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JARVAN IV BUILD GUIDE: [S3] DUNK THE MID & Get Diamond 1 by Frischkäse

by Frischkäse (last updated 6 months ago)

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9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 2/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
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mastery 4 mastery 4 0/1
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mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
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9 Defense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Martial Cadence
QDragon Strike
WGolden Aegis
EDemacian Standard
RCataclysm
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 2/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
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9 Defense
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Martial Cadence
QDragon Strike
WGolden Aegis
EDemacian Standard
RCataclysm

Champion Matchups

Introduction

First of all could you upvote this? My team and I are qualified for Paris Games Week and playing against teams like NiP and Copenhagen Wolves, but we are all students and got absolutely no money for this :/

Every upvote supports us! Thank you GUYS!!! =) <3

http://www.reddit.com/r/leagueoflegends/comments/1p4gfx/asus_rog_at_paris_games_week_beinside_needs_your/

This is my Jarvan IV mid guide.

First of all I want you to know that this is a solo queue guide. It has nothing to do with competitive 5on5. And don't just copy the masteries runes and items. READ the guide it's not that easy to build him offensive and still be successfull in solo queue.

Updates are mentioned in the "Updates" chapter. (I changed my IGN into "inSide Mavory" (new nick)

Hey guys! My IGN is inSide Mavory (copy and paste, if you want to check me). I'm from EUW and atm in Diamond 1 in SoloQ and Challenger in 5n5 Team Ranked.

I was stuck in Platin 1 for about 100 games as a jungler, I decided to choose another role. My choice was the mid lane. I´ve seen Wildturtle playing Jarvan mid in his stream. Actually he lost his lane, because he got camped. He had only and after 25 minutes. But the point which animated me to start Jarvan was that he still could easily one-shot the enemy adc and the enemy apc!

I didn't have a guide which I could follow, because there was no high elo Jarvan mid guide. So I started to train him, tried out everything possible to master him. And now i show you my results with this guide.

Jarvan is a very strong mid laner. His damage output when you build him offensive is often underestimated. Your enemies will be suprised and shocked.

[http://i.imgur.com/NqYcTWx.jpg]


[http://i.imgur.com/P3nEW8D.jpg]


My KDA isn't that usual for a mid laner, because i played him sometimes in the jungle and on the top lane. I guess my KDA would be similar to my Kha'zix KDA (8/4/*), if i would have played him only in mid.



PROS
  • Extremely Mobile (EQ range is higher than flash and you can cast it every 7 seconds with bluebuff)
  • High Burst (EQ and R can almost be casted at the same time = HUGE damage at once)
  • Naturally Tanky (High basic stats and your E and W gives you additional tankyness)
  • Great Teamfight (You can kill enemies fast and you can protect your team very good as well)
  • Strong Initiator (You have two gapclosers with your EQ combo and your ultimate)


CONS
  • Required to hit E/Q combo to be bursty (Some people take movement speed quints)
  • If the enemy player has Barrier you wont be able to burst him early (It's just annoying but not that big deal)
  • Needs blue buff (If you run out of mana you won't be able to do anything)
  • AD (attack damage) mid (You will need a AP (ability power) jungler or AP toplaner, so the enemy can't just stack armor)

Masteries

[http://i.imgur.com/ZelyG2I.jpg]


21/9/0 is the best mastery setup for Jarvan IV mid, because you are the DUNKINATOR and you just want to burst people down as fast as possible. The offense tree will help you to boost your damage with bonus AD, armor pen and percentage damage. The result is that your AA (autoattack) damage is drastically increased and all of your damaging abilities execept your scale with these masteries.


Masteries Explained:

  • 1x Summoner's Wrath: You always want to get this skill, because after you used your you get a little attack damage bonus which helps you to harrass your opponent till your is up again.


  • 4x Fury: Just helps you to get more AA's after you used your +.


  • 2x Sorcery: I get rather 4 points in "Fury" than in "Sorcery", because you will get more AA's on the enemy while you knock him up. And it scales better with your and .


  • 4x Deadliness: Simply gives you additional AD.


  • 1x Weapon Expertise: Free 8 % armor pen. Helps you to burst targets who got a bit armor like the jungler or a mid laner who got armor from runes and masteries.


  • 3x Havoc: 2 % more power for the DUNKINATOR!


  • 2x Brute Force: Is like "Deadliness" it gives you more AD and helps you to burst down your enemies faster.


