unique active but loses the 5 Gold Per 10 Sec so while Randuin's Omen is a better item I feel the extra gold helps a lot. So if you want to upgrade it sooner than by all means do so.
Other Item Possiblities
You could use this instead of The Black Cleaver but it's more expensive and doesn't reduce your opponent's armor which is the reason I chose The Black Cleaver.
This could replace Banshee's Veil but personally I don't use actives enough and I think that you will be able to make more use out of Banshee's Veil's passive then 105 second cooldown active this has although its 1275 Gold less it doesn't have the extra Health or Mana
This could potentially replace The Black Cleaver but the reason I chose The Black Cleaver over this is because Zeke's Harbinger has no extra attack damage. Although if you're behind this is a good item that's 1215 Gold cheaper.
This is in my opinion useless because the 2% Extra damage will add 54.3 attack damage (at full build) and The Black Cleaver is what you would take out to fit this in and it's just not worth the loss of the Armor Reduction. An added note this item could potentially be useful if combined with Warmog's Armor but this combo is for a tank not a hybrid.
This could replace The Black Cleaver but I personally don't like snowball items and this one forces you to lose all your bounses upon death not just a third. The life steal could be useful but again it's just not worth the loss of the Armor Reduction.
Some builds having been using this so I thought I'd mention it here. This item has no business on any Jarvan IV yes your mana is bad early game but mid to late game you won't have many problems with mana. Also you will never fully stack this and there's nothing in my build that you could take out to add this in.
Item's that could work for Jarvan IV but just wouldn't fit into this build
These items can work well for Jarvan IV when he's trying to go more into either a full DPS or full tank and this build is a hybrid of both. If you want a full tank or a full DPS there are many other build you can look at.
Tips for playing as Jarvan IV
- Don't trap your own teammates with Cataclysm while they're running away
- Master your E-Q combo for ganking, escaping, chasing, harassing, and just fighting.
- This Guide has a good picture about half way down the page of good flag jumps/jukes.
- Use Demacian Standard to last hit minions when farming
- Spread out your attacks to make full use of Martial Cadence