Jarvan IV
Support Weird but worksEngage Support Jarvan
How to play this build
Your signature combo is Flag (E) + Dragon Strike (Q) for a guaranteed knock-up that starts the fight. Use the ult (Cataclysm) to isolate and cage the enemy carry with your ADC ready to finish.
Strengths
- Flag + Drag (E+Q) is a guaranteed knock-up and gap-closer: reliable engage.
- Cataclysm (R) isolates the enemy carry in an arena: you split them from their team for your ADC.
- Golden Aegis (W) gives durability and a slow to brawl.
- Repeatable, low-risk engage with the flag also serving as an escape.
Weaknesses
- The E→Q combo needs timing practice for the knock-up.
- Cataclysm can WALL your target in and let them escape if used poorly.
- As support, a missed engage leaves you very exposed.
- Without the flag up, you lose mobility and escape.
Key combos
- Engage: Standard (E) → Dragon Strike (Q) to the flag for the knock-up → Cataclysm (R) to isolate the enemy carry with your ADC on top.
Matchups
You beat
- Immobile bot lanes you engage with the combo.
- Comps where isolating the carry with R decides the fight.
Trouble vs
- Mobile enemies who escape the E→Q combo.
- Strong peel that protects the target from your Cataclysm.
Game plan
Look for engages with Flag + Drag when your ADC can follow. Use Cataclysm to trap the enemy carry and split them from their team — not to wall yourself in with a tank. Golden Aegis lets you tank the trade. The flag is also your escape if the engage goes wrong.
Quick tips
- Practice E→Q timing: place the flag and drag instantly for the knock-up.
- Aim Cataclysm to isolate the carry, careful not to give them a wall to escape.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Dragon Strike (Q) for damage and the EQ knock-up; E second. As support, W (shield) stays at 1 point.
Items and what they do
-
Sightstone Support item granting free ward charges to control vision. -
Iceborn Gauntlet Armor, mana and CDR; after a spell, your attack deals AoE damage and slows (upgraded Sheen). -
Randuin's Omen Health and armor; active AoE slow that also cuts attackers' attack speed. -
Mercury's Treads Boots with MR and tenacity (reduced CC duration). -
Sunfire Cape Health and armor; aura that constantly burns nearby enemies.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Armor, MR/level, health quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 0/9/21 — Defense/Utility
- Why this page
- 0/9/21 gives durability and utility: you engage and peel, your team provides the damage.
Summoner spells
- Lane
- Support
- Original role
- Jungle/Top