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All Guides Jarvan IV Guides [Season 6 - Patch 6.18] In-Depth Top Lane Jarvan IV Guide
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Jarvan IV Statistics for Armored Hoplite

Author's performance with Jarvan IV compared to the ranked average.

Value
Average
Games Played
86
8
Win %
50
45
Kills
6.2
5.5
Assists
10.4
10.5
Deaths
4.6
6.2
KA:D Ratio
3.6
2.6
Gold Earned
12.5K
11.3K
Creep Score
147.8
104.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash (Mandatory 99% of games)

Flash should be taken almost every game, the rare exception would be combining teleport and ignite, or exhaust and ignite. Jarvan has extremely powerful but extremely predictable combos, so having flash compensates for this by helping you engage faster. Having the extra mobility is great when flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png is on cooldown, and overall adds even more mobility to his already impressive kit. 

12.png Teleport (Low Risk/High Reward)

Teleport is the best option but taking ignite, exhaust, etc. is also very viable. This should be your default second summoner spell, the only time when you are not encouraged to take this is when your team has other map pressure (mid lane has teleport, or champs like 98.png4.png421.png80.png are on your team) and you can safely use ignite in top lane. Teleport makes splitpushing absolutely deadly, and Jarvan is great at splitpushing due to jarvanivdemacianstandard.png attack speed and waveclear from jarvanivdragonstrike.png and 3077.png items. 

14.png Ignite (High Risk/Extremely High Reward)

Taking ignite is great against in-combat healing champions (50.png36.png8.png122.png2.png) and/or against lanes you can snowball easily against. If you take this make sure your team has some other type of map pressure (mid lane having teleport or champions like 98.png4.png421.png80.png). Make sure you know for sure who your top lane opponent is when you take this; ignite is VERY risky in top lane because if you get set behind early there is little you can do to come back and survive the lane from there, but if you succeed with it you will hard carry the game.

3.png Exhaust (Low Risk/Variable Reward)

Exhaust is also quite useful, throughout all phases of the game, it gives you a combat summoner that does well early but scales much better into late game than Ignite. Exhaust is useful if you wanna win lane hard but don't particularly need grievous wounds and need a powerful late game summoner. However, it doesn't give QUITE as much kill pressure early on as Ignite.

New Runes Back to Top

Masteries Back to Top

Primary Damage Setup: [12/18/0 or 0/18/12 - Thunderlord's Decree]


This setup works on almost every build, except a heavily tank focused build, where a Resolve Keystone setup is typically better. 

18 in Cunning with Thunderlord's. Take 12 in Ferocity most of the time but take 12 in Resolve in harder matchups.

All Cunning points are mandatory. Insight might be viable but Precision is just too good and stacks so well with rune armor penetration and Jarvan's Q jarvanivdragonstrike.png that I just don't see the need for Insight. 

In Ferocity you have more variety available. Sorcery and Bounty Hunter are flat out superior to their other options on Jarvan and should therefore be taken every game, but the other points have some more flexibility and should change based on preference and situation:
-Double Edged Sword gives the most damage but Feast gives some extra sustain.
-Natural Talent and Vampirism have the same benefits as Double Edged Sword and Feast respectively

For Resolve:
-Recovery grants nice sustain for difficult matchups, Unyielding is great to run with scaling resist runes, and tanky builds.
-Explorer for roaming potential, Tough Skin for difficult matchups against auto-attackers. Note that Tough Skin no longer reduces minion damage like it did in previous seasons.
-Runic armor grants good strength for Golden Aegis jarvanivgoldenaegis.png, as well as potential lifesteal and healing from various sources. Veteran's Scars are good into a difficult early-game matchup
-Insight reduces Teleport and Flash cooldown (or other spells if running them) which is extremely useful in all situations. As such Perseverance is only necessary in really difficult matchups.

Secondary Tanky Setup: [12/0/18 or 0/12/18 - Strength of the Ages/Grasp of the Undying]


For games where you go very tanky or full tank. 
-Strength of the Ages provides little benefit during lane but gives you a nice amount of late game tankiness, basically another Elixir of Iron [ITEM PICTURE NEEDED] worth of HP. It does grant solid sustain once you do reach that 300 HP. 
-Grasp of the Undying helps more in lane and is especially effective against tanks, where the magic damage and healing will help to trade well against a champion who will stack armor. It has very limited use later though, so I usually prefer Strength unless I'm against a tank.
-Swiftness vs Legendary Guardian: Jarvan doesn't struggle getting into a fight compared to other tanks and fighters. He has trouble staying alive due to his relative lack of tankiness. As such I usually run Legendary Guardian, though Swiftness can be taken into intense Crowd Control champions (89.png111.png32.png25.png22.png)
-Go 12 in ferocity for extra damage (against a tank), 12 in cunning for more last hitting and assassination power (against squishy)

Secondary Damage Setup: [18/12/0 or 18/0/12 - Fervor of Battle]


Fervor is more of a niche option. It can work if you think fights will be longer and need the sustained damage.

Abilities Back to Top

Q
E
Q
W
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
4
14
15
17
18
E
2
8
10
12
13
R
6
11
16
jarvanivpassive.png Martial Cadence is an auto attack buff which gives a nice burst on your first auto. It doesn't scale with anything other than armor pen, so having high armor pen is important to increase the damage on it. A very important thing to note is that it does damage based on current health, rather than max health, so it will actually do more damage if the target has high health. In trades you should lead with your passive then follow with Dragon Strike jarvanivdragonstrike.png to maximize the damage output on the passive. It is also very useful for pushing waves early as it nearly half healths minions at level one when you hit them with full health, so you can outpush a lot of opponents early, and possibly hit level 2 before them. Be sure to apply your passive to as many enemies as possible in skirmishes and teamfights later on.

IMPORTANT: CRIT CANNOT INCREASE THE BONUS DAMAGE AND LIFESTEAL WILL NOT BE APPLIED. CRIT JARVAN IS NOT THE NEXT "OP" THING.

jarvanivdragonstrike.png Dragon Strike is an amazing ability that synergizes so well with Jarvan's entire kit. The armor reduction makes his passive, autos and ult deal more damage, in addition to helping physical damage champions on your team deal more, the flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png gives insane CC and trading power, and it has both high base damage and good ratios, so it will deal threatening damage at most stages of the game. Use Dragon Strike to poke down your opponent, push waves if desired, and combine it with Demacian Standard jarvanivdemacianstandard.png to help win a trade.

jarvanivgoldenaegis.png Golden Aegis shields Jarvan for a flat amount and slows nearby enemies in a nearby radius. The shield increases based on how many champions are hit by the slow. The shield, although pretty small until you start putting points into it, is good for winning trades. Be sure you hit the slow portion of the ability on enemies so that the shield will increase in strength. The slow is also very small early but can still be used to set up for ganks early on, or for ganking mid/bot lane. Late game it feels quite strong when you can hit multiple enemies with the slow.

jarvanivdemacianstandard.png Attack speed buffed here in 6.15. You'll really feel this when you start putting points into it but for the early game it helps Jungle Jarvan a little bit more than Top Jarvan. Demacian Standard grants magic damage, attack speed, vision, poke, ranged farming capabilities, attack speed to allies, and provides a knockup when combined with Dragon Strike jarvanivdragonstrike.png. It is such a versatile ability and can be used in many ways, both early on and later in the game. When looking to flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png somebody, try to hit the flag's damage on them to increase your burst and proc Thunderlord's more easily if you are using it. Although this will take practice, it is far more efficient than throwing the flag behind your target and not getting the damage off. Late game with enough CDR Jarvan has both a knockup and very long range dash on a short cooldown, enabling insane mobility and team play. It is important to note that this ability's cooldown is higher than Dragon Strike jarvanivdragonstrike.png, so try not to use it without Dragon Strike jarvanivdragonstrike.png being up.

jarvanivcataclysm.png Cataclysm. Jarvan's signature ability, his dunk move, his initiation move, his burst spell, it has it all. With substantially high base damage that now deals damage in an AOE instead of one target, this ability is extremely powerful. It, like Dragon Strike jarvanivdragonstrike.png, has very high base damage and a solid ratio, meaning it will always be useful in terms of damage output. Late game, if you are tanky, you can get amazing wombo combos with champions like 32.png61.png21.png1.png55.png, as you should look to trap as many targets inside as possible to keep enemies clumped for massive AOE spells. If you're not as tanky, don't ult onto their entire team unless the team fight is an obvious win, as you will die very fast if not tanky. When squishies clump, look to abuse the AOE damage and you can get massive multikills potentially. 