  • 3x Sunder: 5 armor pen stack with items like and and helps you to kill enemies with armor.


  • 1x Executioner: This will help you to kill your low life enemys. So you can harrass them in lane and kill them after they drop under 50 % with your instant.


Masteries you don't get:

  • 2x Butcher: I like to get 2 points in "Sorcery" over "Butcher", because you don't really need the extra damage on minions. You got your which will help you to last hit minions. So I feel like the 2 points in cooldown reduction are much more usefull, you will get your spells faster up again.


  • 1x Destruction: Never skill this one, because you would lose kill potention.


  • 2x Lethality: Do NOT skill this, because you don't get any CRITS from your item build, so it's a wasted mastery point.


  • 1x Frenzy: You won't get any CRITS (same explanation like in "Lethality" above).

Runes

[http://i.imgur.com/qvwqj30.jpg]


In my opinion these runes are the best for Jarvan in mid.
I've tried 4 different rune pages on Jarvan. I tested them with equal conditions.

  • Armor pen / Armor / Magic resist (Early to low damage)
  • Attack damage / Armor / Magic resist (Late (lv 6) to low damage)
  • Attack damage / Armor pen / Magic resist (No sustain, they will AA you till you cry)
  • And this page: Attack damage / Armor pen / Armor / Magic resist (ABSOLUTELY IMBA OP HYPER DMG)


I run flat magic resist glyphs, because they give you so much tankyness against AP-midlaners. The runes will help you to not get bursted from their spells if you engage on'em!

I use flat magic resist glyphs over magic resist per Level because its much more usefull in early game. You need the 12 magic resist to not get bursted like I said above. Magic resist per level will give you more magic resist in late game, but it wont help you in lane. If you need to get magic resist in late game you just have to build items like I mention in the "Item Build" chapter.

Get flat armor seals to block their AA harrassment. Remember you'll mostly play against range caster as a melee laner, so you NEED the armor to prevent them from harrassing you to death with their AA's and to block minion/tower damage.

For marks I get armor penetration, because they give you so much damage. Combined with your debuff from and items like or you even can burst high armored targets.

As quints I run flat AD, just because it will help you to last hit minions easier. Furthermore your and got a nice scaling with AD, so the damage will get even higher.

Summoner Spells



Ignite
affords players an offensive utility and damage spell that scales with level.

A well-placed healing reduction debuff from can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like , , and . This also applies to lifesteal and spell vamp effects from items and abilities such as or .

Furthermore, true damage pierces fully through armor and magic resist, and is not mitigated by damage reduction. This makes an effective counter to mitigation-based items and abilities like the defensive stats from and ultimate.

Overall it helps you to shut enemys down much faster.


Flash
Teleports your Champion to target nearby location.

can easily be used to escape from or catch up with a foe. It can be used to dodge or land abilities. It can also be used to move over walls, either for a quick escape or in response to an opponent's engage like hook.

is really important on Jarvan, because you get easy in trouble when you engage with EQ or R. You are meele you have to get out of your ult or the fight if you are losing or dying. With you can do awesome plays combined with your ult in teamfights. You can use even in a offense way to catch people out or to secure a kill.


I never used other summoner spells. I guess they are the best for solo queue. In competitive 5on5 there are some other summoner spells which are viable to make your teamplay stronger like

Skills

Passive: Martial Cadence

Jarvan IV's first attack on a target deals 6% / 8% / 10% of their current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target more than once every 6 seconds.

[http://i.imgur.com/wSt9MyE.jpg]


It's great harassing damage you can afflict on someone every six seconds. You deal % damage of their current health by AA'ing the enemy. The amount of % damage scales with your level. It's heavy against champions with much health such as . If you play against meele champions like , try to AA them every 6 seconds, it will force him to blow his health potions. As well it helps you to last hit minions, especially under the turret.

You can clear minion waves faster with it. Combined with your your passive can really hurt very much it scales with the armor pen from .



Q: Dragon Strike

Range: 770
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 45 / 50 / 55 / 60 / 65 mana

Active: Jarvan IV extends his lance in a straight line, dealing physical damage and lowering the armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path for 0.75 seconds.

