- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Attack Damage x3
Greater Mark of Attack Damage x9
Greater Seal of Armor x9
Greater Glyph of Scaling Magic Resist x9
This rune setup is pretty general for AD top laners. Jarvan's build includes Hydra for sustain, and he really doesn't need any other stats because he's an early snowball champion. With this mindset, Jarvan needs to get ahead early in order to maximize his effectiveness. AD marks and quintessences provide additional damage, whereas Armor seals allow for better trading. I choose Scaling Magic Resist glyphs because there is little Magic damage in top lane early. If against an AP top laner, flat Magic Resist glyphs would be viable.
21 in offense is a must on Jarvan because he has really high base damage and it makes him really scary to go against. I'd say it's a must to effectively snowball in lane. 9 in defense is the usual because the Utility tree doesn't do enough for Jarvan. The extra tank stats from the defense tree allows for effective trading early and boosts his late game power with Juggernaut.
Flash is always a useful summoner spell to have due to its versatility, which can save your life or net you a kill. Flash is used greatly in combination with Jarvan's skills for fight initiation. With the flash, Jarvan IV can make an intense chase/running away plays through the walls. Flash is also used most commonly to kill their ADC champion (Consider the skill combo: Flash->E->Q->R or any other equivalent)
Teleport is taken on most top laners right now because of the buff and because of the utility it brings to a team. 2v2s bot lane could become easy 3v2s for your team with proper teleport positioning and timing. Alternatively, Teleport can be used to aid in splitpushing late game, allowing you to continue splitpushing without the fear of not being in a teamfighting if your team fights elsewhere on the map.
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