Jarvan IV Build Guide by FrostForest
How I play Jarvan IV like a Challenger in Season 11 (10.23)By FrostForest | Updated on November 13, 2020
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Runes: Most Versatile Rune
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Max R > Q > E > W
Threats & Synergies
Dashes your combo and can outdps you if you miss. Lose every 1v1 unless you hit her with every ability and kill her before her ulti You will get ran down if you dont have EQ up Avoid matchup if possible
You can't lock her down and she can dodge every skill and run you down Hard to outplay and will constantly invade you You outscale if you make it to midgame even Unless you're building dps, it will be hard to beat a good nidalee
Completely shuts down what Jarvan wants to do by flaying him out of his Flag and Drag combo whether or not its going in or escaping. Lanterns flashless enemies out of your Cataclysm. This matchup is just a hard counter to what you want to do. Luckily he is a dashless champ and you can lock him down easily
Beats you 1v1 and can stop your E-Q combo by flashing on you Pretty hard matchup since SHE can chase over walls Very strong dueler Don't look to 1v1 unless favorable You outscale and can get the jump on her if you're not moving
Outdps you in a 1v1 and can chase to kill you. You lose every fight early game but he becomes useless compared to you after the early game
Can dodge your EQ and run you down You never beat him 1v1 unless you burst him or get the jump on him Watch for his stacks on his E and what runes he has
Stops your EQ combo with R or E and throws you back into your own team if you do engage. Has backline threat like yourself but is more instant. Stronger at all stages of the game compared to you.
Stops your EQ with her W and stuns you against your own wall if you engage on her.
As a mid laner she is hard to catch and can easily dodge your combo. trapping her into your Cataclysm can result in you dieing from her throwing back her ultimate.
Beats you 1v1 but can't teamfight well. Look to team up on him if you ever want to kill. He snowballs very hard and will take over the game if you give him kills
New Volibear is very deadly and beats you in 1v1's in all stages of the game. Luckily your impact in teamfights is favored towards you and you can trade ultimates to force his Ultimate to escape.
One of the harder matchups but loses value once behind Has a stronger early game then you and will beat you 1v1 but he has no dashes and you will outscale after 6 if the game is even R him with your team around and force his flash Your champ is more useful later on
If you Ulti him and stand on top of him, he can't body slam out His Body slam can stop your E-Q combo, so be wary of that Easy matchup since you outdamage him After lvl 3-5, you start winning hard
Can dodge your EQ and run you down Your damage matches his but you have to land your combo
Beats you early game in 1v1 if she hits the stun, but you outscale her after 6. You are stronger lvl 2 and can invade early/gank Her Spider form E can dodge your EQ
Pretty easy to kill but he deals a lot of damage and can return a kill if you don't dodge his abilities Look to invade him early game
Outscales you but your early game is stronger
You don't win 1v1 but he becomes useless after the early game Gets Outscaled
You don't lose or win the 1v1 It just depends on who gets the jump on who You outscale if you are both even Take Red Smite into this matchup
Even matchup however you are more useful mid game He outdps you in a fight if you miss your combo. Better for you to let him initiate on you before attacking back Most Hecarims run Ghost/Ignite so they can run you down or beat you straight up with the added dps provided
He can dodge your Combo and kill you. Luckily he's useless if he doesn't get ahead and will die quickly in teamfights if hit by any cc
Annoying champion that you can never kill. He baits you into taking disadvantaged fights in his traps and can mess up your gameplan heavily. He's not an issue unless he has a few kills. Other then that he's just really annoying
Annoying but he can't dash out of your ultimate. His 1v1 is decent if you let him stack his passive on you. Whoever gets the jump on each other wins the fight. Shouldn't be an issue for you
Look to punish him and invade early Farms faster then you You get outscaled if you let him reach form for free He can dodge your combo and beat you 1v1 if you miss
He can't gap close you unless you walk up He outdps if even but you destroy him if ahead Red smite is a must in this match up
Only out damages you on the spire
He can never reach you but he can stop your E-Q combo with pillar if he's fast enough He can out damage you solo and shred you if you go tank Has no dashes so you can ulti him later and force his flash
Tank Farming Jungler You win fights you get the jump on
Nunu & Willump
Can match your lvl 2 but his dueling is weak. You Outscale Hard
Easy to invade early Slow and unhealthy clear
Out damages you but can only spell shield one of your abilities Look to collapse on him with your team Don't 1v1 unless you are higher hp
Whoever engages first loses the 1v1 You win 1v1 and eventually outscale Hold your E Q combo for when he dashes
Easy to counter jungle or invade. His clear is slow but healthy You get outscaled if you build carry
Can duel you but your abilities are much more faster to hit Don't try to 1v1 unless you have the advantage
You out damage her and outscale Pretty good matchup if it's tank vs tank Black Cleaver and Conqueror shreds her
Weak early game Look to invade and punish
Really unhealthy clear and slow clear speed Look to invade and punish him
Don't let her get to 6 for free and you run this matchup. She loses 1v1 if you hit your spells and she has no dashes aside from her ultimate.