Physical Damage: 70 / 115 / 160 / 205 / 250 (+ 120% Bonus AD)
Armor Reduction: 10% / 14% / 18% / 22% / 26%


[http://i.imgur.com/nzFwWYu.jpg]


Dragon Strike is just awesome. It has a very low cooldown and has very high damage output, because it scales with 120% bonus AD (We get alot of bonus AD with this item build) plus reducing the enemies armor, which gives you overall more damage and burst potential. It helps your team, because the other AD champions can benefit from the armor reduction as well.

You can snipe low life enemies and knock your opponents up by hitting your combo. While the enemy is knocked up, he is unable to do anything for 0.75 seconds. In this time you can try to AA him as often as you can.

If you master this spell within its range and damage you can make totally insane plays with Jarvan like taking an enemy out of game without getting caught or juking the enemies when you are in trouble like dodging cc's or escaping over walls.



W: Golden Aegis

Range: 300
Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 45 / 50 / 55 / 60 / 65 mana

Active: Jarvan IV slows enemies within range for 2 seconds and shields himself for up to 5 seconds. The shield gains strength for each enemy champion within range upon activation.

Shield Strength: 50 / 90 / 130 / 170 / 210 (+ 20 / 30 / 40 / 50 / 60 per nearby enemy champion)
Maximum Shield Strength: 150 / 240 / 330 / 420 / 510
Slow: 15% / 20% / 25% / 30% / 35%


[http://i.imgur.com/9xM8D8m.jpg]


Golden Aegis gives you a shield and slows surrounding enemies. The shield amount is determined by how many enemy champions you hit with it. When your shield is on max level and you hit 5 enemy champions, you get a 510 health point shield, which gives you more health points than a plus it slows the enemy like as well.

The slow is restrained but it will help you to get few more AA's on the enemy which is really good. This spell saved my life a couple of times. When you get ganked and you just barely survive and they still manage to you, which would be your death, you can easily block with your , if it's up.

Not only the shield can save your life, the slow can save your life as well. If you get ganked by , he will try to fling you behind him, but sometimes you can easily escape by slowing him before he can catch you. Slowing the enemies with is really important in fights, it can save your adc's life and maybe secure a kill on the enemy carries.



E: Demacian Standard

Range: 830
Cooldown: 13
Cost: 55 mana

Passive: Permanently grants Jarvan IV bonus attack speed and armor.

Attack Speed: 10% / 13% / 16% / 19% / 22%
Armor: 10 / 13 / 16 / 19 / 22

Active: Jarvan IV throws a Demacian flag to the target location, dealing magic damage to enemies within 75 range. The flag will remain for 8 seconds, providing vision in a radius of 700 and an aura that increases the attack speed of allies within a radius of 600.

Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 80% AP)
Attack Speed Aura: 10% / 13% / 16% / 19% / 22%


[http://i.imgur.com/IbikSe2.jpg]


Always get this spell at level 1, because the sight is very important for invading and the additional attack speed will help your jungler to clear his first camp faster. Mostly it's used to knock up enemies and dashing towards them by hitting your combo.

Demacian Standard is really good on lane to last hit minions, which you wouldn't get with an AA. It gives you additional armor, which is always good and attack speed which results in more AA's on the enemy. When laning against an AD champion like the additional armor will help you when engaging or getting ganked. In teamfights it can be really heavy, espacially for your adc. The attack speed buff for your whole team can help you to win a teamfight.

Sometimes you will probably last hit champions as well with this spell, if they are out of your AA range and they have low life. With its aoe (Area of effect) damage and attack speed buff it will help you to clear minions waves faster as well.

Don't forget, it gives you vision as well, you can place it in brushes to not get caught by face checking.

, and can jump on your . It can save their lifes sometimes if you place it well.

can be used as well on .



R: Cataclysm

Range: 650
Cooldown: 120 / 105 / 90
Cost: 100 / 125 / 150 mana


Active: Jarvan IV leaps to an enemy champion, dealing physical damage to it and creating a 325-radius circle of impassable terrain around themselves. This circle lasts for 3.5 seconds and also grants sight within 825 range. Jarvan IV can prematurely destroy the impassable terrain by activating this ability again.

Physical Damage: 200 / 325 / 450 (+ 150% Bonus AD)


[http://i.imgur.com/FNp9wnI.jpg]


This is your DUNKINATOR spell. It deals heavy damage and cages the enemy in an arena which you can see in the picture above.


There are different ways you can use .