Skill Order


You're gonna want to both level and max Dragon Strike jarvanivdragonstrike.png first 100% of the time. The damage on Dragon Strike jarvanivdragonstrike.png substantially increases as you level it up, and the armor reduction is also very useful early on. 

At level 2 you're gonna want to take Demacian Standard jarvanivdemacianstandard.png so you can combo your opponent in trades, knocking them up and doing some decent extra magic damage. The extra attack speed is hardly noticeable early on but still helpful. 

For level 3, you can either put a second point into Dragon Strike jarvanivdragonstrike.png or level your Golden Aegis jarvanivgoldenaegis.png in a harder match-up where you feel like you'll need the shield to trade well. 

At level 4, most of the time you'll want to level Golden Aegis jarvanivgoldenaegis.png if you haven't already, but you can put a second point into Demacian Standard jarvanivdemacianstandard.png to greatly increase the damage on your EQ combo. You should only do this once you've mastered the flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png however because a lot of the time you might not hit the enemy laner with the Demacian Standard jarvanivdemacianstandard.png, and that is something that takes practice to learn. 

Max order: jarvanivcataclysm.png > jarvanivdragonstrike.png > jarvanivdemacianstandard.png > jarvanivgoldenaegis.png.

Max your Q jarvanivdragonstrike.png first always and then your E jarvanivdemacianstandard.png. Before the recent buffs to Golden Aegis jarvanivgoldenaegis.png, it was sometimes a good idea to max it first before E jarvanivdemacianstandard.png, but now it is truly a one-point-wonder with its 12 second cooldown. 

Additional Info


Many people are deceived into thinking that Martial Cadence jarvanivpassive.png will help with last hitting, but it doesn't as you will only get 5-12 damage max when a minion is low. You should instead take advantage of it dealing high damage to targets with full or high health, including minions. This will push the wave, but you can potentially get an early level 2 over your opponent and kill them.

Flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png combines super well with Cataclysm jarvanivcataclysm.png. Jarvan can dash in the direction of the enemy team with the dash jarvanivdemacianstandard.png + jarvanivdragonstrike.png and ult either the entire enemy team or the squishy carries and instantly burst them. Jarvan can also lead with Cataclysm jarvanivcataclysm.png and then use flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png either to escape if needed or knockup enemies who dash out of Cataclysm jarvanivcataclysm.png, keeping them locked down for a long duration. Finally, he can use Cataclysm jarvanivcataclysm.png and flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png to disengage, by trapping the enemy team and then comboing away to ensure nobody else dies on your team.

Many times it is better to slow enemies with Golden Aegis jarvanivgoldenaegis.png before using flag and drag combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png. Slowing them first makes it far easier to land, as they may use a dash, blink, or other mobility spell to escape you, meaning landing your flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png will be far easier. If they are within range of Golden Aegis jarvanivgoldenaegis.png, use that before comboing to make landing your combo jarvanivdemacianstandard.png + jarvanivdragonstrike.png easier.

jarvanivcataclysm.png Pros and Cons

Cataclysm can single-handily win or lose a teamfight, there are many ways to do exceptionally well with it but also a multitude of ways to screw up. Mastery of using Cataclysm jarvanivcataclysm.png properly is one of the hardest parts of Jarvan's kit, and takes practice to ensure you will only win fights with it and not lose. 

Pros:

1) Huge AOE base damage and potential damage with ratios. 
2) Extra mobility to combine with flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png, people often underestimate the dash distance of jarvanivcataclysm.png
3) Can trap the entire enemy team for your allies to easily follow up with AOE damage
4) Huge damage potential and can easily kill squishies instantly, in conjunction with the rest of Jarvan's kit
5) Massive back line dive potential, Jarvan's threat radius is massive with Flash 4.png, flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png , and Cataclysm jarvanivcataclysm.png. This enables him to easily reach the enemy back line in fights and easily pick mispositioned enemies.
6) Can be used to zone enemies from yourself and your team if they have no dashes
7) Enemies with no mobility spells up will be trapped inside with you which is often a very good thing

Cons:

1) "Jarvan you need to peel" ??? Peeling with cataclysm is dangerous as your allies will be trapped inside with the enemy dive champs, so only do this if you have a TON of damage and can kill the enemy dive champions quickly, and before they can kill your allies. Usually peeling with cataclysm is wasting it, so try to avoid doing this.
2) You can easily overcommit due to your insane dashing distance, and get focused first by the enemy team and killed instantly no matter how tanky you are. Basically your allies will be so far back that they can't follow up on time.
3) The walls can zone off your allies who are short range and/or have no dashes.
4) Enemies with dashes and blinks will easily escape your ultimate, so if you are a tank with limited damage it can nullify the usefulness of cataclysm other than burning those mobility spells. In those situations look to have high damage instead so you can kill those enemies before they have a chance to escape. Either that, or use Cataclysm to catch those enemies after they have used their mobility spells.
5) Most importantly, you can trap your allies inside with threatening enemies, and this is the #1 way to lose a teamfight with Jarvan. If this happens instantly cancel your ult; if you don't the teamfight will quickly turn into a catastrophe. Unless your trapped allies can easily deal with the enemies trapped inside, always use your ult to ensure this doesn't happen.


Items Back to Top

Starting Items

    Default sustain start, take 90% of the time.
    Sustain start vs an easy matchup.
    Sustain start vs high early game physical damage.
    Defensive start against high ranged poke damage and harass.
    Aggressive start into easy melee matchups that you won't need the extra sustain from the longsword start.
    Do not start this.
    Early game items to help you in lane if you don't have them already (only get what you need here)

Core Items

    The hydras are core for Jarvan almost always, adding waveclear without needing to use mana and extra burst damage and sustain. Have one of these the majority of your games. Absolutely mandatory unless you are full AD or you get sunfire/iceborn.
    Great item, greatly synergizes with jarvan's kit, take both for its stats and its offensive power vs tanks.
    Maw grants great stats and has a super nice passive, definitely worth picking up against heavy magic damage teams.
    Excellent item for splitpushing, bursting squishies, and catching up to people and engaging. It does not give durability of any kind but its offensive boost is insane.
    Last whispers are great to pick up in damage-heavy builds against heavy armor, either in conjunction with Cleaver or by themselves.
    Best health/damage item stat-wise for Jarvan, before Titanic Hydra, use this against heavy kiting and mobility champs.
    Ideal tank items for Jarvan, can swap deadman's for sunfire or omen, can swap visage for locket or banshee's. Guardian angel should always be used until the passive is used. Once that happens it would be better to sell it and get a different tank item whenever possible.
    Best alternatives to dead man's and spirit visage based on situation.
    Boots based on situation and on preference.
    Example Damage-focused bruiser build (further explained in notes, fill in boots).
    Example Tanky bruiser build (further explained in notes, fill in boots).
    Example tank build (further explained in notes, fill in boots).
    Example AD Build (further explained in notes, fill in boots).
    Elixirs: Iron for more tenacity, health, and rallying, wrath for more damage and healing, sorcery for extra damage vs objectives (splitpushing).
    Once laning phase ends, grab Farsight Alteration the majority of the time.

Situational Items

    Armor only items, useful vs heavily AD enemy teams. Iceborn for offense, waveclear and CDR, thornmail for auto attackers and frozen heart for CDR and debuff aura if not on your team already.
    Alternative health focused items to frozen mallet. Sterak's for most tankiness (shield), warmog's for sustain vs poke and righteous glory for engaging.
    These grant both resists, therefore useful if you don't want to stack health but still be tanky.
    More viable damage options.
    Items for stomp games. If it gets to ultra late game you might be able to make use of carry items like these in some builds.

Starting Items


2033.png Default sustain start. Despite his high early damage, Jarvan is at the mercy of champions who have better sustain than him early so Corrupting Potion helps him stay alive in lane. Corrupting Potion gives some small extra damage in trades but mainly great sustain that helps greatly for lasting in lane against sustain champions.

