- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Attack Damage+2.25 attack damage
Greater Mark of Attack Damage+0.95 attack damage
Greater Seal of Armor+1.41 armor
Greater Glyph of Scaling Magic Resist+0.15 magic resist per level (+2.7 at champion level 18)
Greater Quintessence of Attack Damage x 3
The simplest way to help the team is winning the Top lane (where usually most snowball effects go during the laning phase). Gaining high attack damage is a recommended way to win the Top lane. However, one can replace these runes with armor penetration for the team fights after the laning phase over. High attack damage also helps Jarvan IV killing minions.
Greater Mark of Attack Damage x 9
The reasoning follows the above.
Gaining more attack damage helps Jarvan IV kill the creeps easily and win the Top lane.
Greater Seal of Armor x 9
Flat armor runes are useful against the multitude of AD bruisers that people go top lane. Even if you're against an AP champion top lane such as Rumble, I find it useful to take flat armor as you will still accrue a lot of auto attack damage throughout the laning phase. In addition, Jarvan IV becomes more tank for the team fights later.
Greater Glyph of Scaling Magic Resist x 9
Scaling magic resist is more useful than flat magic resist as Jarvan will be grouping up with his team in the later levels. If you are against a champion such as Rumble or AP Malphite, you better take flat magic resist to take less damage early on until you can build more magic resistance.
Possible Alternative Rune Pages
As alternative rune pages, I recommend to replace Magic Resist runes with the Greater glyph of Armor runes when the enemy team has all AD champions. Or replacing Scaling Magic Resist runes with the Flat Magic Resist runes when you face a burst AP champion at the Top (However, it requires you to obtain more Magic Resist items in mid-late game)
Defensive style (9-21-0) is more recommended than offensive style (21-9-0) as the Jarvan IV works the best as the tanky DPS.
- Points Available: 30 / 30
Masteries really depend upon personal choices. In my opinion, Jarvan IV has enough offensive damage before investing 21 points in offensive part. Jarvan IV needs more defence after completing his E-Q combo. Moreover, Jarvan acts as a tank in team fights, which 9-21 naturally works better than 21-9 masteries.
FlashTeleports your champion a short distance toward your cursor's location.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
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)
Ignite only increases Jarvan's massive burst early to mid game, and is good to have to increase his killing potential. Late game, it's especially good for killing a target on teams with a healer. Ignite is an essential key to win the top lane. After the early game, I use ignite most commonly in killing the enemy ADC champion. It is not recommended to fight without your ignite summoner spell up.
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