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.

League of Legends Build Guide Author The Chicken Clucker

Prince of Demacia, King of top lane.

The Chicken Clucker Last updated on May 8, 2013
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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


Utility: 0

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Hello everyone, i'm The Chicken Clucker. I have searched all over for a good Jarvan IV build, Unable to find a build that worked for my play style I decided to make my own. Remember I am not forcing you to follow this build this is all a suggestion and how I play Jarvan. I have had a Akali walk through my ult before, Jarvan is very buggy as of the current League of Legends. So before you read this I suggest watching this video about the bugs with jarvan in season 3.

My games

I play Jarvan as much as I can in ranked games. I find that I do better in top then I do jungle but it is a personal preference.

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Summoner Spells

In my opinion Flash and Ignite are vital on Jarvan. I think that you can occasionally replace ignite with perhaps teleport depending on the team. If the enemy team has a global ult then it is understandable, or if by some misfortunate you end up laning against Shen. However Ignite gives Jarvan enough damage to insta-gib most top laners at level 6, and I think flash explains itself. The amount of kills I have gotten from flashing into range of someone and using my ulti to then trap them is uncountable.

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Greater Seal of Armor

Greater Mark of Armor Penetration

Greater Glyph of Magic Resist

Greater Quintessence of Life Steal

The reason I go armor penetration marks is because your passive will do more damage to a opponent with armor runes or building armor against you. You could go flat 15 Ad but after testing both of them I realized that armor penetration makes any Ad do more damage. Also the reason I go Lifesteal quints is just to sustain in lane the whole time will bullying your oppenant. The glyphs and seals are for durability in top lane versus either Ad or Ap top, also the durability helps when ganking in the jungle instead of dying in lane and feeding lanes because you are that squishy Jarvan that jumps in the middle of them with you EQ combo.

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The masteries are also for durability in lane and jungle. You are harder to force out of top lane when you are more durable then your opponent. I have tried 21/9/0 but I prefer 9/21/0 because with 21/9/0 you do more damage but you are squishier leaving you vulnerable against other tops and when ganking.

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Item Sequence

Mercury's Treads

Trinity Force

Randuin's Omen

The Black Cleaver

Ravenous Hydra

Guardian Angel

It all depends if you facing a Ap top or a Ad top. If facing a Ap grab Hexdrinker do not grab The Brutalizer, but if you are facing Ad you should grab the The Brutalizer and do not grab Hexdrinker. The damage in the early lane from The Brutalizer/ Hexdrinker and the Phage is a absolute must cause it later builds into Trinity Force which is amazing on Jarvan. The Randuin's Omen is just for Tankyness during late game when you have to Cataclysm their whole team and it's just you versus them all.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I level Q and E the most the extra damage in lane is amazing and at early levels Golden Aegis is just a mana burn. You can grab is at level 4 if you want but I prefer to wait till level 7 when it's almost mid game and the shield helps when you trap your opponent with Cataclysm.

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(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.
Range: 770
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
Range: 830
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.
Range: 650
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)

Jarvan EQ combo is really strong versus champions who are weak to cc such as Teemo. And Cataclysm is amazing against champions that don't have a jummp like Jax who can easily escape you ult. During team fights You will trap team mates with your ult Everyone traps teammates can't do anything about it just do not trap the Ad or Ap carries if it's either the off tank on the team such as Olaf then it will be alright. also don't trap anyone that is low on hp, you can use your Cataclysm to trap enemies and EQ away but if it is unnecessary to do so do not waste your ult. Do not use your ult on the tanks the tanks on the opposing team can live through your ult duration. Also when you ult try to capture more then one carry but if there is only one carry around then you can use Cataclysm to trap and kill the adc.

You don't want to be this kind of jarvan.

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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.

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Top lane

At level 1 you want to use your passive Martial Cadence so when your enemy laner goes for a last hit, attack him and back off so you don't take too much damage from the enemy creeps. You can get about 5-6 auto attacks before they hit level 2 which equates to about two/three pots which is really good. You have to bear in mind that if the enemy has a jungler starting near top lane, you can't really use this fully incase they level 2 gank. When you hit level two, you will be using this in conjunction with your E-Q so, auto attack - E/Q - auto attack - back off. By backing off, you should be winning this trade unless they are playing a champion like irelia/wukong/renekton, a champion who can jump back at you but here is the thing. MOST people won't even chase you down which shocks me. They just let you harass them and let you back off without punishing you.

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Creeping / Jungling

Jarvan jungle is not very path reliant he can go whatever path you prefer. I usually go wolves > blue (lvl 2 smite) > Gank (lvl 2 EQ combo) > Wraiths > golems > recall > red > gank.
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.

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Ranked Play

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.