Masteries
With the advent of the revamped mastery trees I was forced to re-evaluate my choice of masteries. After some deliberation and testing, I chose to run these 21/09/00 masteries. Sustainability is still key to my Jarvan playstyle, however, the new masteries allow for about the same amount of sustainability through the health regen in the defensive tree, the lifesteal in the offensive tree, and the mana regen runes. The new masteries really shine at making my sustainable offtank Jarvan dish out a lot more damage than before.
Runes
These are pretty straightforward. From the beginning of the game, ArP runes are going to make an AD champ do more damage. It's scientific fact. However, if you're choosing to level up I originally ran flat Armor runes (which aren't a bad substitute) but switched over to mana regeneration runes because Jarvan has some serious mana problems throughout the course of the game, and you shouldn't be itemizing for mana. Going Mana Regen per level helped cover that weakness and made holding solo top a much more pleasurable experience for me. I can see the potential in HP per level yellows too, so you could use those if you're less spammy than me in your Jarvan playing. | space | Another pretty straightforward pick. These runes give a decent amount of magic resistance, which gives you more leeway in taking on some more offensive items if you feel you can do without the extra survivability. Flat CDR blues are an acceptable substitute, but it will make you less tanky. This is mainly personal preference, as there our several other quints that could be useful. I find the extra movespeed makes tracking down, knocking up, and steamrolling carries that much easier, which often times is Jarvan's main priority. Suitable replacements would be Armor Pen, flat HP, or maybe even flat AD (which would benefit from maxing |
Summoner Spells
Skill Sequence
I usually level in the order given in the table on the top of the guide.
As usual, take
Cataclysm at levels 6, 11, and 16 when it become available.
Dragon Strike is maxed before anything else to increase your damage output. I used to run Standard over this, but since the masteries change, this build's change from 00/09/21 to 21/09/00, and the even older changing of his passive to deal physical damage instead of magic damage, this is just fairly superior to Standard's early game.
Golden Aegis and
Demacian Standard are maxed almost evenly to scale into mid and late game. Neither of them really demands to be maxed before the other, so I keep them pretty even. You can max your shield earlier if you're getting harassed a lot, or max
Demacian Standard earlier if you're able to bully your lane a lot or even if you need the armor bonus versus an AD top. Honestly, with Jarvan, it's kind of a jack of all trades thing. Pick what fits the situation, there is no cut and dry law for this section.
As usual, take
Typical Builds
Recommended build 1 sequence.
Recommended build 2 sequence.
The first build is my usual build. It focuses on being tanky, yet threatening, as well maximizing the purchase of
The second build is what I resort to when I'm worried about being CC'd too much, plus it's also smart to get if their AP carry is getting kind of fed earlier.. Taking an early
Starting Items
Boots of Speed In the past I always ran Pendant + one pot, always, but recently I've been doing boots and three pots to be more aggressive in top lane and be able to return faster. If you have TP, this probably is unnecessary and you can run the other starting set, but don't disregard the advantages of being really fast and having cheap sustain due to pots. It allows you to play super aggressive and possibly win your lane. Choose wisely. Regrowth Pendant This item is often necessary for that sustainability solo top requires. With this you can safely venture off into your laning opponent's harassment to gather last hits and gold, then return and regenerate any lost HP. It also builds into the lovely gold fabricating | space | Health Potion Helps in case you happen to take a lot of harassment at once, possibly from an early gank, as well as provide early game sustain for top lane. It's always important to spend excess starting gold on a potion or two, or three, because you never know if you might need them. You probably will. |
Core Items
Mercury's Treads A CC'd Jarvan is a useless Jarvan, so lowering any slows, stuns, etc. with Tenacity is very important. The Magic Resistance that it gives is important too. Every team will have some form of CC or AP caster, so there isn't any real reason to sub this out for Trinity Force This is your bread and butter. Everything it does is useful. The AD and Attack Speed it gives adds to your damage output, the AP helps your | space | Randuin's Omen This item builds off of Atma's Impaler This item makes Jarvan IV even more of a kickass Tanky DPS threat. The Armor it gives is great for the price, plus the Critical Chance stacks with |
Preferred Items
Force of Nature This makes Jarvan even more of a speeding semi-truck of death. I pick this instead of Aegis of the Legion This item synergizes so mind-blowingly well with | space | Banshee's Veil Being CC'd is sometimes a curse of Jarvan, as he's a terrifying sight to the enemy, so he gets stunned or slowed almost instantly in a fight. A Sunfire Cape Picking up the old cape of suns is a great substitute for some of the defensive armor items you could take. It synergizes really well with |
Other Viable Items
