Jarvan IV Build Guide by crazieshado
| Health | 4216 |
| Health Regen | 81.6 |
| Mana | 1345 |
| Mana Regen | 23.1 |
| Armor | 195.69 |
| Magic Resist | 177.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 10 |
| Attack Damage | 154 |
| Attack Speed | 30.938 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 16.64 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated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.
Masteries
Introduction
Alright! Let's do this.
{Special Thanks to JakofAllSpaydes for the Banner!}Anyways, if you care to know more about what I've been doing recently, come check out me and my team's blog.
Click Here!
If you have any questions or things you wanna talk about or ask me, go on and find the Discussion section and leave a comment, since I'm more likely to make a timely response there.
Anyways, on with the build!
Second build I've done so far, but anyways, I hope you enjoy this build, etcetera, Jarvan is awesome, blatant advertising, anyways. Now that that's out of the way, I'm sure you're here because you've realized that Jarvan is the way to go and that he should be the president, and that you're clearly going to win every game you play with him as long as your team has half a brain. Well I'm here to help you do that. Enjoy the build.
BUILD 1 ILLUSTRATES THE FULL TANK WAY TO BUILD HIM. BUILD 2 SHOWS THE OFFTANK/AD METHOD. CHOOSE ACCORDINGLY.
Your Role As Jarvan IV
Jarvan is probably one of the most versatile champions I've ever played.
He can fulfill a variety of roles based on what your team needs. He can Jungle quite well, and has an above average ganking ability right out of jungle due to his flag pull, slow and Cataclysm.
He can solo top very well, because he is quite sustainable and can last very long without going back, and also harass quite well with his flag pull, slow and retreat combo. Getting him extra farm is also very good because with this build, he needs to get his
Trinity Force ASAP and start being a force to be reckoned with in teamfights.
He can duo lane bot and by doing so either support your carry as full tank or offtank and double as both a tank and your AD carry.
He can do all of these things quite well, but while still possible, it is not recommended that you try to do mid. A job like that is usually better suited for your AP carry to fill.
Offtank, Tank, What's the Difference?
Alright, here, I'll detail what the difference is between the two builds.
In the 1st one, where I build full Tank, you really won't be dishing out much damage at all, but you'll be getting your team heaps of kills and yourself heaps of assists, and you'll be practically unkillable and piss everyone on the enemy team off. I recommend this if your team already has enough carries and doesn't need anyone to annoy them by trying to steal their kills.
In the 2nd one, I build offtank, and while you'll be pretty tough in laning and mid game and be capable of setting up you and your lane with good kills, late game you'll be doing less tanking and dishing out some really solid damage. You'll still be durable, but you'll be focused more on dealing damage. I recommend this only if your team actually already has a solid tank and needs more killing power.
A Note on Offtanking and Why It's Practical
Sometimes, your team will already have a full tank and going full tank yourself might make your team really unkillable, but you could be using your place on the team to deal some damage as an offtank instead, doubling as both a tank and an AD carry. This is good because you can initiate fights better and dish lots of damage doing it, while still being really tough to kill, and your team will hopefully be right behind you backing you up. Often times if you're offtanking, you can even take out your AD carry for a roamer, another support, or something else that you might be needing.
In regards to resistances, it is traditional for a tank to get heaps of resistances, often 250+, and completely disregard damage items. This actually isn't always practical, as the more resistances you buy, the less effective additional amounts will be. At some point, your % of resistance to magic/physical damage will "max out", and getting more really does not give you much more resistance.
Usually it's a good idea to get maybe 30-40 more resistances than this perpetual sweet spot, in order to account for apen and mpen that the enemy team's carries will (hopefully) obviously have. If they have things like a
Void Staff or
Last Whisper, you might want to get something more like 60-70 more than your sweet spot. This sweet spot that I speak of is usually around 150 in my opinion. After that point, it is usually a better idea to get more damage because more resistances isn't as practical for your item slots. You can opt to choose to get less or more than this sweet spot as needed per game, but then you will begin leaning more towards full tanking or AD carry. However, you always need to know how to adjust to your situation and build accordingly. That, my friends, is the philosophy of offtanking.
Credits to DuffTime for teaching me this basic concept. I would consider checking out his "Offtanks, The New Metagame" build if you want to learn more about this or if you just want to get good in general. Linky: http://www.mobafire.com/league-of-legends/build/offtanks-the-new-metagame-79701.
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Armor Penetration 2 |
Greater Quintessence of Health 1 |
|||||||||||
I pack the same Runes for both builds, which makes work easy for me! I only have to explain this **** once.
