Jarvan IV Build Guide by CrazyPeruano
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Hi I'm CrazyPeruano and I am going to show you how I build Jarvan IV. Jarvan Iv is a very viable option for a solo top. He has crowd control, good amount of health and great armor and magic resist. His passive is also a very good way to last hit minions so he excels at last hiting. He also excels at the role of kepping all of the enemy team in a place until your team arrives or to lift up the enemies so that your team can annihilate them.
Pros / Cons
- Good damage resistance
- Crowd control
- Good last hitting (passive)
- Not much early game damage (with wrong runes)
- May suicide with his ultimate
- May hit accidentaly his flag and be carried to the enemy team
The offensive masteries are also a very good option for Jarvan IV but I prefer the defensive masteries so that I have more defense against minions and champions.
The defensive masteries are good to give some protection agaisnt minions so that you dont need to give them no importance at the start of the game.
The utility masteries are good as Jarvan IV needs the mana and the mana regen so that you can use your spells moer frequently and dont have to recall because of mana issues.
Skill Description and Sequence
Jarvan IV extends his lance, dealing physical damage in a straight line and lowering the Armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path.
I max this ability first as it reduces the armor of champions and minions hit by your spear. This is great in combination with Martial Cadence (passive) as it makes your basic attack stronger as the enemy has less armor; making it easier to kill or to last hit (in case of hitting minions).
Jarvan IV shields himself for 5 seconds, which, upon activation, also slows surrounding enemies for 2 seconds. The shield gains strength for every nearby enemy champion upon activation.
I max this ability last as the shield is not that big so increasing the level does not makes it much better. I do rank it in level 4 as it gives you a slow which makes it easier to persue the enemy champion.
(Passive): Permanently grants Jarvan IV bonus attack speed and armor.
(Active): Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies at the landing point. The flag will stay on the location for 8 seconds granting armor and attack speed to all nearby allies as an aura.
I max this ability second as it gives you some armor and attack speed. This is a very good way to get the assist in a kill you have not hit as if the aura supports a champion that had at least on hit on the enemy, you will get the assist. It is also great because the armor supports you and your team.
Jarvan IV leaps to an enemy champion, dealing physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the impassable terrain by activating this ability again.
I max this ability when possible as, well, it is your ultimate. I like this ability very much as it can assure a kill by trapping the champion in a arena for 3.5 seconds; enough time for you to kill the champion or to slow him with Golden Aegis and then kill him with any other ability. It is also good in a team fight as if there is a Ziggs on your team it makes it much easier to hit more enemies as they stay in your arena until the bomb with the ground and kills everyone there.
Greater Mark of Strenght:
This gives you a great start in early game as it increases you attack damage by a flat amount at the start of the game. Some people say that it is better to have attack damage per lvl but I think that if you have a good start you will have a better game at the end.
Greater Seal of Resilience:
This also gives you some tankyness at the start of the game as it give you a flat amount of armor. I prefer flat armor as you mostly need it in the start of the game when you are not that tanky.
Greater Glyph of Warding:
The same that the Greater Seal of Resilience but with magic resist. This is also very useful as it gives you the amount of tankyness you need at the start of the game.
Greater Quint of Strenght:
This gives an incredible amount of early game damage as it totally boosts your attack damage at the start of the game. Some people may say that it is too attack damage but I think that this is perfectly fine.
It gives you some Tenacity, reducing all crowd control, so it is a good option for Jarvan IV. It also gives you some magic resist so it makes you a bit more tanky.
Atmogs (Warmogs Armor and Atma´s Impaler):
This combo is a very good way of getting some health, damage and armor so it gives a preety good combinations for every solo top champion. I like to get Warmogs Armor first than Frozen Mallet as I really want to fully use it by maxing its passive by completing the Atma´s Impaler.
This makes your basic attacks slow your enemies and also giving you extra health and damage. This is also a good option for solo top champions as it makes you kill your opponents easily.
This item is also very good as it gives you crazy amounts of damage and life steal, making you stronger in every aspect in a 1on1 fight.
Maw of Malmortius:
This item gives you the best combination between damage and magic resist. It also gives you a shield that blocks magic damage. A good option versus fed mages. You can also buy this item before The Boodthirster if there are too many mages that are just bursting you down in a second or two.
Teleport is a very good option for a solo top as you may need to recall to the base and quickly come back to the turret to support it.
This makes you catch up or escape persuers bacause of the slow. It also helps on a 1on1 fight as it reduces the damage done by your opponent.
Ghost is also a very good potion as it helps to persue and escape enemies. But it is useless in a 1on1 fight so I prefer exhaust.
Flash is a good option but it is not that useful as the combo of Dragon Stike and Demacian Justice is like a flash.
Heal is also a good option but Jarvan IV is already to tanky so Heal would just make him a little bit better, but not as much as other spells.
Demacian Standard -> Dragon Strike -> Flash (if you chose it) -> Cataclysm:
This combo is the best way to catch up with a running enemy. It not only makes you double flash (if your Dragon Strike hits your Demacian Standard), but you will also trap the enemy in your Cataclysm for 3.5 seconds. This is way enough time for you to kill it or to slow him (with a Frozen Mallet) and then finish him. You can also slow him with your Golden Aegis.
You can also use level up this skill first if you are feeling that champions would be on the edge on the bush awaiting to stun you. The flag not only damages the target area, but also reveales the area and gives you bonus armor and attack speed. This buff is also perfect in a 1on1 fight as who knows if that bonus armor could have saved you or not.
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