Jarvan IV Build Guide by NeshkeBGD
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Mastery Tree Is Outdated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.
Hello and welcome to my Jarvan IV guide.My name is NeshkeBGD,and I hope you'll like the guide.
By the way,this is top guide,whether it be solo or duo or you can take bottom lane,work well on both top and bottom.
Let's talk about Jarvan IV a bit.He is a melee fighter specialized at separating opponents and taking them down easily.He has great mobility and with Flash,he will be hardly caught.
He has high damage output and can easily counted as an anti-carry because he can break them anytime during team fights.He also has great synergy with his fellow, Xin Zhao,which will farther be explained in combo section,as Jarvan IV will has a lot of possibilities.
+Can make easy escapes.
+Can help teammates in escaping and chasing.
+Good AoE slow.
+Has a shield.
+Has armor % reduction within abilities.
+Has aura to support others.
-He must go right after tank in team fight because he's an oftank to cover his carry.
-Ulti is quite hard to maser(this does not look so,but it's really hard to master it) so he can trap injured teammates within it too.
-Enemies can use Flash or any other dash ability to get out of his Cataclysm.
Well,I wanted to start with this because I thought you may ask why did I put points in all three Offense,Defense and Utility,huh?We will explain those right now:
Classic,grabbing armor penetration and leaving it there.
I take improved Heal with Summoner's Resolve .Most would find Heal stupid,but I will explain later why Heal.
- Resistance and Hardiness -Gives me a bit of armor and magic resistance early in the game which is pretty useful.
- Durability -HP per level is always hand,also you will get you normal 90 excluding Durability .
- Vigor -I almost never leave this unresearched.
- Veteran's Scars -HP is always appreciated.
Here,I take improved Flash with Summoner's Insight .
- Expanded Mind and Meditation -Jarvan is so mana thirsty,so I pick this up to solve his problems.
- Swiftness -We could've spent it somewhere else,but as we don't build boots on the beginning,we will be a bit slower,and this is needed.
Ok,we're getting on to runes now,you have few possible choices.
I use greater mark of desolation for armor penetration.This will penetrate your armor and deal bonus damage on each attack you make.
As I said,you have few choices.Other choices are:
Greater Mark of Armor or Greater Mark of Attack Damage or Greater Mark of Magic Resist.It's up to you to choose.
I use Greater Seal of Armor for more armor early game.This is great thing to get as armor is alway needed.
Also,you here have a couple choices: Greater Seal of Health or Greater Seal of Endurance or Greater Seal of Vigor or Greater Seal of Magic Resist or Greater Seal of Mana(but I wouldn't recommend this one though it might be useful).
I use Greater Glyph of Scaling Magic Resist for good amount of magic resistance at level 18.
You can use Greater Glyph of Magic Resist.
I use Greater Quintessence of Health.Also good choices are:
Greater Quintessence of Desolation or Greater Quintessence of Attack Damage or Greater Quintessence of Vigor or Greater Quintessence of Attack Damage.
Core items&Situational Items
My core items:
Let's explain why each of these items:
I saw many Jarvan IVs buy Ninja Tabi but in each game,I get these boots regardless of my type of champion(xD I mostly play offtanks,tanks and assassins).
This is great thing,giving you magic resist and tenacity,especially when you play Irelia.Due to her passive,she will get tons of tenacity.Also,viable choice is also Ninja Tabi.
I really like to give this to Jarvan IV.This is great choic because it gives you needed armor,needed mana,and also CDR.His CDs aren't best so this comes really handy.
This thing I like to use because I get HP,damage and 40% slow on each attack.Many would prioritize Warmog's Armor over Frozen Mallet,but I find that this is quite useful chasing and fleeing tool.Many would not think that,but with each attack you slow movement speed by 40%,and with you flags and lance you will easily escape almost every time.This is also good for poking enemies and triggering you passive.
I know that many would switch the order of Force of Nature and Atma's Impaler,but I say no.Why?Because I find buying this items is more useful than buying Atma's Impaler.That is because you will need more magic resist,mobility and HP regeneration.
This is very useful item.Gives you armor,magic resistance,damage and critical strike chance(less important].This is great thing to get on any fighter because of all stats you get.Do never forge to get this item,no matter which offtank you play,this item is key to being a good offtank.
This is very useful item in my opinion.If you force you enemy in 1 vs 1,they will sure cast a few spells on you.It gives you nice amount of HP,mana,magic resistance+spell shield.This is indeed one nice item to get.
As you can see,this build is mostly taking out crucial target from team fights and destroying them in direct fight 1 vs 1.
