This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
I: Introduction


I am going to keep this introduction short, but please keep in mind that English is not my native tongue so I will have made some errors from time to time. I thank you in advance for keeping this in mind.
Lets jump into the guide, shall we?


At the moment I am writing this, I just got promoted to Diamond 5 playing lots of J4 throughout platinum. I have had quite good succes on him and I consider him as my best jungler at the moment. You can find my up-to-date profile here if you still feel the need to check on me.

_ |
[+] Great ganks with double gap closers [+] Amazing utility with attack speed aura, armor bonuses ( ![]() free armor penetration ( ![]() [+] One of the most devastating ultimates in the game ( ![]() [+] Becomes incredibly tanky without being useless for your team, even though his damage will fall off a bit [+] Quite easy to learn [+] Reasonably fast jungle clear speeds |
____ |
[-] Pretty weak jungle sustain, no inbuilt lifesteal [-] His shield ( ![]() [-] Spammable gap closers can make his life hard, especially without ![]() [-] At the moment he is quite often banned in ranked games [-] Runs out of mana quickly early game [-] Not a very great duelist in the jungle, can get invaded rather easily by champs like ![]() _ |

For our mastery setup, we use a 9/21/0 page, specified for the jungle role. Keep in mind that masteries like


You could also opt for a 21/9/0 page, but I would not recommend it because

Overall, the utility tree does not have anything beneficial for him so I skip this completely.
Runes




greater mark of armor penetration |
These are my preferred marks for
![]() ![]() ![]() |
![]() |
These are a must have for every champion, and they are even better in the jungle. No alternatives.
|
Other optionals
Runes



These runes are all viable choices if you don't like any of my recommended runes, or if you don't have those.




After



Obviously, get a point in your ultimate whenever you can. Also, maxing Q first will allow you to cast it twice on your

Finally, I would like to point out that I often skip leveling

Ability Explanation
Passive:
Martial Cadence
This passive is quite straightforward. Every first autoattack on a target deals a percentage of their current health in physical damage. This has a cooldown of 6 seconds, meaning that you cannot get the effect on the same target (you can still hit it on others) for that time.
The passive levels every 6 levels, meaning that you'll max it at level 12.
This obviously fits your initiating role quite well, because the % of current health will deal most damage when you are the first one to go in. The total damage is capped though at 400 damage.
Keep in mind that this deals physical damage and doesn't scale with anything but armor penetration.
Q:
Dragon Strike


The E-Q combo
When you have placed your

Keep in mind that when clearing minion waves, you don't want to use E-Q but Q-E, because otherwise you'll get yourself in a bad position with your escape mechanism on cooldown.
W:
Golden Aegis
I previously mentioned a few things about the spell. Overall, it is quite weak at early ranks and because of that, I generally skip it and don't even touch it before the end of lane phase. It actually gets somewhat useful in teamfights because the shield increases by the amount of champions around you.
A commonly seen mistake is people activating the shield before initiating. While the shield usually lasts long enough to persist, the slow will proc at activation, so if you use it too soon, you'll waste the slow. Because of that, I recommend activating it directly after using your E-Q combo.
E:
Demacian Standard
This is the second part of your E-Q combination. This is more of a utility spell, it doesn't deal that much damage and the cooldown is quite high.
This spell gives you free attack speed and armor for you. The bonuses on level one are actually really high compared to what it gives at level 5, so I recommend maxing it second.
The flag used to give both the armor and attack speed aura's. However, since this was quite overpowered they changed it and now it only gives an attack speed aura, which is not too big, but still useful. Use it when sieging down turrets or taking other objectives for that little bit of extra speed.
Ultimate:
Cataclysm
DEMACIA!
This is your ultimate, and your key ability. This creates a pit which you cannot walk out of for 3.5 seconds, and deals some good physical damage. This pit is great to use in teamfights, because it will trap your enemies in all your area of effect (AoE) damage.
To use this spell most efficiently, you must make sure enemies cannot get out of it; while they cannot walk out of it, they can use gap closers (like





To do this, try to keep an overview in teamfights of the gap closers and flashes that the enemy have available. You should never use this on an