  • Dealing damage (Use combo to shred the targets armor and then burst him with )
  • Save your mates (Use to create distance between your mates and the enemies, so they can't reach your mates)
  • Zone the enemy carries (Use on the enemy carries then get out of the arena with combo and try to kill the other enemies while they are caged.
  • Force (Try to force the enemy to with , your has a lower cooldown than )
  • Wombo Combo (Use to cage as many enemies as you can, so your team can burst them with their aoe spells)
  • Escape (Use on the enemies which tries to kill you, then out of the arena to escape)


Always analyze the situation before using . Ask yourself what is the best for your team.

  • Should I burst one-shot an enemy carry?
  • Should I wait till the teamfight has started?
  • Is it worth to use it? Maybe he won't die or will easily escape, like or .
  • Should I defend my team with it?
  • Etcetera...


In most cases you will use your to burst your target as fast as possible. deals physical damage, that means, if you hit your the damage will increase enourmously. Always make sure to hit your combo or at least your , before you DUNK your victim with .

If you fight an enemy with an escape spell like , make sure that he uses his escape, before you use your . Always try to force his escape with your combo (never use , if the enemy can easily escape with his spell, that's not a good trade). After he used his escape spell, you can follow up with your , if he is not dead yet he will have to flash out of your arena (using to force him to is a good trade, because the cooldown of is four times higher than the cooldown of your ).

You can still to finish him or maybe your is enough.


Champions that synergize very good with .

  • (Her ult will pull all together, she has only aoe spells)
  • (Has alot of aoe damage with herr ult, while you cage the enemies in your arena)
  • (Tibbers and her aoe spell will hit everyone in your arena)
  • (His ult deals the heaviest aoe damage, they won't be able to escape it)
  • (Can knock everybody up in your arena with his ult)
  • (Can hit everybody in the arena with all of his spells and has two cc's)
  • Etcetera...

Every champion with aoe damage spells or aoe stuns synergizes very good with .


Champions that can escape out of your

  • (With her ult)
  • (With her net)
  • (With his Valkyrie)
  • (With his jump)
  • And even (With her short range tumble)
  • Etcetera...


All dashes and blinks that go through walls can escape out of your , even with her Q and with her tumble.

Skill Order

[http://i.imgur.com/PTWAcOR.jpg]


Always get at level 1, because you can do pretty much on level 1 with it. You can use it to get sight in a brush and if you invade your whole team gets bonus attack speed. It helps your jungler as well, with the attack speed he can clear the first camp faster.

I skill at level 4, because you will get more AA's on the enemy and your AA's really hurt early, especially if you hit your combo.

I max first, because you are the DUNKINATOR!

Max second, because you know why. DAMAGE! Your kill potentiall icreases. Maxing will reduce the armor from the enemy more and more. Of course it deals more damage as well.

Max third, because you don't want to tank, you want to kill the enemy as fast as possible and the extra attack speed will help you killing the enemy faster.

Item Builds

Starting Items



If you feel like you won't get harrassed that much or you play against then you can start with



Early goals



The only case you build is against a heavy AP combo. Like Top, Jungle, Mid. It will give you extra tankiness with it's passive (you will need it against heavy AP combos). Never ever upgrade to , you will have to sell in late game for your 6th tanky item.



just explodes your damage with his armor pen and attack damage. The cooldown reduction is also really good so you get your combo more often.

I build for the extra damage with its active, you can burst the enemy easy with your active, becaus it scales with your armor pen.

are awesome because you can push your lane very fast with your combo and with these boots you get on top or bot lane in hyperspeed. You can gank other lanes and keep your lane pushed, it's just awesome =).


Mid game goals



I get first to get more sustain in lane and a higher kill potential within the extra damage on active. It scales really good with the attack speed from

is just another damage item to secure a fast kill. The armor pen combined with your will make the heaviest armor tanks look like chicken little.


End game goals



, because you know why :P. If you have finished your last damage item , you will just shred everyone in 2 seconds no matter how much life or armor they have, you melt them down with your insane armor pen and the help from active with extra AA's.

is really helpfull, maybe you get caught or something stupid happens, it will safe your ass in the most situations.


Boots



Now you have to decide whether your build or to get more tanky. Against AP you build and against AD you build . It will help you to survive longer in teamfights and the extra tenacity from is pretty usefull against stuns and slows and so on.



I always get , because you have no time to wait till your health is up again. It's really strong because you can be really fast back on your lane or at baron.


