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Jarvan IV, Who Doesn't Afraid of Anything
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Spells:
Ghost
Exhaust
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
You've heard it a thousand times, with every time being scarier than the last.
You know what's coming.
You know who it's coming for.
It's coming for you.
IT'S MOTHERF-CKING CATACLYSM.
You can't run.
You're trapped.
All alone.
You cry.
Your teammates abandon you, without a thought.
And then you leave this world cold and alone.
And Jarvan IV takes pleasure from ending your insignificant life.
Anyway, on to the real intro:
This is Jarvan IV, a pretty cool guy who doesn't afraid of anything.
And this is a tanky damage-dealing build, and for the most part I haven't had much trouble with it.
PUBLIC SERVICE ANNOUNCEMENT: Don't feel restricted to just what is contained in this guide. Many choices are affected by personal play-style, such as how offensive you want to be, and how unkillable you want to be. Choose wisely. The more you know yourself, the more you will win.
PERSONAL BRAGGING MOMENT: In fact, if you are really curious, I once went 29-4-17 with this build. And I didn't die for the first 35 minutes. So there. I said it. It's out there. I don't care if you don't believe me.
Well, some may be tempted to disagree with me but, "Frankly my dear, I don't give a damn."
Marks: I take armor penetration for in the increased damage. HURR DURR.
Glyphs: I take flat magic resist. Simple enough.
Seals: I take flat armor. Again, simple enough.
Quints: Flat health. Do I really need a reason?
I prefer flat over per-level for a few reasons, with one being the early game advantage. I like the early game advantage. I know that per-level is better endgame, but a good early game is more important to me. And it's not like the runes are worthless late game. They still help. But once again, this is really up to personal preference.
Marks: I take armor penetration for in the increased damage. HURR DURR.
Glyphs: I take flat magic resist. Simple enough.
Seals: I take flat armor. Again, simple enough.
Quints: Flat health. Do I really need a reason?
I prefer flat over per-level for a few reasons, with one being the early game advantage. I like the early game advantage. I know that per-level is better endgame, but a good early game is more important to me. And it's not like the runes are worthless late game. They still help. But once again, this is really up to personal preference.
I like the defensive tree, again for the survivability. I also take improved exhaust and ghost. For obvious reasons. I then build into the Utility tree for the increased experience, in order to get the oh-so-wonderful CATACLYSM quickly.
Some may choose to go the offensive route, and this is a very viable choice. But it's not mine. So whatever. Go either way. Build straight utility if that's what suits you.
Some may choose to go the offensive route, and this is a very viable choice. But it's not mine. So whatever. Go either way. Build straight utility if that's what suits you.
Items I like to Use:
To begin the game I like to grab either a Doran's Shield or Blade, depending on who I think I'm going to be laning against.
I go for an early Sword of the Occult, because in my experience Jarvan tends to be an assist-happy champion, and with this: assists mean more damage. Feel free to change this if you aren't a snowball item player or you have a lackluster early game. Maybe an Infinity Edge will suit you.
I grab the Merc Treads for the magic resist and CC reduction. Best boots in the game.
I go for the early Atma's Impaler because it gives armor and the AMAZING passive. Seriously. 2% of my health is converted to AD? DO WANT.
I grab Frozen Mallet for the health (for Atma's), the AD, and the SLOW. (The Golden Aegis slow works wonders with this, trust me)
I get Banshee's for the free anti-spell and the health, mana (no more mana problems for Jarvan after this), and magic resist. (Come'on, all that in one item? SIGN ME UP!)
I finish with Bloodthirster for the AD and lifesteal. Self-explanatory. I use it to heal up between teamfights and the like. This item is always subject to change as it depends on your preference, the other team, and how the game is going. Defense may be the way to go with your last item. Who knows?
Other Items to Consider:
Don't like Sword of the Occult or Bloodthirster?
Why Don't You Try a:
Warmog's Amor: Extra AD on Atma's and survivability.
Last Whisper: Extra armor penetration and attack speed.
Infinity Edge: Damage and critical chance.
Phantom Dancer: Critical chance, move speed, and AS never hurt anyone. Well, maybe your enemies.
Stark's Fervor: Lifesteal, AS, health regen, and reduces enemy armor. AND IT'S AN AURA! WOOHOO!
