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Jarvan IV Build Guide by Gordove

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League of Legends Build Guide Author Gordove

[8.13] Jarvan IV - Damage dealer, Colossus of Demacia!

Gordove Last updated on July 7, 2018
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Cheat Sheet

Heavy Damage dealer Jarvan IV:

Jarvan IV Build

LoL Path: Domination
LoL Rune: Electrocute
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Zombie Ward
Zombie Ward
LoL Rune: Ravenous Hunter
Ravenous Hunter

LoL Path: Precision
LoL Rune: Triumph
LoL Rune: Coup de Grace
Coup de Grace

+14 ability power or +8.4 attack damage, adaptive and +5.5% attack speed

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Jungle Role
Ranked #29 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Jarvan IV with this build

Show all
Threat Champion Notes
Jinx Poor mobility ADCs (like Jinx, Varus, Miss Fortune, etc.) can be easily trapped by Jarvan. Beware: Hard cc or desengage support might be a problem.
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Welcome! I want to show some tips and tricks about the Exemplar of Demacia.
Our beloved Jarvan IV becomes one of the most strong offensive tank jungler with the lethality buff. He does tons of damage in about 2 seconds and can take a lot of hits.
This guide is going to help you in some situational choices while climbing your elo.
You must know Jarvan isn't the bulkier tank, thanks to his weak damage mitigation and health regeneration. In this guide, we'll try to balance his assassin's skills with his tank behavior, explaining the whole kit and talking about the best way to create a early/mid game monster.
I played as Jarvan since season 3. Hope you enjoy!

Thanks to this guide, written by jhoijhoi, which helped me a lot with that codes

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Pros / Cons


+ Extremely burst
+ Brush reveal
+ Strong early game
+ Strong team fights
+ Attack speed buff
+ Utility kit

Jarvan IV is a great pick in solo queue. Nice engage and nice protect are his strongest points, with the capacibility to burst carries and tank them. His ultimate forces enemies flashes and deal AoE damage and his E + Q combo allows J4 to run even sticked on floor.

- Falls of lategame
- Susceptible to knock up/back
- Mana dependent
- Slow R animation
- Low mitigation/regeneration

As per all champions, Jarvan IV has his strengths and his weaknesses. Compared to other tanks, J4's kit does not provide thath much of damage mitigation. His slow animation on Cataclysm makes it avoidable or flashable. Sometimes, lategame Jarvan is most support than that true Exemplar of Demacia.

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Domination Runes

Domination is usefull against almost every composition due to adaptative damage, which fits nice with Jarvan's bursty kit.


Sudden Impact

Zombie Ward
  • Zombie Ward: Jarvan is a nice utility damage dealer jungler. Keep in mind you will place and clear wards all the time, so a 3 minutes bonus for each one should be a big deal!

Ravenous Hunter
  • Ravenous Hunter: Instead of items CDR or Move speed out of combat, we must invest in Survivability. Draining part of the damage dealt, Jarvan will be well in fights.

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Precision Runes

The Precision tree on Jarvan some attack speed. Okay, speed up your clearing camps but it's not the very best atribute. Otherwise, the runes itselves do a lot, making it a nice choose.

  • Triumph: Grants durability in fights and 20 extra gold with kill or assist early game. Jarvan's Demacian Standard is a easy way to get assists and also sustain and gold.

Coup de Grace
  • Coup de Grace: Dealing extra damage to low foes gives Jarvan and easiest way to assassinate carries in fights and reseting Triumph.

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Resolve Runes

A little nerfed (early game) in 8.7 but still playable, the Resolve Runes adds nice amount of late game health and a little more adaptative damage with the following options:

Bone Plating
  • Bone Plating: This rune blocks a lot, even at early levels. Helps to make safer ganks and improve Jarvan's 1v1.

  • Chrysalis: Early health and probably mid and late adaptative damage. Since you will build life and resistances, big deal!

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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
Passive: Martial Cadence
Jarvan IV's initial basic attack on a target deals bonus physical damage. This effect cannot occur again on the same target for a short duration.

Q: Dragon Strike
Jarvan IV extends his lance, dealing physical damage and lowering the Armor of enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.

