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Jarvan IV Build Guide by First Alchemist

Jarvan IV. Anti-TROLL

Jarvan IV. Anti-TROLL

Updated on August 29, 2011
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League of Legends Build Guide Author First Alchemist Build Guide By First Alchemist 5,712 Views 3 Comments
5,712 Views 3 Comments League of Legends Build Guide Author First Alchemist Jarvan IV Build Guide By First Alchemist Updated on August 29, 2011
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Jarvans job as an Initiator is to gank the lanes heavily and be a sacrifical lamb mid game. You buff your team with flag and initiate fights. Then 9 times out of 10 you die, NOT , YOU LIVE LIKE A BOSS !

MY Build
- Little death
- A lot of Kills
- Little Assists { Take kills LIKE A BOSS )
- A lot of Surprise ***ults
- Little damages from NPCs
- A lot of Dodging

- Little loss
- A lot of Wins
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Skill Sequence

"I will max E first then Q then W. Your bread and butter damage combo is your flag toss plus javelin so practice being able to hit this 100 percent as well as leading targets with them."

* Remember Demacian Standard is ALWAYS 60mana cost
- + it is a GOOD HARASSMENT Ability & Strengthens your Lane
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Jarvan IV

Things i figured:
-Mid lane when ready with Cataclysm-then decide top or bottom or dragon or Killtime
-Take Golem Buff to get Cataclysm cool-downed
-If Versing Warwick- take the lane where Enemy's(Warwick's Golem buff) is. Harass Warwick so he Fails to get it at the beginning
-If Versing Garen- Just simply don't underestimate & be cautious with half Hp
-Using Cataclysm in the beginning(initiating) is not the best move. Keep it as a surprise.
-- Some opponents can get out of the impassable terrain of Cataclysm (Yi, Shen, etc.). Be aware if this happens and end your ultimate quickly to keep up the chase.

"I will max E first then Q then W. Your bread and butter damage combo is your flag toss plus javelin so practice being able to hit this 100 percent as well as leading targets with them."

"I use flash smite for catching people. You can even use exaust or ignite because Jarvan has a built in blink."

Throw your e slightly ahead of where a person is running then Q to it to hit. If you don't your flag will usually hit behind them and you will miss your knock up.
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A lil Jungling won't hurt :)

Dragon : Dragon isn't exactly a buff, but because it gives 190 gold globally to all your teammates, if you can control dragon you'll be greatly rewarded.
- GET AS OFTEN AS POSSIBLE - PUT A Ward down if you are versing a jungle-based opponent
4 : Ancient Golem & 2 Young Lizard : The Ancient Golem has 1275 + (175 x highest champion level) health and gives 60 gold along with the 2 Young Lizards that have 350 health and gives 10 gold each. Initiate the battle with your Demacian Standard, Dragon Strike combo attacking the Ancient Golem until he has around 1/3 health left so you can use Smite to kill it. Killing the Ancient Golem gives you the Crest of the Ancient Golem buff. Respawns every 5 minutes
Total : 80 Gold
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I Like LONG bananas

Summoner Spells

Teleport: Helps you get back to your lane faster, maximizing your XP. Helps you push a lane by getting you across the map fast. And with your combo you can farm creep waves fast making tower pushing easier. Helps you defend Baron. And it helps you get back to the fight fast! The uses are many. It also allows you to go back to base as soon as you have the gold for Philosopher's Stone and lose little or no experience at all.
Flash: I recently began to appreciate this spell more and more. And after some useful advice I also realized the importance of this spell on Jarvan. That and I realized that Ghost wasn't as useful to Jarvan since he has so much CC and ability to escape.

Others that are Relatively nice to have:
Ignite - if you are blood-thirsty
Exhaust- if you really want a certain champion to be in the Grave :)
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Why These Runes?
I got Personally LIKE "Saintvicious Jungle Jarvan" 's (in pro Jarvan Build)

2# Greater Quint of Strength-2.25Attk Damage@1025 IpPoints---Attk with Martial Cadence, it does surprising amounts of damage

1# Greater Quint of Resilience-4.26Armor@1025 IpPoints---Armor.1 word.Tank.

9# Greater Glyph of Shielding-0.15Magic Resist per level (2.70)@205 IpPoints---Magic resist is always good for a melee initiator

9# Greater Seal of Evasion-0.75%Dodge @820 IpPoints.---Can turn a dying moment to a kill & escape

1# Greater Mark of Strength- 0.95Attk Damage@ 205 IpPoints---like noted above;Attk with Martial Cadence, it does surprising amounts of damage. makes farming easier $$$

#8 Greater Mark of Desolation- 1.66Armor Penetration@ 410 IpPoints---Will make a squishy champions RAGE or CRY . "Here comes a RAGE-QUIT"

Runes are totally your choice, so whatever suits your fighting style
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Good points from - Other honorable Players

I like "The Exemplar of Tanking: Jarvan IV the Tank(y dps)." Build so ill reference him, but I'll share parts I really liked about others too:

Here is a picture showing the many possible ways you can use his combo to take shortcuts, get away, or cut off an escape. The red lines are the Combo Routes. The green rectangles are great places to put the ward from your Wriggle's Lantern.
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With the items:
-dont really need the health potion nor Mana potion(optional)
-at the end. Atma's Impaler is OPTIONAL.
---> you have the choice between Atma's/Wit's End/Banshee's Veil/Quick silver sash for your LAST slot.

