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Jarvan IV
By JungjaeLee
This build guide for Jarvan is for Top Lane. Jarvan IV is a heavy damage, evasive champion with a lot of utility. He can be played as a Bruiser AD bot, Jungler, and even a Top Lane Bruiser. He has a lot of versatility.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Skill Order
Dragon Strike
Dragon Strike
Extends Jarvan IV's lance dealing 70/115/160/205/250 (+1.2) physical damage and lowering the Armor of all enemies hit by 10/14/18/22/26% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Cost
45/50/55/60/65 Mana
Range
0
Cooldown
10/9/8/7/6 Seconds
Dragon Strike
Extends Jarvan IV's lance dealing 70 (+1.2) physical damage and lowering the Armor of all enemies hit by 10% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Dragon Strike
Extends Jarvan IV's lance dealing 115 (+1.2) physical damage and lowering the Armor of all enemies hit by 14% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Dragon Strike
Extends Jarvan IV's lance dealing 160 (+1.2) physical damage and lowering the Armor of all enemies hit by 18% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Dragon Strike
Extends Jarvan IV's lance dealing 205 (+1.2) physical damage and lowering the Armor of all enemies hit by 22% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Dragon Strike
Extends Jarvan IV's lance dealing 250 (+1.2) physical damage and lowering the Armor of all enemies hit by 26% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Golden Aegis
Golden Aegis
Temporarily gains a shield that absorbs up to 50/90/130/170/210 (+20/30/40/50/60 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 15/20/25/30/35% for 2 seconds.
Cost
45/50/55/60/65 Mana
Range
0
Cooldown
20/18/16/14/12 Seconds
Golden Aegis
Temporarily gains a shield that absorbs up to 50 (+20 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 15% for 2 seconds.
Golden Aegis
Temporarily gains a shield that absorbs up to 90 (+30 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 20% for 2 seconds.
Golden Aegis
Temporarily gains a shield that absorbs up to 130 (+40 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 25% for 2 seconds.
Golden Aegis
Temporarily gains a shield that absorbs up to 170 (+50 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 30% for 2 seconds.
Golden Aegis
Temporarily gains a shield that absorbs up to 210 (+60 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 35% for 2 seconds.
Demacian Standard
Demacian Standard
Passive: Gains 10/13/16/19/22% Attack Speed and 10/13/16/19/22 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 60/105/150/195/240 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 10/13/16/19/22% Attack Speed.
Cost
55 Mana
Range
860
Cooldown
13/13/13/13/13 Seconds
Demacian Standard
Passive: Gains 10% Attack Speed and 10 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 60 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 10% Attack Speed.
Demacian Standard
Passive: Gains 13% Attack Speed and 13 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 105 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 13% Attack Speed.
Demacian Standard
Passive: Gains 16% Attack Speed and 16 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 150 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 16% Attack Speed.
Demacian Standard
Passive: Gains 19% Attack Speed and 19 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 195 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 19% Attack Speed.
Demacian Standard
Passive: Gains 22% Attack Speed and 22 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 240 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 22% Attack Speed.
Cataclysm
Cataclysm
Heroically leaps to an enemy Champion dealing 200/325/450 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
Cost
100/125/150 Mana
Range
0
Cooldown
120/105/90 Seconds
Cataclysm
Heroically leaps to an enemy Champion dealing 200 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
Cataclysm
Heroically leaps to an enemy Champion dealing 325 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
Cataclysm
Heroically leaps to an enemy Champion dealing 450 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
E
Demacian Standard
Passive: Gains 10% Attack Speed and 10 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 60 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 10% Attack Speed.
Q
Dragon Strike
Extends Jarvan IV's lance dealing 70 (+1.2) physical damage and lowering the Armor of all enemies hit by 10% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Q
Dragon Strike
Extends Jarvan IV's lance dealing 115 (+1.2) physical damage and lowering the Armor of all enemies hit by 14% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
E
Demacian Standard
Passive: Gains 13% Attack Speed and 13 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 105 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 13% Attack Speed.