1036.png2031.png or 2003.png2003.png2003.png Sustain start vs easy matchups, where you can easily farm and easily kill them. Going refillable instead of 3 health pots is ballsy but does work and pays for itself within a few backs, it just isn't quite as much sustain early on as 3 health potions are. This start helps finish AD items faster.

1029.png + 2031.png or 2003.png2003.png2003.png2003.png Sustain start vs high early game physical damage. Like the Longsword start the Refillable Potions are riskier than the health potions early but pay off later. Generally only take this if their early game physical damage is exceptionally high, and/or are squishy enough to kill with your base damage alone. Useful vs the likes of 86.png58.png420.png122.png114.png104.png133.png157.png23.png92.png80.png107.png. Helpful for rushing early Sunfire Cape or Iceborn Gauntlet [ITEM PICTURES NEEDED].

1054.png + 2003.png  Defensive start, useful vs heavy ranged poke and harass. Can be useful against the likes of 17.png10.png13.png117.png68.png85.png.

1055.png + 2003.png Aggressive start to take against easy melee matchups where you don't feel you need the sustain from the longsword start. The health and lifesteal is to ensure you are not out-traded and to help dominate your opponent early. Useful for taking advantage of melee champions who are weak early. Jarvan with a Doran's Blade can quickly gain control in lane. With this start you will more than likely win trades against most melee opponents early on. 

1033.png + 2003.png In absolutely no scenarios do you need this much magic resist in the laning phase.

Core Items


Early Game Recipes


After the first few minutes of laning phase you'll have backed, and your first early game items should be built according to who you are laning against. Jarvan does extremely well in the early-mid game once he gets some items do to his insane ratios and base damage and can generally start out-trading many champions at this point, so purchasing the right items is essential. Make sure you buy the right items as your effective transition into the mid game will be determined based on the role you are playing: if you need to be the tank obviously you need defensive stats, but you can also start with offense if playing as a bruiser or assassin.

Remember to get cheaper defensive stats if behind, they are more efficient and will protect you against your laner that is ahead of you. Offense should always be bought if you are ahead however.

3077.png An early game Tiamat you can never go wrong with, as the hydras are by far the best damage items on Jarvan. Don't build it early if you want to freeze lane effectively. It does provide a nice waveclear spike however, which in some situations is more useful than freezing the lane. With this additional wave clear it is often very good to buy a tiamat and then start building into something else, sitting on it for a while and upgrading it to Titanic/Ravenous later or just selling it depending on what you need. 

3134.png Basically the replacement to Brutalizer, along with the warhammer 3133.png. You're damage will increase massively once you get this, and you can still freeze the wave. A good pickup in conjunction with the Tiamat and Hexdrinker. I like to buy it after Tiamat against a very squishy laner who I can easily combo 100-0, and/or when rushing Ghostblade or Maw.

3155.png Good vs heavy magic damage. Grants great stats; 20 AD and 35 magic resist is fantastic and gives an excellent passive. Even if you don't want Maw in your finished build you can sit on this item for a while and then sell it later after laning phase due to its insane stats.

1031.png and 3751.png Some champions are squishy and do high amounts of physical damage, like 92.png157.png23.png. This means that your base damage can often be enough to kill them, and therefore you do not need to rush damage against them early on. Starting with the tankiness from Bami's Cinder or Chain Vest is great if you want to rush an early Sunfire Cape, which is one of the most efficient items you can have early on. Sunfire Cape provides the best early game utility due to increased damage and waveclear in addition to its tank stats, but you don't have to get it if you would prefer Randuin's Omen 3143.png or Dead Man's Plate 3742.png later instead. Both are WAY better than Sunfire in mid/late game.

3052.png Great if you want to rush Titanic Hydra or get tankiness and damage in one buy early on.

3133.png Great offensive pickup if you don't feel you can use Serrated Dirk or Hexdrinker very well after Tiamat. Particularly useful if trying to build an early Black Cleaver 3071.png against an armor-stacker.

3035.png Excellent vs a champion who will just load up on and scale with armor early on, like 54.png33.png86.png. You probably won't need it the entire game because the two upgraded versions aren't the greatest thing ever, but you can sit on it for a while then sell it later for the duration of laning phase. 

3123.png Great against heal reliant champions when getting a Mortal Reminder 3033.png. If not getting it don't get Executioners as it's gold efficiency is in question. It still is great against these kinds of champs: 36.png8.png50.png.

3034.png Giant Slayer is good against high health but that means early on it doesn't grant a significant amount of damage, so generally you should build this later for the purposes of Lord Dominik's 3036.png. Early, though, it does indeed work well against Cho 31.png and Sion 14.png who accumulate health quickly.

3144.png If you're getting BOTRK 3153.png early on you can grab this but it isn't very gold efficient. It is useful for chasing though.

Mid-Game Completed Items


Once you finish an item, laning phase ends and skirmishes and small teamfights begin, you've hit mid-game. This will generally be around 16 minutes or so into the game, and you want to make sure you have the right items finished.  

3047.png3009.png3158.png3111.png3117.png  For boots I typically like Ninja Tabi and Swifties the best. I feel like Jarvan doesn't have problems getting into a fight, due to having two dashes and trapping enemies, so Merc Treads to me feel redundant most of the time, unless they have boatloads of CC. Ninja Tabi gives a great boost to tankiness vs not only physical damage champions but anybody who relies on auto attacks. Swifties give excellent mobility both in and out of a fight but recent nerfs have made it slightly gold inefficient, so be careful when picking them up. If you don't particularly care about any of those attributes and need an extra CDR source, CDR boots are nice for that regard. Mobility boots give great out-of-combat movement speed which helps for early and mid game roaming, and can be useful if you don't have 12.png.

3074.png3748.png Both the Ravenous and Titanic synergize extremely well with Jarvan by adding burst and waveclear, both of which are great for top lane. They can either be rushed, or upgraded into from Tiamat later after you get some additional core items, which is what I usually do. Ravenous is better if you have high attack damage or if you do not have high amounts of health, because the lifesteal will be much more efficient that way, and is also very strong with high amounts of AD. You can still use it in a tank build that is armor/magic resist focused, because the additional healing will be stronger with high resists and low max health, making you also tanky through healing. Titanic usually becomes better than Ravenous once you hit about 3500 health, because life steal becomes less efficient and the Titanic will do very high damage if you have health that high. Late game you can sell Ravenous and take Death's Dance 3812.png over it, as it gives the exact same amount of damage, more healing overall, and additional CDR. Titanic on the other hand scales super well into the late game however, so you probably won't need to sell it unless you need some other type of tanky damage item (3156.png3025.png3071.png).

3071.png Great item stat-wise and helpful vs armor stacking tanks, like the hydras this should be a pickup in most games. Cleaver and the Last Whispers (3036.png3033.png) have a greater effect vs higher amounts of armor, so they're good pickups against the likes of 54.png and 33.png. The item gives amazing stats and passives that Jarvan takes advantage of quite well, so this should be your second most common damage pickup after the Hydra items. More CDR means more jarvanivdemacianstandard.png + jarvanivdragonstrike.png combos, therefore more CC and more dashes. 300 health is a nice boost, and 50 AD is a massive boost to your bonus AD. Jarvan has plenty of AOE damage with jarvanivdragonstrike.png and jarvanivcataclysm.png, as well as either 3074.png or 3748.png, so he can easily get multiple armor-shred stacks off on many enemies very quickly. Pay attention to the red shield icon on enemies you hit with auto attacks and abilities; once that becomes yellow you've applied full shred stacks.

3156.png Extremely good item. Grants amazing stats and an amazing passive, and is extremely useful for high magic damage comps. The armor pen helps for bursting squishies and the AD boost is really good. You can often get Hexdrinker 3155.png early on and just sit on it for a while, and either upgrade it later if you want the Maw or sell it and get something else.

3142.png This doesn't grant any tank stats which is the only trade-off for its amazing benefits. Ghostblade gives so many different things that Jarvan can take advantage of. 60 AD, 10% CDR and 20 armor pen is a GIGANTIC boost to your offense. 20 armor pen along with your runes and masteries basically makes you deal close to true damage against squishies early in the game. The active is insane for splitpushing by making you take towers extremely fast; the attack speed combines so well with your jarvanivdemacianstandard.png attack speed. It additionally helps for 1v1 fights and for teamfighting, enabling you to get in a fight faster and deal more damage once in it. Overall very strong, but be careful when building it because as previously mentioned, it doesn't give any durability whatsoever.