W: Golden Aegis
Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies. The most enemies champions near, higher is the shield hit point.

E: Demacian Standard
Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions.

R: Cataclysm
Jarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies are damaged at the moment of impact.

Source: Jarvan IV | League of Legends.

Maximize your Q first. This skill break enemy's armor, deals a lot of damage, grants lower CD and give us mobility when used against Demacian Standard even if Jarvan is trapped on floor (with Caitlyn's Yordle Snap Trap, Morgana's Dark Binding or Lux's Light Binding, for an example).
But why do i let the Dragon Strike at the 4rd level? Hm... Pretty simple to explain. Your Demancian Standard remains for 8 seconds, so you will have one second to use your Q again toward the same Demacian Standard. Trust me: Jarvan can combo twice at level 5 if he wants to. Who dares defy his will? Surely not me.
After the Q reach the 4rd level, I usually maximize the Standard mainly to provide clear time and an attack speed boost to whole team.
Why do I max the Ultimate? Obvious. To trap my ADC and get flamed. J4 becomes unstoppable while he scream "DEMACIA!". Try to avoid CCs saving your ult and ulting like a boss at the best time.
If you accidentaly (or not) trap one of your carries in Cataclysm, reactiving your ultimate will instantly desappear.

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When you're jungling, starts with Hunter's Machete and Refillable Potion. Keep in mind your rune choice to build conform it. Try to balance your damage and your resistance. I usually rush Bami's Cinder with Tiamat to faster clear time.
After, look for sustain buying your Hunter's Talisman if you did not yet.
At this point, Jarvan already is a clearing camps machine, so, lets invest in movespeed and tankness. I'm talking about the Dead Man's Plate and Ninja Tabi.
Jarvan's build must be something like Stalker's Blade - Cinderhulk, Ninja Tabi, Tiamat and Dead Man's Plate, and we could call it Power spike (or wait until your Titanic Hydra were finished).
Surely, maybe if the enemy team has mages or anything dealing AP damage, buy Mercury's Treads instead of tabi and/or rush a Hexdrinker, also.

About Skirmisher's Sabre and Stalker's Blade: they both are great choices. The first one has great 1v1 potencial and also improve some tankiness. The last one gives you burst damage, movement speed and some utility. Thats why it's my prefered choice.

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I do aways pick Flash and Smite, but it's my personal play style. I do believe this combination is the best one.
High mobility to offensive plays, like a Demacian Standard+ Dragon Strike+ Flash combo and a (even more) nice escape. But, again, you can change this, if you preffer, for Exhaust, Ignite or anything you think is worth.
Smite is irreplaceable once you're the jungler. You'll just need to make sure what enchance is the better for each situation (Chilling Smite against high mobility champions as Tryndamere and Kalista and Challenging Smite to deal with squishies ones like Master Yi, Caitlyn, for an example).

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Jungling as Jarvan isn't that easy. He has no HP/mana sustain, weak AoE damage and a 60 HP shield. That's why we invest a lot in itemization at early stages, but with a little struggle and practice, anyone would clear the camps with less effort each try.
First, remember what is Martial Cadence: Jarvan's innate ability makes he smash enemies heads once every 10, 8 or 6 seconds, depending on his level. Make sure you're abusing that 8% of target's current health bonus physical damage and not wasting our precious time.
The very first battle starts at the bot side buff camp, because there is the best leash and the faster clear time. Save your smite for the second buff. Run straight to wolves camp and clear it faster as you can and head to your top side buff. Smite it just to execute. It will provide you more health recover, but not that much. At this point, Jarvan would be damaged and tired... Have a break kicking Rift Scuttler 's booty to regain some energy to make safer ganks.
Use your Smite at early levels when you're low enough to continue jungling, when you have to leave the camp faster or when you've stacked the both charges. I recomend focus on sustain and mobility before invest in Skirmisher's Sabre or Stalker's Blade, because Jarvan has a nice engage, but he struggles a little doing the camps.
Buy Control Wards every time you can. Succesfully ganking or slaying a safe Dragon , Rift Herald or Baron Nashor for a 75g price is aways a big deal!