Build Guide by KhaineII
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Hello everyone, this is my first build to go up here. I hope you all like it, and I plan to have a build up for Shen and Miss Fortune in the near future.
For a quick rundown, I sum the build up as follows:
- A fantastic pusher
- A carry hero
- Excellent mix of attack damage, and attack speed.
- A good chaser, and initiator
- Squishy early game.
- Requires some practice to utilize, can be difficult to get started with this build.
- Can get a bit expensive once you hit the mid point of the build.
If you have any suggestions on how to improve this build, please leave a comment below! Remember, this is my first build, so I won't take any offense to criticism.
- Remember, early game you will be a squishy hero. Watch yourself early on for other heroes that will be looking to gank you.
- Take some time to practice the combination of Demacian Standard and Dragon Strike. It can be very handy for escaping through walls, and even escaping your own ultimate should it be necessary.
- Initiate fights with Cataclysm, trapping as many heroes as you can then dash out using the combo in #2. Your ranged allies will love you for this.
- The dash combo from #2 will throw enemies that you hit mid-dash into the air. This will also apply to the heroes trapped in #3. Use this to halt fleeing enemies.
- Foresting in the quiet lull between fights can be very profitable for Jarvan, he can knock down almost all monsters with ease.
- Both red buff and blue buff are excellent for Jarvan, snatch them up whenever you can, they'll help you out immensely.
- Finally, try to enter fights with Golden Aegis available if you can. It'll pop automatically when you hit three hundred health, and can be a noticeable visual cue for you to an exit a fight while you still can.
Greater Mark of Desolation x 9
Greater Seal of Scaling Mana Regeneration x 9
Greater Glyph of Scaling Attack Damage x 9
Greater Quintessence of Desolation x 9
Secondary - Swap these in for any of the Primaries to match your playstyle
Greater Mark of Attack Speed
Greater Mark of Critical Chance
Greater Glyph of Cooldown Reduction
Greater Seal of Critical Chance
I choose Greater Mark of Desolation solely because early game, the armor penetration reduces the armor of even the most bothersome tanks to nearly zero. Really handy for getting those early game kills, especially with the points you'll pour into Dragon Stike early on. However, you could swap these out for Greater Mark of Attack Speed or Greater Mark of Critical Chance, because after the first few levels, this build doesn't really support a continuously growing Armor Penetration, making these runes a potential waste should you not desire them only early game.
Given the limited choices when it comes to seals, Greater Seal of Scaling Mana Regeneration seems like the most obvious choice to me. You could switch them out for Greater Seal of Critical Chance, but I personally find that it's very easy to burn through Jarvan's mana early on, so you may miss the mana regen here.
Finally, Greater Glyph of Scaling Attack Damage is a choice made from what I've always believed to be a poor pool of Glyph's overall. None really seem worth the cost and allocation across any physical characters, personally, so I settled on just filling my glyphs up with pure damage for that extra boost. Greater Glyph of Cooldown Reduction would also be a fantastic choice for Jarvan, but I didn't take it purely for reasons of IP costs.
Quick Reference List:
- Long Sword (or Ruby Crystal) and Health Potion
- Wriggle's Lantern (or Phage)
- Berserker's Greaves
- The Bloodthirster (or Frozen Mallet)
- Phantom Dancer
- Randuin's Omen (or Trinity Force)
- Infinity Edge
To start the game you'll want to buy one of two items, a Long Sword or a Ruby Crystal. If you're confident with your skills with Jarvan take the Long Sword otherwise the Ruby Crystal could save you early on. After you've made this choice, you'll want to grab a Health Potion as Jarvan is weak early on.
On your first return trip to the shop, my recommendation would be to pick up a Wriggle's Lantern, as it boosts many helpful stats for you early on, most important of these being life steal, which will also come to be useful again late game. If you had bought the Ruby Crystal at the beginning of the game, then my suggestion would be to buy a Phage.
On your second return trip to the shop, you'll need to purchase Berserker's Greaves. I wouldn't personally suggest any other boots for Jarvan, but if you'd like to change this item it's not exactly crucial.
On your third return trip to the shop, you'll want to purchase The Bloodthirster. This item will cap off your life steal for you, as well as give you good damage output as you begin to enter mid game. If you'd bought a Phage earlier on, now you can finish of a Frozen Mallet.
On your fourth return trip to the shop, you'll want to purchase a Phantom Dancer. In most of the games I've played with Jarvan, I find that once I pick this item up, I find myself with an edge over my opponents for a good while. The added attack speed and critical chance are superb considering the damage Jarvan does with Dragon Strike and auto attacking alone.
On your fifth return trip to the shop, you'll be picking up Randuin's Omen, the health bonus and health regen should improve your survivability mid to late game. On top of this the armor bonus is always a welcome addition, and the AOE slow will add to your chasing capabilities.
And for your final item you'll want to purchase an Infinity Edge. This will put your critical chance over 50% which may not seem much, but with the attack speed provided by the build thus far, along with the damage Jarvan should now be doing you'll be looking at hard hitting and frequent criticals in every fight. By the time I reach this point in the build, I find I have roughly 2.0 attacks per second, which obviously calculates out to one critical hit per second.
- Ghost (Jarvan is a very slow hero early on, useful for escapes)
- Teleport (Same reason as above, but instead to get back into the fight)
- Ignite (I've found that I do occasionally lose kills that slip away with just a sliver of health.)