3033.png3036.png The last whispers are great against heavy armor either in conjunction with Cleaver 3071.png or by themselves. Against champions like 16.png36.png50.png106.png39.png8.png get the Mortal Reminder, against champions like 31.png154.png223.png113.png36.png, who will just stack health, use the Lord Dominik's Regards.

3022.png As a general health/damage item this is the best option for Jarvan, it isn't quite as tanky as Sterak's Gage 3053.png or Warmog's 3083.png but unlike Sterak's Gage it gives 40 bonus AD instead of just base AD meaning your abilities will do more damage with this. Great to pickup in combination with Titanic Hydra, and particularly useful if you need anti-kite/chasing power. It can be somewhat awkward to build as a last item so if you do plan on building it be sure to get it earlier than the last item. Be careful when stacking health against high %health damage!

3742.png3065.png The best tank items for Jarvan, Dead Man's Plate grants so much extra burst which synergizes so well with Jarvan's passive jarvanivpassive.png and kit in general. Always look to get it if you're against plenty of strong carries, as the extra burst will be too much for them to handle. With the recent changes to Spirit Visage and Banshee's Veil, Spirit Visage is usually the better option now due to having more overall tankiness; it has slightly less magic resist but 200 more health, extra CDR, and greatly increased healing which is very solid to have.

3143.png3068.png3102.png3190.png Good alternatives to Dead Man's and Spirit Visage if you can make use of these instead. 
-3143.png Randuin's gives the most tankiness out of the armor items overall and if the enemy team has a lot of crit and/or attack speed heavy champions Randuin's will be the best defensive pickup.
-3068.png Sunfire Cape grants good stats and AOE magic damage, meaning everyone in your Cataclysm jarvanivcataclysm.png will take additional magic damage over time. If rushing armor early on always rush this, it is the most useful early game. It also gives you amazing splitpushing potential due to making you more powerful 1v1 and giving additional wave clear. Sunfire does quite well against tanks who will stack armor as the extra magic damage will help in fighting them.
-3102.png Pick this up when the enemy has a key initiation/pick ability (54.png53.png32.png1.png). Banshee's Veil now is a lot cheaper but grants less health than before and overall isn't quite as good to have as Spirit Visage. Although still a very good item for Jarvan in certain scenarios I would recommend Visage over it the majority of the time. Usually when I build Banshee's Veil it's in conjunction with Spirit Visage anyway.
-3190.png Locket should be a pickup if nobody on your team builds one.

3026.png Guardian Angel should find a way into most builds to either replace one of your tank items later or building it in place of one of them, and selling it for one of those tank items once the passive is used. It is a very cheap and efficient buy that is extremely useful in the mid and late stages of the game.  

2138.png2140.png2139.png Elixirs are extremely gold-efficient buys that are very useful come mid and late game. The first two are very useful, but Sorcery can also be of situational benefit. If you have high amounts of health and just want to be tankier or do extra damage with Titanic 3748.png, Elixir of Iron will be the best pickup. Since we'll have Ninja Tabi 3047.png, CDR boots 3158.png or Swifties 3009.png most of the time, it also is great for giving some extra tenacity when you usually will have none. Elixir of Wrath on the other hand is fantastic if you wan't more damage output and increased healing. The 30 extra AD is incredibly nice for doing more damage. It also grants additional tankiness in the form of increased healing, which is nice for builds that don't have as much health. Either heavily AD builds or builds with high amounts of armor/magic resist but not health are very good with it because increased healing is extremely efficient when you have a smaller life bar. Sorcery will grant true damage against champions on a cooldown but extra true damage against objectives on no cooldown, which is great in conjunction with mountain drakes or if you just find yourself splitpushing very often.

3363.png3364.png3340.png As for Trinkets, keep the Warding Totem for the duration of laning phase. After about 20 minutes, you'll usually want to upgrade to Farsight Alteration. It serves as a long-distance, permanent ward until your opponents find it and as such is super useful for the mid and late game. You can use it to scout out key objectives, find enemies, and ward important areas from a safe distance. Against comps where an Oracle Alteration might be important you might want that, but I generally prefer being able to provide vision to my team. Against the likes of 17.png29.png67.png62.png28.png107.png, the Oracle can be quite useful but keep in mind that you can't directly target stealthed enemies, just land skill-shots on them. It also proves quite useful against champions with traps and other invisible units 202.png17.png35.png. Keeping the Warding Totem later can work but you have to get right up to the place you want to ward, which can potentially be dangerous. You do get the benefit of having an invisible ward, though.


Late Game and Build Styles

In late game, teamfights are decisive. A won or lost teamfight will decide the outcome of the game or greatly tip the balance. As such you should ensure you have the best possible build, because this is the point where you will be at or close to full build, and where it will count.

Tier-one boots are used here because there are a great variety of boots that can work in these very general builds.

Excuse the lack of item icons in some spots, lolking isn't letting me add them for some reason at the moment.


3074.png3071.png3142.png3742.png3065.png1001.png Example bruiser build that focuses on damage, and my go-to build most of the time. This gives good tankiness and exceptionally high damage output that helps for bursting people and for splitpushing. Other items can be substituted in, but make sure you have 3 damage items and 2 tank items. You want to have at least 300 AD, a decent amount of CDR, and at least some armor pen. Since you aren't buying many tank items be doubly sure you pick the correct ones.

3748.png3071.png3742.png3065.png[GA]1001.png Example tank-focused bruiser build. Basically the damage bruiser build but tankier. The Titanic Hydra/Black Cleaver combo [ITEM PICTURES NEEDED] is straight up broken and by itself gives ludicrous amounts of damage. Notably your'e lacking flat armor pen, so Maw [ITEM PICTURE NEEDED] can replace either damage item to give more squishy-killing power while still granting some tankiness.

3748.png3742.png3065.png3083.png[GA]1001.png Example full-tank build. Jarvan as a tank isn't extremely efficient as he doesn't have any additional scalings from health and resists, but since he is such an effective initiator and general front line champion the build is very viable if your team has no tank. The only damage items you build should be offense/defense hybrids and should grant waveclear if you don't get Sunfire Cape (items like these 3748.png3071.png3156.png3025.png).

3074.png3071.png3142.png3156.png3036.png1001.png Example assassin/AD build. Unlike the tank build this actually is efficient on Jarvan due to his insane AD ratios; it still isn't as good as building as a bruiser, however. Look to build this way if your'e snowballing insanely hard or your team already has solid tankiness and/or CC to set you up. If the enemy team has priority hypercarries to kill (96.png268.png) this build-style is extremely effective. The above example has 5 damage items and none tank. Going for 4 and then a GA or other tank item is usually better but getting this much damage is always fun. 

Situational Items 


These items are not the default BEST choice most of the time and as such are situationally effective. 

3025.png3075.png3110.png These are armor-only items and as such are great pick ups for heavily physical damage focused teams. This is a common occurrence so look to get these often in those situations. 
-[ITEM PICTURES NEEDED] Iceborn Gauntlet gives nice waveclear and damage, and CDR, so it is typically my default pickup, but the other two are great vs heavy auto attackers. 
-[ITEM PICTURES NEEDED] Thornmail for reflective damage. Never rush it early, it only is strong once you have a lot of armor and your enemies have a lot of attack speed (so mid-late game).
-[ITEM PICTURES NEEDED] If nobody builds a Frozen Heart on your team, similar to Locket, you definitely want to pick it up vs heavy attack speed champions.

3053.png3083.png3800.png Alternative health options to Frozen Mallet 3022.png
-3053.png Sterak's gives a massive shield, so if the enemy team has high amounts of burst damage in a team fight it can be worth picking up, but remember that Jarvan can't take advantage of the additional base damage it grants in anything other than his auto attacks, because his Q jarvanivdragonstrike.png and R jarvanivcataclysm.png scale with bonus AD, not total AD. 
-3083.png A juicy amount of HP and CDR make this a great pickup for tanky builds. The passive basically turns you into Garen/Mundo 86.png36.png, allowing you to regenerate a lot of HP between fights. This is particularly useful against heavily poke-focused compositions.
-3800.png Righteous Glory hasn't been seen much since the jungle tank meta of Season 5 but it is still a rather effective item for hard engaging, so if you feel you can easily beat the enemy team 5v5 or if you already have speedups on your team from champs like 15.png and 43.png, it can be a great buy. Nowadays I feel it is better on supports than tops and junglers.