You don't win the 1v1 as he does more damage. You do win skirmishes if you lock him down, and later in the game you can just cataclysm him and lock him down to force his flash or net a free kill.
Pretty weak since he does no damage, just watch out for his Q knockup that stops your combo
He stands still to deal damage resulting in an easy combo. Your ultimate locks him up and makes it easy for you to kill him He farms very quick and is very annoying to deal with later in game, look to play a fast paced early game
Is this even a matchup? Anyways any other matchup not listed is not even a challenge for the King
Gets really low in the jungle resulting in you invading him to kill He has no dashes as well resulting in easy kills later in the game
She can never jump on top of you and you outdamage her if you land your combo. You beat her all stages of the game if even.
This champ is strong at counterganking but other then that very useless if his team is behind. Requires teammates to be useful which is pretty hard in solo queue
J4 ulti into Rumble ulti = success if they have no escapes
J4 R into GP R
J4 ulti into Galio ulti = Success
Double ulti synergy plus you are engage as well
You setup rakan really well
Mf Ulti with J4 Ulti is devastating
J4 ulti locks them down and Qiyana can use her ultimate on your wall effectively with it
Speed, Damage, CC, and a Revive on top of all that. Great combo to utilize
Sets up your combo or you setup her combo
Her Miasma with your R prevents anyone from escaping your Ultimate
Front lining for Azir gives him free damage and allows him to shuffle freely in or out of the fight The attack speed your flag gives is massive for Azir as well.
Syndra has a lot of burst/damage and aoe for those you have locked down
J4 ulti into Ziggs load of abilities
Gives great gank setup and great follow up
Your knockup isn't really reliable but hitting it will setup your yasuo. The attack speed you give from your flag is a nice bonus on top of it.
Champion Build Guide
Who am I?
Hey guys I am "FrostForest" a Challenger jungler that plays on the North American Server. I play many junglers but Jarvan is one of my favorite junglers to play since of how versatile he is.
Top 100 NA
TSM Scouting Grounds
Peak 700 lp+
This also my first guide so feel free to comment if I am missing anything as this is a work in progress. It might not be the prettiest guide but there's a lot of content!
I stream occasionally on twitch so go ahead and drop a follow if you liked the guide https://www.twitch.tv/frosfores
This is my current main https://na.op.gg/summoner/userName=FrostForest
Camps/ Monsters : 2:00 min respawn
Rift Scuttler 3:15 min / 2:00 respawn after
Dragon : 5:00 spawn / 5:00 respawn / Only 3 Unique dragons per game
Rift Herald : 8:00 spawn / 6:00 respawn
Baron Nashor : 20:00 spawn / 5:00 respawn
Each camp killed = 4 cs
Ex. If you see the enemy jungler is lvl 3, has 12 cs, and has Blue and Red buff, you can safely assume he has done Blue Sentinel and Red Brambleback with Krugs or Gromp as his 3rd camp because you can't get lvl 3 unless you do one of those camps out of the 2. This is called jungle cs counting
Jungle Plants Spawns are random
Blast Cone: 1st Inner cone spawn: 1:15 - 1:25 / 1st outer spawn: 5:00 - 5:30
Inner cone respawn 5:00 - 7:00 / Outer cone respawn 5:30 - 6:30
HoneyFruit: 1st spawn: 6:00 - 6:30 / Respawn time: 5:30 - 7:00
Scryer’s Bloom: 1st spawn: 3:00 - 3:30 / Respawn time : 5:00 - 6:30
Never go Health Potion and always go refillable because it's very gold efficient and you get free charges every time you base for items
Take the Yellow Trinket if you aren't ganking that much and want to ward up for your teammates to prevent enemy ganks
Because you are such a strong early game jungler I usually recommend taking Red Trinket and look to gank lanes early or invade the enemy jungler
Take Red Smite when you want to duel the enemies
|Take Blue Smite when you want stronger ganks or if your matchup is not possible to beat with red smite.|
Rush Enchantment: Warrior or Enchantment: Cinderhulk depending if you need to be a tank or carry and pick up Boots and a Control Ward in between if you have the money. Enchantment: Warrior is a stronger spike early game but you won't scale as well. Enchantment: Cinderhulk is the safest option as most games you will be the primary engage for your team.
