Build Guide by hodginsx924
Not Updated For Current Season
Jarvan IV Build
Not Updated For Current Season
Please Read this first
I am in the middle of finishing this guide, but I haev things I need to finish today first, I will post this but its still not 100% done, please vote.
Jarvan IV is all AD champ. Everything that benifits him has AD, with a little bit of AP for one ability. Dont worry this abilty is so strong that you dont need to buff it with AP.
I've used Jarvan since he was released and so far my games have all been solid. Win or loss my KD is always very high, now with trial and error to find the right build this took a lot of thinking through.
Yes that is the purchase order, and yes this build does let you come out of games with a solid 20-3-28 type ratio. You first have to know how to use him though. He is a ranged bruiser. His ult is nice but doesnt' work on everyone, also makes it very easy to kill squishys. If a friend is in a fight with someone trap them asap if you can. Take all you can get because in the end ur the one who wants them anyway.
This guide is going to show you how to play Jarvan to his full ability and how to make them flee from you.
The runes I chose help balane Jarvan A LOT!
He needs armor pen, because although he does MD its not even close the the amount of AD he does. So ARP is the Marks!
Second we have Seals of mana regin per level. This is going to help you not need to get mana all game long at the base, nor waste money on mana because that will slow down the rest of his pure ability to damage.
Your text to link here...
Third we have Glyphs of AS.
Yes AS. This is important, he already has an AS buff to start out and its the first thing you max, this help you and your teamates farm early, not to mention have an upper edge in the fights with getting in more hits.
Quintesents of AS.
Do I need to go further into detail on why we need these??
Its important to get a lot of damage and attack masteries. I also get the spell masteries in their because it helps with his life and mana, and the spell pen masteries in the AD scale helps with his ability to throw the flag and deal extra damage.
My masteries sit at 22-0-8
As I have mentioned earlier is AS speed is crutial for him early game, the faster you can push and farm the faster you can start working on damage.
Berserker shoes are the first main item to finish.
Giving you a boost in AS and a boost in mobility. :)
This item is an all around buff for him, dealing a whopping 50 damage and giving you a boost in mana and healing, this item is mandatory to be a second item for him, putting him over the edge in mid game fights, more then likely you can by this by rank 7-9.
This item wont make a huge difference when you get this, but it will help you from going home if you need to get health on minions, and could save your life in a fight, the purpose of this item comes to play later on.
Sword Of The Occult
This item gives you a damage of 10 to start and then 5 per stack, and is capable of doing 20 stacks! Thats 110 damage!!!! Plus 15 movement speed at 20 stacks! This has my heart racing in the ammount of rape you will be doing to their team. I fear for the guy who has to play you when this is at 10 stacks early game. Now lets remember 1 stack for assist, and 2 for a kill. Not only do you get money for the kill, but you now get a bonus damage, the same thing were saving up for in the long run right?
-Now still being on the talk of Sword Of The Occult I just wanted to say if you can stay near the team even if your not playing good, get in their and get that first hit, since your passive is designed to ignitiate. You can then stay in the back and torment with your ranged spear, either way this will help you get stacks and easy AD if you feel your not ready to be the one doing all the work.
The Black Cleaver
This is the item that makes you rip through the tanks made to take damage, you will slice and dice all day. Serious damage out put with decent AS. This item will also get you stacks on ARP. Very Nice if i say so myself :)
The Blood Thirster
We have alot of damage, but why not make it more... And while were at it, lets just get some of our life back. You now will gain 20% of your damage back in every strike.
Well now that your sitting at an easy 250 Plus damage, and thats putting it on the lower end. You can now gain atleast 50 hp for every attack, and your AS is high enought to get you 150hp by the second. Farming never became so useful.
This is someone people try to get early, but doesn't need to be done as soon as you think, you are made to get in and out and if you see a solo destroy them with your Big **** of a sword. Now lets think about this for a second here..? Extra health is a nice buff late game because this is when the enemy is going to be the strongest, but now you get a little AD its pointless to mention really, but the slow is whats important to you, one strike on the team running and whoever you hit is now lacking mobility to get away, now you can solo him easily.
Some might feel this item is more useful early game, and it just depends, for me and most experienced players you know your limits on a fight, and the health is nice but the damage is even nicer. Enough said here.
You make sell your Tiamat if you feel you would like to get more crits.
Tiamat is great for early farming with the splash ability but now you might want to top it off with damage and crits, if so here is your victory item.
Most games dont last long enough to get even this far unless someone on your team is feeding out the yingyang.
Cooldown: 9 / 8 / 7 / 6 / 5 seconds.
Cost: 40 / 45 / 50 / 55 / 60 mana.
Physical Damage: 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage).
Armor Reduction: 10 / 14 / 18 / 22 / 26%.
Cooldown: 20 / 18 / 16 / 14 / 12 seconds.
Cost: 75 mana.
Damage Shielded: 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion).
Slow: 15 / 20 / 25 / 30 / 35%.
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%
Cooldown: 120 / 105 / 90 seconds.
Cost: 100 / 125 / 150 mana.
Physical Damage: 200 / 350 / 500 (+1.50 per bonus attack damage).
Pros / Cons
Great at laning.
No troubles harrasing and enemy and making them flee.
Jungling? No problems do recomend more lifesteal if early game jungle
Great ganking abilities.
Team fight CHAMP!
Has no trouble with escapes, like going through walls.
Is most targeted champ
Low mana pool earlyl game
Can be pushed if by ranged