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Choose Champion Build:
Spells:
Exhaust
Smite
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
I have been playing jungle Jarvan since season one and I have found some success. The jungle nerf in season two is great bonus to jungle Jarvan. Now, he can perform greatly in the jungle and ganking with the DEMACIA yell.


Running

You can choose your second summoner spell according to personal preferences.
Viable choices:
Exhaust I find it more useful as the movement speed reduction helps ganking and the AD reduction limits dps from enemy's adc in late game team fights
Ghost Since Jarvan already has strong gap closing ability, you can run
Ghost to boost your long distance chasing/escaping ability. It helps with ganking too.
Flash Who says gap closing ability can be too much? Run flash and combo
Demacian Standard
Dragon Strike
Flash
Cataclysm. DAT distance.
9x Greater Mark of Desolation combined with your mastery basicly provide you with all the armpen you need, unless you are focusing tanks. It also allows you to deal true damage on most of the jungle creeps.
9x

9x

3x


Passive: Martial Cadence
This passive provides a little bit of extra burst damage, but it isn't significant as it only scales on your enemy's CURRENT HP. Nevertheless, it gives you extra damage in jungling.

Q: Dragon Strike
This is no doubt an extremely strong skill. It provides great CC when combined with your standard, great AOE damage as it is on a 1.1 AD scaling, and it shreds a quarter of the enemy's armor when maxed. All these wonderful features packed in one skill.

W: Golden Aegis
This skill is extremely useful in mid to late game team fights. It provides a shield and slow to nearby enemies.

E: Demacian Standard
Another amazing skill of Jarvan. Like Dragon Strike, this skill has a list of features.
It provides CC when combined with dragon strike, decent AOE damage, AOE ally armor bonus, AOE ally attack speed bonus and vision. The vision and aura both extremely beneficil to team fights.

R: Cataclysm
This is one of the most unique ultimate. The damage is great and it is a strong initiator/ gap closer. If the enemy doesn't have flash, your ultimate will basically trap him for 3.5seconds.
However, when misused, this ultimate will give away free kills. If you know the enemy champion has flash or abilities similar to flash, don't

In addition, when your ally is being chased,


Upgrade your ultimate


I max


- The armor and attack speed from
Demacian Standard increases your jungling ability
- The attack speed from
Demacian Standard procs well with
Wriggle's Lantern
- The aura from
Demacian Standard for allies gives your team more dragon control
- Since most junglers are AD, the armor from
Demacian Standard will give you more dueling power
- The armor shred from
Dragon Strike is insignificant in early game
Dragon Strike provides no defensive stats but the damage it dealt is only slightly higher than
Demacian Standard in early game


Ganking:
To maximize the chance of success in a gank, you should wait in the bush until your enemy over extend. Then, try to land your E-Q combo. The enemy champion won't be standing still when your are coming in for a gank. Thus, When you are aiming to knock up your enemy with the E-Q combo, try to place your


If it is a sure kill, right after you land your combo, immediately


Another trick you could use is directly



Initiation:
As a tank/bruiser, you should be initiating team fights. Try to catch the squishies that are out of position and land your E-Q combo so your team can burst him down. If you miss your target with

Team fights:
Try to land your E-Q combo onto as many enemy as possible, so you can knock them all up.
If the enemy is scattered around just land your E-Q combo on the enemy's ad carry and try to burst him down with your team.
If the enemy's bruiser and assassins are trying to zone out/kill your team's ad carry, you can land your E-Q combo to disrupt their attempt and protect your ad carry.
Escape:
When escaping, your E-Q combo basically acts like a flash but with a larger distance. Thus, you can E-Q combo through walls.

If you are wary of counter jungling or invasion, start


First back:


Afterwards:





If you are the sole tank/bruiser, build




If you aren't the sole tank/bruiser, build




Everytime you go back to buy, remember to buy 1-2 sight ward. If you are winning, buy


If your game is still going on, change





Replace



Most important,















I tend to go a safe route when jungling because jarvan doesn't have the fastest jungling speed and the ability to one-on-one dueling.
My route:
- Start at wolves. Ask your teammates' help to kill them
- Proceed to Ancient Golems(blue). Ask your teammates for a leash. Use Smite to finish it off
- Wraith's camp
- Go back to wolves. They should spawn when you return.
- Lizard's Camp(red). Your smite should be up so use it.
- Wraith's Camp
Continue clearing your jungle and look for ganks. Remember to ward your own jungle to prevent counter jungling, ward the enemy's jungle to keep track of their junglers movement or ward dragon. When buffs are up, give blue buff to mid and take red your own.
When the enemy jungler is ganking and you are on the opposite side of the map, try to invade their jungle. Take the big creeps and leave the small ones.
If you have a successful gank in bottom, try to also get dragon with your team.
When your blue buff ends and you have your


As team fights are more frequent, you have to be aware of the minimap and aid your teammates. Try to participate in every team fights and win them so you can snowball to victory.
Generally speaking, when the enemy's ad carry is out of position, killing him at all cost is the best decision. On the other hand when the enemy's bruisers and assassins are too strong, you should aim at giving the best protection to your ad carry. Still, every game and every fight is different. During team fights, you have to make the split second decision.
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