Jarvan IV Build Guide by Isleykun
| Health | 3440 |
| Health Regen | 19.6 |
| Mana | 1245 |
| Mana Regen | 14.1 |
| Armor | 187.3 |
| Magic Resist | 122.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 194 |
| Attack Speed | 0.938 |
| Crit Chance | 30%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 15% |
| Spell Vamp | 0 |
| Armor Penetration | 49.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 29.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Jarvan IV is an amazing initiator but many times I find people building him the wrong way and not using him to the fullest of his abilities. I see some people building him completely DPS which isn't bad but just isn't right. You are an initiator so you need to have some bulkiness. This build focuses on being the first person into battle and the last person out and still retaining a ton of HP in a team fight.

As the royal family of Demacia for centuries, members of the Lightshield line have spent their lives waging war against any who opposed Demacian ethics. It is said that every Lightshield is born with anti-Noxian sentiment in his blood. Jarvan IV is no exception, even though he is the first Lightshield born to the age of the League of Legends. As his forefathers had before him, he led Demacian troops into bloody engagements with Noxian forces, and on many occasions he has bled alongside wounded allies and fallen comrades. In his most crushing defeat, he was outmaneuvered and captured by a Noxian battalion under the command of Jericho Swain. This mistake nearly cost him his life at the hands of Urgot, but he was rescued by the Dauntless Vanguard, an elite Demacian strike force led by Jarvan's childhood companion, Garen.
Those close to him believed that his capture changed him. Xin Zhao was quoted as saying: ''His eyes never seemed to look at you, only through you to something he could not look away from.'' One day, without warning, Jarvan IV handpicked a squad of Demacian soldiers and left Demacia, vowing to find ''atonement''. He began by tracking and hunting the most dangerous beasts and bandits he could find in northern Valoran, but he soon tired of such prey. Seeking something that only he understood, he ventured south of the Great Barrier. He wasn't heard from again for nearly two years. After many had assumed the worst, he returned to glorious fanfare on the streets of Demacia. His Demacian plates were adorned with the bones and scales of creatures unknown. His eyes bore the wisdom of someone twice his age. Of the twelve soldiers who had departed with him, only two returned. In a tone as cold and steady as steel, he swore to bring the enemies of Demacia to their knees.
''There is only one truth, and you will find it at the point of my lance.''
- the ''last words'' of Jarvan IV at his failed execution.
Jarvan IV's Base Stats
Health 2040 at 18 (510 + 90/level)
Mana 775 at 18 (265 + 30/level)
Speed 315
Armor 68 at 18 (17 + 3/level)
Magic Resist 52.5 at 18 (31.25 + 1.25/level)
Critical Chance 0%
Health Per 5 Sec 4.02 at 18 (1.64 + 0.14/level)
Mana Per 5 Sec 2.9 at 18 (1.37 + 0.09/level)
Range 175
Change Log
5-29-11: Replaced
Wriggle's Lantern with
Randuin's Omen in the third build.
7-03-11: I changed the third build to be a lot more tanky and have really nice damage threw the use of
Warmog's Armor and
Atma's Impaler. I also added the
Force of Nature for some really nice health regeneration and serious magic resist!
Pros / Cons
-Amazing survivability
-Good Damage output
-initiator
-Lots of crowd control with
-No actual burst damage
-Needs teamwork
-
-Low mana pool
-Needs skill to play
-People expect you to ALWAYS initiate even when your not in a good position.
-Movement abilities can go threw
Counter Metagame Trinity Force!
I created a new build for people to start using to counter the current metagame. This is the 4th Jarvan build that is up and it's brand new. You will find that it works really well against the current metagame.
Items
Long Sword This is always my starting item with Jarvan IV because it gives him better last hitting capabilities combined with
Martial Cadence. Also be sure to grab a
Health Potion. The
Long Sword will be changed into a
The Brutalizer later.
The Brutalizer Build your starting
Long Sword into this item. It gives you some nice armor penetration and cool down reduction to be able to use your shield and skills more in them team fights.
The Brutalizer is nice to have early because it gives you good last hitting capabilities and it will be later built into a
Youmuu's Ghostblade.
Boots of Speed Its always good to get some movement speed at this point into the game. Your enemy probably at this point has boots too so get them to avoid ganks and correct your position. You will later build these into
Mercury's Treads after you get
Madred's Razors.
Madred's Razors Once you get this item it will make you so much better of a farmer. I recommended getting the Red Lizard buff at this point and if no one needs Blue Golem buff, take that too. This item helps you build into an effective off-tank quickly. Up grade this to the
Wriggle's Lantern as soon as you get your
Mercury's Treads.
Mercury's TreadsI only really need to say one word here and that word is "initiator". You need to jump in first and take all the crowd control effects like a boss the magic resist is pretty nice too!
