Jarvan IV General Guide by steelas4life
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Jarvan IV Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Welcome to my guide for Jarvan IV. This guide will help you learn how to carry yourself and improve your mechanics. Jarvan IV is one of the strongest junglers in the game. As long as you learn your combo, Demacian Standard --> Dragon Strike --> Cataclysm, and learn when to use it, you'll be in Plat in no time.
Pros / Cons
- he has a lot of cc with his knock up,
slow, and ultimate
- he can intiate team fights or lead them
- can become very tank and still do
tons of damage
- very easy to pull off ganks
- hard to gank him when playing top
- his w is useless early game
- runs out of mana really quickly
- not a very good dueler
- does not that have much sustain
- "I'm Jarvan. I'm Helping"
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
Greater Mark of Attack Damage
Greater Mark of Attack Speed and Greater Mark of Attack Damagerunes will vastly improve jungle camp clear time. When combined with Demacian Standard, your clear times are ridiculously high.
For Top Lane Jarvan the Greater Mark of Armor Penetration are more useful than AD marks because you get a total of 22 Armour Pen when you land a Q on an enemy. Most Champions are reduced to a minimum 13 Armour at Lv1 which is 14.5% total Damage reduction the opponent will have so you'll trade better if they don't start cloth or have sustain.
Greater Seal of Armor runes are a must in the jungle due to the physical damage that jungle minions do to you. These stacked with Jarvan IV's passive on his e allow him to take less damage than most junglers.
Greater Glyph of Scaling Magic Resist runes are standard for junglers, and just about every lane. This adds late game defense against AP carries, which is good because for the most part, you will not be taking much AP damage in the jungle.
Greater Quintessence of Movement Speed runes will help Jarvan IV get around his jungle faster. He also ganks faster and gets out of tough situations better.
Other runes like Greater Quintessence of Attack Damage and Greater Mark of Armor Penetration are also viable.
For Jarvan IV, I use a 9/21/0 masteries setup. He's is naturally a tanky jungler, and these runes are used for jungle anyways. Support runes are essentially useless on Jarvan IV, so just skip that.
Flash is really good with Jarvans kit. He can Flash --> Demacian Standard --> Dragon Strike --> Cataclysm to keep them trapped with you and your team can follow up. It also helps you position yourself for team fights and get distance between you and your enemies.
Smite is the one spell every jungler needs. Not just for smiting the camps but to secure objectives like Dragon or Baron Nashor .
Ignite is really good with top Jarvan because it will help you assassinate the adc or whoever you are focusing. For jungle jarvan its not an ideal pick because you won't have flash to get to others so you have to rely on your Demacian Standard --> Dragon Strike combo. So if you are confident with your combo you can grab ignite and wreck lanes or counter jungle lvl 2 and get first blood.
Teleport is really good if you and your team are working together because if everyone carries a ward with them they can bring Jarvan to join the fight by placing the ward down. Tp is also good with picking people off so when someone is farming top and you can tp there and cc them while your team comes to finish them off.