THIS WILL BE UPDATED! POST ITEMS YOU THINK ARE VIABLE!
To begin the game I like to grab either a Doran's Shield or Blade, depending on who I think I'm going to be laning against.
I go for an early Sword of the Occult, because in my experience Jarvan tends to be an assist-happy champion, and with this: assists mean more damage. Feel free to change this if you aren't a snowball item player or you have a lackluster early game. Maybe an Infinity Edge will suit you.
I grab the Merc Treads for the magic resist and CC reduction. Best boots in the game.
I go for the early Atma's Impaler because it gives armor and the AMAZING passive. Seriously. 2% of my health is converted to AD? DO WANT.
I grab Frozen Mallet for the health (for Atma's), the AD, and the SLOW. (The Golden Aegis slow works wonders with this, trust me)
I get Banshee's for the free anti-spell and the health, mana (no more mana problems for Jarvan after this), and magic resist. (Come'on, all that in one item? SIGN ME UP!)
I finish with Bloodthirster for the AD and lifesteal. Self-explanatory. I use it to heal up between teamfights and the like. This item is always subject to change as it depends on your preference, the other team, and how the game is going. Defense may be the way to go with your last item. Who knows?
Other Items to Consider:
Don't like Sword of the Occult or Bloodthirster?
Why Don't You Try a:
Warmog's Amor: Extra AD on Atma's and survivability.
Last Whisper: Extra armor penetration and attack speed.
Infinity Edge: Damage and critical chance.
Phantom Dancer: Critical chance, move speed, and AS never hurt anyone. Well, maybe your enemies.
Stark's Fervor: Lifesteal, AS, health regen, and reduces enemy armor. AND IT'S AN AURA! WOOHOO!
THIS WILL BE UPDATED! POST ITEMS YOU THINK ARE VIABLE!
Basic order: R>Q>W>E
Martial Candence: Awesome passive. This does 10% of the target's current health. Able to be applied every 6 seconds. Bazinga.
Dragon Strike: I like to max Dragon Strike first (after CATACLYSM), because of it's high armor reduction and high damage. And it's on a relatively low cooldown to boot. Also good for last hitting groups of creeps. Or last hitting enemy champions from your allies, I guess. But I wouldn't know anything about that.
Golden Aegis: Next up is Golden Aegis, for the shield (able to take more damage, duh) and the slow. Be sure to try to use this when surrounded by enemy champions, as if it hits them the shield becomes more powerful. Max this second.
Demacian Standard: I don't care much for Demacian Standard, it provides smaller utility than Golden Aegis and damage output is far greater with Dragon Strike. I grab one point in it for the pull/knockup. Also good for mass creep farming when paired with Dragon Strike. Max this last.
CATACLYSM: And finally, taking a point in it whenever you can, is the almighty CATACLYSM.
You heroically jump through the air, impaling your enemy and the ground and trapping them in a crater of your godliness. If they don't commit suicide, then you'll kill them before they get the chance.
In all honesty, though, it really is a great spell. It can be used both offensively and defensively, and is an excellent trapping tool. Take a point in this whenever possible.
Martial Candence: Awesome passive. This does 10% of the target's current health. Able to be applied every 6 seconds. Bazinga.
Dragon Strike: I like to max Dragon Strike first (after CATACLYSM), because of it's high armor reduction and high damage. And it's on a relatively low cooldown to boot. Also good for last hitting groups of creeps. Or last hitting enemy champions from your allies, I guess. But I wouldn't know anything about that.
Golden Aegis: Next up is Golden Aegis, for the shield (able to take more damage, duh) and the slow. Be sure to try to use this when surrounded by enemy champions, as if it hits them the shield becomes more powerful. Max this second.
Demacian Standard: I don't care much for Demacian Standard, it provides smaller utility than Golden Aegis and damage output is far greater with Dragon Strike. I grab one point in it for the pull/knockup. Also good for mass creep farming when paired with Dragon Strike. Max this last.
CATACLYSM: And finally, taking a point in it whenever you can, is the almighty CATACLYSM.
You heroically jump through the air, impaling your enemy and the ground and trapping them in a crater of your godliness. If they don't commit suicide, then you'll kill them before they get the chance.
In all honesty, though, it really is a great spell. It can be used both offensively and defensively, and is an excellent trapping tool. Take a point in this whenever possible.