Wriggle's Lantern This is probably the MOST cost efficient item in the league. It also suits
Jarvan IV quite well. You get to keep the Unique passive of
Madred's Razors so farming will never be a problem and you get a 18% life steal. This also gives some nice armor and attack damage worthy of a off-tank or Tanky DPS.
Warmog's Armor You have some armor so now its about time to get some HP and some health per 5. This will improve survivability by so much. This is the key item to power up a strong
Atma's Impaler which is the next item in the build sequence. If you don't like the
Warmog's Armor then you can get a
Sunfire Cape instead. It will not give as much health but it will give you armor and 40 damage a second to surrounding enemy champions when you decided to use
Cataclysm. It also will help you farm easier than
Warmog's Armor.
Atma's Impaler With the combination of
Warmog's Armor you will get some nice attack damage. The critical chance and armor are also nice. The critical chance might not seem to good but it will be after we get the
Youmuu's Ghostblade. With the addition of 45 more armor who's complaining?
Youmuu's Ghostblade Probably my favorite item in the game. this gives EVERYTHING you need. Armor penetration is pretty awesome. Who doesn't need cool down reduction? Insane attack speed and move speed are just a bonus! This item is most effective when you trap someone in your
Cataclysm. If they don't have some sort of skill to escape or
Flash then they are as good as dead. You can also use this to chase a fleeing enemy. It works so well with
Jarvan IV that it's not even funny.
FREE SLOT!
This is pretty much a slot to do whatever you want to do. I normally end up getting a
Banshee's Veil though. I just LOVE the block 1 skill every 30 seconds. It also improves his late game mana pool a good amount. It also gives you some more Health Points which means more attack damage due to
Atma's Impaler.
NOTE: Give me some ideas about a last item and I will make a situational section!
Jarvan IV's Abilities
Martial Cadence
Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, this caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
Dragon Strike
Jarvan IV extends his lance through his opponent, dealing 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26% for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path.
Cooldown 9 / 8 / 7 / 6 / 5 seconds | Cost 40 / 45 / 50 / 55 / 60 mana
Golden Aegis
Jarvan IV forges a shield protecting him for 50 / 100 / 150 / 200 / 250 (+20 / 25 / 30 / 35 / 40 per nearby enemy champion) damage for 5 seconds and slowing surrounding enemies by 15 / 20 / 25 / 30 / 35% for 2 seconds upon activation. The shield adds more mitigation for every enemy champion nearby when activating.
Cooldown 20 / 18 / 16 / 14 / 12 seconds | Cost 75 mana
Demacian Standard
Passive: Grants Jarvan a bonus 10 / 14 / 18 / 22 / 26% attack speed and 10 / 14 / 18 / 22 / 26 armor.
Active: Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Cooldown 12 seconds | Cost 60 mana
Cataclysm
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.5 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities.
Cooldown 120 / 105 / 90 seconds | Cost 100 / 125 / 150 mana
Runes



Marks
9x Greater Mark of Desolation-
Purchase Cost: 410 IP: single
Purchase Cost: 3690 IP: 9x
+1.67 armor penetration: single
+15.03 armor penetration: 9x
Armor penetration will make you so much more damage and because I get items like
Seals
9x Greater Seal of Defense-
Purchase Cost: 410 IP: single
Purchase Cost: 3690 IP: 9x
+0.15 armor per level (2.7 at champion level 18): single
+1.35 armor per level (24.3 at champion level 18): 9x
Because
Glyphs
9x Greater Glyph of Celerity-
Purchase Cost: 410 IP: single
Purchase Cost: 3690 IP: 9x
-0.05% cooldowns per level (0.9 at champion level 18): single
-0.45% cooldowns per level (8.1 at champion level 18): 9x
Cool down reduction on
Quintessences
3x Greater Quintessence of Desolation-
Purchase Cost: 1025 IP: single
Purchase Cost: 3075 IP: 3x
+3.32 armor penetration: single
+9.96 armor penetration: 3x
The reason why I chose these quintessences is the same reason why I chose my marks.
Summoner Spells
Ghost Ghost is amazing on
Exhaust I normally take this because it gives you more crowd control than you all ready have. It can really help prevent their carries from getting kills in team fights or in 1v1s. you can also use
Flash Always a good summoner spell on ALMOST anyone. This really helps getting into the right position and to initiate. Almost a must on
Clarity
Teleport I don't use this but it is good if want to return to your lane quickly and then not miss out on a ton of EXP and gold. You can also use it to protect your towers or help out a lane that is getting pushed badly.
Ignite If you want to get some easy kills mainly early game then take this. Don't forget about the healing and regeneration debuff it gives to your enemy. This is the Closing
This concludes my guide for
Jarvan IV but I will make many more updates in the near future. Be sure to leave a comment and don't forget to rate!
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