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5 months ago
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Ahri Statistics for Ahri

Author's performance with Ahri compared to the ranked average.

Author
NickelFive
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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Flash is a must.  I know J4 already has 2 flash-like mechanisms with an E-Q combo and his ult.  But you know what's better than 2 flashes?  3!  Flash is good offensively and defensively, that's why 9/10 people take it, that's why you will too.  Ghost isn't useful in a lane as short as mid.  A flash EQ combo will always take your opponent by surprise.


Ignite is used over exhaust because of how close you are to towers in mid lane.  If you can exhaust and auto attack, you would, in top lane, get more damage off than with just using ignite.  However, in mid your opponent will be under tower by that point so you would be forced to back off.  This makes ignite superior.

Teleport is an acceptable alternative (although not as good in my opinion) to ignite because mobility is one of the keys in LoL.  It's a tradeoff, you'll probably get 1 less kill in lane, but be able to save 1 tower.  You might be thinking well 1 tower is worth more gold, but an early game kill with ignite can cause you to snowball.
Read Author Notes

Runes

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Attack damage quints are the best by far.  You could go health or movement speed I suppose if you don't have attack damage.


Magic resist glyphs are common sense, you shouldn't pick J4 mid if you aren't facing a mage.  I prefer flat over scaling for the early level advantage since this is when your natural power spike is.

Seals should be armor.  There is not really another option.

Marks should be armor penetration because it stacks nicely with your Q's armor pen.  If you don't have these, attack damage is an acceptable substitute.
Read Author Notes

Masteries

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0/1
0/4
4/4
0/1
1/1
3/3
0/3
0/1
1/1
1/1
0/1
3/3
1/1
3/3
0/3
1/1
0/1
3/3
0/1
1/1
Offense: 22
0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 0
1/1
3/3
3/3
1/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 8

[Partially updated for S4]


Right now, 22/0/8 is the best I have come up with.  Will hope to confirm after further experimentation.  To be honest, there seems to be lots of viable options.  A general guideline, if you go into defense (which I advise against right now), go deep into defense as the early points are underwhelming.  I will just go into detail on the masteries that are particularly strong and let you fill in the rest.

Strongest in ______ by order of availability:


Offense

t1- sorcery because cdr is a great stat on an ad caster
t2- expose weakness synergizes with later picks in the tree
t3- spell weaving and executioner are GREAT, martial mastery is ok
t4- blade weaving and dangerous game are GREAT, warlord is ok
t5- devastating strikes is GREAT
t6- might as well, synergizes with other masteries

Defense

t1- block is the least worst, followed by enchanted armor (although enchanted armor does scale nicely)
t2- unyielding and veteran's scars, since you have no other option
t3- max out resistance for the AoE mastery upgrade, put 1 in hardiness, oppression doesn't synergize with your kit or with being an assassin
t4- evasive is GREAT since AoE can destroy you in your own ult, swiftness is GREAT for helping you stick to people, perseverance can really help early and scales well into lategame.
t5- tenacious is the best on this tier, second wind isn't that helpful on you since this guide will not make you tanky, so being at 25% health usually means death.
t6- might as well since you came this far.

Utility

t1- all options are GREAT, meditation is probably the best, if you go down 21 points into utility, you may wanna pick up all of these.
t2- summoner's insight is GREAT as it allows you to pull of sick flash EQ ult combos more, avoid strength of spirit, as your mana pool is really low on J4.
t3- all options are GREAT except for greed, if you go down 21 points into utility, get all of these except greed
t4- all bad for you.  wealth is the least worst as it allows for an extra pot on start, but still not really worth it
t5- intelligence is GREAT
t6- wanderer is GREAT since you should be roaming.
Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

As with nearly all champs, get your ult whenever available.  Max Q first for better poke, combo damage, lower cool down, and more armor shred.  E is next for more attack speed and more armor because you will be roaming eventually.  W just isn't as important as the rest of the abilities, so it's maxed last.


Basics of the abilities

Passive - Martial Cadence

You deal bonus physical damage on your first hit on a target.  Cooldown is 6 seconds on that particular target.

Your passive helps with hurting mids, but where it really shines is in last hitting.  This is important since your opponent is most likely a ranged auto-attacker and will be abusing you level 1 with aa harass.

Q - Dragon Strike

You extend out your lance to hit multiple targets in a line.  If you hit your Damacian Standard (E) you will fly toward it and knock up people in your path.

Q lets you poke at level 1 to trade back the auto attack harass.  Make sure to lead with this before auto attacking, so you can get the armor shred bonus.  Don't spam Q on cooldown or you'll quickly run out of mana.

