Build Guide by Dirimo
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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.
Welcome to Dirimo's guide to Jarvan IV, the Exemplar of Demacia.
Jarvan IV is a DPS champion. He can be played as an off-tank, tanky DPS, and a DPS. This guide however focuses on an AD/AS styled build. After testing a bit, I find this to be the greatest amount of damage output. What I like about this champion is, usually you have to pick between burst or sustained damage, with this one on the other hand, it's the... best of both worlds. He deals a devastating amount of damage on impact and then shreds the remaining down.
If you are interested in a build that gives you all of the above, then proceed to read.
ROLE: You are a heavy DPS that helps in the initiation to pick off squishies/carries and assist in crowd control.
NOTE: This guide was intended for 3v3 purposes. You may try using this guide on 5v5 but do not hold this guide accountable if it does not work as well as one would expect.
Pros & Cons
- High Damage Output
- Burst AND Sustained DPS
- Great Mobility
- Difficult To Master
- A LOT of placement
Cooldown: 9 / 8 / 7 / 6 / 5 seconds.
Cost: 40 / 45 / 50 / 55 / 60 mana.
Physical Damage: 70 / 120 / 170 / 220 / 270 (+1.10 per bonus attack damage).
Armor Reduction: 10 / 14 / 18 / 22 / 26%.
This is the second part of your bread and butter. This ability shoots forward like a skill shot, dealing damage to anything in its path. Here's the best part of the ability though, If your Dragon Strike makes contact with your Demacian Standard, you charge towards the flag and you knock anything in your way into the air.
Cooldown: 20 / 18 / 16 / 14 / 12 seconds.
Cost: 75 mana.
Damage Shielded: 50 / 100 / 150 / 200 / 250 (+20/25/30/35/40 per nearby enemy champion).
Slow: 15 / 20 / 25 / 30 / 35%.
A mix of Garen's Courage and Randuin's Omen. It grants you additional HP for a certain amount of time, and at the same time, it slows the movement speed of nearby enemy champions. An amazing ability for chasing an enemy or using it to escape from pursuers.
Cooldown: 12 seconds.
Cost: 60 mana.
Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.80 per ability power).
Armor Bonus: 10 / 14 / 18 / 22 / 26.
Attack Speed Bonus: 10 / 14 / 18 / 22 / 26%.
An ability that drops a flag on target location within a certain range, dealing damage to nearby champions and granting your nearby allied champions the passive bonus of the ability. This is the first part of your bread and butter.
Cooldown: 120 / 105 / 90 seconds.
Cost: 100 / 125 / 150 mana.
Physical Damage: 200 / 350 / 500 (+1.50 per bonus attack damage).
The MOST amazing ability ever, you jump on an enemy champion, deal a flat amount of damage THEN a circle-shaped terrain raises up and essentially traps you and whoever is in it... in it. This makes it so that you can stop a target from escaping.
NOTE: Movement spells (i.e. ) can be used to escape.
Here's a breakdown of all useful summoner spells:
Simply because the champion is mobile, but only ability wise. If everything's on cooldown, he himself runs slow. You can use it to catch up or to run away, great ability overall.
Once again, movement is key to this champion. Great ability to go through walls, you can even use it to quickly escape your own cataclysm, leaving your enemies inside and you out.
Alternatives / My Thoughts:
This is my personal favorite, I usually use this alongside Exhaust in 3v3s when I solo top. Extreme aggression and to get first blood and dominate the lane. Can be used to counter healing champions (i.e. )
If you prefer the run speed over the instant movement of Flash then this would be your other choice. Once again, this champion is somewhat slow.
More viable on 5v5s, if that's what your interested in then this is a good choice.
If you hate CC then this is your friend.
Err... Not my cup of tea.
Not neccesary, you have plenty of mana, unless you blow it all on minions which isn't smart.
Not a jungler.
Err.... No thanks?
That's what wards are for.
Well, I believe that about covers it. Onto the next part!
Runes & Masteries
For runes, I like to use the following:
Greater Mark of Desolation Greater Quintessence of Desolation
The Marks and Quintessence of Desolation are basic for Melee AD champions.
I chose Seals of Evasion because they provide higher survivability early game.
Lastly, I prefer to use Glyphs of Focus because it allows me to use my E+Q combo more frequently.
NOTE: Remember, Guide are GUIDES they do not need to be copied completely. Runes and Masteries are all preference so, if you prefer a different style then do so. A guide is only there to show you what the champion is about and guide you towards victoy, a lesson on the champion so to speak.
I go 21/9/0 because I like to maximize my damage output. I put the 21 in Offense for more damage and 9 into defense for higher survivability early on, although this is all preference.
Start off with a and head into lane.
(I prefer to solo lane)
During this phase of the game, harass as much as possible and LAST HIT (I know this sounds elementary.) Use your to harass the enemy, and attempt to get close to the enemy and tag them every 6 seconds in order to make use of your passive.
Once you get first blood, accumulated enough money or when you're forced to return, buy as much of your full boots as possible. Then return to lane.
I prefer to get if your focusing on straight damage, or unless the enemy team has an extreme amount of CC then I would get .
Now here comes the fun, now we rush a by first getting Recurve.
You should now get a , but if you are able to stay and farm, then do so. It's a nice thing to have but the longer you stay the faster you can get your or even .
(I do not promote overextending... Just sayin.)
As you continue to farm and gank enemy players, you should now aim for a B.F. Sword, which will eventually lead into a .
Remember: This champion is heavily item dependent! Always be doing something, be it farming in lane, ganking the enemy, or jungling. Always have a source of money in order to keep ahead of the enemy players.
Afterwards you should now be aiming at . Get the and then the .
Here's where things are either pushed far, or stuck in the base defending. Now depending on the enemy team, you have two options.
The enemies should start countering you by now, so if the enemy team are stacking armor, then the next item you need is , to deal some massive damage.
As for the last item, you have multiple items.
You can choose between:
or : Against Squishy Teams / Against Armor-Heavy Teams
: For more damage to your burst/sustained DPS.
: For more attack speed if you so desire.
Item Build & Alternatives
: A great early start and almost guarantees first blood (given you and your team is smart.)
/ : For more DPS / Against heavy CC teams.
: Lifesteal and Attack Speed, and of course Armor Reduction. It's an AOE buff so it's beneficial to your entire team.
: Massive AD.
: Some AD, Lots of HP, and obviously, the slow. So this grants survivability and more CC.
: Adds more AS and Crit, and who doesn't love movement speed?
: Lots of AD and Lifesteal.
: To counter champions that benefit off of dodges (i.e. Jax)
: To counter against AP bursts (i.e. Karthus) and give you some AD.
: To counter heavy Armor teams.
: To counter heavy AP teams.
: To counter against AD/Carry teams.
: In case you don't like dying.
In the end, I believe Jarvan IV is a very well rounded champion and that I think that he might be slightly imba early game.
That's so for my guide for Jarvan IV, if you have any suggestions/feedback, please leave it in
the comment section below and don't forget to like this guide!
*This guide will continue to be updated.