Q
Dragon Strike
Extends Jarvan IV's lance dealing 160 (+1.2) physical damage and lowering the Armor of all enemies hit by 18% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
R
Cataclysm
Heroically leaps to an enemy Champion dealing 200 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
Q
Dragon Strike
Extends Jarvan IV's lance dealing 205 (+1.2) physical damage and lowering the Armor of all enemies hit by 22% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
E
Demacian Standard
Passive: Gains 16% Attack Speed and 16 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 150 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 16% Attack Speed.
Q
Dragon Strike
Extends Jarvan IV's lance dealing 250 (+1.2) physical damage and lowering the Armor of all enemies hit by 26% for 3 seconds.
If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.
E
Demacian Standard
Passive: Gains 19% Attack Speed and 19 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 195 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 19% Attack Speed.
R
Cataclysm
Heroically leaps to an enemy Champion dealing 325 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
E
Demacian Standard
Passive: Gains 22% Attack Speed and 22 Armor.
Active: Throws a Demacian Standard to a nearby area dealing 240 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 22% Attack Speed.
W
Golden Aegis
Temporarily gains a shield that absorbs up to 50 (+20 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 15% for 2 seconds.
W
Golden Aegis
Temporarily gains a shield that absorbs up to 90 (+30 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 20% for 2 seconds.
W
Golden Aegis
Temporarily gains a shield that absorbs up to 130 (+40 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 25% for 2 seconds.
R
Cataclysm
Heroically leaps to an enemy Champion dealing 450 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the terrain.
W
Golden Aegis
Temporarily gains a shield that absorbs up to 170 (+50 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 30% for 2 seconds.
W
Golden Aegis
Temporarily gains a shield that absorbs up to 210 (+60 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 35% for 2 seconds.
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Items
Starting Items
Health Potion
x7
Mana Potion
x2
Sight Ward
x2
Mid Game
VER I: Against AD Champion
Long Sword
Doran's Shield
Ninja Tabi
The Brutalizer
Warmog's Armor
Sunfire Cape
VER II: Against AP Champion
Hexdrinker
Mercury's Treads
The Brutalizer
Warmog's Armor
The Black Cleaver
Late Game
VER I:
Ninja Tabi
The Black Cleaver
Warmog's Armor
Sunfire Cape
Frozen Mallet
VER II:
Mercury's Treads
Hexdrinker
Warmog's Armor
The Black Cleaver
Frozen Mallet
SITUATIONAL: These are situational items listed without order matters
Trinity Force
Mercurial Scimitar
Thornmail
Stinger
Tear of the Goddess
Philosopher's Stone
Runic Bulwark
Hexdrinker
Locket of the Iron Solari
Blade of the Ruined King
Pros and Cons
Pros
Strong fight initiator
Bonus armor & attack speed (from skill E)
Can zone out enemy carries with his ultimate, and knock-up
**Actually, Jarvan is quite good when building armor. Start off with an armor (with a little damage) runepage. My current runepage gives me 20armor and about 12 physical damage. Start off with either Doran's Shield or Cloth Armor with 2healthpots. This gives me a total armor of 60 at level one. This allows you to constantly harass,poke and keep fighting. With this high amount of armor, you will be most likely invincible to auto attacks. So with this advantage feel free to attack the opposing champion whenever he is trying to CS. This allows you to take superiority over lane. TIP: Memorize your Q and E range. If someone is in the bubble/range, just pop either Q or E. Or do the combo and knock them up.
I tried Jarvan and I love it but his mana pool is a big problem, so make a Tears Of the Godess (then manamune after in mid/late game) is a good option I guess, because without you have to make a choise, harass or waiting the good moment to burst, and it make last hits more easier with the Q
This has been introduced in an old comment, but getting Tears/Manamune can make it harder because you spend gold on something non-tanky item(s). So, plan your item build as how the game goes ^^.
If you seriously believe his W sucks, you're playing him wrong. It's won me multiple team fights by slowing the enemy and shielding myself making it easier for not adc and apc to clean up the messes and score a double/triple or a penta.
