
Jarvan IV Burst (Profane Hydra) Guide
Jarvan IV on the Profane Hydra line trades some staying power for burst. Take it into squishy comps: E then Q, a Q that shreds armor, a Hydra active and a stacked Conqueror delete a carry before they can walk out of your R. You are still not a tank, so land your combo, space out while it comes back, and never stand in a fight you cannot leave. Gank the carries with no dash, no blink and no Flash, and keep coming back to them.
Runes
Quick Tips
All phases
- •Jarvan wants the gold. Take the kill yourself instead of leaving it for a teammate.
- •Profane Hydra first pays off most in Gold; from Emerald up, take it only when the enemy carries are squishy.
Skill Priority
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:58, and by 2:54 once you are Master.
- •Finish that first clear on the scuttle, then look for your first gank.
- •Before the game starts, pick the lanes you will play around: the carries with no dash, no blink and no Flash. A side of the map that offers none of those gets ignored unless the kill is free.
- •Full clear first. Your first gank goes to the lane that is gankable, not the lane that is closest.
- •On an early gank, walk up and auto first. Let them Flash, then E and Q; opening with E and Q hands them a free dodge.
- •One gank takes the Flash. Come back to the same lane while it is down, because a carry with no Flash and no dash cannot leave your R.
- •Under their tower, Flash first and then E and Q, so you take one tower shot instead of two.
First Back

Regular full clear & crab
Core Build Examples
























Mid Game
1-3 items
- •Profane Hydra is your spike: E, Q, the Hydra active and a few autos finish a squishy carry before they can react.
- •You still cannot stand in a fight. Knock up, burst, step out, and wait for E and Q to come back.
- •With the flag still down and Q back up, put the enemy between you and the flag and Q again for a second knock up.
- •E is also your scout. Throw it into a bush or over the pit wall to check an objective instead of walking in.
- •Even or behind, you cannot take every fight. Land a combo, space out, repeat, and only commit once you are ahead.
Situational


















































Late Game
4+ items
- •Your burst falls off against a built frontline. Your job now is catching the carry who cannot leave, not fighting the tank in front of them.
- •Never cage yourself in R with the whole enemy team. Two carries hitting you will kill you before you kill them.
- •Engage one: E, Q and R on a carry with no Flash, then Flash out and let your team follow up.
- •Engage two: Flash, R, then E and Q out of your own R. It knocks up everyone inside, but you stay in danger a moment longer.
- •W will not save you from more than one player. Treat it as a small shield, not a reason to stay.

Jarvan IV Burst (Profane Hydra) Guide
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Runes
Skill Priority
Core Build Examples
























First Back

Regular full clear & crab
Situational


















































Quick Tips
All phases
- •Jarvan wants the gold. Take the kill yourself instead of leaving it for a teammate.
- •Profane Hydra first pays off most in Gold; from Emerald up, take it only when the enemy carries are squishy.
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:58, and by 2:54 once you are Master.
- •Finish that first clear on the scuttle, then look for your first gank.
- •Before the game starts, pick the lanes you will play around: the carries with no dash, no blink and no Flash. A side of the map that offers none of those gets ignored unless the kill is free.
- •Full clear first. Your first gank goes to the lane that is gankable, not the lane that is closest.
- •On an early gank, walk up and auto first. Let them Flash, then E and Q; opening with E and Q hands them a free dodge.
- •One gank takes the Flash. Come back to the same lane while it is down, because a carry with no Flash and no dash cannot leave your R.
- •Under their tower, Flash first and then E and Q, so you take one tower shot instead of two.
Mid Game
1-3 items
- •Profane Hydra is your spike: E, Q, the Hydra active and a few autos finish a squishy carry before they can react.
- •You still cannot stand in a fight. Knock up, burst, step out, and wait for E and Q to come back.
- •With the flag still down and Q back up, put the enemy between you and the flag and Q again for a second knock up.
- •E is also your scout. Throw it into a bush or over the pit wall to check an objective instead of walking in.
- •Even or behind, you cannot take every fight. Land a combo, space out, repeat, and only commit once you are ahead.
Late Game
4+ items
- •Your burst falls off against a built frontline. Your job now is catching the carry who cannot leave, not fighting the tank in front of them.
- •Never cage yourself in R with the whole enemy team. Two carries hitting you will kill you before you kill them.
- •Engage one: E, Q and R on a carry with no Flash, then Flash out and let your team follow up.
- •Engage two: Flash, R, then E and Q out of your own R. It knocks up everyone inside, but you stay in danger a moment longer.
- •W will not save you from more than one player. Treat it as a small shield, not a reason to stay.

