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Spells:
Smite
Flash
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction to Jungle Jarvan



Marks



Alternatives


Greater Mark of Desolation: This is more geared towards your actual ganking, as your

Seals
Greater Seal of Resiliance: This is a pretty standard rune choice for all junglers. Having the extra armor early helps to ensure you actually have enough health to gank after a clear.


Alternatives
Greater Seal of Defense:


Glyphs


Alternatives

Greater Glyph of Replenishment: If you plan on ganking more than normal, these might be a good idea, because

Quintessences


Alternatives

Greater Quintessence of Endurance: If you feel that you need to be a bit more tanky, these make a nice alternative because they are scaling runes in disguise.
The Masteries are pretty strait forward. Take all the masteries on the left side of the assault tree for maximum damage output. However, take
Demolitionist
instead of
Lethality
, as a 10 damage bonus to towers is good for an attack speed build, not to mention the fact that you aren't going to be getting any critical strikes, so bonus damage there isn't useful.
As for the defense tree, you want to take armor, health regen, and the
Bladed Armor
progression. These are aimed at getting the fastest and safest jungle route.
I encourage you to experiment with these as needed to improve your clears and according to your play style.


As for the defense tree, you want to take armor, health regen, and the

I encourage you to experiment with these as needed to improve your clears and according to your play style.
Initial Items
You should start your build with


First Back
When you get at least 700 gold, you can go back for your


Early to Mid Game
After you've farmed yourself up a fair amount of gold, your primary goal should be to complete your






Late Game
At this point, you've established yourself as an imposing figure in the eyes of the enemy and you need to continue imposing that fear. Build a








Note, if at any point you are having problems catching people, consider replacing the



Standard Route

Start at the








Alternate Route
For those of you interested in a route that gets you to ganking faster, you can start by killing



The key to a successful gank from
Jarvan IV is swift action. I highly recomend that you
smart cast if you want to ensure that you land your knockup.
The key part of ganking as
Jarvan IV is landing his
Demacian Standard in the path of the retreating enemies forcing then to
Flash over it or get knocked up by the follow up from
Dragon Strike. The best way to guarantee you have the chance to do this is to come from as far behind them as possible. Assuming you land this combo, you should activate
Golden Aegis to slow your target. You should never stand around waiting for a gank. If none are possible, then you should go back to clearing your jungle.
As
Jarvan IV, you have the natural ability to dive towers. The best way to do this is to lead with
Demacian Standard regardless of whether you intend to use your
Dragon Strike. The reason for this is that it will double your passive armor bonus allowing you to tank it for longer. When diving, you always want to use a pincer tactic with your teammates to ensure the enemy can't escape.


Basic Tactics
The key part of ganking as





Tower Diving
As



When you think of
Jarvan IV, what the first thing that comes to mind? For me, its a shout, a leap, and an arena bursting out of the ground where you're are beaten mercilessly.
The key to using
Cataclysm is patience. Just because you can, doesn't mean you should. There is no point to using
Cataclysm if you can't be sure the enemy will be trapped. If you know the enemy's
Flash and/or blinks are all on cooldown, then ult away, assuming you know you can kill them. You can bait a
Flash fairly easily using your knockup combo, just to ult them afterwards. You can also use
Cataclysm defensively. If you lead with
Cataclysm, you can then use your
Demacian Standard,
Dragon Strike combo to trap them there. This will give you about a 2 second delay before the enemy can resume chasing.
If you know the opponent has an escape spell up, then its probably a waste. However, just because your opponent can't run, doesn't mean you should go in. For instance, never trap your half dead carry in with anyone. That's just asking for trouble. Also, its probably not a good idea to trap the enemy team's carry in your ult with your teams other melees getting shot at and not being able to do anything about it.

When to Use Cataclysm
The key to using








When Not to Use Cataclysm
If you know the opponent has an escape spell up, then its probably a waste. However, just because your opponent can't run, doesn't mean you should go in. For instance, never trap your half dead carry in with anyone. That's just asking for trouble. Also, its probably not a good idea to trap the enemy team's carry in your ult with your teams other melees getting shot at and not being able to do anything about it.
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