Jarvan IV

Jarvan IV

Support Weird but works

Engage 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:

Q Estocada de Dragón E Estandarte de Comando W Escudo Dorado

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
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

  1. Sightstone
    Sightstone Support item granting free ward charges to control vision.
  2. Iceborn Gauntlet
    Iceborn Gauntlet Armor, mana and CDR; after a spell, your attack deals AoE damage and slows (upgraded Sheen).
  3. Randuin's Omen
    Randuin's Omen Health and armor; active AoE slow that also cuts attackers' attack speed.
  4. Mercury's Treads
    Mercury's Treads Boots with MR and tenacity (reduced CC duration).
  5. Sunfire Cape
    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.

Marks (red) Armor ×9
Seals (yellow) Health per level ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Flat health ×3

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

Flash Flash Exhaust Exhaust
Lane
Support
Original role
Jungle/Top

← Back to home