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Jarvan IV Build Guide by King Turtle

Top [Patch 11.23] Menace To LoL Jarvan IV

Top [Patch 11.23] Menace To LoL Jarvan IV

Updated on November 17, 2021
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League of Legends Build Guide Author King Turtle Build Guide By King Turtle 11 2 33,825 Views 4 Comments
11 2 33,825 Views 4 Comments League of Legends Build Guide Author King Turtle Jarvan IV Build Guide By King Turtle Updated on November 17, 2021
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Runes: Dunkin Demacian

1 2
Domination
Electrocute
Cheap Shot
Eyeball Collection
Ultimate Hunter

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Standard Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[Patch 11.23] Menace To LoL Jarvan IV

By King Turtle
Build Introduction
This build is based off what I feel to be the most fun way to play jarvan. Balls to the wall, no ****s given, full damage. Who needs goredrinker when you can lay waste to any teamfight within dunking distance? With the new items in 11.23 this build becomes even more fun. Hopefully you find it as fun as I do, because I think it deserves to be shown off on mobafire.
Pros And Cons
High Early Damage: This build makes your early damage nearly unstoppable. You can get easy trades with Q+E and take out half of someones hp bar at level 2. It's disgusting how good he is early.

Easy Farm: Farming with Jarvan is pretty easy because of his passive and his Q wave clear being pretty nice. Makes it so you can get more gold sooner and get further in your build before the end of the game.

Good Teamfighting: This build makes teamfighting a lot better, as you can go in and destroy half the enemy team with a well placed R. With Axiom Arc you can also repeat your full combo more and more, making it great for aggressive team comps and idiotic enemies trying to chase.

Struggles Vs. Sustain: One issue with this build is just that you struggle against champions with high sustain, such as nasus and warwick. If you dont get anti-heal asap you'll have a hard time winning lane.
Runes

  • electrocute is really good on Jarvan as it's easy to trigger with your Q+E combo and can be triggered by your W despite it doing no damage. It's going to be an essential addition to your damage as a majority of your trades are going to start with your Q+E combo.

  • Cheap Shot will deal bonus damage on your Full Combo and on the auto after your Q+E combo for some solid additional power.

  • Eyeball Collection gives bonus AD to add to our build for a little boost in power.

  • Ultimate Hunter will pair with Axiom Arc to make your R available as much as possible so you can dunk on people constantly.

  • Absolute Focus gives you adaptive power when you're healthy, which is great for jarvan since you're going to be doing a lot of trading when you're healthy. You gain AD as long as you're above 70% health so you can go into a lane, Q+E+auto before they can even hit you.

  • Gathering Storm is a solid scaling rune to help champions that fall off later to increase their damage output more throughout the game. We'll be picking this rune up to ensure that we dont stagnate or fall off once we get to late game.
Eclipse
Eclipse is one of Jarvan's better mythics because it caters towards his kit. The shield is easy to activate, the omnivamp is always a nice touch, and the % physical damage pairs nicely with passive to create an absolute menace on the rift. Plus with the nerfs to Prowlers Claw, the flat Lethality you gain from both is now even(if we don't include mythic passive.) Finally, the armor pen gained from Eclipse will be far more effective against tankier targets than flat lethality.
Black Cleaver
Black Cleaver is a great item for armor shred and stacks with your Q armor shred. From tests, max cleaver stacks + Q armor shred will reduce 140 armor down to 73 effectively shredding 67 armor. At 170 it takes the armor down to 98, shredding 72 armor in total. Black cleaver is easy to stack with jarvan because of his E+Q combo and your attack speed gain from your items and E passive.
Boots
For boots the big 2 are going to be merc treads or steelcaps. Mainly just because you lack resistances with this build, so getting that minor armor or MR gain will keep you above water long enough to stay relevant in fights.
Blade Of The Ruined King
Blade Of The Ruined King is going to be good for mid game sustain, attack speed, the 10% max health physical damage, and it pairs with guinsoos to make the 3 hit siphon easier to activate in fights. This item has everything we want and will help take down tanks and chonky bruisers even more.
Axiom Arc
Axiom Arc is going to be effective because it's easy to Q+E+R in and get a takedown, then go back and do it all over again in the next fight because of axiom arc. This item will make your late game extremely scary and should turn Jarvan into a hyper engage monster with the power of a freight train.
Lord Dominiks Regards
This is option 1 of 2 for your 6th item. This item has 35% armor pen which will be incredible for killing tanks and high hp/armor bruisers, especially with the added physical damage against enemies with more max hp. The only downside is that you lose some of that effectiveness against teams with no tanks or against a team whose only tank is already dead in the water. This item is going to be best against tankier teams or if the carry is on the tankier side.
Youmuus Ghostblade
This is option 2 of 2 for 6th item in this build. The 18 lethality gain will really help dealing with any mages or ADCs who got fed off a trolling team. 55 AD factors perfectly into your kit considering your AD scaling on R is now 180% bonus AD. The speed boost you gain from active is also a nice touch. Finally, it now gives ability haste meaning you'll have your abilities up sooner and can smack people around more often. The only downside is that compared to LDR this item is not going to be as effective against tanks or strong bruisers. This item is going to be most effective against Squishy teams or if their tank is pretty much a non factor.
Early Game
Early game is going to be the best time to play aggressive. Force Trades, be assertive, and make your enemy know they can't walk up to farm. You will pretty much outdamage everyone early as long as you aren't being stupid about the fights you pick. For ranged matchups analyze the enemies positioning and if you need to, E+Q from bushes, or wait until any CC they have is on cooldown(Ex: Vayne E, Quinn E). As long as you play with more than 2 brain cells you are going to be a dangerous opponent to face. Also farming early may take a little practice, but it's relatively easy once you find a pattern.
Mid Game
Mid game will be dependant on what you want. If you didn't steamroll the enemy laner or you feel that you're behind, farm a bit longer and group when you feel strong enough to make an impact. If you decide to farm, be sure to avoid overextending into death, and if you can branch off to quick fights near top to steal a kill or two, then absolutely go for it. If you plan on grouping make sure you're keeping up with CS every now and then and try to intiatiate fights from spots where enemies can't immediately predict your E+Q(Ex: bushes, fog of war, etc...)
Late Game
Once you get to late game you should have most of your build. This is where you need to decide which 6th item to run based on the enemy team comp. If you're against a squishy comp go Youmuus, and if you're against a tankier comp go LDR. Now you just be an absolute pest in teamfights and blow up any carry you can reach. Even if it just means trapping them in your ultimate until your team can surround and kill them, you will be an effective part of the fight. (also be sure to buy elixirs when you get full build)
Build Conclusion
In Conclusion, This build is a very good example of a tankbuster. You combine tons of % physical damage to create insane damage with basic combos that anyone can perform. Early damage is great and corrupting pot will keep you healthy as long as you're not an idiot. Mid game is going to be for ensuring you're up on gold and strong enough to create a difference in fights. Late game will tie everything up and allow you to branch off into whichever build path is most effective into the enemy team comp. I made this build on a whim and it turned out to be incredibly strong. GLHF!

League of Legends Champions:

Teamfight Tactics Guide