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Jarvan IV Build Guide by Celselius

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Not Updated For Current Season

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League of Legends Build Guide Author Celselius

Jarvan IV - Jungle for Demacia

Celselius Last updated on March 17, 2013
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Ability Sequence

2
5
7
8
9
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
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

Introduction

Jarvan IV, or J4, is a insanely good jungler if played correctly. The most important skill on Jarvan is his Ultimate, but if you don't know how to use it properly, you could severely hurt your team and even make your team lose the teamfight. Jarvan's Ultimate can be used to trap the enemy champions in a certain parameter or if you are trying to escape, you can ulti the enemy champion that is chasing you, and quickly use your E - Q combo to get out of your ultimate, trapping the enemy champion(s) inside. Jarvan is a strong initiator and will most likely initiate most of the teamfights for your team. To initiate you should try to use the E - Q combo and fling either the AP or AD Carry in the air, and theb try to ulti the AP or AD Carry so your team can easily kill them, or if the AP and AD Carry are close enough, you can trap them both which will win your team the teamfight. If Jarvan's Ultimate is used incorrectly, like ulting an enemy champion while they are chasing your teammate, and you accidently trap your low HP teammate along with the enemy champion, you basically got your own teammate killed. You want to focus and use all of your CC on the enemy team's carries, if you do, your team will most likely win the teamfight...unless you use your ulti at the wrong time. lti at the wrong time.


Guide Top

Pros / Cons

Pros


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

Cons



-Ultimate Can Either Harm Your Team Or Help Your Team.
-Mana distress in early game.


Guide Top

Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3


Alternative:

Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3


Guide Top

Masteries

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


Guide Top

Items

Starting Items
Item Sequence











Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

First Back
Item Sequence











Boots of Speed
300

Early Game
Item Sequence











Phage
1250

Boots of Mobility
900

The Brutalizer
1337

Mid Game
Item Sequence











Warmog's Armor
2850

The Black Cleaver
3100

Last Items
Item Sequence











Spirit Visage
2800

Guardian Angel
2400
If enemy too AD.
If enemy too AP.
If enemy too CC.

Example Full Build
Item Sequence











Boots of Mobility
900

Frozen Mallet
3100

Warmog's Armor
2850

The Black Cleaver
3100

Randuin's Omen
2900
Total: 15495 GOLD


Guide Top

Skill Sequence

  • Martial Cadence :Jarvan IV's initial basic attack on a target deals bonus physical damage. This effect cannot occur again on the same target for a short duration.


    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 : Extends Jarvan IV's lance dealing 70/115/160/205/250 (+1.2) physical damage and lowering the Armor of all enemies hit by 10/14/18/22/26% for 3 seconds.

    If the lance contacts Demacian Standard it will pull Jarvan IV to its location, knocking up enemies in his path.

    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 : Temporarily gains a shield that absorbs up to 50/90/130/170/210 (+20/30/40/50/60 damage for each nearby enemy champion) damage for 5 seconds, and slows surrounding enemies by 15/20/25/30/35% for 2 seconds.

    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 : Passive: Gains 10/13/16/19/22% Attack Speed and 10/13/16/19/22 Armor.

    Active: Throws a Demacian Standard to a nearby area dealing 60/105/150/195/240 (+0.8*AP) magic damage to enemies. The Standard lasts for 8 seconds and grants surrounding allied champions 10/13/16/19/22% Attack Speed.

    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 : Heroically leaps to an enemy Champion dealing 200/325/450 (+0.7) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.

    Activate again to collapse the terrain.


    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


Guide Top

Spells



Exhaust is always a good Summoners' Spell to get on junglers because if you use it on an enemy champion during an early gank, you will most likely get First Blood because of that Exhaust. I get Exhaust over Flash and Ghost most of the time because Jarvan's E - Q combo is basically a flash, and I just don't like getting Ghost on Jarvan, others do, but I personally don't think it fits Jarvan's playstyle.



Smite is just a must for all junglers, because it speeds up your Jungle Clear Speed, and when it comes to doing Dragon or Baron, check how much damage your Smite does, and when Dragon/Baron gets down to that much Health Points, quickly use Smite on it, so the enemy team can't steal Dragon/Baron from your team.


Alternate Summoner Spells:



Many people would argue that Flash is better to get than Exhaust, because if you get Exhaust you have no escape, but Jarvan's E - Q combo is basically a Flash, so its not really necessary to get Flash on Jarvan, but its up to you and what you think would be best for your team.



Some people get Ghost on Jarvan, but I personally don't get Ghost on Jarvan, because I don't feel like it fits Jarvan's playstyle.


Guide Top

Jungling

Purple team:

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


Blue team:

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


Guide Top

Warding

Wards are an important part of the game, and can basically even carry you to victory. Wards are the most Overpowered items in League of Legends because they grant vision in a specific area for three minutes, so you can know where the enemy is, when to initiate, or if they are going to gank you.



Red - Places that should be warded throughout the game

Orange - Places that could be warded that would tremendously help out your team

Grey - Places that could be warded, but is not completely necessary to.