3026.png3512.png These grant high armor and magic resist so can be useful if you want to be tanky but don't want to stack health, like when your against champions like 96.png and 102.png. Zz'Rot Portal provides stupid pushing potential and basically makes you win the game over time for free, so it can be useful if you don't need the Guardian Angel passive.

3078.png3147.png3153.png3812.png3139.png These are some additional damage items that might work depending on what you feel you need. 
-3078.png Tri-force now has higher attack speed, higher CDR, and no crit. Overall doesn't make it better or worse, just gives different benefits than before. The DPS and burst increase it grants is straight up amazing so it's great in heavily damage-focused builds.
-3147.png Duskblade gives you substantially higher burst and damage but I feel that the passive can sometimes be unreliable, and as such should only be bought on assassin style builds if you need higher flat armor pen.
-3153.png BOTRK is so good in conjunction with Martial Cadence jarvanivpassive.png, allowing for a ton of % health damage as well as offering a substantial attack speed and lifesteal boost. 
-3812.png Death's Dance is quite nice if you basically want a Ravenous Hydra worth of damage and sustain, but also need CDR. It can be quite nice to pickup for any build, but keep in mind that it doesn't give the waveclear and added burst that Hydra does. The damage-into-bleed conversion effect synergizes well with its lifesteal effects, making you tankier from a damage item.
-3139.png Scimitar gives huge AD, lifesteal and nice magic resist, in addition to its amazing active. Nice to pickup against massive crowd control abilities and champions, especially suppressions (19.png90.png6.png72.png223.png) and suspensions (157.png267.png161.png).


Detailed Example Builds


Again, fill in boots for the tier-one boots shown based on situation and preference.

Standard Damage Bruiser:  3074.png3071.png3142.png3742.png3065.png1001.png + 2140.png3363.png or 3748.png3071.png3156.png3742.png3022.png1001.png + 2138.png3363.png


- Best build style for 1v1ing people and splitpushing
- Still tanky enough to initiate a fight and not die instantly
- Heavily bursty
- My personal favorite build style
- Always have 3 damage items and be at 300+ AD

Standard Tanky Bruiser: 3748.png3071.png3742.png3065.png3026.png1001.png + 2138.png3340.png or 3071.png3074.png3065.png3075.png3026.png1001.png + 2140.png3340.png


- Similar to the first but tankier so you can initiate fights safely 90% of the time
- Still very effective at splitpushing but waveclear and damage vs towers drops a little bit due to less damage
- DO NOT STACK HEALTH AGAINST HIGH %HEALTH DAMAGE CHAMPIONS, grab tons of resists instead and a Ravenous Hydra or Death's Dance, the lifesteal with low amounts of maximum health and high resists make you deceptively tanky, shown in the second build
- Always have at least 3 tank items

Standard Tank: 3748.png3742.png3065.png3083.png3026.png1001.png + 2138.png3340.png or 3071.png3068.png3065.png3083.png3026.png1001.png + 2138.png3340.png


- You can only splitpush effectively if you have the Titanic Hydra, if not look to group as five because you can't 1v1 that well
- Very tanky, with high health and resists, but as mentioned before don't stack health against high %health damage
- If you do have a high health bar, however, you are visibly very tanky to the enemy and often gives an illusion of invincibility, meaning you can definitely engage safely
- Damage will fall off late game massively, especially if you aren't using titanic hydra


Standard Assassin: 3074.png3071.png3156.png3142.png3036.png1001.png + 2140.png3363.png or 3812.png3071.png3142.png3147.png3036.png1001.png + 2140.png3363.png


- You have extreme amounts of damage but very limited tankiness, as such you should almost never engage a fight on your own unless it's a clear win, because you are almost guaranteed to die instantly once the enemies even look at you.
- You should instead look for 1v1's, splitpush a ton, and roam and look for picks, as you can blow up anybody who is not a tank with ease. Even if you don't instantly kill them you can more than likely out 1v1 them, especially with a lot of lifesteal.
- That said, your potential for wombo combos with your team is even greater due to the massive potential AOE damage you can deal in a fight.
- In a teamfight, look for a flank, and go in after your CC champions have already locked up the enemies, and prioritize the carries that will be the most dangerous in an extended fight (usually sustained damage ADC champions 67.png96.png29.png222.png18.png81.png)
- If you get to assassinate somebody before the fight begins, look to kill the carry that will do the highest amount of burst damage at the beginning of the fight to prevent that from happening entirely (usually burst APC champions 1.png34.png45.png55.png61.png99.png
-In either case make sure the one you target is the most dangerous one. If one of their "carries" is an 0/10 Ashe 22.png it's probably not worth killing her over the 9/0 Viktor 112.png. You can always kill both of them but use your important resources on the Viktor.


Armor Core: 3071.png3068.png3143.png3075.png3065.png3047.png + 2138.png3340.png or 3748.png3143.png3110.png3075.png3065.png3047.png + 2138.png3340.png


Magic Resist Core: 3156.png3068.png3102.png3190.png3065.png3111.png + 2138.png3340.png or 3748.png3156.png3102.png3190.png3143.png3111.png + 2138.png3340.png


Full Armor: 3074.png3812.png3025.png3143.png3075.png3047.png + 2140.png3363.png or 3748.png3025.png3742.png3143.png3075.png3047.png + 2138.png3340.png


Full Magic Resist: 3748.png3156.png3190.png3102.png3065.png3111.png + 2138.png3340.png or 3812.png3156.png3139.png3102.png3065.png3111.png + 2140.png3363.png


Sustain Tank: 3748.png3742.png3065.png3083.png3026.png1001.png + 2138.png3340.png

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Akali
    Easy
  • Alistar
    Easy
  • Cho'Gath
    Easy
  • Darius
    Hard
  • Diana
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Fiora
    Medium
  • Fizz
    Medium
  • Gangplank
    Easy
  • Garen
    Hard
  • Gnar
    Easy
  • Graves
    Medium
  • Hecarim
    Easy
  • Heimerdinger
    Easy
  • Illaoi
    Medium
  • Irelia
    Medium
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Easy
  • Kayle
    Easy
  • Kennen
    Easy
  • Lee Sin
    Easy
  • Lissandra
    Easy
  • Lulu
    Medium
  • Malphite
    Medium
  • Maokai
    Medium
  • Mordekaiser
    Medium
  • Nasus
    Hard
  • Nautilus
    Medium
  • Olaf
    Hard
  • Pantheon
    Medium
  • Poppy
    Medium
  • Quinn
    Easy
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Renekton
    Hard
  • Rengar
    Medium
  • Riven
    Easy
  • Rumble
    Medium
  • Ryze
    Medium
  • Shen
    Medium
  • Shyvana
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Swain
    Easy
  • Tahm Kench
    Hard
  • Teemo
    Easy
  • Trundle
    Medium
  • Tryndamere
    Medium
  • Urgot
    Easy
  • Vayne
    Easy
  • Vladimir
    Medium
  • Volibear
    Hard
  • Warwick
    Medium
  • Wukong
    Medium
  • Xin Zhao
    Medium
  • Yasuo
    Easy
  • Yorick
    Medium
  • Zac
    Medium

VS

Aatrox

Medium
Summoners: 

Starting Items:

VS

Akali

Easy
Summoners: 

Starting Items:

VS

Alistar

Easy
Summoners: 

Starting Items:

VS

Cho'Gath

Easy
Summoners: 

Starting Items:

VS

Darius

Hard
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1029.png + 2003.png2003.png2003.png2003.png or  1036.png + 2003.png2003.png2003.png

Very difficult matchup. Darius is pretty hard in the early levels, as Jarvan has no way of avoiding his Q dariuscleave.png other than walking. If you get ahead of him early on you'll be ahead of him for awhile and can duel him, but his overall tankiness and damage mix, since he is a juggernaut, will outscale yours. Play pretty passively and don't die to him early, CS where you can and setup ganks and you should be good.

