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Recommended Items
Runes: Runes
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Summoner Spells
Flash
Teleport
Items
Ability Order Skill Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Illaoi
Miss Fortune
Ultimate Wombo Combo
Ideal
Strong
Ok
Low
None
Miss Fortune
Ultimate Wombo Combo
Champion Build Guide
Introduction
Welcome to my guide to
Jarvan IV in toplane!
With the new season came huge changes to the items! These changes have shuffled everything up and new builds are discovered daily (and subsequently nerfed/removed by riot :P)
Here, I will give you my special Jarvan toplane build and guide. It is very strong build throughout the whole game, especially into some currently popular champions like
Kayle and
Akali top!
Hope you enjoy it and feel free to comment with questions or suggestions to improve the guide!
Thanks!

With the new season came huge changes to the items! These changes have shuffled everything up and new builds are discovered daily (and subsequently nerfed/removed by riot :P)
Here, I will give you my special Jarvan toplane build and guide. It is very strong build throughout the whole game, especially into some currently popular champions like


Hope you enjoy it and feel free to comment with questions or suggestions to improve the guide!
Thanks!
Summoner Spells


The standard setup. As J4 you have pretty good damage early game, so you are not required to take



Aggressive setup. You can easily cheese a lvl 2 or 3 kill with

Runes
PRIMARY RUNES
Conqueror is a must as keystone, as it gives good AD everytime you attack and let's you heal a little bit extra at max stacks! It also lets us in the precision tree, where many of the other runes are good for J4.
Triumph This lets you continue your fight after you either kill or get an assists, and it has no cooldown. This can be a gamechanger in clutch fights, which can turn a 1 for 1 to a 2 for 1 or more! In the later stages of the game, where we got a lot of HP, 12% missing HP can potentially be A LOT of HP back!
Legend: Alacrity or
Legend: Tenacity The bonus Attack Speed is nice, since we don't build any attack speed on J4, however in some heavy CC comps, you might want to take Tenacity ESPECIALLY if they also have a lot of Auto-Attack damage dealers.
Coup de Grace or
Last Stand Depending on enemy teamcomp, you can choose either to increase your damage against low target or your damage when you are low. If you expect to be below 60% HP a lot, you might wanna consider taking Last Stand, but usually CDG is the preferred option!
SECONDARY RUNES
Sudden Impact For the extra lethality and thus damage after the E+Q Combo. It will increase all of your damage after using the combo, thus making it superior to cheap shot.
Ravenous Hunter Gives us that sweet omnivamp, up to 11%. Together with Ravenous Hydra, we'll reach 26% omnivamp which is really nice for those fights that last a bit longer than 2 seconds.
TERTIERY RUNES
10% Attack Speed Same as Alacrity; we don't build any attack speed on items, but J4 synergies well with a little bit of attack speed, since his E increases it a little and his auto's deals decent amount of damage aswell, especially in the early game!
9 Adaptive: A little extra AD to help us last hit and more damage for our early game fights!
Armor or Magic Resist: Depending on which enemy we are laning against!






SECONDARY RUNES


TERTIERY RUNES
10% Attack Speed Same as Alacrity; we don't build any attack speed on items, but J4 synergies well with a little bit of attack speed, since his E increases it a little and his auto's deals decent amount of damage aswell, especially in the early game!
9 Adaptive: A little extra AD to help us last hit and more damage for our early game fights!
Armor or Magic Resist: Depending on which enemy we are laning against!
Items
STARTING ITEMS
Usually start



Some occasions, you want to start


First Back
You want an early




Core Items

Of the smaller components,


After finishing


By the time you have finished



Final Items
After the core items, we will look to get the stats we need depending on the game state and enemy team:








You will get a lot of Armor and Magic Resist from the item alone, and potentially even more if you get damaged by everyone from the enemy team.
Playstyle
Our main goal in the game with this build is to be THE teamfight carry aswell as being a threat in the sidelanes, winning by putting pressure on the map and getting sweet flanks with a multihit ultimate.
This means aggressive early game play, that will lead to snowballing your lane. During your laning phase, we will look for opportunities to not only kill your lane opponent, but also invading the enemy jungler, roam and ganking the midlane, or TP botlane for a potential teamfight happening either in the lane or around the Drakes.
Later, especially if you have gotten the top turret, we want to look to take the
Rift Herald, bringing even more pressure on the map, and the enemy jungler's topside camps. With our massive sustain, we will look to constantly pressure the sidelane (either top or bot) to make it hard for your enemies to help their other lanes. Always look out for potential flanks after you have pushed your lane, be that with
Teleport or without, especially leading up to an objective coming, i.e.
Baron Nashor or
Dragons.
In teamfights, we look for opportunities to hit a multi-ultimate, preferably hitting all 5 members, but atleast 2 will do as long as they are high value targets (enemy carries or jungler). With our high base damage and decent AD, we deal a ton of damage with an E+Q+R combo. With our high HP we can outlive most of the initial damage being done to us, and when we get fairly low, we look to use the active on
Goredrinker to give us massive amount of HP back. Later in the game, items such as
Sterak's Gage will also help against the burst, and
Spirit Visage will increase our sustain! Overall, this is a really well balanced build and is super fun to play.
If you are ahead, you will quickly find, that you deal a massive amount of damage, while still being really hard to kill. But even going even or being behind, you will still be incredibly useful for your team as a strong teamfighter!
This means aggressive early game play, that will lead to snowballing your lane. During your laning phase, we will look for opportunities to not only kill your lane opponent, but also invading the enemy jungler, roam and ganking the midlane, or TP botlane for a potential teamfight happening either in the lane or around the Drakes.
Later, especially if you have gotten the top turret, we want to look to take the




In teamfights, we look for opportunities to hit a multi-ultimate, preferably hitting all 5 members, but atleast 2 will do as long as they are high value targets (enemy carries or jungler). With our high base damage and decent AD, we deal a ton of damage with an E+Q+R combo. With our high HP we can outlive most of the initial damage being done to us, and when we get fairly low, we look to use the active on



If you are ahead, you will quickly find, that you deal a massive amount of damage, while still being really hard to kill. But even going even or being behind, you will still be incredibly useful for your team as a strong teamfighter!
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