W - Golden Aegis

You get a shield on your champ.  You are shielded for more if there are more enemy champions around you.  Nearby enemies are slowed.

Your shield is not useful because it's a shield, it's useful because it has a slow and because it procs your trinity force again.  I take a point early for the slow.

E - Damacian Standard

Leveling this up grants you attack speed and armor.  You can place a standard that gives your bonus attack speed as an aura to those around you (including yourself).

When this is fully leveled up and placed out on the field, that's a 44% attack speed bonus for you, nearly a free phantom dancer of attack speed.

R - Cataclysm

You jump to an enemy champion and create an arena of "impassable" terrain around yourself.  You also deal a large amount of damage.

Your ult is what makes people hate you and what makes you a ridiculously awesome champ.  I intentionally leave out saying people will love you for your ult, because this is LoL, your team expects you to be perfect.  Anyways, this skill scales really well with attack damage, making it a dunk on par with Garen or Darius once you're built.  Make sure not to use it when your opponent has a dash or blink up (unless it's flash), since they'll just jump out leaving you in your own trap.  You can press R again after 1 second has passed to get rid of your arena, otherwise it lasts for 3.5 seconds.

Be warned, many opponents can blink in and out of your ult with basic abilites.  For such opponents, wait until they have blown that move (I'm saying this 2x because it's important).  If you don't know if their blink is up or not, assume it's up.  The exception to this is blowing an opponent's flash.  This is one of the reasons I say it's "impassable" terrain.

The other is that your arena is "impassable" is that it is quite buggy and sometimes people can just walk out.  The appropriate response to this is to rage in all-chat and blame your noob teammates.

Combos

E-Q-auto attack-W-auto attack

This will cause you to place your standard, jump to it, knock up your opponent, hit them with a sheen/trinity force proc and first hit bonus damage, slow them, and then more auto attacks with the sheen/trinity force proc reactivated.

I know this is common sense to most of you, but W is not necessary in the combo, just something you should always add if you can.  The shield is tiny, so there is no reason to save it.

Make sure when you place your standard to lead your opponent and then overshoot a bit behind them.  The reason for this is you knock up opponents along you path (not just at the end), so overshooting causes you only to miss out on the damage from the standard, which is minimal.  It also places you in better position for auto attacks.  You auto attack before hitting W not only so you get another sheen/trinity force proc, but also because your opponent will be knocked up so pressing W immediately causes you to have your opponent cc-ed for less total time.

Start using this combo as soon as possible.  You can use this at level 2 and literally remove half of your foe's health and often force a flash.

E-Q-auto attack-W-opponent flashes-R

In this combo, you place your standard, jump to it, start auto attacking, and your opponent flashes away.  You then ult, and smack away

This is the ideal J4 combo.  It starts off the same as the combo above, and changes immediately once your opponent flashes.  What the pros will tell you it is critical to memorize if your opponent's flash is up or not.  The fact is, 99% of us can't remember that, so always assume it's up.  Once your opponent flashes, ult to them and laugh maniacally as they can't escape and fall to your superior auto attacks.

Q-E (Yes, this is the correct order)

This is used to wave clear.  Starting around level 7 (depending on items), you can Q a minion wave and then throw your standard at the caster minions to clear the casters and leave the melee ones low.  Use this to clear a wave if you want to roam.

R-E-Q

This is an escape move.  You ult onto a chasing opponent and then E-Q out of your ult and leave them in the dust. Useful for when someone tower-dives your when you're low.  This is ideally used against an Olaf that just ulted.

Fighting tactics

Your Q has a cooldown that is less than half the length of E's at max rank and ONLY at max rank.  If your Q is maxed out, after you E-Q combo, you can use Q by itself and still have both abilities come off of cooldown at the same time to E-Q combo again.  If you Q isn't maxed out, I recommend not using Q on cooldown and saving it for when you can E-Q combo.

Your flag stays out long enough for you to Q to it twice once Q is maxed out and you have some cdr.  This is both detrimental and advantageous for you.  In your arena, this means you can knock an opponent up 2x with the same flag.  However, sometimes you will forget where you placed your E in a teamfight and accidentally go backward toward it when you Q.  So just be aware this could happen.
Read Author Notes

Items

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Start With
Core
Situational

This might seem strange for facing AP mids to consider MR optional, but there's a good reason.  The fact is, you destroy many mids 1v1 as J4.  You can E-Q in, smack once, and walk away and they can't do much about it except hide under tower.  If you're stomping lane, Ninja tabi can actually help more than merc treads for killing mids because the tower is a bigger threat than they are.