If he rushes tank items early on, it will be substantially harder to kill him and his base damage is enough to kill you, so be very mindful of this.

VS

Diana

Easy
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1055.png + 2003.png or 1036.png + 2003.png2003.png2003.png

This one is pretty easy, you are equal 1v1 throughout the game and she can be easily killed early. Just don't trade into her shield and you'll easily win, rush 3155.png and it's over for her.

If you do feed her however she can kill you instantly so don't let that happen.

VS

Dr. Mundo

Medium
Summoners: 4.png14.png or 12.png14.png or 4.png12.png

Starting Items: 1055.png + 2003.png or 1036.png + 2003.png2003.png2003.png or 2033.png

Mundo is very easy early on, as he is very squishy and his regen and damage are quite limited, meaning he is very easy to win an early all in against. 3123.png is a must have for laning against him as he will never win a fight against you once you get it. It can be upgraded to 3033.png or sold later depending on what you need. 3153.png can be a good pickup later if you want to deal extra damage to him, Mundo's usually stack high amounts of health so the damage increase will be nice. 14.png is also very useful as it cuts his healing in half, which significantly weakens him in combat. Once you win an all in you'll be very ahead for a good chunk of the game, but he heavily outscales you lategame in terms of overall tankiness and damage output, so don't try to 1v1 him later. As such I generally don't splitpush vs a Mundo and run 14.png instead of 12.png.

VS

Ekko

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1054.png + 2003.png or 1055.png + 2003.png or 1036.png + 2003.png2003.png2003.png 

This one can be tricky. He has a very irritating kit to deal with and works similarly to Fizz 105.png, both having high mobility as their main assets. Whether they build AD, AP, bruiser for either damage output, or full tank they are very mobile and therefore hard to kill, and also hard to escape if you are losing a fight.

As for Ekko get some defensive starting itemization in most cases, as he will poke you hard with Timewinder ekkoQ.png. His sustain is not particularly great so you can outsustain him with the longsword start but the main priority is just to kill him.

If he is going to play tank Ekko it is not a medium, but hard matchup that is almost impossible to win against. He is so ridiculously mobile that even if you end up out-1v1ing him he can just easily run away like a pussy, and with the tank build he is so insanely hard to kill that is is not even worth trying.

AP Ekko on the other hand is slightly easier because he is extremely easy to kill, just try to kill him before he hits 6, or if he does have his ult ekkoR.png bait him into using it then finish him off. AP Ekko hurts hard too if you feed him and let him get his items, so 3155.png will be very helpful.

VS

Fiora

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1036.png + 2003.png2003.png2003.png or 1029.png + 2003.png2003.png2003.png2003.png or 2033.png

There are a lot of things you have to play around in Fiora's kit to win this one. You can either win hard if she screws up or lose so hard she will beat you into oblivion. Try to dodge her lunge fioraq.png, because the cooldown will be significantly reduced if she hits you with it. Always look to bait out her riposte fiorariposte.png by using Q jarvanivdragonstrike.png on her. Your average Fiora will think you are trying to jarvanivdemacianstandard.png + jarvanivdragonstrike.png and will waste their riposte, that is your best opportunity to go in. Once Q jarvanivdragonstrike.png comes back up, combo her and you will damage her heavily.  When she ults fioradance.png, back off unless you have a clear advantage. She can get insane amounts of damage off and then heal for tons once she procs all four vitals. If you get ahead you will be ahead for quite a while, she never will be quite tanky enough to survive your burst damage and will only come back in the very very late game. 

VS

Fizz

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: Corrupting Potion or Doran's Blade or Longsword

This one can be tricky. He has a very irritating kit to deal with and works similarly to Ekko 245.png, both having high mobility as their main assets. Whether they build AD, AP, bruiser for either damage output, or full tank they are very mobile and therefore hard to kill, and also hard to escape if you are losing a fight.

For Fizz in particular he is very sticky, due to slows and his knockup in addition to having two mobility spells. Try to get Hexdrinker whenever you can as it can help you survive his ultimate. 

Speaking of which, if he misses his ult he is fucked, but if he hits it on you, it's wise to usually back off and wait out the debuff unless you have the clear advantage. 

You can burst him easily if he builds a damage-focused build but be sure to bait out his playful-trickster fizzjump.png before using a flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png combo, if you miss that you will be screwed.

Overall, the matchup is slightly in Fizz's favor but if both Jarvan and Fizz farm equally they scale similarly to late game, so who will be able to beat one in a 1v1 will greatly depend on builds taken by the Jarvan. Higher damage is favorable.

VS

Gangplank

Easy
Summoners: 4.png14.png or 4.png12.png

Starting Items: Corrupting Pot or Doran's Shield/Blade or Cloth Armor [ITEM PICTURES NEEDED]

Becoming popular again as of 6.15 due to tier lists, pro play and the good old Gangplank OTP's, this is a very easy lane for Jarvan so long as it's not a very good Gangplank.

The only difficulty here is his heavy poke damage with his Q parley.png and E barrels raisemorale.png. Avoid this early on and ensure to trade with him once he enters melee range. If you get ahead you will get to a point where you can zone him off creeps; he can farm and get killed instantly or miss tons of CS. He has solid sustain with his W removescurvy.png so try to auto attack him a lot to force him to use it often. This will run him low on mana.

You have similar passives jarvanivpassive.png / gangplankpassive.png , yours granting more burst and upfront damage with his granting a powerful DOT and movement speed. Avoid his passive and be sure to use yours as much as you can. You'll know when his passive is up when his sword is glowing. If he explodes a barrel his passive will come back up so be wary of that.

VS

Garen

Hard
Summoners: 4.png12.png

Starting Items: 2033.png or 1029.png + 2003.png2003.png2003.png2003.png

Garen is pretty hard in good hands, but many people pick him up thinking he is an easy champion and are inexperienced on him. These kind of players are easy to beat, but the incredibly rare Garen mains will give you a hard time. He is extremely tanky and does a TON of damage to a lone target, the kind of kit which screws up Jarvan pretty badly. He has high base damage so even when rushing tank items early he hurts quite a lot, if you're not crushing him its probably worth getting some early armor. Tabi, Sunfire or Iceborn [ITEM PICTURES NEEDED] are nice rushes in this matchup.

You can poke him in lane and his cooldowns are quite long so if he uses his abilities to waveclear take trades because you will win them easily. Especially look out for his garencommand.png cooldown because it is a massive amount of damage reduction.

One thing people like to forget about Garen is that his spin garenbladestorm.png actually does more damage to an isolated target. The damage increase is massive so try to run to your minions if he starts spinning on you, and you'll cut the potential damage down quite a bit. Your Golden Aegis jarvanivgoldenaegis.png should help you absorb a lot of the damage as well.

This matchup can be easier early if Garen rushes damage instead of armor, but even then its still very difficult. Look to poke with jarvanivdragonstrike.png and deny his passive garenpassive.png from activating to try and bully him out of lane.

VS

Gnar

Easy
Summoners: 4.png12.png or 4.png14.png

Starting Items: Corrupting Potion or Doran's Shield [ITEM PICTURES NEEDED]

Gnar is a very dynamic champion, so your advantages and disadvantages over him aren't very clear but with experience playing the matchup it becomes very easy after a while. As a rule of thumb, Gnar typically crushes immobile champions in mini form because he can kite back, but his burst damage on mega Gnar can crush squishy champions and his tankiness is quite higher. 

As Jarvan the best time to fight him is when he is in mini Gnar. ALWAYS make sure to bait out his jump gnarE.png before you combo him or you will screw yourself over. If you do manage to catch him he is dead meat, as he is extremely squishy in his mini form even with a mostly tank build, his base stats are just so low as mini Gnar.

When he turns mega you can still easily win provided you play it to your advantage. He is vastly tankier so he can easily survive your burst if you're not fed, but mega Gnar's abilities are very telegraphed and easy to bait out. Make sure you also bait out his jump gnarE.png before you combo him. If you dodge all his abilties and combo him after his jump is on cooldown you can't lose. Just make sure you avoid walls so he can't ult gnarR.png you for extra damage and stun you.