9 Greater Mark of Desolation: These are marks. They are usually used for Apen or Mpen. Jarvan dishes physical damage. Armor is bad. You want to penetrate it, very hard. If you cannot grasp this concept, get good.
9
9
2 Greater Quintessence of Desolation: Although these are often used only in jungling, I feel that getting heavy on apen is good, and you can do practically true damage to most champions early in the game with this amount of it. Even later, you can do pretty hard damage to squishy carries without additional apen (which is definitely not to say that you shouldn't get any).
1
For the most part, these runes are pretty much set in stone, and you won't really want to change much except for the Quints. You could choose to not take the
A popular choice is
Note: Jarvan is a bit mana hungry early in the game, but I've found that with practice you can manage your mana decently until you can go back for your
Masteries
With the change of masteries coming in Season 2, I've rethought my Mastery page for Jarvan. Now,I take 9 21 0 in either case, because I feel that it helps your early game become much more solid with the first half of the masteries, and you really start to feel the difference of the latter half in late game. Of course, taking 10% armor penetration down the Offense tree is quite beneficial for a number of reasons.
It's worth mentioning, though, that if you are going for a more aggressive playstyle, you can try to put 21 in Offense, and putting 3 in mres, 2 in armor and 4 in HP/level in Defense. Since the change in the utility tree, I don't really like it as much anymore. I wouldn't recommend any more than 9 to get to
However, feel free to experiment with these as masteries are largely your own preference. Leave a comment below if you think you've found something effective.
Summoner Spells
These are pretty self explanatory for Jarvan.
Recommended:
Options You Can Consider:
Skills/Abilities
Here I'll list some general purposes and utilities for your skills.
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(Passive) -
Martial Cadence - This is basically your last hitting tool in lane. It does 6/8/10% of the target's current health in physical damage, capping at a maximum of 400 on your first hit on a target. This effect won't proc again on the same target for another 6 seconds. Helps out your last hitting in lane, and is remarkably good for harass - if the enemy gets too close, give them a quick
Dragon Strike and
Martial Cadence for some serious hurt. It's also worthy to note that it now procs with life steal, which is quite nice.
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Q -
Dragon Strike - Get this ability at level one for some good harass for the first few levels if you’re tanking. However, since I level my E first, eventually that will become the better harass tool. However, once leveled it will do considerable damage, and the armor reduction that it causes is definitely not to be underestimated. However, if you’re doing offtank it's better to level this first, as it provides stronger offense and better harass.
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W -
Golden Aegis - A good shield ability with some interesting utilities. The slow can help you save teammates and yourself and help you catch an opponent. While the damage shield seems underwhelming at first sight, it is decent when fully leveled, and when used around a group of enemies, it will shield for even more.
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E -
Demacian Standard - Your key ability when doing full tank. I level this first when tanking to get the passive AS and Armor, but it will also do some decent harass damage when you drop it. The aura is great and will help your teammates in anything from teamfights to taking down towers. This combined with
Dragon Strike to create the flag pull will be your key skill and is what you should always be practicing. More information on utilities for this in the Unique Skills chapter.
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R-
Cataclysm - A very powerful ulti that takes skill to learn when to use. Usually, if your opponent has a blink type ability (ie Tryndamere's
Spinning Slash), they can get right through the ulti, or if they have flash they may use that to get away as well. Keep tabs on such abilities when considering whether or not to slam someone's face in. In addition, it is a great ganking tool and can really catch someone by surprise. Can also be used to trap enemies in so you and your team can get out of a bad situation.
Skill Sequence
TANK
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For tank, I opt to level the
Demacian Standard first, as it increases my durability quite nicely and also lets me buff my teammates better. I take
Golden Aegis after that. While the shield may look pitiful at start, as you level it the damage shield becomes noticeable. The slow is also very good and scales decently. If you want a bit more offensive power, you can choose to get
Golden Aegis and
Dragon Strike in an alternate pattern instead.
OFFTANK
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For offtank, I max
Dragon Strike first to maximize harass and damage, and then get
Demacian Standard next since it's passive is great and it makes putting the flag down give even better buffs. I get
Golden Aegis last after putting one point in at level 4 for the slow. Another option is to level
Dragon Strike and
Demacian Standard in an alternate pattern for a slightly tankier style of play. Also, if you are pit up against a strong lane or are just having a bit of trouble in general, you can opt to level
Golden Aegis after
Dragon Strike for a better shield and slow.
Items
For either way I play Jarvan, I start off with the same items up to my Trinity Force. In this section I will first explain why I pick these items early on. Then I will talk about a few core items for either playstyle (there may be similarities between the two). Such items are usually useful and work in a variety of situations. Lower below, I show items that have situational purposes but may not always be the best of choices.