Guardian Angel A little obvious. If you find you're dying too much, this is a great solution. Often I take this if the game goes longer than an hour, as that 70 second death timer can sink a game if you make the mistake of dying this late in the game. The Armor and MR it gives are great anyways. Wit's End I don't usually see other Jarvans take this, but I find it pretty useful in caster heavy games. If I don't have to be a dedicated tank in a caster heavy game, I often take this after Madred's Bloodrazor If the other team is very, very tanky, I'll take instead of Last Whisper Is their team REALLY Armor heavy? Are you the only one who can safely get in range to eliminate these foes, or at least get them low enough to drop to your AD carry? Pick up a | space | Infinity Edge Is your AD carry slacking and you don't need to be as tanky as usual? Are you somehow really rich when you recall? Consider picking up an IE. With this beast of an item, coupled with a Wriggle's Lantern This is practically a required item on a jungle Jarvan, but is a suitable pick for solo top as well. I sometimes take it because that lifesteal can keep me at full HP for long amounts of time, and even help me win 1v1 fights. I've become used to it from playing solo top Teemo. This makes Jarvan even more of a beastly pusher than usual. Usually it's better to fill a slot with something else, but don't overlook the potential of this item, as it gives some Armor too. The free ward is pretty sweet too. Youmuu's Ghostblade The AD, Critical Chance, Armor Pen, and CDR are all great additions to the damaging, but tanky, |
Laning Phase
Jarvan IV is a top tier solo top. He's able to take on 1v2 lane fairly well if the enemy forgoes a jungler, but he's an unmovable menace 1v1 at top lane. With the setup this guide offers, you should be able to hold top lane and farm to your hearts content for long periods of time, pushing the lane when appropriate. With your
Heart of Gold &
Philopher's Stone combination, you should be able to farm from in front of your tower and gather large amounts of gold, and all while being at near-full strength. Left to his own devices, Jarvan IV will eventually force his opponent to recall, maybe even slay them, and will probably take the tower.
Your main focus for the first few levels should be last hitting minions with
Demacian Standard and your autoattacks. You should try to land your spear on your opponent when possible, but don't forget about your farm. If you aren't farming at solo top, you're blowing one of your primary jobs.
Around level five you should start hitting your opponent with your spear, sometimes knocking him up with
Dragon Strike and an autoattack or two, then backing off. At some point he will probably be around half health and maybe low mana, while you should be at near-full strength with all of your sustainability. This is a primary opportunity for your jungler to come in for a gank. Hell, you might even be able to drop a
Cataclysm on them and take them out yourself. Whichever the case, play it smart.
Once you have dropped the tower, you should start roaming a little bit and helping where needed, always returning to keep your lane pushed. Constant pressure should be on top lane at all times, because it might allow you to force a 5v4 teamfight on the other half of the map when one of the enemy team members has to safe top from a large minion wave.
Your main focus for the first few levels should be last hitting minions with
Around level five you should start hitting your opponent with your spear, sometimes knocking him up with
Once you have dropped the tower, you should start roaming a little bit and helping where needed, always returning to keep your lane pushed. Constant pressure should be on top lane at all times, because it might allow you to force a 5v4 teamfight on the other half of the map when one of the enemy team members has to safe top from a large minion wave.
Teamfights
I usually try and keep my
Demacian Standard on the ground at all times to maximize the time my team is benefiting from its bonus. It's also smart to try and knock up as many enemies in one lunge, because that can be just the setup your team needs to burst half of their team to 0 HP. It's also good to stick your
Dragon Strike through as many tanky enemies as possible, which will make it easier for your AD carry to shred them to pieces.
In teamfights you need to try and pick apart their team and separate them from each other. If you can get a carry alone, you should usually be able to kill them 1v1. With
Cataclysm you can usually single someone out and pick them off. You can also use it to capture several enemies together for some nice AoE damage out of one of your friends. It also can be used to save a low-HP teammate from a chasing enemy.
In any case, you must always keep in mind that
Cataclysm can also screw over your teammates. Unless it will be in your favor, never trap a teammate inside of your ultimate. They will be very, very unhappy with you.
In teamfights you need to try and pick apart their team and separate them from each other. If you can get a carry alone, you should usually be able to kill them 1v1. With
In any case, you must always keep in mind that
Tips n' Tricks
- I usually try to first recall at 1190 gold so I can pick up my
Heart of Gold &
Philosopher's Stone combination, which can also be done at 1540 gold if I want to pick up a pair of
Boots of Speed. I only do this if my
Teleport is up or if I can return before my lane is pushed to its tower. Hell, you can even do it immediately at 365 gold to pick up
Philosopher's Stone right away and maximize your early game sustainability.
Flash and other blinks are
Cataclysm arch-enemies. Be sure to keep tabs on champions who may or may not have some form of blink ready to cast. Make note of how recently they have used their blink ability or Flash so you can attack accordingly.
- It seems champions can sometimes
Ghost out of
Cataclysm. Keep that in mind when preparing to use your ultimate on a victim.
- Sometimes you can time
Cataclysm right so that you'll follow someone who is blinking away. If you feel you can predict their movements, don't hesitate to "DEMMMAACIAAAAA!!!" on their face.
- While you can accidentally trap unwilling friends in your
Cataclysm, you can also save them from pursuing enemies. Just drop your ultimate on a chasing foe, drop
Golden Aegis so they're slowed, and then use your knock-up combo to escape your own cage, thus leaving the enemy alone in there for another second or two.