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Spells:
Exhaust
Teleport
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
Hello, this is my first build, and I'd like to provide a great guide that helps people destroy with Jarvan.
I think that it's about perspective. What do YOU see Jarvan as?
Thank you for your time in reading my build, I look forward to what you have to say, I will try to make this guide as easy and comfortable to read as possible. Check towards the bottom of the guide for screenshots. Feel free to ask me in-game if you have any questions. Username: welshdrag.
:D
A (?) denotes a unknown/untested "fact" yet to be confirmed.
April 16th:
Hello everyone, I recently got back from my break and I decided it was time to change my build. I've played A LOT of games with jarvan by now, and I think that my previous build wasn't as good as it could be, so without further ado, my new guide.
NEW SECTIONS WILL BE HIGHLIGHTED IN BLUE AND HAVE NEW: AT THE TOP.
- INSANELY great initiator mid-late game.
- With the right items, he has massive damage output.
- Skills work for a variety of different things:
- Survivability
- Support
- Utter domination mid lane
- In my opinion, one of the best ults, done correctly will 90% of the time give your team a kill
- Great chaser
- Good escape mechanisms
Cons
- His ultimate can be a double edged sword, sometimes trapping your own team!
- Weak level 1.
- Vulnerable to various crowd control.
- Mana problems early-mid game, blue buff reliant in team fights.
Good Spells
-

I love exhaust and take it almost every game. It's so versatile in every way possible. Lowering your opponent's attack by 70% and spells by 35%! The slow will almost always guarantee first blood if used correctly.
-

I like teleport for its map mobility. If you're forced to B from mid, you can instantly return, and late game, you can make it to the enemy nexus for some free kills.
Keep in mind, teleport can be used on:
Minions
Towers
Teemo shrooms
Wards
Heimerdinger's turrets (?)
Tibbers
Voidling
-

Teleport can be swapped for ignite, which does tons of damage early game, and can ensure kills. Late game, however it doesn't really help much.
-

I don't use flash very often, but it's a good spell to have due to the sheer popularity of it. Beware the enemy's flash, as it can escape

-

I don't particularly like ghost, but it's extremely popular and it's true, it does have its uses. Escaping ganks, used in conjunction with exhaust can rape an escaping enemy.
Spells to avoid
-

Do NOT use this spell
-

Leave it to the support
-

Rather useless on anybody in my opinion... there are much more viable options.
-

Bringing revive, you plan to die obviously, and planning to die is planning to lose, and you don't plan to lose do you?
Runes
Greater mark of desolation
Not much needs to be said about armor penetration marks, they are really your only great choice as they boost your early game damage significantly.
greater seal of replenishmentor


Replenishment seals help early game mana problems significantly, while dodge seals are pretty standard on melee dps champions, and fortitude seals are standard for any tank. I love fortitude seals for one reason: 48 health. 9 Fortitude seals will give an extra 48 health, and although it isn't much late game, early game it will get you fed.

Not really debatable, although I know everyone prefers some diversity, flat cooldown glyphs are excellent on Jarvan's ult since it does have a rather long one, and none of the items in this build offer cooldown reduction.
greater quintessence of Desolationor

More armor pen? Yes, please!
Ok, now I know what you're thinking... "OMGWTF WISDOM QUINTS!?" Calm down for a minute. 3 of these give a total of 6% experience gain, with the 5% from masteries, 11% exp gain!!! An 11% experience gain over your enemies means nearly 3 levels higher than bot and top, which means getting fed is just a matter of right clicking on the minimap.
Masteries
I take standard 21/0/9 build with boosted attack, crit, ArP, minion damage, and improved exhaust along with improved teleport, mana and health regen, 5% exp boost, and extended monster buffs.
Offense
-Deadliness: Ability power is pointless, so I take this over Archmage's Savvy.
-Cripple: If you took exhaust (Which you should) the duration and armor "pen?" is great.
-Sorcery: 3% cooldowns.. hmm, this is equal to about 4 glyphs, which are 2400 ip in all...
-Archaic knowledge: Only

-Sunder: More armor pen.
-Offensive mastery: Late game it does nothing, but early game, it can get in some extra last hits.
-Brute Force: Attack damage
-Lethality: Triple the crit *damage* of deadliness? THANKS.
-Havoc: Since you're going to reach pretty crazy amounts of damage late game, percentages of damage are excellent.
Utility
-Spatial Accuracy: A nice buff to the teleport skill, although if you choose ghost, you can take Haste instead.
-Perseverance: A great mastery as this helps with early game mana regeneration.
-Awareness: The main mastery that you want. As stated above, you NEED the experience boost.
-Utility Mastery: I love this mastery, because you're going to be jungling a lot. Longer blue buff = longer lane staying power.

Jarvan's passive, which does 8/10/12% of the target's Current health with a melee attack. This can only happen on the same target once every 6 seconds. The only problem is that you will almost never get full damage in with this, unless you are in melee range when they are full health. Using the standard + dragon strike will take you to them.

Jarvan's Q is rather interesting, it's a linear skill-shot that reduces the target's armor for 10/14/18/22/26% and deals 70/120/170/220/270 physical damage. This scales 1:1.1 with Bonus Damage. What this means is the damage given by abilities and items. For example, Say I have 150 damage, of which 100 is base, and 50 is from my B.F. Sword. I will be given 55 damage, because Base damage is NOT scaled in here.
This, combined with Jarvan's passive, make for one hell of a tank buster. You can deal with both health tanks (Mundo/Cho'Gath) and armor tanks (Rammus). This is 50% of your main damage dealing combo. (See Below).
NEW:
The difference between armor pen and armor reduction:
I thought I should bring this up real quick, because there is some confusion. Armor penetration gives YOU the "buff" and enemy with 30 armor, you have 20 armor pen, all of your auto attacks and physical spells will deal damage as if they had only 10 armor. Allies will still deal damage as if the enemy has 30 armor.
Armor REDUCTION actually lowers said enemies armor. So and enemy with 100 armor that you use your q on will be dealt damage by your entire team as if it had 74 armor. This is useful for baron, because your whole team now does extra damage on it.