VS

Graves

Medium
Summoners: 

Starting Items:

VS

Hecarim

Easy
Summoners: 4.png14.png or 4.png12.png

Starting Items: Longsword, Doran's Blade or Corrupting Potion

This matchup is pretty easy. Hecarim's dash takes time to build up so he can't use it to dodge your flag and drag jarvanivdemacianstandard.pngjarvanivdragonstrike.png combo. When you do get on to him you can burst him easily, his tankiness early game is quite limited; after you do this, he literally cannot retaliate. Hecarim trades early on involve weaving his Rampage hecarimrapidslash.png and autos together, building fervor stacks, but you can just kite back into your minions and use Golden Aegis jarvanivgoldenaegis.png to block a lot of the damage. Your knockup will also cancel out a lot his potential damage. 

When his W hecarimw.png is active he will usually win trades, but it has quite a long cooldown so if he wastes it back off and then trade again after and your basically guaranteed to win them. 

Overall a rule of thumb is that Hecarim is very powerful when making a TP gank somewhere else, so just make sure you can follow his TP ganks by either TP'ing yourself or hard shoving top.

VS

Heimerdinger

Easy
Summoners: 

Starting Items:

VS

Illaoi

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: 2033.png or 1036.png + 2003.png2003.png2003.png

A lot of people find Illaoi really difficult. Personally I don't. As Jarvan you just need to avoid getting soul grabbed and you should be okay. Don't ult aggressively until her ult is down and don't fight her near her tentacles as her damage output will increase massively.

When she does ult just walk away and there goes all of her insane damage people like to complain about. Staying in that zone of tentacles and fighting her is what gets people fucked over, so leave that zone and then fight her when a favorable opportunity arises. She is just so damn easy to work around that I don't see why people think she is so ridiculous quite frankly; but I guess players who have less experience against Illaoi find it difficult, which is fair.

In conclusion, it is a decently hard matchup as her early game bullying is quite harsh and strong, but once you get some items together you should be easily able to burst her, just do so CAREFULLY ;)

VS

Irelia

Medium
Summoners: 4.png14.png or 12.png14.png or 4.png12.png

Starting Items: 2033.png or 1036.png + 2003.png2003.png2003.png

This one is easy in the first few levels as she loses almost every matchup before she hits level 4. Once she is level 4 you need to be careful because she will start ranking up her W ireliahitenstyle.png, where her burst and auto damage will start to become insane.

Killing her early though isn't hard as your hard burst is too much for her early lack of tankiness. They always rush Tri-Force 3078.png, so if you get ahead of her early you can be ahead of her for a significant chunk of the game. 

If you don't get ahead of her, don't try to 1v1 her once she does get that Tri-Force 3078.png because she will crush you.

VS

Jarvan IV

Medium
Summoners: 

Starting Items:

VS

Jax

Medium
Summoners: 4.png14.png or 4.png12.png

Starting Items: 1055.png + 2003.png or 1036.png + 2003.png2003.png2003.png or 2033.png

The obvious difficulty here is that Jax will outscale you as he does almost everyone else. Late game his tankiness, damage and 1v1 power is insane and there are very few who can actually 1v1 him late game.

Early game is entirely different though. If you can properly play around Jax's counterstike jaxcounterstrike.png, you vastly outdamage him and out-early game him, and he has no tankiness early so getting an early kill and snowballing is very easy. You'll be ahead of him for a significant portion of the game until he starts getting his core items.

Once late game does roll around, don't go confront him by yourself when he splitpushes, because he will destroy you 1v1, so instead teamfight, because Jarvan's teamfight is far better than Jax's.

VS

Jayce

Easy
Summoners: 

Starting Items:

VS

Kayle

Easy
Summoners: 

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VS

Kennen

Easy
Summoners: 

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VS

Lee Sin

Easy
Summoners: 

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VS

Lissandra

Easy
Summoners: 

Starting Items:

VS

Lulu

Medium
Summoners: 

Starting Items:

VS

Malphite

Medium
Summoners: 

Starting Items:

VS

Maokai

Medium
Summoners: 4.png12.png

Starting Items: 2033.png

You can kill this guy early but he will get tanky quickly so if you don't manage to kill him you should just get free farm. His damage isn't particularily high until he finishes an item, be it Sunfire 3068.png or maybe some AP item like ROA 3027.png, so just abuse him and get free farm while you can.

You can out 1v1 him all game as long as you get some % armor pen and lifesteal, and maybe some magic resist if you really think you'll need it.

VS

Mordekaiser

Medium
Summoners: 

Starting Items:

VS

Nasus

Hard
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1055.png + 2003.png or 1036.png + 2003.png2003.png2003.png or 2033.png

Another huge counter, Jarvan can beat him up early but it doesn't take much time for Nasus to outscale Jarvan. His stupid godofdeath.png and wither.png makes him able to 1v1 just about anybody in the game once he gets some tankiness and stacks, and since you generally won't out-splitpush him unless you get significantly ahead 14.png is probably better to take over 12.png

Many people try to be over-aggressive early againt Nasus but he can generally sustain through most champions aggression, so just try to sustain and get free farm yourself because he won't attempt to deny you. Take any free trades though because he will lose almost all trades, it's just that he will sustain through them.

He's very easy to beat on the off chance that he rushes Triforce 3078.png as his first item, because then you'll be ahead of him for a significant portion of the game, but once he gets some armor it becomes impossible. Look to group and teamfight.

VS

Nautilus

Medium
Summoners: 

Starting Items: 

VS

Olaf

Hard
Summoners: 

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VS

Pantheon

Medium
Summoners: 

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VS

Poppy

Medium
Summoners: 

Starting Items:

VS

Quinn

Easy
Summoners: 

Starting Items:

VS

Rammus

Medium
Summoners: 

Starting Items:

VS

Rek'Sai

Medium
Summoners: 

Starting Items:

VS

Renekton

Hard
Summoners: 4.png12.png

Starting Items: 1029.png + 2003.png2003.png2003.png2003.png or 2033.png

This one is very difficult mainly due to his sustain over you and higher early game damage. With that combination he can quickly force you out of lane, so start defensively and get lots of sustain to survive the lane for as long as you can. Your early game damage is close to even, so long as you fight him without fury, but his fury-empowered renektoncleave.png and especially renektonpreexecute.png hit like a truck so avoid him if he has high fury. 

You scale similarly, so who can win a 1v1 late game greatly depends on the builds taken by the Jarvan and the Renekton. Basically whoever built more damage will win, very tanky Jarvan and very tanky Renekton both scale quite poorly.

VS

Rengar

Medium
Summoners: 

Starting Items:

VS

Riven

Easy
Summoners: 4.png12.png or 4.png14.png

Starting Items: 2033.png or 1029.png + 2003.png2003.png2003.png2003.png or 1055.png + 2003.png (man-mode)

Extremely easy matchup, so long as you've played against a Riven before. If you have you should know to not let her hit Lvl 2 before you, and if she does avoid her like the plague until you are Lvl 2 yourself. Don't jarvanivdemacianstandard.png + jarvanivdragonstrike.png aggressively as she can very easily dodge it which can end up screwing you over, but instead let her trade aggressively onto you so you can easily hit the combo. Be sure to bait her shield rivenfeint.png first, it is quite a strong shield. 

Once you get your early damage you can easily burst her down, or you got some armor and she can't do anything to you while your base damage kills her anyway. Either way you crush her mid game so long as you don't feed her.

VS

Rumble

Medium
Summoners: 

Starting Items:

VS

Ryze

Medium
Summoners: 

Starting Items:

VS

Shen

Medium
Summoners: 

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VS

Shyvana

Medium
Summoners: 

Starting Items:

VS

Singed

Medium
Summoners: 

Starting Items:

VS

Sion

Medium
Summoners: 

Starting Items:

VS

Swain

Easy
Summoners: 

Starting Items:

VS

Tahm Kench

Hard
Summoners: 

Starting Items:

VS

Teemo

Easy
Summoners: 

Starting Items:

VS

Trundle

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: 2033.png or 1036.png + 2003.png2003.png2003.png

Trundle is a pretty bullshit champion in general but your early game is slightly better. In quick trades you definitely have more raw damage but his sustain is just insane, so bully him out as hard as you can. 

