Jarvan IV Build Guide by WiredeyeTV
Not Updated For Current Season
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Jarvan IV Build
Not Updated For Current Season
I play Jarvin as a Bruiser/Tank/Initiator which takes full advantage of him as a character. I'm sure he is a great dps character and all however in my many games playing I have come to form my own build that has proved very successful. Check it out!
- VIDEO HAS ALL THE WRITTEN BS OF USUAL BUILDS CHECK IT OUT
Great Laning Partners
What makes a great laning partner for jarvin is a characters with a good amount of disables and the stats to be aggresive. Laning with a soraka for example isn't my preference. By all means you will never die and may pull off a kill however it will be that much harder and it will reduce the amount you get fed in the early game. Characters you should be looking for are...
- and more you get the idea. They should have some form of disable and also have a good damage ouput while also having a good amount of survivability.
The only reason for this category is that mobafire makes you have 5000 characters in order to publish your build as a real one... that being said I'm going to describe some of the early game tactics I use in the lane to snatch kills which is also covered in my video.
Item Choice - Like I've said in other build(s) the item choice is not a 100% guide to life as jarvin, there are games in which certain items will be allocated for later or even cut out of the build in order to be substituted for a different item. For example, if someone on your team is already rushing an aegis of the legion, then perhaps you will want to go the route of a randuin's omen. Or perhaps the enemy is almost all AP characters then maybe you would like to substitute the Sunfire Cape for a force of nature. You get the gist of it. Like always I will say this is a guide not a bible of Jarvin, modify as you please to fit your playstyle!
Early Game- The first being your harassment combo. Jarvin's raw stats and tanking ability make him a menace in his lane. He is able to get away with being enormously aggressive while remaining in good health. Even in my lane as displayed in the video it's a 2v1 yet I play just as aggressive and end up dominating the lane. It is because I use the Demacian Standard and Dragon Strike combo obviously as well as following up with one auto attack in order to proc his passive. This allows for a large amount of quick damage to the target in a short amount time and due to him being knocked up you should only take roughly 2 auto attacks assuming he doesn't try and run. Use this to wither your opponents away and I guarantee a kill will come your way.
Mid Game - At this point you should have at minimal your mercury treads and phage and should be pushing and ganking at will. The main focus should be to drop your tower in your lane if you haven't already and then go assist your teamates in their lane. Ganking is very easy on jarvin so it should be relatively simple to get some easy kills for you or your partner. Keep roaming and helping and round the jungle some as well.
Late Game - Team fights! You should be initiating and tanking everyone of them. Use your E Q combo to get in there and then focus down their heavy ad/heavy ap exhausted as it is needed. This is where Jarvin truly shines!
Flash and Exhaust
- I don't see a need for any others. Switch out based on preference
I use all health runes on all my characters because I don't buy RP... buy runes at your discretion I could see armor quints and perhaps some regeneration/magic resistance/cooldown reduction.
All in all Jarvin is a great champion, I've yet to have a game in which I felt like I was almost doing nothing to other team and was obsolete. This is a feeling I've had many times before on other champions when the other enemy team has been fed and as a result much more far in their item progression and level. With Jarvin you are always able to hang with the highest damager dealers and do a lot of damage while taking a little. I highly recommend this champion for high elo play, if not banned, because if used correctly he can be one of the biggest menaces of the summoner's rift! I hope this build helps a lot in your attempt to apply it to your Jarvin play
Thanks again and please thumbs up this build if you found it useful.
Watch the video, it explains such tactics in further detail and as always don't forget to SUBSCRIBE TO MY YOUTUBE CHANNEL!
Martial Cadence (Innate): Jarvan IV's first attack on a target deals 10% of their current health as bonus magic damage (max 400 damage). This effect cannot occur on the same target for 6 seconds.
Ability Description Leveling up
Dragon Strike (Active): Jarvan IV extends his lance, dealing physical damage and lowering the Armor of all enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Physical Damage: 70 / 120 / 170 / 220 / 270 (+1.1 per bonus attack damage)
Armor Reduction: 10 / 14 / 18 / 22 / 26 %
Golden Aegis (Active): Jarvan IV forges a shield for 5 seconds, which slows surrounding enemies for 2 seconds upon activation. The shield has more health for every enemy champion nearby when activating.
Cost: 75 mana
Radius of AoE: 600
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Shield Strength: 50 / 90 / 130 / 170 / 210
Extra Shield Strength: 20 / 25 / 30 / 35 / 40 per nearby enemy champion
Slow: 15 / 20 / 25 / 30 / 35 %
Demacian Standard (Passive): Grants Jarvan bonus attack speed and armor.
(Active): Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies in the area and granting his passive bonus to nearby allies and again to himself for 8 seconds.
Cost: 60 mana
Cooldown: 12 seconds
Range to Center: 830
Radius of Damage AoE:
Radius of Buff AoE:
Attack Speed Bonus: 10 / 14 / 18 / 22 / 26%
Armor Bonus: 10 / 14 / 18 / 22 / 26
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.8 per ability power)
Cataclysm (Active): Jarvan IV heroically 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 again.
Radius of Wall AoE: 300
Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage: 200 / 325 / 450 (+1.5 per bonus attack damage