Build Guide by 0l1mp1ak0s
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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.
I decided to make this build because i haven't found one on mobafire that is similar to my play style. This Jarvan is made to be an initiator mid game and a heavy dmg dealer with some bulk late game, hence we go for hp+atma's. This is unlike other builds where you get mana regen items cause you will be trying to get the jungle buffs all the time, also u will have a good amount of resistances and hp mid game but not enough dmg, so you will be getting mostly assists from smart uses of your cc. Pls take into consideration that this is my first build so be forgiving about my mistakes and pls tell me what i havent done so good so i can improve it. You can also talk to me ingame. My name is 0l1mp1ak0s in the EU server.
Great handling of dmg
Good mob killer
One of the best team players out there
Awesome jump+knock combo
Great support for carry and all the team with standard
Enormous dmg late game
Prince of DEMACIAAAA
Squishy early game
Vulnerable to tease(if they have 2 teasers)
Average dmg mid game
(for ks lovers)No means of getting kills early-mid game
now is great for escaping, rushing to defend, chasing, rushing to team fight, and nulls jarvan's slow speed a lot,(thats why we improve it with 1 point on Improved)
Pretty good for early game survival or for getting kills, although ghost+exhaust are much more important
If you like setting up ganks via wards or if you like being always on the defend-needing turret, average spell for jarv since u got enough means of doing the same with ghost.
Dont like cc? This one's for you, although cc isnt ur problem that much
This one is for killing escapees, bringing down tanks, or helping 1v1 cases, not that useful for jarvan since u have ur jump for escapers, ur q for tanks and ur pretty good on 1v1.
21/8/1 The 21 in offense are typical for every melee(who does not need much cdr like jarvan), the 8 in defense are for increasing ur resists early game and increasing ur time in lane early game, and the 1 point in ghost is for making the spell a lot better. The 2 points in the extra dmg to mobs mastery is for taking more last hits and helping in jungling.
for some needed arp that stacks well with yourfor bringing down both tanks and actually making negative the armor of casters xD.
Then we go tofor some much needed flat hp to make you stay alive longer in your lane since jarvan's early game hp is low. Andbecause they provide you with the exact amount of cdr you need as jarvan so you can keep yourup all the time.
Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, this caps at 400 damage. This effect cannot occur on the same target for 6 seconds. Awesome skill for an initiator, deals enormous dmg on your first attack(1000+ late game), gives you enough burst and is a great addition to you especially mid game since your damage there sucks.
Jarvan IV extends his lance through his opponent, dealing 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26% for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path.
Cooldown 9 / 8 / 7 / 6 / 5 seconds | Cost 40 / 45 / 50 / 55 / 60 mana |
You mostly need it cause of the jump+knock it gives you,therefore; just put 1 point in it at start and max it out at the end(when it deals alot of dmg and destroys alot of armor).
Jarvan IV forges a shield protecting him for 50 / 100 / 150 / 200 / 250 (+20 / 25 / 30 / 35 / 40 per nearby enemy champion) damage for 5 seconds and slowing surrounding enemies by 15 / 20 / 25 / 30 / 35% for 2 seconds upon activation. The shield adds more mitigation for every enemy champion nearby when activating.
Cooldown 20 / 18 / 16 / 14 / 12 seconds | Cost 75 mana |
Awesome spell, a useful tool for every initiator and pretty much the reason(along with banshee's) that you rarely die, not only you get +450 hp when you use it but you also slow all of their team by a good 35%. Because of that this is the 2nd skill we max.
Passive: Grants Jarvan a bonus 10 / 14 / 18 / 22 / 26% attack speed and 10 / 14 / 18 / 22 / 26 armor.
Active: Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Cooldown 12 seconds | Cost 60 mana |
So awesome, the first skill we max, your only source of as, plus some armor, damage when you throw it, and ofc 1st part of you jump+knock combo, did i mention the as/armor bonus applies to your allies aswell? Can we ask for more? Best spell of Jarvan.
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 350 / 500 (+1.5 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities.
Cooldown 120 / 105 / 90 seconds | Cost 100 / 125 / 150 mana |
This spell is about knowing how to use it. Awesome for killing carries, destroying escape ways, blocking enemies of helping their teammate, ganking, killing, anti-tower-diving(both offensively and defensively),taking one for the team and many more. Just be careful when you use it and ur a beginner on this char, it might help your enemies, feel free to use it on every teamfight and 1v1 fight, and remember DEMACIAAAAAAAA
If you are doing well:
Move forward to gettingand replacingwith
If the enemy team has a lot of dmg and you dont have a decent tank:
Ok grab yourand your health pot and go to your lane. If you have chances for a fb then go ahead and try to take it. Be careful about dying though since survival is much more essential for victory. After mobs come try to get as many last hits as possible(even by using). Try also to stay in lane as long as you can so you can get urandat the same time. When you get them then go back to killing mobs and possibly getting blue buff to get rdy for ganks. The next time you go to base will be to getandand(if you got some kills/assists) start on your.After this mid game should be starting.
After you get yourtry to gank as many ppl as you can and push as many towers as you can. Remember to kill the dragon all the time and to get blue(and occasionally red) buff. You should play smart, looking for alone ppl and warding to fend off enemy ganks and traps. You should be able to getin one-two goes if your doing well. If they have ANY stealther, then getsince you wont be dying a lot, you should be careful about dying though. Grab youras your last defensive item and brace yourself, cause late game is coming!.
Now your main goal is to getasap since it will give you tons of dmg and armor and a good crit chance. Your play-style should be pretty much the same, initiating, ganking, and warding, although you will be dishing out heavy dmg with. By now you have achieved the Core Item Build. Now weigh your choices, you should either go for more dmg or bulk, usually u will be doing pretty well so you will be going for. After you have this, you will be TheEpicDemacianKiller, your damage will be enormous and your defenses will be pretty good. If the game hasnt still ended then proceed to changing yourwith.
So this build is about making one of the most handsome champions in the game, a total killing machine who can't die, i will be posting some screenshots with my scores soon enough. Pls remember to be forgiving since this is my first build and pls tell me anything that bothers you about my build so that we can see what that problem is. I hope you will enjoy Jarvan Iv, The Exemplar of Demacia through my build since he is an awesome champion that is capable of providing feeds for his team to the point that you will be the one winning the game.