Once he is 6 you more than likely won't out 1v1 him once he uses his ultimate so E+Q dash or flash away if he does use it then come back to kill him later.

Late game your teamfight utility is far higher than his, but as a juggernaut his overall tankiness and damage is higher so he will be more effective in a splitpush scenario than you. Try to ignore him and have your carries kite him late game as he offers no real CC or power in general late game unless he gets a decent amount of damage, in which case focus him dead as he will be a lot squishier than you'd expect a Trundle to be.

VS

Tryndamere

Medium
Summoners: 

Starting Items:

VS

Urgot

Easy
Summoners: 

Starting Items:

VS

Vayne

Easy
Summoners: 

Starting Items:

VS

Vladimir

Medium
Summoners: 

Starting Items:

VS

Volibear

Hard
Summoners: 

Starting Items:

VS

Warwick

Medium
Summoners: 

Starting Items:

VS

Wukong

Medium
Summoners: 4.png12.png or 4.png14.png

Starting Items: 1029.png + 2003.png2003.png2003.png2003.png or 2033.png

Against Wukong you need to be weary of his level one and two trades as they are some of the most powerful lvl 1-2 trades in the game. You essentially need to play like he is Riven, avoiding him at all costs if he hits level two before you because he can kick your ass out of lane or straight up kill you if he does. Past level two it becomes a lot easier, and if you don't feed him you will essentially be on even ground the entire game, and at the point it is down to who outplays the other. Wukong's raw damage is slightly higher but you can outplay a lot of that damage by dashing or flashing away from Cyclone monkeykingspintowin.png and them coming back in for the kill.

Get ahead of him and he will be extremely easy to kill and 1v1. Wukong players like getting damage even when they are behind so he will just become free kills essentially, unless he rushes armor but even then you will crush him in duels. On the other hand if you feed him he can easily blow you up so don't let that happen.

You are both very similar champions, having both strong teamfight and splitpush, so you should look to just outplay him wherever both of you end up going.

VS

Xin Zhao

Medium
Summoners: 

Starting Items:

VS

Yasuo

Easy
Summoners: 4.png12.png

Starting Items: 1029.png + 2003.png2003.png2003.png2003.png

This one is not too hard but he has a substantially better early game then you, because he can spam his yasuoQ.png and yasuoE.png. If you die to him early he will single-handily carry the game, so don't let that happen (speaking from a few very unfortunate experiences here). Rush 3751.png and you can easily proc his shield and then proceed to 100-0 him with your base damage. Once that happens you can build damage and easily 1v1 him all game.

Later once his damage scales into late game you might want to pick up 3143.png either in conjunction with your 3068.png or replacing it, because his crits will hurt a lot later.

VS

Yorick

Medium
Summoners: 

Starting Items:

VS

Zac

Medium
Summoners: 

Starting Items:

About Me Back to Top

Hey summoners, I'm Kuningaz. My in-game name is Armored Hoplite, and I've been playing League since the end of Season 3/beginning of Season 4. I'm a Platinum top lane and jungle main and my favorite class of champions to play are all types of melee champions, especially bruisers, but I'll play the occasional assassin or tank as well. I main fighter champions that can do tons of damage and also be tanky like Jax 24.png, Renekton 58.png, Garen 86.png, Darius 122.png, Wukong 62.png, and Mundo 36.png


Of course though my most played champion of all time is Jarvan 59.png. I picked up Jarvan at the very end of Season 4 and started playing him some top lane but mostly in the jungle. At the time Garen 86.png was my main so I didn't get very great at Jarvan until some time later. I played him as my main jungler throughout Season 5 giving me plenty of both jungling experience and experience on Jarvan. One time, mid way through Season 5, I liked the idea of trying him top lane again, so I picked him in a top lane matchup against Shen, dominated with him, and the rest is history. 

As of July, 2016, I have played 270 ranked games total as Jarvan and plenty of games as him on normals and other game modes, rounding it out to around 400-500 games of experience. I have played just about every possible matchup and built in all kinds of different ways, giving me a rich, experience-filled background on the champion.

He is by far my favorite champion and I will continue to main him for the foreseeable future, and I aspire to climb to Diamond with him.

Why Jarvan IV? Back to Top

59.png is a bit difficult to describe in a small summary, but I would say that he is an adaptable bruiser champion that can be itemized towards tankiness and focus on initiation, or towards damage and focus on absolutely destroying some squishies. A great Jarvan build will be able to do both of these at the same time. He offers solid Crowd Control and initiation, mobility, and damage and tankiness, the ideal kit for a well-rounded bruiser champion. 


Not to mention he is also FUN AS HELL!


Pros


-Extremely adaptable build paths based on your team's needs
-Solid crowd control and initiation potential
-Massive amounts of base damage, especially early
-Speaking of which, he is quite dominant early on
-But still scales well
-Highly mobile with jarvanivdemacianstandard.png + jarvanivdragonstrike.png dash and jarvanivcataclysm.png, surprising mobility for a champion of his class
-Great early trades with jarvanivdemacianstandard.png + jarvanivdragonstrike.png combo
-EXTREMELY high damage potential with flat penetration and massive AD ratios
-Can annihilate squishies with just a little bit of extra damage
-Armor shred on jarvanivdragonstrike.png, good for helping your ADC take out tanky enemy front line
-Great pick and gank potential with jarvanivdemacianstandard.png + jarvanivdragonstrike.png knockup, jarvanivgoldenaegis.png slow, and Cataclysm jarvanivcataclysm.png
-Insane threat radius. jarvanivdemacianstandard.png + jarvanivdragonstrike.png combo, Flash 4.png, and Cataclysm jarvanivcataclysm.png cover almost an entire screen worth of threat distance
-Cataclysm jarvanivcataclysm.png can be used to lock up enemies in teamfights, giving plenty of teamfight utility and wombo combo potential
-Absolute badass


Cons 


-Extremely limited tankiness on jarvanivgoldenaegis.png by itself. Basically if you don't itemize very tanky you are not going to be tanky.
-Martial Cadence jarvanivpassive.png, his passive, feels quite unimpactful in the later stages of the game 
-In a mostly tank build you greatly lose damage late game, even harder than other tanks. In a mostly damage build you have no survivability late game, even less so than other assassins.
-Has no real CC other than jarvanivdemacianstandard.png + jarvanivdragonstrike.png knockup, so this must be carefully timed to hit multiple enemies at the right time, especially if you have low cooldown reduction
-Very difficult to catch up when behind
-If you miss jarvanivdemacianstandard.png + jarvanivdragonstrike.png combo you are F*CKED

Other Jarvan Players to Check Out Back to Top

These are some guys on YouTube and Twitch who have either entertaining Jarvan gameplay to watch or are very good at the champion and you can learn a thing or two. I would highly recommend giving all of them a watch if you like the champion as much as I do.


King Nidhogg


This guy is easily the best Jarvan player I've ever seen. He has been ranked as the best in the world on websites like LoLSkill. If you want to learn how to be a godlike Jarvan definitely check out Nidhogg. He mostly plays full AD or heavily AD focused, but also plays bruiser and tanks builds occasionally. It is important to note that he mostly plays jungle, not top lane Jarvan, but you can see some awesome Jarvan mechanics such as the flag and drag jarvanivdemacianstandard.png + jarvanivdragonstrike.png + Flash 4.png combo, one of Jarvan's most difficult things to pull off.

He doesn't have his own personal YouTube page but there are plenty of videos of his gameplay on there.



Pawnce


More of a casual player, but mains Jarvan all the same and is quite good at him. He shows and plays all sorts of stuff on YouTube and Twitch and is very entertaining, but Jarvan is his favorite champion and is quite good at him, so I would highly recommend watching him. Like Nidhogg he mostly plays heavily damage focused. He also plays him in top lane!



Stonewall008


A YouTuber and streamer known for his jungle gameplay in general, he plays all sorts of things but Jarvan is his absolute favorite. Unlike Nidhogg and Pawnce he actually prefers tank or tank-focused Jarvan in the jungle so if you want to learn to play that way give him a watch. 



Peace Pigeon


Another casual player but his videos are very entertaining and Jarvan is one of his favorite champions, who is featured in many of his videos. I would highly recommend watching him if you want a good laugh or two.


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