Reasoning Behind my item Choices:

+15 Health Regen per 5 sec---Helps stay long on the lane

Click to Consume: Restores 100 Mana over 20 seconds.---If you like to push & confident on not dying

+18 Health Regen per 5 sec +8 Mana Regen per 5 sec UNIQUE Passive: Gain an additional 5 Gold every 10 seconds.---GO GET AS SOON AS POSSIBLE(click B then Tele back)

UNIQUE Passive: Enhanced Movement 1---Keep safe or Gank-time?

+250 Health UNIQUE Passive: Generates 5 Gold every 10 seconds.---the extra health is nice but $$$ is better ^.^

+25% Attack Speed UNIQUE Passive: Enhanced Movement 2.---This is YOUR CHOICE.for me this because I like Killing ASAP

+430 Health---I get this first before Chain Vest to get Sunfire Cape-Because more health is more intimidating

+450 Health +45 Armor UNIQUE Passive: Deals 35 magic damage per second to nearby enemies.---Health & helps do massive damage while in Cataclysm & pushing lanes

+350 Health +75 Armor +25 Health Regen per 5 sec. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speeds by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds + 0.5 seconds for each 100 Armor and Magic Resist. 60 second cooldown.---While on assault, you want to slow down annoying teamers

+35 Attack Damage +30 Magic Resistance UNIQUE Passive: If you would take Magic Damage that would leave you at less than 30% of your Maximum Health, you first gain a shield that absorbs 300 Magic Damage for 4 seconds. 60 second cool-down.---A difference between surviving & dying. A surprise of a shield is mind-blowing.

+330 Health +30 Health Regen per 5 sec +15 Mana Regen per 5 sec UNIQUE Passive: Reduces ability cooldowns by 15% UNIQUE Active: Nearby champions gain 40% movement speed for 3 seconds (60 second cooldown)---After Cataclysm you will be wasted. Give your team an opportunity to Pursue the wounded.


I recommend choose between these depending on your status
Noted above I'll choose between, Atma's/Wit's End/Banshee's Veil/Quick silver sash for my LAST slot.

+45 Armor +18% Critical Strike UNIQUE Passive: 2% of your maximum health is added to your attack damage.--- if you want to be HAULK.

+40% Attack Speed +30 Magic Resistance UNIQUE Passive: Your attacks deal 42 bonus magic damage. UNIQUE Passive: Your attacks increase your Magic Resist by 5 for 5 seconds (stacks up to 4 times).--- if you have annoying mages that you are craving to kill

+375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Blocks one enemy ability every 45 seconds.---if there is an enemy champion who can stun or interrupt an assault

+56 Magic Resistance Active: Removes all debuffs from your character. 90 second cooldown.---personally i find VERY GOOD
remove nearly all debuffs including:
-Mordekaiser's ultimate Children of the Grave Children of the Grave
-he bonus damage of Poppy's ultimate Diplomatic Immunity Diplomatic Immunity
*Urgot's ultimate Hyper-Kinetic Position Reverser Hyper-Kinetic Position Reverser
-Vladimir's ultimate Hemoplague Hemoplague
*Warwick's ultimate Infinite Duress Infinite Duress
-Zilean's Time Bomb Time Bomb
*All other forms of crowd control.
-Gangplank's Remove Scurvy Remove Scurvy will act like Quicksilver Sash and remove suppression.
*Remember that Quicksilver Sash does not give you any lingering resistance after use like Cleanse Cleanse. If you use it to remove a slow/stun/etc, you can immediately be stunned, slowed, suppressed, etc. again.

- Depending on your Enemies, the list of items can be altered. But 99% it would be how I have listed. TRY IT. LIKE A BOSS .

Against Tankers:
Regrowth Pendant
Philosopher's Stone
Heart of Gold
Mercury's Treads
Trinity Force
Negatron Cloak
Banshee's Veil
Chain Vest
Atma's Impaler
Randuin's Omen
Force of Nature
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Pros / Cons

Pro's of Jarvan IV:

- Major harassment abilities keep opponents nearby for other allies
- Big armor bonus due to the passive of Demacian Standard
- Ranged attacking and also a great farming tool late game in Dragon Strike
- Huge health pool
- In-Built Flash { Demacian Standard + Dragon Strike )
- Golden Aegis Is a Good Surprise. Good in pursuing & escaping.
- Cataclysm Initiating - Better if used in mid fight to Create a Massive-Surprise-Damage
- Relatively short cool-down time for Cataclysm [ or get Golem Buff ]
- Many Escaping options [ "In-Built Flash" + FLash + Cataclysm trap then Escape out + Teleport [(enough armor+Golden Aegis;to withstand a quick teleport)
- Passive Martial Cadence is a mini-Critical. Good for last-hitting + good to hassle laners
- In-Built Scouter: Use Demacian Standard to scout dangerous bush & use before teleport back, to secure no intentions to Gank.
- He is one of the most versatile champions in the game, able to fit into any team composition and fulfill a variety of roles.
- "Though not the point of this guide, he can jungle fairly effectively."

Con's of Jarvan IV:

- Tanker, so you need to focus heavily on Health & armor Based items
- As Initiator, often has to die for the team { Best to lure enemies away from dying (1+)allies by sacrificing yourself ]
- High Health pool is creates too much confidence - which shouldn't be the case when versing certain champions (e.g. Garen )
- Extremely low mana pool leads to not very many abilities in succession

^^^^^ LOOK, Pros Dominates the cons!!!An ESCAPADE(fun-fun+escaping) Jarvan IV !!! :3
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"You Have Unlocked Jarvan IV"



HAVE FUN & PLAY NICELY even to a chewbaka like me ^_<) V,,
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