In ganks, you can ask your allies whether the enemies have


A few notes are the following:
- The damage is single target, which might feel strange at first because it is a huge pit. Try to hit carries with this if possible.
- When in teamfights, don't just use it on one target, try to trap as many targets without gap closers in there because they will also be caught in your team's AoE damage.
- This ultimate has a whopping +1.5 scaling on bonus attack damage. Meaning that for every point of AD you get from runes, masteries and items (NOT your base ad), will be multiplied by 1.5 and added to its total damage.
Explanation of core items
![]() |
This item is probably the best jungle item out there. You get 30% extra damage on creeps which increases your clear speed a lot. I would pick this item over
![]() ![]() |
![]() |
These boots are the best boots for heavy ganking junglers like
![]() |
![]() |
This item gives a lot of magic resist and some health for a really low price. Because we're not getting
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() |
The snowball items
The snowball items are good when you are pulling far ahead of your enemy jungle, and need to carry the game single handedly. Every of those items is a cheap purchase (or has good parts which share the same utility) so it will not delay your tank build with too much.
![]() |
This item synergizes well with an armor penetration centered build, which is really good on
![]() ![]() |
![]() |
This is a great jungle item if you get ahead really quickly. It increases your jungle speed even more because of the added AD and the burn. The downside to this item is the lack of tenacity, in comparison to the
![]() ![]() |
![]() |
This item is great! It synergizes so super well with your whole kit. It gives a ****load of attack damage, and the passive/active is super good with your ultimate because the range is quite the same. Finally, the lifesteal allows you to sustain better in both jungle and teamfights. The big downside of the item is that if you want it to be really effective, buying a
![]() |
Defensive situationals
When I was writing this guide, I noticed that I only had one magic resist item. This is because magic resist is quite expensive to get and overall there aren't as much good MR items. I would only ever recommend


![]() |
The Locket and Aegis have undergone major changes recently, and that has also shifted the jungle builds around a little bit.
![]() |
![]() |
While
![]() ![]() |
![]() |
A
![]() |
![]() |
I have already mentioned this item a few times throughout my core build. The most important question is why I get this over
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
If you decide to not get
![]() |
As any jungler, I always start at the side the duo lane (support+ad carry) are going. Usually this is bot side, red buff for blue side, blue buff for purple side. The reasoning behind this is that your botlane will be able to give you a smiteless pull which speeds up your jungling a bit as well.
After grabbing this buff without using smite, I go take the other buff immediately. After taking both buffs, you should have used about 3

Keep in mind that the enemy jungler usually goes for the same path, at least for the silver+ divisions this is really common. This way you might be able to set up a countergank (trap the enemy jungler with your lane allies) if you can predict where the enemy jungler is going correctly.



The wards on the images that I placed are there to clarify the positions of the enemy wards. If you have a hard time seeing the pictures because they are too small, you can open the image in another tab to see it in full size.
Ganking botlane when dragon is warded

Ganking toplane when the river-brush and the enemy wraiths or mid lane are warded

Ganking botlane through the enemy turret (as blue side), or if their lane is far overextended (as purple side)

Ganking bot lane when the enemy mid and river brushes are warded (purple side), or if mid and tri brushes are warded (blue side)

The answer is simple: You are a tank. A tank should initiate a fight, keep the enemy down with your crowd control and take as much damage as possible for your carries to survive.
As


In teamfights, keep in mind to always check when enemies use their gap closers because all your spells are a lot more effective when those are down. Also, make sure to use your actives (


You know you've done a good job at initiating the fight when you are the only one dying (perhaps with your other tank) and your carries still live, while the enemy carries are dead. That is what a tank is for, in the end. That is also why you will usually end up with scores like 5/3/20 if you have a good game.
I will be looking to add one more chapter in the upcoming days (I'm lazy), but the rest of the guide is finished right now.
Changelog:
5th of September 2013: Guide release
7th of September 2013: Added a chapter about 'sneaking past wards' - more work to follow in the upcoming day.
You must be logged in to comment. Please login or register.