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Jarvan IV Build Guide by Calselus

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Not Updated For Current Season

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League of Legends Build Guide Author Calselus

Jarvan IV - For Demacia [Jungle]

Calselus Last updated on April 8, 2013
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Ability Sequence

2
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

DESCRIPTION AND ROLE

Spoiler: Click to view


Guide Top

Pros / Cons

Pros


+Strong Initiator.
+Ulti That Traps Champions.
+Strong Ganks.

Cons



-Does Not Deal As Much Damage As Other Bruisers.
-Ultimate Can Either Harm Your Team Or Help Your Team.


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Runes

Runes

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9


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Masteries

Masteries
4/1
4/1
1/1
1/5
4/1
2/1
1/1
1/5
2/1
1/1
1/5
3/1
2/1
1/1
1/
1/


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Items

Item Sequence











Boots of Mobility
900

Frozen Mallet
3100

Warmog's Armor
2850

The Black Cleaver
3100

Runic Bulwark
2950

Item Sequence











Boots of Mobility
900

Spirit Visage
2800

Frozen Mallet
3100

Warmog's Armor
2850

Runic Bulwark
2950

Alternative Items

If you need extra Armor.

or

If you need extra Magic Resist.

or

If enemy too CC.


If enemy too Tanky.


Guide Top

Skill Sequence

  • Martial Cadence :This does some significant damage, but if the Damage Bonus only occurs in 6 second intervals, so if you attack a minion with an auto attack, the Passive Bonus Damage won't occur on that same creep until 6 seconds later.

  • Dragon Strike : Jarvan's Dragon Strike does some pretty significant damage as well, and has a decent range. Jarvan's Q is mostly used when doing the E - Q combo to fling an enemy champion up in the air, and this combo is what makes Jarvan's early game ganks incredible, because if you are able to fling the enemy champion in the air when you are ganking, they will either have to Flash or Ghost out, or they will die.


  • Golden Aegis : Jarvan's Shield gives Jarvan a 410 Damage Shield for 5 seconds, when it is maxed and all 5 of the enemy champions are around him when he uses it. On top of shielding Jarvan, it also slows enemy champions in range, for 2 seconds.



  • Demacian Standard : This skill is the reason why Jarvan is able to jungle, because of the Attack Speed and Armor Bonuses it gives, and when it is used at a specific location, all of your ally champions around that location also get these bonuses for 8 seconds. When this skill is combined with Jarvan's Q, Jarvan flings any enemy champions in his path, which is why Jarvan is such a great ganker.


  • Cataclysm : Jarvan wouldn't be Jarvan if he didn't have his Ultimate: Cataclysm. This can literally change the outcome of any teamfight if used correctly. Lets say the enemy Riven is insanely fed, and is always focusing your carries and kills them almost instantly, well you can change that by ulting the Riven in teamfights, so Riven can't get to your carries, and by the time Jarvan's Ultimate is gone, Riven will be dead. So, Jarvan's Ulti can be used to save people, trap the enemy carries, or if used incorrectly, it could kill one of your teammates. An example of when Jarvan can use his ulti incorrectly could be when an enemy champion is chasing your ally champion, and they don't have much distance, but you quickly ulti the enemy champion, thinking your ally champion can escape...but instead you will most likely end up trapping the enemy champion AND you ally champion, so the enemy champion will end up killing your ally champion. Though, Cataclysm is an amazing skill and can change the outcome of any teamfight.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Spells


In my opinion flash is the best summoner in the game. Even though Jarvan IV is very mobile your E - Q combo will not always be up. You can use flash to gap close from a person escaping from your ultimate or just to get out of sticky situations. This is the number 1 summoner to grab.


Exhaust is a decent summoner to grab. It all depends on what the enemy team has. If the enemy team has an assassin or a carry type of bruiser like etc. Using exhaust will make it easier to peel for the carries and plus the enemy champion will do less damage. Taking exhaust will make you less mobile. In team fights as Jarvan IV you will most likely die, so why not take exhaust and have a bigger impact in team fights. Also exhaust is a great summoner for ganking. It is a great replacement for flash and I would recommend using it if you're experienced.


Guide Top

Jungle

Purple Team:


Wolves -> Ancient Golem -> Wraiths -> Lizard Elder -> Gank Top -> Gank Mid

Blue Team:


Wraiths -> Lizard Elder -> Wolves -> Ancient Golem -> Gank Top -> Gank Mid