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Jarvan IV General Guide by HolyCritHD

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.


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League of Legends Build Guide Author HolyCritHD

[S3-Jungle] U got SLAM DUNKED!

HolyCritHD Last updated on May 15, 2013
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Ability Sequence

2
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
5
7
9
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


Dear Summoners,
first of all, I'm sorry for spelling mistakes and so on, but I'm from Germany. ;)

You should know that I'm playing Jarvan IV "for years" now and really enjoyed him.
Most of the time in the jungle, a few times on top lane, too.
So I want you to get used to him and have fun playing him as i do.


Guide Top

Pros / Cons


PROs:



- strong engages
- high mobility
- some cc in form of knock up
- can shut down carries easily with his ultiamte

CONTRAs:


- blue buff depentend in early game
- no good 1on1 duelist
- build might be a bit expensive
- his "Warring Kingdom"-skin misses a horse


Guide Top

Runes


Runes

Greater Mark of Lethality
3

Greater Mark of Attack Damage
6

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3


Greater Mark of Armor Penetration
Just for some bonus damage in early game.

Greater Mark of Attack Damage
Some damage to clear the jungle a bit faster.

Greater Seal of Armor
Reduces the damage you will take in early.

Greater Glyph of Scaling Magic Resist
Important for any Offtank!


Guide Top

Spells


Smite
An important spell for every jungler, excluding Nunu!
You are able to clear buffs, drake and baron faster and safer or steal them from opponents. ;)

Flash
Either you need it, because you want to escape or you use this spell to get a better position, for example in team fights, to shut down carrys with Cataclysm.

Instead of Flash you can choose:
Ghost
Gives you some movement speed, but isn't really necessary, because you're mobile enough with your Q-E combo.
Exhaust
Sometimes I wished I would have taken it with me, because fed carrys do tons of damage or just to slow some champions like Ezreal and Draven.


Guide Top

Skills


Martial Cadence
Jarvan IV's first attack on a target deals 6% / 8% / 10% of their current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target more than once every 6 seconds.

Dragon Strike
ACTIVE: Jarvan IV extends his lance in a straight line, dealing physical damage and lowering the armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path for 0.75 seconds.
PHYSICAL DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 120% Bonus AD)
ARMOR REDUCTION: 10% / 14% / 18% / 22% / 26%

Goes a long with E, to knock up enemys or as a gap-closer.
Golden Aegis
ACTIVE: Jarvan IV slows enemies within range for 2 seconds and shields himself for up to 5 seconds. The shield gains strength for each enemy champion within range upon activation.
SHIELD STRENGTH: 50 / 90 / 130 / 170 / 210 (+ 20 / 30 / 40 / 50 / 60 per nearby enemy champion)
MAXIMUM SHIELD STRENGTH: 150 / 240 / 330 / 420 / 510
SLOW: 15% / 20% / 25% / 30% / 35%

It slows your targets and gives you a shield, necessary for an succesful gank.
Demacian Standard

PASSIVE: Permanently grants Jarvan IV bonus attack speed and armor.

ATTACK SPEED: 10% / 13% / 16% / 19% / 22%
ARMOR: 10 / 13 / 16 / 19 / 22
ACTIVE: Jarvan IV throws a Demacian flag to the target location, dealing magic damage to enemies within 75 range. The flag will remain for 8 seconds, providing vision in a radius of 435 and an aura that increases the attack speed of allies within a radius of 600.
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 80% AP)
ATTACK SPEED AURA: 10% / 13% / 16% / 19% / 22%

It wards an area and you'll need it to knock up enemys with your Q.
Max it first, to clear the jungle faster, and to do some more damage to champions, too.
Cataclysm
ACTIVE: Jarvan IV leaps to an enemy champion, dealing physical damage to it and creating a 325-radius circle of impassable terrain around themselves. This circle lasts for 3.5 seconds and also grants sight within 825 range. Jarvan IV can prematurely destroy the impassable terrain by activating this ability again.
PHYSICAL DAMAGE: 200 / 325 / 450 (+ 150% Bonus AD)

Either you finish enemies off or you'll lock them in, so your carrys can kill without any risks.
You can use it to escape to, for example with Flash.


Guide Top

Items


Boots of Mobility
A lot of movement speed to roam!

Other choice - Mercury's Treads
Build when enemy team is 3, or 4/5 AP

Frozen Mallet
It gives you an amount of health and some damage, important item to be an offtank.

The Black Cleaver
You'll need this, because of its damage and bonus health.
One thing to remember, if the enemy team has got an strong AP-Carry build Malmortius first instead.

Maw of Malmortius
Gives some damage, MR and a pretty nice passive that can save your life.
Runic Bulwark
Build it, it will give your team some MR and armor, but not necessary if your supporter already builds it.

Randuin's Omen
You'll need it, because of the bonus health, some additional armor and a passive that makes it easier to shut down fast and squishy opponents.

Warmog's Armor
You'll become "kinda immortal" against towers, so you can tank them if it's necessary.


Guide Top

Creeping / Jungling


[img=]

Try to hit Demacian Standard in the middle of the mobs, afterwoods farm with your Q-E combo.


Guide Top

Ganking


Rules for an succesful gank


- inform yourself about placed wards
- try to go through tri bush on top(blue), river bush(pink)
- ~ go trough tri bush on bot(pink), river bush(blue)
- buy oracles if opponents perm-ward
- knock up enemies with and
- slow opponents always with
- shut down or engage(situational) with on the squishiest champion in lane, most often carries


Guide Top

Team Fight


Jarvan IV is a great initiator, because of his skill set, he can easily engage with his Q-E combo, or even with his Cataclysm.
'Cause of the fact, that you're kinda tanky with both builds, you should survive most of the team fights, so you are able to shut down even the last champion on the enemy team.
Most of the time, I engage from the bushed or just from the sides, so i can easily reach carries etc.


Guide Top

Summary


As you can see, Jarvan is a capable jungler still in S3.
It's a lot of fun playing him and once you have mastered him you'll enjoy him as well.

This was my first guide, I hope you had fun reading it, I would appreciate it if you leave a comment and a vote, please make sure to explain if you down vote this guide.

Spoiler: Click to view


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