Jarvan IV Build Guide by The Chicken Clucker
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.
Jarvan IV Build
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.
Greater Seal of Armor
Greater Mark of Armor Penetration
Greater Glyph of Magic Resist
Greater Quintessence of Life Steal
The Black Cleaver
(Passive) - Martial Cadence - Jarvan IV's first attack on a target deals 6 / 8 / 10 % of their current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target for 6 seconds. This is your last hitting/harass in lane and jungle.
(Active) - Q Dragon Strike - Jarvan IV extends his lance, dealing physical damage in a straight line and lowering the Armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path.
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Physical Damage: 70 / 115 / 160 / 205 / 250
(+1.1 per bonus attack damage)
Armor Reduction: 10 / 14 / 18 / 22 / 26%
(Active) - W Golden Aegis - Jarvan IV shields himself for 5 seconds, which, upon activation, also slows surrounding enemies for 2 seconds. The shield gains strength for every nearby enemy champion upon activation. This is a mana burn in begining of the game I suggest getting it mid-game.
Cost: 65 mana
Radius of AoE: 600
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Shield Strength: 50 / 90 / 130 / 170 / 210
Extra Shield Strength: 20 / 25 / 30 / 35 / 40 per nearby enemy champion
Slow: 15 / 20 / 25 / 30 / 35%
(Passive) Permanently grants Jarvan IV bonus attack speed and armor.
(Active) - E Demacian Standard - Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies at the landing point. The flag will stay on the location for 8 seconds granting armor and attack speed to all nearby allies as an aura. Place Demacian Standard on the ground where you want to pull to then use your Q towards it to pull.
Cost: 55 mana
Cooldown: 13 seconds
Damage Radius: 150 (estimate)
Aura Radius: 1200 (estimate)
Sight Radius: 870 (estimate)
Passive Attack Speed: 10 / 13 / 16 / 19 / 22%
Passive Armor: 10 / 13 / 16 / 19 / 22
Magic Damage: 60 / 105 / 150 / 195 / 240
(+0.8 per ability power)
Attack Speed Aura: 10 / 13 / 16 / 19 / 22%
Armor Aura: 10 / 13 / 16 / 19 / 22
(Active) - Q Cataclysm - Jarvan IV leaps to an enemy champion, dealing physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the impassable terrain by activating this ability again. Use to capture Ap or Ad carries.
Radius of Wall AoE: 300
Radius of Sight: 1650
Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage: 200 / 325 / 450
(+1.5 per bonus attack damage)
You don't want to be this kind of jarvan.
Pros / Cons
- Has 3 cc's in his kit, one being a hard cc and one being pretty much unique
- Has good damage throughout the game.
- Has auras / debuffs.
- Has two strong initiation moves.
- Can be played with and against anyone.
- Very strong ganks.
- Isn't very path reliant, you can start red as Jarvan.
- Clears pretty fast after you get a few ranks in .
- Has a strong burst damage.
- Can scout bushes.
- Very versatile item build wise. Can use anything that isn't AP. Can be viably built Wriggle's Lantern or Spirit Stone.
- Snowballs pretty well.
- Strong early and late-game.
- Isn't naturally tanky (I mean early game).
- Can have mana issues with improper use of his Golden Aegis.
- Lacks DPS.
- Not the best duelist.
- His early clearing is pretty slow.
- His base stats, especially his MS (340) and AD (53), suck.
- His midgame is meh if you're behind.
Creeping / Jungling
Then after that I basically try to get one camp then gank, I try to gank mid as much as possible along with bot and gank top when your top laner is being pushed hard. If you have no possible way to gank because your team is pushed up Then just farm jungle camps till you see a opportunity to gank.
Don't pick Jarvan IV if they have anyone with a jump that can escape Cataclysm top. They counter Jarvan and you will have a major disadvantage. But, if they do not have any champion like so top then feel free. Jarvan ult goes really good with champions with a AoE ult such as Fiddlesticks, Nunu, or Katarina. But in ranked matches you want to ult there carries during team fights as much as possible. With Randuin's Omen Jarvan can stay alive with the Ad carry trap in with him. So whenever you do ult try to get the Ad carry but if it is a Ezreal or Caitlyn who can easily escape your ult using Arcane Shift or 90 Caliber Net your best luck is not to play Jarvan against them but if your first pick then you should ult the Ap carry. Again if they have some kind of jump like Ahri's Spirit Rush your best luck is just not to play Jarvan at all.