The last item



Even if you win early and mid game pretty hard, no matter what happens your enemies will do damage in the end. But there is one more slot and we can easily prevent to be squishy. As last item I prefer a item with life you will have a solid amount of magic resist and armor in the end game.


Against AP


against a burst AP team.

against a poke AP team.


Against AD




I guess is the best defensive item against an AD team, because you have really high amount of armor, you got 500 life, you can slow the enemies in defensive and offensive ways, and you reduce the attack speed of them which is really good against the enemy adc.

Mechanics

Beeing successful in League of Legends is not only about picking the right champion and getting the right runes, masteries, skill order and items. Personal skills and knowledge, these two things are your fundamentals. These two things will determine wheter you rise or fall. So it's up to YOU!

I remember when I played league in season 1, my skills and my knowledge were horrible. I've played around 70 ranked games and had like 1200 elo. Back then I thought it's not my fault, I know everything about this game, my skills are perfect. I always said that the lose never was my fault, that I only got noobs and stuff like that.

In season 2 I started to watch live streams, you know like The Oddone, The Rain Man, Phantoml0rd and all other pro players at that time. So when I watched how they play, I was like: "Hummmm... Dude they got some awesome skills." I spent more time watching streams than actually playing League. This is why I actually got better and better. I didn't try to play as much as I can to get better. I tried to improve myself by reading guides, watching streams, talking to other high elo players and after I got some knowledge about League, I started to practice ingame. I wondered how my minion kills raised and my deaths minimized, only by watching streams and learning how to last hit or how to lane.

Even the pros in season 3 have to get better and better. They try new out things and focus to master it, like I did with my Jarvan mid.

Enough story...


Last hitting

On Lane

Jarvan is a meele champion so it's way heavier for you to last hit early, because you will probably play against a ranged enemy laner. The enemy will focus on harrassing you with his spells and AA's. So you have to stay back till a minion gets low health, then just go for it and take the last hit on that minion. The enemy will highly likely try to AA you. So try to get the minion as fast as possible and back afterwards out of his AA range.

If you feel like you get harrassed too heavy, try to last hit with your or . It will cost you mana but you can restore it with .

Once you get more levels and items try to clear the wave with as fast as possible.


Under Turret

If the enemy minions are pushing under your turret, you should know that the meele minions can take 2 turret hits and the caster minions can get 1 turret hit, till you have to last hit them.

If you get pushed under the turret before you got atleast one , care for the caster minions, you will have to hit them twice or place on them and then last hit after the turret hit them 1 time.

And you have to know the turret will change its target. The first target that gets in range will be attacked first no matter if it's meele or range. The second target will always be a siege minion, if there is one. The third target will be the meele minoins again and the last target will be the caster minions.


Trading

Trading is just trading. You have to pay the whole game attention on trading.

Trading options:
  • Getting damage for minions (Can I get this minion without getting too much harrassed)
  • Dealing damage for getting damage or losing minions (Based on items and levels, is it worth to initiate or not)
  • Pressuring for getting ganked (Can I push the lane to deny him minions without getting killed)

You will get the feeling for good trades and bad trades if you play over and over again. I guess it's really important to master champions in every single way.


Fighting

Fighting pre level 6

Never engage if you don't know where the enemy jungler is or if you can't burst him down with one combo. Always play safe and pay attention to every little thing.

So basically, fighting with Jarvan early is always the same. Just wait for an opportunity to engage the enemy with your . Make sure to place behind him to knock him up. While you dash towards him prepare to AA. Once you get behind him your goal is to AA him. After he comes back to the ground use to slow him (Don't use it while the enemy is knocked up, because you don't want to waste the slow duration). While he is slowed try to AA him, then step in his walking direction, then AA again and another step in his walking direction. You try to get as many AA's on him as you can this way. If he away you can follow him with your or maybe you can finish him with your if it's up again.


Fighting after level 6

It's just the same fight like pre 6. You do exactly the same, till the enemy tries to get away after he you can him and keep AAing him in your arena.

Early Game

You start with , you could start with to not lose that much money. Here you can see a difference between Platin and Diamond. I start with a ward and lose rather a little money to get some vision. If the enemy jungler noticed you have a ward he wont even try to gank you. Vision is one of the most important things that you have to realize if you want to get better. I always put the first ward to the enemies wraiths at 1:40. You'll have enough time to place the ward and to help you jungler with your .