I don't think his W sucks, but it costs him too much mana.. I assume an alternative way to play is learning W with tear (Which enables Jarvan to poke the enemy champion like Jayce). But, please try this build in normal before playing in ranked.
Why are you getting lethality and frenzy? I dont see any item here that lets you crit, other than tforce, and it only gives 10% crit chance, and it's a situational item.
I've been considering every thing (from item trees to masteries..etc) that can make the strongest jarvan for Season3. Everything will be updated soon in 4days. Please wait and check it out later ^^
For those people arguing about whether to Rush Q or E. I think Q makes the most since because of the shortened CD and you already get the shared buff from E after one rank. So doing this you get the bonus damage that is equal from both plus you get an ability you can spam as well as the active buff from the flag still... Mind you if you are against a very aggressive top you will want the flag because you will have to poke a lot.
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Posted 4/29/2013 8:18:44 PM**Actually, Jarvan is quite good when building armor. Start off with an armor (with a little damage) runepage. My current runepage gives me 20armor and about 12 physical damage. Start off with either Doran's Shield or Cloth Armor with 2healthpots. This gives me a total armor of 60 at level one. This allows you to constantly harass,poke and keep fighting. With this high amount of armor, you will be most likely invincible to auto attacks. So with this advantage feel free to attack the opposing champion whenever he is trying to CS. This allows you to take superiority over lane.
TIP: Memorize your Q and E range. If someone is in the bubble/range, just pop either Q or E. Or do the combo and knock them up.
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Posted 2/25/2013 6:15:32 AMHey folks,
I tried Jarvan and I love it but his mana pool is a big problem, so make a Tears Of the Godess (then manamune after in mid/late game) is a good option I guess, because without you have to make a choise, harass or waiting the good moment to burst, and it make last hits more easier with the Q
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Posted 2/25/2013 7:28:28 PMThis has been introduced in an old comment, but getting Tears/Manamune can make it harder because you spend gold on something non-tanky item(s). So, plan your item build as how the game goes ^^.
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Posted 2/18/2013 8:34:35 PMHis w sucks so make sure to take 6 points in your E.
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Posted 2/21/2013 9:53:53 PMIf you seriously believe his W sucks, you're playing him wrong. It's won me multiple team fights by slowing the enemy and shielding myself making it easier for not adc and apc to clean up the messes and score a double/triple or a penta.
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Posted 2/22/2013 2:25:08 AMI don't think his W sucks, but it costs him too much mana.. I assume an alternative way to play is learning W with tear (Which enables Jarvan to poke the enemy champion like Jayce). But, please try this build in normal before playing in ranked.
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Posted 2/23/2013 1:19:43 PMLOL. i was just saying that because he used to have that in the cons, and he only has 4 points in it and 6 in e
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Posted 2/24/2013 12:03:01 PMIt is fixed now ^^ Thank you
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Posted 2/18/2013 5:10:35 PMWhy are you getting lethality and frenzy? I dont see any item here that lets you crit, other than tforce, and it only gives 10% crit chance, and it's a situational item.
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Posted 2/21/2013 3:04:24 PMI've been considering every thing (from item trees to masteries..etc) that can make the strongest jarvan for Season3. Everything will be updated soon in 4days. Please wait and check it out later ^^
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Posted 1/26/2013 10:29:36 AMwhy do you prefer to build so much damage on jarvan
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Posted 2/5/2013 9:44:25 PMPlease wait until the guide is fully updated ^^; (It's unfortunately still in progress)
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Posted 7/26/2012 2:12:50 PMwow used this guide though i went with berserker boots and seemed a lot of fun with a team that has no if not little cc
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Posted 6/8/2012 9:54:05 AMFor those people arguing about whether to Rush Q or E. I think Q makes the most since because of the shortened CD and you already get the shared buff from E after one rank. So doing this you get the bonus damage that is equal from both plus you get an ability you can spam as well as the active buff from the flag still... Mind you if you are against a very aggressive top you will want the flag because you will have to poke a lot.
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Posted 5/5/2012 6:54:41 PM..ugh on the item build phil stone is a must on jarvan ..so is Hog among other things