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Jarvan, Get Some
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Spells:
Exhaust
Flash
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
Like all champions, Jarvan has some strong areas and some weaknesses too. This build tries to address some of Jarvan's weaknesses through masteries, rune selection and the item build.
PROS
- Strong farmer for a bruiser
- good harrassing ability
- ability to lock down 1 or 2 enemy champions in a fight
- decent slow and defence from w ability
- decent damage and good surviability
- good team champion, with auras and attack speed bonus from E for the team
CONS
- Low Mana
- Low Mana regen
- High Cd on his abilities making them harder to spam often
- Ultimate situational and enemy Champions can easily Flash out
- Can be CC easily
PROS
- Strong farmer for a bruiser
- good harrassing ability
- ability to lock down 1 or 2 enemy champions in a fight
- decent slow and defence from w ability
- decent damage and good surviability
- good team champion, with auras and attack speed bonus from E for the team
CONS
- Low Mana
- Low Mana regen
- High Cd on his abilities making them harder to spam often
- Ultimate situational and enemy Champions can easily Flash out
- Can be CC easily
Greater Mark of Desolation
Armour Peneration is a strong rune, it helps to increase Jarvan's overall damage.
Greater Seal of Clarity
Jarvan has some mana issues, these runes will help Jarvan farm and harrass better by spam his abilities more often.
Greater Glyph of Celerity
CD reduction is helpful for Jarvan as mentioned above, it helps to allow more spamming of his abilities or to chase down running enemies quickly.
Greater Quintessence of Desolation
Like mentioned above Armour penetration is one of the best runes, it will help increase Jarvan's Damage output.
Armour Peneration is a strong rune, it helps to increase Jarvan's overall damage.
Greater Seal of Clarity
Jarvan has some mana issues, these runes will help Jarvan farm and harrass better by spam his abilities more often.
Greater Glyph of Celerity
CD reduction is helpful for Jarvan as mentioned above, it helps to allow more spamming of his abilities or to chase down running enemies quickly.
Greater Quintessence of Desolation
Like mentioned above Armour penetration is one of the best runes, it will help increase Jarvan's Damage output.
Flash
I like Flash because it offers survivability and is helpful in a lot of situations.
Exhaust
Exhaust can be used to pin down enemy champions, i choose this spell because Jarvans w ability Golden Aegis does not prove to be a reliable slow.
Other Spell options
Ghost
Ghost is a good option to switch with flash but i feel it is not a reliable escaping tool as you can still be exhausted or locked down.
Teleport
Teleport is a useful spell that can be used to save torrets or help initiate a push.
I like Flash because it offers survivability and is helpful in a lot of situations.
Exhaust
Exhaust can be used to pin down enemy champions, i choose this spell because Jarvans w ability Golden Aegis does not prove to be a reliable slow.
Other Spell options
Ghost
Ghost is a good option to switch with flash but i feel it is not a reliable escaping tool as you can still be exhausted or locked down.
Teleport
Teleport is a useful spell that can be used to save torrets or help initiate a push.
Martial Cadence: (Passive)
Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
Dragon Strike
Jarvan IV extends his lance through his opponent, dealing 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26% for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path.
Golden Aegis
Jarvan IV forges a shield protecting him 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion) damage for 5 seconds and applying a 15 / 20 / 25 / 30 / 35% slow to surrounding enemies upon activation. The shield adds more mitigation for every enemy champion nearby when activating.
Demacian Standard
(Passive) : Grants Jarvan 10 / 14 / 18 / 22 / 26% bonus attack speed and 10 / 14 / 18 / 22 / 26 armor.
(Active) : Jarvan IV throws a Demacian flag to a nearby area, dealing 60 / 110 / 160 / 210 / 260 (+0.80 per ability power) magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Cataclysm
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.50 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities.
Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
Dragon Strike
Jarvan IV extends his lance through his opponent, dealing 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26% for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path.
Golden Aegis
Jarvan IV forges a shield protecting him 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion) damage for 5 seconds and applying a 15 / 20 / 25 / 30 / 35% slow to surrounding enemies upon activation. The shield adds more mitigation for every enemy champion nearby when activating.
Demacian Standard
(Passive) : Grants Jarvan 10 / 14 / 18 / 22 / 26% bonus attack speed and 10 / 14 / 18 / 22 / 26 armor.
(Active) : Jarvan IV throws a Demacian flag to a nearby area, dealing 60 / 110 / 160 / 210 / 260 (+0.80 per ability power) magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Cataclysm
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.50 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities.
Starting Items
x2
or
Either one is fine if you like to use pots get that, doran blade gives good survivability and damage early but does not build to anything.
Midgame Items
By now you should have Mercury treads, Banshee's Veil for hp/mana and phage for some offensive capabilities.
You should work your way to completing Frozen Mallet and Sunfire Cape, giving you more of an offensive threat.
Late Game Items
If the game isn't over, you should work your way to completing Atma's Impler and Force of Nature to take advantage of your high health increasing your hp regen and damage while offering some magic resistance and movement speed.
Situational Items
If you are facing a heavy CC or ap team you might want to invest in Banshee's Veil rather than Sunfire cape.
On the other hand if you are facing a heavy melee Ad team an investment in Thornmail is a good idea.
x2
or
Either one is fine if you like to use pots get that, doran blade gives good survivability and damage early but does not build to anything.
Midgame Items
By now you should have Mercury treads, Banshee's Veil for hp/mana and phage for some offensive capabilities.
You should work your way to completing Frozen Mallet and Sunfire Cape, giving you more of an offensive threat.
Late Game Items
If the game isn't over, you should work your way to completing Atma's Impler and Force of Nature to take advantage of your high health increasing your hp regen and damage while offering some magic resistance and movement speed.
Situational Items
If you are facing a heavy CC or ap team you might want to invest in Banshee's Veil rather than Sunfire cape.
On the other hand if you are facing a heavy melee Ad team an investment in Thornmail is a good idea.
Laning with Jarvan should be relatively easy due to his fast attack speed animation you can quickly last hit minions. Jarvans E ability Demacian Standard can be used to last hit a group of minions, making farming a breeze. Jarvan's Combo ofandcan be used to amazing effect to harrass enemy champions too. Be sure not to spam this recklessly, as jarvan has big mana issues early game.
Once you hit level 6 you can initiate withwith your lane partner to aim to get a kill. It will at least force the enemy champion to blue pill back to base with low hp.
Once you hit level 6 you can initiate withwith your lane partner to aim to get a kill. It will at least force the enemy champion to blue pill back to base with low hp.
This guide is heavily team orientated. Many people play Jarvan as an "in your face" type however with this guide you will want to stick near your teammates to protect them. Once a team fight occurs you should save your ultimate for when enemy champions try to escape. If you see that 1 or 2 enemy champions have drifted away from their teammates, use the opportunity to cast cataclysm to take them out of the fight.
1. You should use Golden Aegis as often as possible, it provides a good damage soak and protects your hp from dropping quickly.
2. Know when to use Cataclysm, you can easily trap your teammates if you are not careful
3. Spam your E and Q combo to harrass enemies as much as possible
4. If you are the initiator, make sure your team is in a good position
5. in team fights save your E and Q combo to stop channeling ultimates such as Nunu's absolute zero and also to protect your carry if they are under pressure.
2. Know when to use Cataclysm, you can easily trap your teammates if you are not careful
3. Spam your E and Q combo to harrass enemies as much as possible
4. If you are the initiator, make sure your team is in a good position
5. in team fights save your E and Q combo to stop channeling ultimates such as Nunu's absolute zero and also to protect your carry if they are under pressure.
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