Jarvan IV Build Guide by Abstrackt
Not Updated For Current Season
Jarvan IV Build
Not Updated For Current Season
wait just one week i'm working on this build - any help pls write on comments :D
Jarvan, until 15/07/11. It’s one of the strongest picks for solo queue. He’s probably one of the most dominant champions on the entire league. He can deal tons of damage, while building Pure Tank.
Because you will prioritize items that allow you to be a realy usefull tank, I take 21/0/9 for maximize my lane dominance, and allow me to deal crazy damage (solo or dual lane) – LET THE ITEMS TAKE CARE OFF YOUR DEFENSE :D
I take a standart off-tank runepage that allow me to build some defense items and still do tons of dmg and put control in my lane. Overall, you can trade out hp quints for the arPen quints depending on your playstyle.
I take flash, because allow me to have more 1 gap closer, or more 1 scape mechanism, for jump overwall or E - Q - Flash - Ult. And while , your gap closer combo have a 0,6 seconds delay, your flash it's absolute 0
Ignite let me burst more dmg, while can help me to kill someone in 1v1 situations. And in your early game, your burst will be almost the same as the dmg build enemy. In dive situations, Q + Ignite will probably slain that enemy :D
Passive: Martial Cadence
Jarvan IV exploits his target's opening, dealing a % of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.
Awesome passive, help in your burst combo, last hits as well.
Q: Dragon Strike
Jarvan IV extends his lance, dealing 70/120/170/220/270 (+110% of attack damage) physical damage and lowering the Armor of all enemies in its path by 10/14/18/22/26% for 3 seconds.
If it contacts his standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Cooldown 10/9/8/7/6 seconds
Cost 45/50/55/60/65 mana
You can overpass almost all of the walls in the game , as well as the knock up effect. The lower armor in team battles make your ad carry deal almost true damage on the enemy carry. And Farm with this skill + passive make last hits a breeze
W: Golden Aegis
Jarvan IV forges a 50/90/130/170/210 (+20/25/30/35/40 health for each nearby enemy champion) health shield for 5 seconds, which slows surrounding enemies by 15/20/25/30/35% for 2 seconds.
Cooldown 20/18/16/14/12 seconds
Cost 75 mana
This spells make your chase mechanism really simple for catch out those runners, while 410 absorbed damage in a team fight make you a extremelly durable champion.
E: Demacian Standard
Passively grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
Prioritize this ability second. Help you to close gaps, as well as farming and the bonus armor with your early negatron cloak make your early game extremelly out from any source of enemy damage.
Jarvan IV heroically leaps at an enemy champion, dealing 200/325/450 (+150 of attack damage) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the wall.
Cooldown 120/105/90 seconds
Cost 100/125/150 mana
Basically, this spell have Pros and Cons. Pros : You can choose whenever you want to do a circle protecting your allies as well as making your ad/ap carries deal tons of dmg without taking any source of damage. Cons : If you are a DPS jarvan you'll probably be dead, you close gap with 2 or more enemy carries probably it'll be your end.
Prioritizewhen you can to make your ultimate stronger,for damage,for gap closer combo and armor effect,slow effect and 410 absorbed damage, for more explanations go back for "skills" chapters.