Now you have vision for the next 3 minutes. I focus on staying on the side where i've placed the ward, because I immediatly know when the jungler comes and I can escape, if the jungler ganks you from the other said (you have no vision) you will have enough time to escape, because he will have to walk the whole way over the lane to get to you. Focus on last hitting and play a little passive early so the enemy laner thinks he dominates you. The enemy jungler wont gank you if he thinks his mid is doing good. It's okay if you eat some AA's, you have enough health potions. Once I get level 4, I immediatly engage a 1v1, but only if I'm sure that the enemy jungler can't gank me.

I do always the same rotation when fighting early. First engage with , you will dash to the enemy and make sure to hit him so he gets knocked up. While I'm dashing towards him I start klicking for AA's so my passive will proc as soon as possible. After the enemy is back from the knock up i use my to slow him and get a few more AA's on him. Always walk a step behind him and AA him while you move step by step behind him. Here is the point the enemy gets in panic and he will flash out cuz he didn't expect your damage. Once you got behind him, he has to flash over you, you will be able to him and your will be up again to finish him, because it has a really low cooldown. If it's still not enough maybe he has and blocked a lot of damage, you could still flash and get few more AA's on him. Even if you dont kill him it doesn't matter you will do it at level 6.

The enemy laner has to go back in base. You will push your lane as fast as possible and go back as well to buy , if you dont have enough money just go for 1-2 and always make sure to get 1-2 . Position them again at the enemies wraiths.

You should be at level 5 now. Once you arrive at your lane you will play passive again. Just farm passive, let him push and get level 6. If I see there is only one minion left for my level up I get slowly closer to my enemy. I know he has no flash, even if the enemy jungler is around, I immediatly engage when I get level 6. I knock him up again with try to get some AA's on him and if he tries to get away I use . Even if there is the enemy jungler you will be able to kill the enemy very fast and you are safe because of your . After killing the enemy I push the lane again and go back in base. I always play like that. It's possible to play the same strategy over and over again in solo queue, because you always face other players.

Mid Game

I keep doing what I do in early game. As I said in the cons, you need every blue buff! Keep warding, keep fighting, keep farming till you get these items .

Now the enemies are scared of you and it's your time to presure. You got (it means HYPER MEGA MOVESPEED)! Take advantage of your movement speed, stop last hitting, clear the whole wave with your instead. Your will deal enough damage to clear the caster minions and the meele minions will only need or three AA's.

After that go roam and the enemy brush try to get after every recall. You should have some vision over the enemy jungle right now. You are a burster try to get in the enemy jungle and maybe you can catch the enemy support warding or the jungler farming. Once you got the vision over the enemy jungle, you can easily walk through, even if they see you, you can easily escape with your or when needed.

Try to dive the top lane or try to gank the bot lane (DON'T FORGET TO USE YOUR ), but make sure you walk back on the mid lane and keep it pushed after every roam attempt. If your lanes are winning hard, you can focus on doing dragons or pushing the mid turret. In mid game you should try to get the first mid turret as fast as possible, because the enemies will lose a lot of vision and will be pushed longer, this results in more time for you to gank other lanes or get other objectives like bot/top turrets or dragon.

Go for your next items which I mentioned in the "Item Build" chapter. Just keep roaming and pushing for objectives. DON'T FORGET TO WARD, it's not the supporter's job to ward the WHOLE map and always ping if you locate an enemy, so your teammates can react on it.

Late Game

Like in the first 2 sections (early and mid game) DON'T FORGET TO WARD! Vision is everything in late game.

You have to get tanky for turret and baron fights. If you don't get tanky, you will probably die too fast in teamfights (you won't be able to deal damage). You should help your team succeed like in "Mid game" chapter.

Kills do NOT win the game! Destroying objectives and the nexus wins the game!

In late, game try to focus on having all lanes pushed and as much vision as you can get. Help your support with wards. Pushed lanes or a lot of vision can determine whether you win or lose. If all lanes are pushed group up and try to get some objectives like Baron or turrets. The vision all over the map, will help you to get objectives. Your whole team stays near baron and you can see 2 enemies are on the bot lane pushing or doing red or blue (depends on which side you are), you will be able to start baron and if the enemy tries to stop you just fight them, because they are only 3 against 5. If they don't try to stop you, you will get baron.