I start with the warding trinket and switch it out for the sweeping trinket once I start roaming.  This is because it's easy to overcommit on J4 mid and have an opposing jungle punish you for it.  A ward helps minimize that.  You switch once you start roaming so at least if you're spotted by a ward, you can clear it out and get something for your long trek to another lane.

Flask and a combination of potions is a starting option that ensures you don't get harassed too hard.  You will need ignite with this build however because you will have a hard time sticking to opponents, thus ignite may be needed to finish them off.  Doran's blade is great start against opponents you can punish early.  Doran's shield should be a rare start you use, since you should be using J4 mid as a counterpick, the only one I can really think of would be Kayle or Annie.

For most opponents, you will E-Q combo in starting at level 2 and chunk your opponents for half their health.  You want to build a brutalizer to make this combo even more ridiculous.

Your build path here on varies.  If you're winning lane, sheen next.  Build a phage for better ganks top and bot.  If you're still winning, trinity force.  If you start losing lane at any point against an AP mid, build a hexdrinker next item.

Your boots are situational.  If the enemy has cc or heavy AP damage, merc treads.  Otherwise, ninja tabi.  Ninja tabi are good on J4 because you go to your opponent with your spells, not the other way around.  This means you tower dive quite a bit.

End game you want to finish your trinity force.  It's a great item on J4 and lets you deal tons of damage.  Bloodthirster and last whisper can be built in either order.  Generally, if you notice many armor items on all of the enemy team, go last whisper first, if there are a couple of glass cannons, go bloodthirster first.

The situational items below are all good items on J4, it's just that the game rarely goes long enough for these to be built.  The can be substituted for end game items if the enemy team has a strange comp (AD heavy, AP heavy, all assassins ect).

Randuins is great at shutting down AD carries.  It probably is one of the best 2 items to get late game.

Guardian Angel is the other best item to get late game, as you'll be diving in a lot as this champ.  The only bummer with this item is you'll probably burn through the passive really quickly.

You do have the option to upgrade brutalizer into a black cleaver, but I believe last whisper is an all around better item.  If the enemy team is stacking armor on many people, the additional armor shred of a black cleaver could be helpful.

If you need mr lategame, go for a spirit visage.  You might be thinking instead to upgrade the hexdrinker you bought earlier to a maw.  But, if you really need mr a maw will not cut it.  Instead, go for a spirit visage to make yourself tankier and gain a bunch of cdr.

Mercurial can be bought if you somehow have enough gold at the very late game.  I've never had a game where I can afford the luxury of this item though.

I avoid ravenous hydra because it is a multi-target item.  You are an assassin who kills one out of position target.  This is a good item on completely different J4 builds, just not this one.
Read Author Notes

Matchups

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0
1 year ago
This is just some food for thought. Jarvan gains armor passively from Demacian Standard and has damage mitigation and a slow packed into the same ability with Golden Aegis. This would give me the impression that he would be strong against AD casters. Perhaps you would have better luck against champions like Talon if you started cloth+5 and leveled Demacian Standard over your Q. Also, this is just speculation but, seeing as Jarvan also has a fairly strong armor reducing ability I don't think that it is completely impossible to run an AD toplane with Jarvan Mid considering that you will be building Black Cleaver on top of that.
0
1 year ago
I'll try some AD mid matchups against champs like talon with leveling E first and update the guide accordingly. Thanks for your input. My gut reaction says that while you will be able to survive better and duel other AD mids better, you'd be losing a lot of damage as well as the armor shred from Q. When it's a difficult lane matchup, I recommend pushing then ganking.

As to running and AD toplane it IS possible, but it's you're making it more difficult on your team due to having very little AP damage at that point.
0
8 months ago
shen matchup?
0
8 months ago
Never faced a shen in mid lane, or even seen a shen mid before. You may want to look at the top lane guides.

I can guess as to how it will work out though. Facing a shen mid will be horrific for an assassin J4 as shen won't die to your combo at any point in the game, plus he can heal back the harass while J4 will just run out of mana. Also because it's such a short lane J4 is always skirting the edge of the tower so a well placed taunt will be devastating. J4 can outpush shen and try to roam, but whenever stand united is up the J4 roam is not as potent.
0
5 months ago
You should try Ravenous Hydra on J4 mid. In what way is Jarvan a single target assasin? His passive was made so that you hit as much people possible. You R two people and deal massive AoE damage with your Hydra. In what world will their be an ADC so bad, that they'll just stand there and let you EQ them in a fight?
Hydra gives everything J4 mid needs, fast pushing and AoE damage. O