Early Game Items:
Core Tank Items:
Core Offtank Items:
Note:
While my recommended items at the top of each of my builds are a generally good selection to go with in most games, it is always better to be able to be flexible when building any champion, and countering their team will make you much more effective than staying with one build.
Below I outline both defensively and offensively oriented alternate options, in no particular order. I'd like to remind you that while some of these may be less frequently used, that might just mean that they have more specific utilities and shine particularly there, but are valid nonetheless. Essentially, these are items you can switch out one or two core items for if a situation calls for it. However, I wouldn't recommend switching out anything mentioned in the Early Game list, and even the
Viable Defensive Options:
Viable Offensive Options:
Why No Phantom Dancer?
When discussing with a friend about how to build a good offensively oriented Jarvan, he brought up the
Managing Trinity Force Procs
Regardless of how you build him, your
Most basically, it lets you do much more damage when fighting than you usually would. By flag pulling into the enemy, you activate your proc, and with the proc combining with
Less obviously, the
Warding/Sight
While the job of keeping the enemy's actions under tabs is usually the Jungler's job with their
Wriggle's Lantern, Sight Wards and Vision Wards, or the support's job with
Clairvoyance, sometimes you just find yourself in a situation where you need to be the one doing it. Common ward spots are pretty common sense; you want one in the middle of each river at Baron and dragon, and if their ganks are giving you a lot of trouble, the brushes by each lane are good candidates for wards, as are the red and blue buffs.
Regardless, you should be buying wards with any spare cash you have after buying what you need every time you go back, especially early game. It'll save you from more ganks than you can imagine, especially if your team doesn't have time to call "MIA".
Here's a picture of popular ward spots, with their purpose and order of priority described below. Credits go to Apotheosis, check out his build over at http://www.mobafire.com/league-of-legends/build/your-tryndamere-resource-4964.

Order of priority:
Baron/Dragon Wards: However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Wards for these locations, especially Baron mid-late game. If not Vision Wards, then make sure someone, usually the tank, has Oracles for discovering enemy wards.
Self Privacy Wards: There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closest to you.
Team Privacy Wards: These are crucial wards to put out if the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards: Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards: I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards: Monitor yours and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Unique Skills
Here I'll outline a few neat tricks you can pull off with your kit. There are plenty of other things you can do with Jarvan, but this just outlines a few solid ones. I'll add whatever I can remember.
1. It is often a good idea to flag pull into a group of enemies in chase of a squishy on your team and use your
Golden Aegis and then get out yourself to help them escape, but you have to learn when to judge to do things like these, and think about how much punishment you can take at the time.
2. Always remember that you can use your flag pull as an excellent ganking tool, especially when the enemy is remarkably close to a wall, you can actually flag pull right through it and catch them in the knockup. Often times this is enough to guarantee a kill if there is someone else in the lane you're ganking.
3. Always remember to put down your
Demacian Standard when trying to push down towers; every little bit of attack speed can help.
4. Don't forget about the buffs your
Demacian Standard gives. Just by doing a flag pull in a fight, you'll be giving attack speed and armor to your team for a good amount of time. Putting your
Demacian Standard down while enemies are in chase of either you or a teammate may also be enough to save them due to the bonus armor.
5. Your flag pull is a surprisingly good juking tool; if being chased, walk calmly into a brush, then flag pull into a different direction. Makes for a very confused enemy and a very amusing situation. Continue running.
6. If the enemy is just out of reach of your flag pull, do not despair; simply flag pull as close to the target as you can, and the
Golden Aegis should be in range to slow them enough for you to catch up. If that isn't enough, you shouldn't be chasing the guy anyways.
7. Don't underestimate the slow on your
Golden Aegis. It'll save lives AND ruin the enemy's lives. Great when used in conjunction with the
Randuin's Omen active.
8. Your
Cataclysm has great utility. You can stop an enemy trying to chase your friends, trap them in and get them owned, force a
Flash, and gank. Also, if you are running away from enemies, you can sometimes
Cataclysm them in and flag pull yourself out to trap them in for a few seconds. To be honest, I don't pull that trick very often and just go for the flag pull to escape. Always judge when to use it properly; you don't want to trap an unwilling teammate in with you and get them killed. Good judgement will come with practice. To gank with
Cataclysm, the best method is usually to flash out and jump them before they realize whats happening, or by doing it over a wall to an unsuspecting enemy (which is admittedly more difficult to pull off, mainly because the range just barely reaches over most walls).
