Jarvan IV Build Guide by SkylerGungnir
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
Threats to Jarvan IV with this build
|Amumu||He is tanky, but hardly will kill you either, the only thing you should be aware is his ultimate.|
Well, this is my first guide, i've been playing J4 for an considerate amount of time now, and i wanted to make a guide for this preseason, it is still in development, so if you see something missing, just come back later.
Pros / Cons
Useful even when Behind
Can Chase and Escape very well
Can win team fights using only his E+Q+W+R combo
Not so good for Carrying games
Has some mana problems
Depends on hitting E+Q combo
Not so good late game
Doesn't have nice skins (I dont like any of his skins)
Can ruin team fights with a bad ult
Hello, so the masteries are a personal choice, its what works best for me.
Lets start, first we have the
Unyielding = Gives 6% bonus defenses, its better than Recovery because we will put a bit of lifesteal, making it unecessary.
Tough Skin = Helps to clear jungle camps with many enemies like the Wyverns and Krugs without taking that much damage, if you want more speed to ganks, use Explorer .
Runic Armor = You got a shield and generally uses lifesteal. In adittion, your shield 8% stronger gives way more than 50 hp.
Fearless = Very useful for ganking and for team fights, as you will get bonus resistance when a enemy hits you, allowing for more survivability in fights.
Swiftness = 15% tenacity and slow resistance is really good for CC enemy comps, as it allows you to ignore some of that CC, which is really good for team fighting.
Grasp of the Undying = It is a very personal choice, Grasp makes your burst very strong at early levels, useful for ganking (I prefer to do many ganks early, to estabilish an advantage soon).
Courage of the Colossus = If you want to invest in team fights and a more tanky build, this is your goal, it gives you a nice shield that procs when you hit your E+Q combo, giving you what you need to ult in the middle of the enemy team and still survive.
Fury = 4% Attack Speed helps you to clear faster early, since J4 uses a lot of his Auto Attacks, it works very well.
Fresh Blood = A MUST, it stacks with J4's passive and makes your burst more effective.
Vampirism = Self explanatory.
Battle Trance = Good for extended fights.
Creeping / Jungling
Jarvan's early jungling sucks, many times you will struggle agains the 5 Wyverns, he will excel at clearing one-mob jungle camps however, like red,blue and gromp. The ideal is to focus on farming, as level 6 is your power spike for ganks.
I start Blue, then Gromp, then Wolves. Get red buff and use it to kill the Wyverns with less trouble, then you can either do the Krugs for extra XP, or go for Scuttler crab and try a gank.
First back you should get Stalker's Blade for the extra cc when ganking, and after that rush Tiamat as it will help A LOT on clearing the jungle camps.
BONUS TIP: How to Rush level 6.
So, to get level 6 around 6 minutes in, you must follow a order of camps that will focus on just farming the fastest you can.
Start with 3 pots and Machete, and then start Wolves (Yeah, no Leash for this one,use a pot and save smite for gromp), then go Gromp, ward blue (Ignore him), then go Wyverns (Use your remaining pots if you need), Ward Red (Ignore him too) and farm Krugs as fast as you can. (Smite him for faster clear). Then go to base and if done properly you will have money for Stalker's Blade, now go Blue, then go Wolves and Gromp, go Red and then Wyverns, after that go Krugs and PROFIT.
However, have it in mind that your midlaner will have to wait more to get the second blue in the game. And even worse, you run the risk of the enemy jungler invading and stealing your buffs. So think right and decide if it's worth the risk.
Ravenous Hydra = A very good item on J4, can reset auto attacks with the active Crescent, and the lifesteal gives lots of sustain with the
Randuin's Omen = Useful for ganking and team fights, you have a god tier initiation with your ultimate, and be sure you will get hit a lot by the enemy team, this item ensures you can survive that, and even gives a nice AOE slow.
Mercury's Treads = Tenacity is a MUST for you, it reduces the CC effects upon you in 30%, that is insanely needed.
Locket of the Iron Solari = Nice shield for your team and more armor and MR.
Frozen Mallet = Everything that benefits auto attacks are good for J4, and this is no diferent, the slow is useful for chasing and kiting.
Maw of Malmortius = A needed item if you have much AP damage on the other team, or a AP Carry that got many kills.
Banshee's Veil = Use this if you have a strong AP with CC on the other team.
Spirit Visage = I would get this after Ravenous Hydra, as it will provide MR and 20% increased heal on your lifesteal.
Dead Man's Plate = Another good basic attack benefit item. The movespeed you get is great, and the bonus damage on the auto attack with full charges + Martial Cadence is a nice call.
Thornmail = Good for 1v1 an enemy adc that got some kills
Sterak's Gage = Great if you have Randuin's Omen but still receives a lot of damage, this will make you stronger when you lose hp, and provides what you need to kill before being killed
The Black Cleaver = Good damage, passive and CDR. And for a kinda cheap price? Nice.
Trinity Force = Great for the passive and can help you burst enemies down, however, very expensive.
Youmuu's Ghostblade = Damage, CDR and a movespeed buff active? Can be used in so many good ways.
Mercurial Scimitar = Great passive for getting rid of the annoying CC's.
Death's Dance = High damage and bonus lifesteal, works well as a mid game item. However, expensive.