Jarvan's W ability is a 5 second shield that shields for 50/100/150/200/250 (+20/25/30/35/40 per nearby enemy champion), and slows nearby enemies for 15/20/25/30/35% for 2 seconds.
Note that the auto activation was lost in a patch.
I get this skill at level 13, and only because I'm forced to. 50 health shield and 15% slow just isn't worth it early and mid game, and it's wiser to spend the points in dragon strike or demacian standard.

Jarvan's "E" ability is demacian standard, where he places a flag to a nearby area dealing 60/110/160/210/260 AoE magic damage. Demacian standard passively grants 10/14/18/22/26% attack speed, and 10/14/18/22/26 armor. The flag, when thrown, grants his passive to all nearby allies, and effectively doubling his passive for himself.
This is a pretty cool spell for a couple of reasons. For one, it reveals fog of war where it lands, the attack speed aura is great for pushing backdoors with other teammates, and killing the tower fast. It scales with AP, so it's damage isn't very impressive.
Note: it can be thrown WHILE WALKING, just like Irelia's ult, so think smart and use that to your advantage.

Jarvan's "R" move, or his ult is a single click-target ability which is pretty damn amazing if you ask me. He leaps toward the target dealing 200/350/500 damage, plus 1.5 bonus attack damage. He creates a circular wall of impassible terrain for 3.5 seconds, he can destroy it at will if he wants.
A few things here. When leaping, you are untargetable until you land on your opponent, use this to your advantage to escape skill-shots. Flash can escape the terrain, as can blink moves such as:



































Here are the likely champs you will face at mid, their threat levels to Jarvan, and how to counter their moves.
Threat level none-low (squishies)











Jarvan can only go here if you follow this guide. ;)
Ashe, Sivir, Karma, and Ryze should be your feast and you should spam <33333 in /all chat for giving you so many kills. Karthus is a little tricky, but so squishy, and buy 1 ward, and twitch is feeding you as well.
Threat level low-medium









Watch out for anivia's


Threat level medium-hazardous (ask for lane change)







The things that will destroy you the most are blinds.
Teemo... You can almost never kill him if he is pro. His


Kassadin can with ease get out of your ult.
Laning against vlad, fiddlesticks, annie, or kennen will only last as long as your 5 health pots.
Stay away from these champs. You have been warned!
Crazy Damage Output Tips with Combo
First entering your lane, you want to just chill out, and last-hit minions while taking minimal harassment until level 2, where you have both


Now, the fun begins. When dragon strike comes into contact with a flag, you will get pulled to the flag, knocking up any enemies in between the flag and you. This goes for champs and minions. This is your "bread and butter" combo, the most damage in skills you will be dealing, how you catch up to enemies, how you run away from enemies, and clear entire minion waves at once.
*Note* Don't bother trying to hit them with the flag, instead focus on getting it behind them, the damage on the flag is too little to compensate for them getting away.
Two problems, however, since it is a combo, it takes roughly 150 mana to pull off, so you can see how starved you can get. Use it wisely until level 6, or

I've made some screens to show this combo.

1. Throw the flag!

2. Knock 'em up!

3. ???

4. Profit!
Calculating the enemy's walking patterns, placing the flag, and pulling off the combo takes time to master, and you must practice! placing the flag near a tower is a bad idea. I've countless times done so, tryed to use

When and how to use your ult
Properly.
Feel free to use your incredibly useful ult whenever it's up, but do it correctly or you will die, or have your team hate you.
When TO use your ult
-When you're low health and getting tower dived. If you're going to die anyways, they should too. Keep them in place so they get forced to take heavy damage from the turret.
-When your team is chasing an enemy, with very little health, and he is getting away.
-Keep an enemy from chasing down an ally with low health.
-Hold enemies in place for either YOU to get a kill, or have a teammate time to catch up.
When NOT to use your ult
-When a fleeing enemy or a stationary enemy is going to die anyways without your ult.
-Killstealing.
-Tower diving
-Trapping your entire team inside a small arena in a 5v5 team fight, you'll get people killed. ESPECIALLY RANGED CHARACTERS
CORE BUILD:





Going mid, I like to start off with


I try and go for




*NOTE* This is NOT a jungling build. I repeat NOT. Keep reading!
Reason for having wriggle's lantern without jungling:
Wriggle's lantern has an amazing armor and damage boost for early game, synchronizing with

The passive bonus will land you 95% last hits on almost every minion when you're laning. when backdooring, they won't have time to catch you since you clear a minion wave in 5 seconds with melee.
Back in the laning phase, it allows you to go catch blue buff with ease, and pick up some jungle kills as you're running to go gank. The ACTIVE: Free ward every 3 minutes?! For a first item, wriggle's just matches up with Jarvan so well.
Boots
My recommendation is to turn your


If you don't like those, you can substitute them for either


Attack speed, survivability, and the final power


Start with

Now it should be mid game and you should have an average 7 kills - give or take a few if you got ksed a bunch. By now, the enemy team is realizing how deadly you are, and you're going to start getting focused.
NEW:
Build either



Next, start up your infinity edge, and try to start with B.F. Sword, if you can't, buy


Final/Situational Items
If you're doing amazing, and want to put some extra icing on the cake, buy





Items to avoid



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