Build Guide by Angry Peasant
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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.
Jarvan IV works excellently when used as a hybrid tank/ dps. He is able to hold his own in a team fight and can run down people easily.
Jarvan IV works extremely well as a hybrid between a tank and a DPS. He is able to tank lots of damage while dealing out a lot. It is very easy to go through a game without dying because of his mix of tank and DPS. His offense moves are very powerful and do fantastically all the way through the game. All of his abilities are potent and effective. Even his Demacian standard has gotten me a kill on enemies. This guide is written in a way that will support maximum potency from the Jarvan IV.
Masteries are mainly spent in offense with a few scattered throughout utility and defense. If you are looking to make him more of a tank add the points more to defense.
I get the Dragon strike maxed out first. It is a great move for damage and can do the last few points against a fleeing enemy. It also has great synergy with his other moves. It works well in a cataclysm to do damage or with the Demacian standard.
I scatter the points into Golden Aegis and Demacian Standard. I usually get Aegis at level two and the Standard at level three. Golden Aegis is a great move to turn around battles because of the shield and speed penalty.
I make sure to get Cataclysm whenever it is available. It is a monster early game so it works well with increased experience. Be careful to not use it to close to a tower because it can lead to your death. I think that enemies can Ghost through it, but that will have to be researched. Also, it becomes non effective when used on an enemy that can become invisible and if an opponent has Flash it is not as useful. Also, do not trap yourself with too many enemies, you will regret it.
I use Heal and Ghost.
Heal is fantastic early game to keep him alive.
Ghost is good because of his lack of speed.
The masteries are applied to maximize these spells.
I start with the boots of speed because of Jarvan's deficient movement speed. I also pick up three health potions because they enable him to lane without going back allowing him to get his ultimate sooner.
Next, I pick up the Catalyst of the Protector, eliminating problems with being squishy and lack of mana because of long periods of repeated Dragon Striking.
Third, I get the Berzerker's Greaves. The attacks speed bonus is fantastic. These boots could easily be substituted with the boots of swiftness because Jarvan is so slow.
Fourth, I finish up the Banshee's Veil. It allows protection from the occasionally ability making him more durable in a team fight and the added magic resistance is very good.
Fifth, I get the Atma's Impaler. The order in which you get the components depends on the individual situation.
Sixth, I get the Randuin's Omen. It makes it possible to stay in team fights for much longer and to make the fights within the Ultimate go better.
Next I get the Sword of the Divine. The extra attack speed should put you at close to two attacks per second. The added ability is potent in a fight within Cataclysm where Auto-Attacks are vital.
Eighth, I get Zeal. It is cheap and the attack and movement speed increases are very nice.
Finally, I get the Phantom Dancer. It is a much better form of Zeal so attack speed is insanely high with it and movement is good.
Attack speed is very important within the items. It is important for taking out buildings while take enemy fire.
The Sword of the Divine can be substituted for Manamune but i wouldn't recommend it.
Infinity Edge can also be substituted in for the Phantom Dancer depending on play style.