Build Guide by Hugenjpana

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Hugenjpana

Jarvan IV - Wanna spoon? No I'd rather SPEAR!! -Dps Jarvan-

Hugenjpana Last updated on March 21, 2011
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Build 1 (Cheat Sheet)

Champion Build: Jarvan IV

Health 3589.7
Health Regen 19.6
Mana 945
Mana Regen 15.74
Armor 117
Magic Resist 107.5
Dodge 0
Tenacity 0
Movement Speed 410
Gold Bonus 0
Attack Damage 287
Attack Speed 20.938
Crit Chance 30%S
Crit Damage 0%
Ability Power 0
Life Steal 12%
Spell Vamp 0
Armor Penetration 49.2
Magic Penetration 0
Cooldown Reduction 27.47%


Recommended Runes



Ability Sequence

2
10
15
17
18
Ability Key Q
3
8
12
13
14
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
3/
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 8

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 1

Guide Top

Introduction

Hey guys, this is my second Guide on Moba and its all about Jarvan IV The Exemplar of Demacia!!
I have been playing this champion nonstop since release and I absolutely love him! This is essentially a full DPS build for him with possibly a couple of *hybrid tank* items put into it, tell me what you think!


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Pros / Cons

Jarvan IV is a very solid champion. I'm going to go over his strengths and weaknesses here, and show you how to avoid his bad times and how to capitalize on his key strengths.

Pros:

    ~Very Solid Laning Champion
    ~Very Good as Harassing
    ~Can 1v1 most champions if played correctly
    ~Great at locking down from 1 to 5 people
    ~AoE Slow
    ~Can get assists just from dropping Damacian Standard
    ~Can knock up, up to 5 people at a time.
    ~Has a skin that looks like M Bison!


Cons:
    ~Will almost always be targeted first by the way he initiates fights.
    ~Can be a bit squishy cause hes an IN YOUR FACE type of champion but built dps.
    ~Not much Survivability until 3 atleast
    ~If ulti is not used correctly you can get yourself/a teammate killed, or have an enemy get away.


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Runes

Greater Mark of Desolation Armor Pen, One of the best endgame Damage stats you can have No reason NOT to get these!

Greater Seal of Replenishment I either get these or Vitality (see below), mana for him early game is hard to come by, so these seem to help me a bit in the laning phase.
OR
Greater Seal of Vitality Health per level is awesome with him, since his health scales decently as he levels and flat heath are worst past level 5. These just give you that tiny bit more of survivability that you will be glad you got when you survived with 30-60 health *phew*

I think cooldown reduction on him is awesome! Keep up your standard 24/7, keep up your bubble more often, more spear charges to do damage/reduce armor, less time till you have to wait on your ulti, all around just awesome blues to use on him.

Greater Quintessence of Desolation More armor pen! as stated above, Arguable the best endgame stat for a melee dps/carry champion.


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Masteries

I use 21/8/1, Yes I KNOW its almost the exact same Rune build Phreak uses in his tutorial but I love it. I honestly don't understand why he uses those masteries combined with his items, just seems kinda meh to me, but when you add Manamune into the mix it changes the whole way you look at health regen!
There are a few points you can throw into/out of some things and toss them into others in the offensive tree so toss some points around as you find fitting to your play style.


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Summoner Spells

Move faster to Run away/get into battle, chase, anything really, overall just a great spell
Locking down a target in 1v1 and you are almost unbeatable (key work almost :P), or use it to slow someone down so your teammates can shred them apart in group battle, or just use it to lock down a carry in a team battle for a few seconds, exhaust (if used correctly) can be game changing.


I take of almost every melee damage dealing/carry that I play. I find the movement speed from ghost and the slow/debuff that exhaust applies to the target is almost too great to pass up. I guess if you had a team with a lot of exhaust you could get instead if you really wanted. You could also replace with .

is also not a bad spell to have. Especially if your team doesn't have someone with Teleport, helps for pushing/defending towers. can keep your enemies from getting a couple hundred gold sometimes!


Guide Top

His Abilities

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.


Guide Top

Laning

Laning With Jarvan 101

After playing him for the last 3 or so days, I consider Jarvan one of the best laning champions in the game, and here is my reason!

He is amazing at last hitting, fast attack speed/animation and does bonus damage on first hit, what else could you ask for? He also has amazing harass capability with his *3 hit combo*. Drop a ontop/right behind your target, use to pull yourself to the target, then auto attack once or twice, they will have just lost between 200-400 damage depending on their current health etc. And you can do that every 10-15 seconds (mana allowing)

I hear people say *Vlad is an amazing Laner, Ashe is amazing in laning, Katarina is amazing in laning*, so on and so forth. Well yes you are correct, all of those are very good choices for what people consider strong laning champions, But I personally have shredded apart a Vladimir, Torn threw an Ashe, and ate a Katarina for breakfast in the laneing phase. I don't know if its that he is overlooked, or if he is actually that strong! Either way, he can solo mid perfectly fine, or lane with someone, whatever you choose to do.


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Farming

Need more items? FARM KID FARM!!

