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Recommended Items
Runes: Runes
Precision
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Summoner Spells
Flash
Mosstomper Smite
Items
Ability Order Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Vayne
Orianna
Shockwave after Flag and Drag is really good combo, especially if you can use your Cataclysm afterwards.
Synergies
Ideal
Strong
Ok
Low
None
Orianna
Shockwave after Flag and Drag is really good combo, especially if you can use your Cataclysm afterwards.
Champion Build Guide
Abilities
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Pros/Cons
PROS
+ Strong Duelist. + Great Teamfighter. + Good early game. + Insanally good mid game. + One of the best engagers. |
CONS
- Can only go in, really bad at peeling. - Cataclysm can make your allies hate you sometimes. - Weak level one. |
Early game vs Late game
+ Good level 2/3/4 ganker + Strong at Scuttle Crab fights + Can invade weak early game junglers. - Weak level one - Bad item components early game As Jarvan IV in early game you don't want to tunnel vision on afk farming, but instead look for potential ganks and cheeses you can do. You don't need to force anything considering you have Cataclysm powerspike ok 6. But it's really good for example, to force enemy carry Flash, especially if they are immobile, so it will guarantee free kill level 6 with Cataclysm. |
+ Huge engage potential + Solid damage to neutral objectives, because % current health damage on his Martial Cadence + Great at catching enemy carries of position, can oneshot them. - Get's outscaled by some really late game champions on 5 and 6 items. For late game, Jarvan IV is powerfull engaging machine. Besides that you easily can catch enemy carries on long range with Dragon Strike + Demacian Standard + Cataclysm combo and solo kill them. |
Runes
Conqueror is obviously the best choice here, becuse you can easily get some easy stacks during your initial combo of Demacian Standard + Dragon Strike, additionally your Demacian Standard gives you enough attack speed that Conqueror feels super strong in longer fights too. |
Triumph is only good rune choice here. You don't care about mana from Pressence of Mind and Overheal is not consistent enough. |
Legend: Tenacity is really good vs hard cc team comps, so I pretty much always default to it, but Legend: Alacrity is probably better if enemy has no cc or only knock ups, which are not reduced by Legend: Tenacity |
Last Stand is my prefference in this row, I'm aware that most people are taking Coup the Grace but after playing few matches on both runes I figured I mostly do more damage with Last Stand. |
As Jarvan IV you don't need early boots, because you can reach enemies with Demacian Standard + Dragon Strike, so this rune basically gives you free 300gold + 10ms. I often sit on these boots until I complete my Goredrinker + Black Cleaver, unless enemies are super AP/CC heavy or have a lot autoattackers, in that case I build Mercury's Treads or Plated Steelcaps depending on enemy team comp, before I finish my Black Cleaver. Good thing about this runes as Jarvan IV is that if you get early ganks going, as you should you will end up with your boots around 9 minutes. |
Future's Market is great rune choice that I have been running on most of the junglers, in combination with Magical Footwear you gain around 500gold, which really allows you to spike into Goredrinker and Black Cleaver. |
Summoner Spells
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