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I, Exemplar






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Spells:
Exhaust
Ghost
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Overview

You will notice, playing Jarvan, that you are not the crazy one-vs-one champion that they built him up to be. He is decent in a 1 vs 1 setting, his skills are exceptional for crowd control, allowing unprecedented harass, however building him requires a focus.
In this guide, I will explain how I build Jarvan, his possible gear, and some tactics and strategy.
Masteries
At heart, Jarvan is an offensive champion. He deals incredible damage when he is all geared up. As such, this concept is reflected in masteries, rocking a 22/0/8 build.
Key Talents:
- Cripple: This buffs one of your most important Summoner Spell. Since this ability is key, buffing it will be very important.
- Havoc: Extra damage is necessary! You need to pull your own weight.
- Awareness: Leveling faster is important for Jarvan as a carry. This will give you 5% extra experience.
Runes
Try to primary your runes. These are my choices, from personal preference, but so long as you use the primary stats on each rune, you'll be fine.




On a note, the

Summoner Spells
I find these are the best to use with Jarvan. I will substitute in some scenarios, especially based on my team combination.


These are my primaries. They both increase mobility for Jarvan, which is very useful for escaping and pursuing enemies. Both can be used offensively and defensively.

I will usually replace


This is nice in some matches as it allows another escape/pursue mechanic without using you



I will take this ONLY when I think I might face an enemy

Core Items



These items are, imo, the core build for Jarvan. It incorporates the holy trinity of Crowd Control(






Finishers



These items are finisher, but not compulsory to the build like the Core items. I prefer










Build Order
I start my games with a




Regardless of my enemies, I build a



After your





Once all of your core items are build, your inventory should look like this;





I like to finish out my build by getting a








Heavy Melee Teams
I have played a few games where the enemy carries are getting too scary for me.



In these games I will adjust my build to fit in a




Additionally, it might not be a bad idea to get

There is an alternate philosophy to the heavy melee carry problem!
Some players choose to instead focus on vastly increasing their hitting power over defenses. I frown on this approach, primarily because it will fail in fights with two enemies or more. Whereas a




Heavy Mage Team
I played a game a little while ago against a




In these type scenarios, I always, always, ALWAYS buy






Skills & Uses
Jarvan has some very unique skills at his disposal that lead to excellent game mechanics. They interweave more than any champion I know of, causing excellent synergy.

Your passive skill. The way it works is when you first hit a target with your auto attack, you deal extra magic damage 10% of their current health. If you attack someone with 1000 health, you'll deal an extra 100. Attack someone with 100, and you deal 10.
This effect only happens every 6 seconds on a single target, so when farming spread the love and attack all the minions nearby.
PRO TIP! This works exceptionally well on neutral monsters; hitting the Dragon in 3v3 causes an extra 400 damage, while the Baron in 5v5 causes over 1000 extra damage!

Your bread and butter damage move, as well as a utility move with

When you hit your


Simultaneously a chase, escape, and defensive skill! You shield yourself, increasing the shield strength depending on how many enemy champs are nearby, and slow any nearby enemy units for a few seconds. You can use this to attack, slowing enemies after poping them up, help you escape a gank, or just use it when farming for the shield.
The shield lasts for 5 seconds while the slow only lasts for 2, so be sure to get the hell outta' dodge if you need to!

This is a great skill to level quickly, both for it's attack speed and armor, but the active component can change the course of battles. At max level, toss this down to give nearby allies a +25% attack speed and some extra armor. It also deals damage when it lands!
PRO TIP! This has a HUGE range, so it can be used to harass. Even if you have to leave a fight, toss it behind you to let your minions kick some extra ***!

The ultimate of ultimates. The unreasonably awesome pewpew crowd control ability, [{Cataclysm]] will win fights by itself! It is targeted with a decent range. When you pick your target, you leap at them, clearing any obstacles in the way, and deal some damage to them. Around you, terrain will be formed, locking you and the target, as well as any unfortunate minions or other champs around, inside the arena for 3.5 seconds.
Inside, Jarvan does terrible, terrible things to the enemy. Terrible...*shudder*...unspeakable things! The poor blighter is forced to sit there and watch himself die, or he can



PRO TIP! After setting up the arena, you can use your


Tactics & Strategy
This champion require alot of planning and good timing to be truly effective. In the hands of a noob, just a-clicking and building brute force he won't be that great. In the hands of a twitchy player, he can be devastating.
Early Game
When you start, buy some



You'll be tricksy and hard to kill as early as level 2 when you have both


You'll notice throughout the game you should always have some

Mid Game
Around levels 6-12, mid game will begin. You'll have settled in, hopefully scored some unrequited kills and be well on your way to building your core items. Since Jarvan is so fast, feel free to run in between the lanes and hop in for a gank if you can; it's great to get fed early!
You can farm in the off-time between waves and jungle freely; while you don't have any vamp gear, feel free to buy just a

Again, keep some

End Game
**** just got real! About now you won't be as reliant on mana as you were earlier. You can stop buying potions and fill your inventory with awesome gear. In 3v3, you will probably be your team's carry champion, so you need to start dishing out the pain!
Have your team lock enemies down so you can get to them. You are an initiator at heart! Leap in and kill, have your team follow up and finish them off. If needbe, run back; most players cannot let a kill escape and will foolishly run through minions, friendly champions, and even turrets to kill you. Better run and live to fight another day!
Special Tactics
Jarvan has some nasty combos up his sleave. Some of these are basic, but combos are important!


This is your bread and butter initiator; it deals damage with both the Flag and Strike as well as knocks them up in the air to allow your team to get into position. Follow up with an






This combo can damage and snare an enemy for a few seconds to allow team members to escape. Very useful if an entire team is in hot pursuit after your

It is best to pop your


Wall Hopping
With your



This is very useful, especially when doubled with [{Flash]], you can become literally un-catchable!
Please, feel free to drop a note with some comments or tell me if you do something differently! I am still learning Jarvan as he is still very young and am open to new ideas!
Cheers,
Raindance
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