Everyone knows how farming is important so I dont need to tell you that. What I will tell you though is that Jarvan is an amazing Farmer, so use his skills accordingly. His into a cause be used to clear entire creep waves (level 9ish+) if you place yourself correctly. His mobility is also amazing as you can get threw thick walls etc. with this same combo of abilities. Also, since they are on such short cooldowns (remember cooldown runes oh yaa ) you can use them on every wave that comes up to you. a decent number of minions kills to look for is somewhere around 150-200 minion kills in a 25-30 min game. If you get higher, good job you know what you're doing, if you get lower, dont stress it happens to us all.


Guide Top

Skill Sequence

WHEN THE HELL DO I USE WHAT? IM SO CONFUZZEDDD

I have had a few friends/fellow players ask me exactly how i play Jarvan, and to be honest I don't even know, I usually just spam my head on my keyboard and people just die so im really not sure what to tell you..... Lol its a joke, this isn't a guide for Karthus don't worry :P. But in all honesty is really depends on the situation at hand. If you are initiating, or if your teammate is initiating it can be a completely different way to approach a fight. Ill go over a few different tactics/tricks i use when fighting people in different scenarios.

1v1
>>Auto Attack >Auto attack, Auto attack> >Auto attack>>> Auto attack. If someone is not dead by then there are one of two things wrong. 1, You are fighting a tank and why did you try and kill a tank 1v1, or 2. You missed your standard/dragon strike and you should play a few practice to get the hang of him.

That will be your typical strategy for a 1v1 battle. Most people ask me why i save Cataclysm for almost the end of the Fight. WELL MR GRUMPY GILLS here is my answer, because with how much pressure you put on someone threw the first 3-4 abilities+auto attacks, most of them will have used ghost or flash or something of the sort to get away from you, oh no now they are far away! what shall I do?! OH YA my ulti is still up, MAN IM HAPPY I LISTENED TO hugeNjpana on when to use my ulti. I know that was all over the place but you should get the idea. If you save your Ulti for AFTER they use an escape ability you are almost guaranteed to land a kill, you just have to learn to be patient young one.

2v2
In a 2v2 fight you will essentially want to do the same skill order that I explained in a 1v1 but you will have to be a little better in placing your abilities. Try and hit both enemies with your > combo so they are both knocked up, that almost guarantees a larger shield+double slow from your . use to lock down one or both if you think you wont get the kill/kills.

Team Fight You initiate
When you are about to initiate make sure your tanks go in first (should be a given) and they use an ability to do so, Rammus' Powerball, Malphites Ulti etc, after they do that it leaves you open to get an awesome multi-target in. Most people when they see will panic and not know exactly what to do, until its too late ^.^. throw your standard ONE TWO combo and try and hit as many as possible (( > )) Toss out a and its time to start auto attacking to victory. If everything goes correctly you have done your job, you have locked the enemies in a arena of death, you have buffed your team, you have knocked up a few enemies, and now they have a solid slow on them, if your team can not get a few kills/ace threw that then they are doing something vastly wrong.

Team Fight You are Jumped

Lets say you and a few of your buddies are roaming their jungle grabbing buffs/clearing mobs/pushing lanes and you notice they are all MIA, OMG WHAT DO YOU DO?! #1, don't panic, you still have a very high chance of winning this battle, you just have to learn when to use what. Typically you would want to open with your standard ONE TWO combo and try and hit as many as possible (( > on whatever target seems like the most threat to you, toss out a and now you have a solid shield and everyone around you is slowed. Now it is time to find their carry/high damage dealer and make them suffer! toss a on top of them and start ripping their face apart. I have noticed Jarvan is an awesome anti-carry, so take advantage of that!


Guide Top

Items

Starting Items
I personally like starting with a or . They both give you good lane staying power even though you do not have any potions (damn you riot). Just be semi passive until level 3 when you get your shield! You can also start with a and a if you feel comfortable with having a bit less Health.


Key Midgame Items


With these 3 items you have a solid balance of everything you want, you have T2 boots so you have the increased attack/movement speed, and will give you that bonus Attack damage/Armor Pen/Cooldown reduction. After this you can start working on your Survivability Item, . I have found this to be my favorite *everything in one* item for Jarvan, it gives you a very solid amount of health, a little extra attack damage, and a slow on every auto attack (cause Jarvan doesn't have enough chasing power right?).

Key Items:


Anything after that is really up to you, I personally like or and but who doesn't want options!


Options!


Attack Damage/Attack Speed


Health/armor


Magic Resist



All of these items are viable to get on Jarvan for different situations, really just depends on what you are fighting and how well you are doing and how good your tank is.


Guide Top

Final Words

OH HEY WHATUP

I consider Jarvan a very strong melee champion if played correctly, i believe he can even be considered a carry in some situations. Just remember that he IS semi squishy with this guide, but his damage is NUTS. Please try it out before you down vote and tell me what you think i can add/improve. Opinions are always welcome but please don't troll/flame me,, I am not the type of person that goes onto other Jarvan guides and down vote to make mine higher, so please respect me enough to do the same :)

Will be coming out with a movie in the next week or so, so stay in touch to see it!!

-Huge



About the Author

Hugenjpana

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