You should watch out in late game, because one little mistake can decide the game. You always have to ask yourself is that move guaranteed.

  • Can we do baron? (The enemy team can maybe kill you at baron, even if you were ahead)
  • Should I split push? (If you split push top or bot, the enemy team could do baron, catch someone or get turrets)
  • Can we push the turret? (Don't try to get a turret if you are not ahead, they might win a fight under the turret or catch somebody)
  • Can I go back in base to buy? (If you go back in base, the enemy team might take the opportunity to do baron, catch someone or get turrets)
  • Can I clear the wards or place wards? (Always make sure to not get caught when warding or clearing wards)
  • Can I engage a fight? (If you engage a fight, will your team be able to follow up, maybe you will die too fast)

Get an oracle, if no one else is going to buy it. The oracle will help you to pressure baron, if you clear all wards around baron, you can easily try to bait the enemies by traping them i a bush. If your team is ahead, the enemy team will try to have permanently vision on baron. Your oracle will hurt them alot, because they will have to spend all their money on wards (if they don't, you can do baron or bait them). If the enemy team is ahead and they pressure baron and they have an oracle, it's no problem for you, because you can always to get vision around baron.


For teamfights read the "Teamfight" chapter below.

Team Fights

!!!!!!!!!!!DEEEMMAAAACCIIIIAAAAAAAAAAAAAAAAA!!!!!!!!!!!


[http://i.imgur.com/aqsfVVc.gif]


In teamfights your primary goal as Jarvan mid, should be to take their adc or apc out of the game. With your offensive items you will have enough damage to one shot them, if you can prevent heavy cc (crowd control) on yourself.

First stay passive and let your team poke them, but whenever you see the opportunity to catch an enemy carry, immediatly engage on him with then follow up with when he flashes away just MANMODE him with
AND NEVER FORGET
!!!

After you killed the enemy carry watch out, maybe your adc is in trouble, you can help him out with knocking the enemies up which attack him with and aswell you can slow them with your or .

If nobody is in trouble just keep AA'ing the enemies. Focus on the first target. If you got low from engaging, just back out with or wait till your cooldowns are up again and engage on the first target (you don't care if the first target is tanky or not your item biuld + runes + masteries just crushes everyone)

If you don't have your + your tanky item yet, you shouldn't be engaging first. Let your toplaner or jungler engage first and then go for the enemy carry. So you won't get CC'd and you won't get too much damage.

IMPORTANT IS TO HIT YOUR , otherwise you wont be able to burst the enemy carry fast enough.

Matchups

This section will help you to learn how to play against different champions. It's only a 1v1 matchup I don't involve the enemy or your jungler.

Lux: The Lady of Luminosity

Difficulty: Medium

She can be annoying if she knows how to play against Jarvan. If she has you won't be able to burst her pre 6 that easily. Try to push a little bit, so you get level 2 before her, then immediatly engage with combo and try to kill her she will be forced to use her summoners. Don't forget that you can still when you are caged by her binding.

After level 6 you will be able to kill her every time, if you full engage and she is not fed like hell and can one shot you.


Diana: Scorn of the Moon

Difficulty: Actually she is the best AP against

She's pretty tanky with her shields and she has high based health, so you won't be able to kill her that easy like ranged apc's. If she starts with it will be a hard time for you. Try, like always, to reach level 2 before her and engage with your combo.

You should try to bait her shield, by faking an engage with and after that full engage.


Ahri: The Nine-Tailed Fox

Difficulty: Easy

You just want to fight her. She never has the opportunity to fight you if she is not ahead. You want to fight pre 6, so do it like always, try to get level 2 earlier and engage her with .

Once she get 6, tell your jungler to force her ult, so you can kill her easy with your full engage.
If you have to fight her with her ult, just engage with and her immediatly, because she can heal herslef with her spells. After that she will ult away, you will follow up with , she will ult out of your arena, you have to use your again. In 9 times out of 10 she is dead now. But sometimes she is not dead, so you just have to and AA her. If she is still alive, your is up again to finish her. Try to get as many AA's on her as you can between your combos.


Orianna: The Lady of Clockwork

Difficulty: Easy

Nothing to say. She's dead. Maybe she can away pre 6. She's dead dont worry. (Every apc without stuns or jumps is just dead or won't be able to farm)


Ezreal: The Prodigal Explorer

Difficulty: Medium

Ezreal will poke you pre 6 very hard. Make sure you stay always behind minions, so his Q can't hit you. Try to push early to get level 2 before him, so you can engage him without having his riftwalk. He will be forced to .