9.
Cataclysm is a huge nuke, which people tend to forget. Using it as a finishing move is very effective. You can press R again to break the barrier as soon as they are dead. This is generally more reliable, because if you use it as a finisher, they can't
Flash out, because, well, they're dead.
10. Use your
Demacian Standard as a temporary ward; putting it in brushes will give you sight as long as it is there. Outside of ranked, many enemies do not know of this. Use this to your advantage by flag pulling to an enemy in brush who thinks they are safe.
Jungling
Jarvan makes for a pretty solid Jungle and has pretty good ganks right out of jungle, even at level 4. At level 6 it's even more devastating with Cataclysm, but he's generally a really solid ganker and jungler. I wish I were more informed on this topic, but I'd rather admit my incompetence in this field than misguide you. This build focuses more on his other aspects. However, make no mistake; Jarvan is a very good jungler.
Farming
Jarvan's a pretty good farmer. Early on, his
Martial Cadence gives you a bit of an easier time with last hits, and depending on how you build, just your flag pull is enough to flat out clear or seriously injure a whole wave of minions.
However, if you're tanking you don't want to take too much farm from your carry. Try to limit yourself to maybe 2 or 3 caster minions, as the GP10 you get earlier on for my tank build should help you get by. Later in the game you can be free to farm a bit more, but make sure that doesn't mean that you're not participating in fights or generally being useful to the team.
If you're offtanking, you're usually solo top, so you can take all the farm you please. Even in duo bot lane, you generally have license to take the farm, unless you're with some other carry, in which case you should probably be tanking anyways. When building this way, just a flag pull will do enough damage to clear waves pretty much instantaneously.
Proof of Legitimacy
I'm legit at Jarvan. Yeah. I'll post more as I get them.











So in this game, the enemy team actually thought I was hacking. Thought it was pretty funny.

I don't do ranked very much, but I'll post my ranked runs here.


This one's from awhile ago, but it's still good.

Summary
Jarvan's a great champion overall, and has been my main for quite some time now. He's versatile enough to cover more or less any role is called for, and with practice it becomes evident what items you should be getting at what situations. Definitely give him a spin if you haven't yet, and if you're a seasoned Jarvan player, I salute you for having good taste and I hope my guide was able to assist you. I might come back to edit stuff and add more as time goes on, so look out for that. Constructive criticism is appreciated and please remember to vote accordingly.
{Special Thanks to JakofAllSpaydes again}
Changelog
Aug. 22nd, 11 - Build published.
August 24th, 11 - Added a section detailing the basic utility of each ability, and added icons for summoner spells, items and abilities. May add pictures for runes in the future if I get over my laziness.
August 25th, 11 - Broke down and fixed up my relatively half-***ed runes section. It's a bit better now.
August 29th, 11 - After playing some more games in the offtank style, changed core items for 2nd build a bit and updated the Items chapter as necessary. Also added a short chapter on Warding and the job of sight. In addition, added a section in Items chapter covering my reasoning for the lack of a
Phantom Dancer. Added proof of legitimacy section where I post good runs with Jarvan, which is a WIP.
August 30th, 11 - Added a more in depth explanation to the exact reason and concept behind offtanking, and updated Warding chapter. Edited skill sequence for offtank build and changed skill sequence chapter accordingly. Changed Runes section to what I now use.
September 4th, 11 - Improved warding section with a picture and better explanations, credit to Apotheosis given.
September 10th, 11 - Changed bold red text to bold yellow to make it a bit less irritating due to multiple requests.
September 15th, 11 - Changed 2nd build Purchase Order and core items, and changed items chapter to reflect as such.
September 19th, 11 - Revamped Summoner Spells section to be much more in depth.
October 7th, 11 - Revamped second build after doing more playing around with offensive Jarvan.
October 10th, 11 - Formatting and icon additions, no gameplay or item changes, added banners.
October 12th, 11 - Updated Farming section to be more specific, added a section under the Items chapter regarding
Trinity Force procs.
December 10th, 11 - Threw up a 3rd build. This one is quite well balanced for the offtank method, and a bit more difficult to use, but gives you really respectable damage throughout the game. Just a different way to do it.
December 15th, 11 - Changed up the Masteries and Runes chapters to include some more options, and updated my Defense masteries slightly.
Wriggle's Lantern opinion in Items chapter also changed. Removed 3rd build until further revision.
February 28th, 12 - Swapped out
Banshee's Veil for
Force of Nature in the tank build's core. Revised and reformatted several things in the items chapter.
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