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Jarvan IV Build Guide by Riely

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 Riely

Jarvan, loling at death

Riely Last updated on January 10, 2012
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Ability Sequence

2
8
10
12
14
17
Ability Key Q
4
13
15
18
Ability Key W
1
3
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/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Table of Contents
Guide Top

Play Style

This play style is an extraordinary aggressive playstyle. It is truthfully all about getting in, and getting early kills. I have found that it works the best while pairing with a tank in the beginning, however if you are in for a long game, do not fret if you do not get early kills. This build picks up quickly and allows you to snowball in late game.

In mid game you will either be farming, or doing an almost mid job ganking in other lanes.

In late game you will basically be able to pull off ridiculous backdooring, solo dragon, or in general being a rather nice ad carry with cc capability.

One thing to remember is that your standard makes your attacks faster. So if you choose to backdoor, put your standar at a safe distance behind you so you not only are killing the tower faster, but you also have an escape in the eventuality that they remember that you exist.

Take the fact that most people view jarvan as an offtank to your advantage and kill swiftly to the point where they cannot come back from it.

In team fights your job is basically to guard yourallies who are about to die with your e q combo. However know that if you can get away with not being the initiator, it is better to come into the group fight after about a third of the fight has past. Pick off the stragglers and just in general try to trick them into being near you.


Guide Top

Alternatives

This build truthfully doesn't need surge. However if you are uncomfortable with early kills it is definitely a good choice. I generally choose teleport myself though. Teleport allows for good repositioning, and allows you to back door while not worrying about missing the team fight.

I typically do not choose an escape summoner spell mainly because Jarvan not only has a built in escape, but because this build gives him plenty of speed.

Another thing to choose is the talent where you do ten more base damage to the towers, though that is more of a choice based on what you are expecting to be able to pull off.

If you get many kills early on, another option for items is to replace one of your early items with a sword of the occult. It becomes much harder for your opponents to deal with you if you continuously shut them down.

The last real option comes if your opponents decide to not have armor, skip out on the last whisper and go for a frozen mallet instead.