Jarvan IV Build Guide by Serratedblaze

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.

League of Legends Build Guide Author Serratedblaze


Serratedblaze Last updated on February 14, 2012
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Team 1

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: 9

Strength of Spirit

Utility: 12

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Welcome to my guide to Jarvan IV as a classic tanky dps or jungler. I like to utalize Jarvan as a team player and in the past a buff banner. For this reason and a nagging oom I like to add soul shroud to J4 and play him as an initiator or reinforcer. Unfortuneately this seldomly happens and I need to use philosophers stone instead of soul shroud to help with farm 1v2. Your goal here is to sustain yourself long independently to get atmogs and then join the group to prevent escapees, initiate fights, and of course buff their attack speed/mana regen and destroy the enemy armor while being very hard to kill and rather hard hitting.

As much as I dislike playing solo top this build should work for it, and going solo top would make the build reach the useful stage sooner.

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I choose the runes listed to get the most from his AD and remain tanky. Bonus armor seals may be replaced for health seals if you don't want to rely on the opponent being AD but I generally think that armor is nice for the long run. The Magic resist runes help cover the weak spot in the build in that no items here give MR. HP quints will benefit the atmogs most, not necessarily much but extra survivability never hurt. Armor penetration marks go along with his q and should help do damage early where your AD is low.

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I don't go far into any specific tree here because we'll want the bonus health from defense, armor penetration from offense, and gold bonus from utility. I don't really like the options for utility forcing me to take good hands but it isn't really a waste. Also i would like to put some more into resistance but limits are what they are. Overall the masteries show off the basis of this build fairly strictly.

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Summoner Spells

I take exhaust and ignite to keep the enemy from having the ability to escape. With phage/red and your shield you may not feel that exhaust is necessary and if so ghost might be better suited for the chase.

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Atma's impaler + warmogs is a classic staple of the tanky dps and we use it here. To fortify this I also include soul shroud and frozen mallet in the standard build and randuins/zeke's in the jungle. These could be replaced for trinity force and banshee's veil as you see fit. Trinity is more powerful but very costly, if you wanted to build phage before bloodthirster instead of mana manipulator that could work depending on your mana needs. the red and blue buffs could be used to supplement phage and mana manipulator respectively allowing other offenseives such as infinity edge which would help your crit from atma's.

So alternatively you could try regrowth pendant + mana pot, merc treads, phage, warmogs, atmas, trinity, infinity edge, banshees veil.

I don't suggest putting warmogs before additional sustain or damage because by itself it wont get you any kills other than taking long enough to kill for allies to rescue you. in the jungle build consider replacing wriggles with zeke's in very long games since the opponent will likely have a ward hunter and the bonus on monsters is obsolete.

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Pros / Cons

-344 AD
-5k HP
-tanky dps with a knockup that hurts and supports the team
-not constantly oom

-slow to get AD
-costly components
-not particularly fast movement

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If you decide to jungle use the second build listed and have middle lane help you start. Begin at wolves to make the most of your time, hitting them first and having mid deal moderate damage to each of them and then walking away towards blue to not steal xp. wolves should be dead by 1:52. Have your mid hit the big blue and AA the three of them in turn and q them all. to save time use your passive and q on the lizards, to save health focus them with more autoattacks. next is wraiths twins and then red. if possible (as it should be) get wraiths and wolves a second time before going back with just enough for razors. Begin ganking whenever possible form this point. Finish wriggles and grab boots after a gank to really get going. When lane phase is over you'll be able to work as part of the team to get the rest of your build.

Use the knockup combo to get in and surprise the enemy, have the laner do the bulk of the damage as your shield should be used to prevent escape.

make sure to switch targets in jungle so that your passive gets around.

and please don't jungle without smite.