This is great item to get due to it's HP and HP regeneration.
Well,I thought about this item,but I didn't have enough space for it.You can get it,but I don't think it would be good to switch some items in my build for it.
About this item,I like it a lot,but I don't feel like letting it get in my build.I do think it is great,but it will not go in my build like Banshee's Veil or Force of Nature.
I like this item a lot.It is simply cheap for stats it gives you.But,I feel like I have more important items to build.If you like this item,you can get it instead of Frozen Heart,but I prefer getting Frozen Heart over Randuin's Omen on Jarvan IV.
This choice you can always get,you can get it instead of Banshee's Veil or any other if you see that you're dying and you need this item.
You can see that I am not the one to prefer Doran's items.I feel like they give me small protection.Both Blade and Shield,but not the Ring.
Jarvan IV is one of character that have passive which is simply killing.
This passive is great for poking enemy as it will drain their HP quickly.It deals percent of enemy's current HP.
This is not maxed ability,but very crucial indeed.It helps you reduce your opponent's armor and it can pull you to the flag.Also,this is great ability for harassing,but will drain your mana quickly,so don't harass enemy too much with this.
This ability is maxed second as it is good to use shield at any time.This shield also provides you with ability to slow nearby enemies.Always use the shield,I sometimes forget to use it and I get screwed. l:(
This may be great and may not be great.This ulti is different than other ulties.This can trick you and may not.It all differs on a situation.I remember when I wanted to help my friend,who was playing Teemo.I tried to trap Kayle,but I trapped Teemo within.That caused instant death of both of us because that son of the ****, Veigar, fed Kayle on the mid with 4/0.That was the example of wrong trapping.Another example of right trapping in the same game. Nidalee and Kayle were after us, Teemo and me.I jumped onto Kayle(naughty boy) and instantly threw my flag away from Cataclysm followed by Dragon Strike causing my lance to pull me towards my flag. Kayle and Nidalee stood in there trapped while we escaped.GJ but BG.Do never forget to think of Cataclysm as damage dealer on level 1 Cataclysm deals 200 damage+1.5 per each AD ration.On level 3 0f Cataclysm it deals 450 damage with the same AD ratio of 1.5 per 1 attack damage.So,on level 18 it will deal about.In my build that damage is 450+257.84=707.84 damage,so that is a lot of damage.
There is a lot of combos,different combos for different situations.
Easier to do,harder to escape: Demacian Standard, Dragon Strike to the flag.
Harder to do,easier to escape: Cataclysm, Demacian Standard, Dragon Strike to the flag.
Charging-knock up: Demacian Standard, Dragon Strike to the flag.
Charging-No escape: Cataclysm, damacian standard(outside of Cataclysm), Golden Aegis(when Cataclysm is about to break), Dragon Strike.
Saving ally: Cataclysm:
1.Continue fighting- damacian standard(on target), Dragon Strike, Golden Aegis(when Cataclysm is about to break).
2.Run away- damacian standard(outside of Cataclysm), Dragon Strike.
Keeping enemy away from his allies- Cataclysm, Demacian Standard(guess where he would go afterwards), Dragon Strike(towards the flag,when he tries to get away), Golden Aegis.
Synergy with Xin Zhao.During Cataclysm Xin Zhao can also go in with his Audacious Charge and combine it with Three Talon Strike to slow and knock up enemy.
This may look like a small help,but go ahead and try it with your friend,this is a great help.
Most people think this is a bad spell,only for noobs.But this spell suits Jarvan IV.
You can use it during Cataclysm to have dominance.
This one I forgot to mention in escape combos section.This is very useful spell for catching up or escaping.
Many are using this for carrys,but I can say that this is fairly good spell.It removes all negative buffs from Jarvan IV.
I can say this is also a good spell for chases and flees.This is great thing to combine with flag-lance combo,and on the end popping up you Cataclysm.
Overall,I believe this looks pretty short.Ok,it is,but I believe this has enough information.
Let's summarize once again.
Jarvan IV is a fighter.He uses mix of offensive and defensive items to succeed.In masteries I pick up armor penetration in offense,HP in defense and mana in utility.From runes I get armor penetration,armor,magic resistance per level and HP.Build is following this items: Mercury's Treads, Frozen Heart, Frozen Mallet, Force of Nature, Atma's Impaler and Banshee's Veil.I maximize my E first than W and finishing with Q,grabbing R whenever I can.
Special thanks to jhojijhoji and Matt for coding.
Thanks for reading my masterpiece(lol) and read my other masterpieces(lolz).
Good luck and have fun.
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