Jarvan IV Build Guide by Iscariot5

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League of Legends Build Guide Author Iscariot5

Jarvan's Custom Sauce (tanky dps

Iscariot5 Last updated on March 18, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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CORRECTION ON Atma's Impaler. THIS ITEM ADDS 2% OF YOUR MAXIMUM HEALTH TO YOUR ATTACK DAMAGE. NOT WHATEVER IT SAYS ON THE ICON. Jarvan is a fairly easy champion to play in my opinion, so unless your blind, or have no fingers, this shouldn't be a hard build to follow. If you are an unskilled player with jarvan, do not expect this build to win you games, it's not going to do that for you. It will however provide your team with a satisfactory tank that can deal out some damage at the same time. Jarvan has alot of escape abilities, if used correctly. His Demacian Standard and Dragon Strike are an obvious one, but on often overlooked is Cataclysm. Using Cataclysm combined with his Demacian Standard and Dragon Strike(or Flash instead) could trap your enemy allowing you to get away.

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Pros / Cons

Very survivable
Good initiation Skills
Skills can be used multiple ways
Has a Slow and Pop up

Skills make it hard to deal constant damage(which is why i like building him tank)
Seems like he runs really slow
Hard to use skills sometimes

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Many people would argue the runes that i chose because they are flat defense Greater Mark of Armor, Greater Seal of Armor, Greater Quintessence of Armor and mag. resist Greater Glyph of Magic Resist, Greater Quintessence of Magic Resist, but i find them to be groundbreaking in early game survivibility and helpful in every other time frame of the game. Others like to get mag. res and armor per lvl runes to help in later game, but i find that in later game your defense and mag. res aren't as big of a problem as they are in early game. Just my opinion.

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If you have a problem with them than change them... But i find them to be satisfactory, especially since we are going for a tank build, although since it is a hybrid ad/tank, you could do offensive if you think its that important, but this build is leaning more towards tank than ad so i would play it safe.

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Gives you a good amount of magic resistance early game to increase your laning time.

To give you some more time to stay in the lane.

An increase in movement speed and a good amount of magic resistance as well. With some nice tenacity to top things off.

Some serious defense and a small amount of critical strike with an awesome passive. If possible try to get the Chain Vest first.

Great passive with good magic resistance and a good amount of health and mana. Never skip this item.

Good amount of health and damage for the price and a nice passive to give it that extra umph. This is going to be used to build Trinity Force.

highly increases your damage output, while giving you some hp, mana, critical strike, and attack speed. An all around item for jarvan to use.

GREAT ITEM. Give's you a huge amount of health and a passive that can't be beat. This item is awesome

Some good amount of armor and magic resistance to top of the build, with a passive that brings you back to life. What's not to like? This item can be replaced if needed with other tanky items such as Thornmail if playing against champions like xin, yi, or trynd.

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Skill Sequence

........... base it on your playing style.. BUT i like to go with Dragon Strike and Demacian Standard for my first 2 skills because I usually attempt to harrass enemy champions, making Golden Aegis 3rd on my list. After lvl 3 I usually focus on Dragon Strike and Golden Aegis, mainly because of their ease of use and Golden Aegis importance in tanking. I usually max Demacian Standard last and get a point into Cataclysm every chance I get (Whenever it's available).

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Summoner Spells

I choose Ghost and Exhaust because that's what i have always used, so use what you are comfortable with. I have considered using Flash with jarvan because it could be used very well in combination with your ult as an escape tactic, if it's needed. Teleport could be another option because it allows you to go where your needed on the map in a short period of time, which is very important for the tank. I dont like Ignite just because i feel like after early game they are almost useless, (almost), and all of the other summoner spells im just not good at using or havn't used before.

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Like i always say, try to let the other team push a little in the lane by last hitting minions so that you get a chance to get some early game kills or assists under your belt. If your laning against tough harrassers, don't take any risks, let them push and get minion kills when they are under your turret. It's easy to get kills on people under your turret, especially when they think they have the upper hand.

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In a nutshell, this build is going for a high amount of resistance to physical and magical damage while maintaining an adequate amount of hp and high amount of early game attack damage (very important in my opinion) and maintaining that attack damage throughout the game (from the effects of increasing hp). Like i have said multiple times before, you can alter the build to suit the situation that your in, but the 3 initial items should always stay the same. As i said earlier as well, do not expect this build to win you games. This is only a build, not steroids.