After 6 it's getting easier, because you have 2 gapclosers. First engage with and him then he will rift away, you will follow up with , now he will away and if he is not dead yet you can still after him or just finish him with .

Like always, try to get as many AA's on the enemy as you can, while he is knocked up or in your arena or slowed.




I'll add a few more matchups soon, but feel free to leave a matchup request in the comments.

Updates

July 22nd, 2013
Added to "Item Builds" chapter.

September 30th, 2013
Completely changed the item build. AND ADDED NEW NICK NAME (inSide Mavory)

Final Comments

I hope you like my Jarvan guide and I hope it will help you like it helped me. I carried myself from Platin 1 to Diamond 1 with this guide.

Feel free to ask any questions! (I'll try to answer every question at the weekend)

Special thanks to Deedsyo and Brausebaerle for helping me!

I wish you good luck in solo queue and everything good guys!

Maybe we'll meet ingame someday =)

Your inSide Mavory

Comments

October 12, 2013 - 04:41 PM #1

I would change the Hydra for a BT, because you have to always focus the ADC or APC, and if they are far from their teams, so you will not need the AoE damage, that's my opinion. Anyways the guide is great bro!

October 4, 2013 - 07:48 PM #2

Please recommend some videos of jarvan mid, or make some yourself by youtube or lolreplay. Your playstyle is a bit unclear, and there are the question you ask yourself each game: can i get my E-Q combo on the enemy mid even if the lane is pushed to his turret, and i will have to tank a turret shot?

September 30, 2013 - 07:53 PM #3

Kinda straightforward and simple build, what about SV and Frozen Heart as defensive items for the last item?SV is super strong, and more CDR=more dunks!!(-dyrus, 2013).Maybe its just me that i really don´t like the state of Warmog at all.Great guide overall

September 30, 2013 - 07:49 PM #4

how about lisa vs j4?

September 30, 2013 - 05:02 PM #5

Hey guys!

Just remaked my whole itemization.

Check it out! Hope you like it.



Kindly regards

September 10, 2013 - 08:19 AM #6

What do you think of the recent changes?

Might wanna build hydra instead of BotRK after the nerfs, and trinity force is extremely strong right now.

August 22, 2013 - 07:20 PM #7

I would just like to point out that J4 mid doesn't necessarily need to have an AP jungle/top if you run an armor shred team. Just a thought. Obviously you'd still have to run a specific composition to make it remain powerful, though, and that's the point. Nice guide :D

My guides:

http://solomid.net/guides.php?g=21525

August 12, 2013 - 03:44 AM #8

Awesome guide! Helped out a lot.

August 9, 2013 - 02:27 AM #9

Thoughts on SV on J4 this patch against 2+ AP teams?

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August 6, 2013 - 06:05 PM #10

Hello, Frischkäse, first of all your guide has helped me a lot and I'd like to cooperate with the match ups I've encountered:



-Malzahar: Easy as pie, pre-6 you can beat him up 1v1 so easily, the only thing he can do against you pre-6 is push the line with malefic visions but you can freeze it any time you want and poke him with Q if he tries to reach you. After lvl 6 you have to be careful or maybe buy a Quicksilver Sash? but if you manage to make him waste his ulti, he is dead.



-Annie: Poke her every time she does't has her stun available or bait her to wast it with your E, after that you can easily engage on her and make her waste Flash. After lvl 6 Careful with Tibbers, but if you get an early Hexdrinker she won't do anything to you.



-Ryze: His Q W combo has good damage but if you play smart and make him waste mana, and push your lane, 2 ganks from your jungler and he is dead and he won't be able to catch up with you after that you can engage on him (maybe after Brutalizer and Bilgewater Cutlass) and kill him every time.



This next one is a synergy Jungle Champ which I found is very OP when its about ganks.



-Sejuani: I found out that you EQ combo followed by her Q, or vice versa, the enemy will be on a knock up for at least 1.5 seconds, and then with J4's W and Sejuani's E (Permafrost), which combined are 65% slow rate, they won't be able to escape from his dead.





I hope you will take my contribution, feel free to add anything you think is needed on the Match ups or the singery, thanks again for this Excellent guide, I hope you will build it up more.