What I think you should pretty much always use:
Ghost: For the obvious. It's both defensive and offensive, use it to get out of ganks and to chase.
Exhaust: Slow em down, then knock em down. Prevent those pesky carries from taking out your team. Prevent people from chasing you. Enough said.
The Other Possibilities:
Ignite: Prevent those enemies escaping with 100 health. Prevent healers from healing too much.
Flash: Useful for many things, including initiating/escaping.
Teleport: Always nice to backdoor or surprise enemies by showing up behind them. Mobility is good.
Heal: Not really a good choice. More viable early game. I would advise against this.
Cleanse: I guess, if you really want. Anti-CC is never a bad thing.
Clarity: I would strongly advise against taking this, as even though his mana pool is more of a
puddle, just don't spam and you'll be fine.
Smite: You aren't jungling the last time I checked, so this is unnecessary.
Fortitude: No. Let someone else take this. Like your tank. THANK YOUR TANK.
Clairvoyance: No. Let someone else take this.
Rally: No.
Revive: HUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUE. NO.
Ghost: For the obvious. It's both defensive and offensive, use it to get out of ganks and to chase.
Exhaust: Slow em down, then knock em down. Prevent those pesky carries from taking out your team. Prevent people from chasing you. Enough said.
The Other Possibilities:
Ignite: Prevent those enemies escaping with 100 health. Prevent healers from healing too much.
Flash: Useful for many things, including initiating/escaping.
Teleport: Always nice to backdoor or surprise enemies by showing up behind them. Mobility is good.
Heal: Not really a good choice. More viable early game. I would advise against this.
Cleanse: I guess, if you really want. Anti-CC is never a bad thing.
Clarity: I would strongly advise against taking this, as even though his mana pool is more of a
puddle, just don't spam and you'll be fine.
Smite: You aren't jungling the last time I checked, so this is unnecessary.
Fortitude: No. Let someone else take this. Like your tank. THANK YOUR TANK.
Clairvoyance: No. Let someone else take this.
Rally: No.
Revive: HUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUEHUE. NO.
Pros: Very disruptive in team fights, decent chaser, decent escaper, decent farmer, good damage without many items, wears monster hunter armor, DEMACIAAAAAA
Cons: Mana pool? More like mana puddle, often focused, better choices if built straight damage, better choices if built straight tank
Cons: Mana pool? More like mana puddle, often focused, better choices if built straight damage, better choices if built straight tank
1. Play with a Fiddlesticks. Preferably a jungle Fiddlesticks (I think you know where I'm going). Have the Fiddle line up for a Crowstorm, and the CATACLYSM your foes. Watch as they weep, trapped in the crater and dying from ANGRY BIRDS (Hey, I see what you did there).
2. Play with a Nunu. Preferably a jungle Nunu (Hey this looks familiar). CATACLYSM and Sub-Zero. Need I say more?
3. Initiate if your teammates are scared. You are Jarvan IV. Nothing can kill you. You commit honorable suicide before your enemies have their moment of glory. And then you come back and kill them.
4. Focus on only one person the entire game. Every chance you get, CATACLYSM them. Make them rage. Make them cry.
5. Build AP. Just do it once. Have some fun. Watch as your Demacian Standard takes out half of their carry's health.
6. Design your own build! Seriously, sometimes the best builds are the weird ones or the fun ones. Don't be afraid to build that Hexdrinker. Or that Shurelya's Reverie. Heck, stack Tiamats for all I care, just have some fun.
2. Play with a Nunu. Preferably a jungle Nunu (Hey this looks familiar). CATACLYSM and Sub-Zero. Need I say more?
3. Initiate if your teammates are scared. You are Jarvan IV. Nothing can kill you. You commit honorable suicide before your enemies have their moment of glory. And then you come back and kill them.
4. Focus on only one person the entire game. Every chance you get, CATACLYSM them. Make them rage. Make them cry.
5. Build AP. Just do it once. Have some fun. Watch as your Demacian Standard takes out half of their carry's health.
6. Design your own build! Seriously, sometimes the best builds are the weird ones or the fun ones. Don't be afraid to build that Hexdrinker. Or that Shurelya's Reverie. Heck, stack Tiamats for all I care, just have some fun.
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