After Finishing your jungle item, finish your Tier 2 Boots then
start to build either more tankiness or damage.
If you want both then build a Black Cleaver into a Guardian Angel
The Strongest 1 item buys after his jungle item are Black Cleaver and Gargoyle Stoneplate as they give him the strongest stats he needs as a diver. Gargoyle Stoneplate allows you to dive in 1v5 without dieing most of the time but with Gargoyle Stoneplate you can pop it as you go in and soak damage for your team. The Active and Passive gives you massive amounts of HP and Resistances and the item gets more cost efficient the more enemies there are around. I pick this item up in 70% of my games as this 1 item turns me into a monster diver.
Gargoyle Stoneplate for mixed damage, Randuin's Omen or Thornmail for Heavy Physical Damage, and Adaptive Helm or Spirit Visage for Heavy Magic Resist. I like building a Warmog's Armor to reach the 3000 hp threshold due to the out of combat ability to regenerate to full life
Black Cleaver and a Guardian Angel if you are still stronger then the enemies. Damage items built on Jarvan IV should be primarily focused on attack damage with lethatlity being a one shot option.
Jarvan IV is a champion that relies on diving in to deal damage resulting in retaliation after using all of his combo
The strongest 1 item buys are Black Cleaver and Gargoyle Stoneplate because they give the best stats needed for Jarvan IV which is health and resistances.
Items like Knight's Vow and Locket of the Iron Solari are support items that you should take if your main role as Jarvan IV is to peel your carries and protect them
Graphics are a Work in progress...
The best keystone to take on Jarvan IV is Conqueror because its good in any situation and can help you transition into a tank or carry very easily. It's just a well rounded rune. I take it in 90% of my games.
Electrocute is a viable option when you want a stronger early game when it comes to ganks or if you are looking to carry as Jarvan IV by playing more like an assassin instead of a bruiser or tank.
This Rune gives you free magic and armor penetration after a dash or flash which increases the damage of your full combo.
Zombie Ward is more reliable then Eyeball Collection as it guarantee's that you get attack damage even if you don't get kills, also it gives you an incentive to kill wards to generate stacks and gain vision for your team. Both runes give the same amount of attack damage at full stacks
Relentless Hunter provides you crucial movespeed in the early game for ganks and catching up to enemies. It gives a lot of out of combat movespeed depending on how many stacks you have and can snowball your game the more stacks you get. I take this over Ultimate Hunter because it's more reliable and stronger early impact before lvl 6.
Tons of Burst damage
No Hard CC (Stuns/Surpression)
Easy to dodge abilities (EQ combo)
Not the highest damage dealer
Easy to mess up
Martial Cadence is your passive and you ideally want to use it before dealing the rest of your damage because the damage is based off of opponent's current health. Not too important but your passive can help your clear when dealing with multiple monsters. Hit each individual target once on each camp to proc the passive once then finish your camp. This allows you the possibility to proc your passive twice on each camp, making your clear speed a bit faster.
Dragon Strike shreds armor so always use this ability first before the rest of your combo if you can. Scales heavily with AD with a 1.1 bonus ad ratio.
Golden Aegis gives you a bigger shield depending on how many enemies are in your radius when you use this ability. You can also use it as a slow although it is a weak slow in most cases. It scales with Jarvan IV maximum hp, so it's not too bad.
Demacian Standard can be used more then just for engage and damage, you can just plop it down when hitting turrets or if you can't help in teamfights. You give attack speed to nearby allies and get assists just placing it. It even gives assist when you place down near a Teleport ally and they can nab a couple kills. You can also Teleport on the flag just like a ward or turret.
Cataclysm is one of the strongest ultimates in the game and can be a game changer. Try to keep track of enemy flashes as they are only a 5 minute cooldown when used. This is important when choosing which targets to engage, as they might be unable to escape. Cataclysm also has a whopping 1.5 bonus ad ratio meaning the damage scales heavily with attack damage
To Form the strongest CC chain possible on your champion you start with Demacian Standard into a Dragon Strike then follow up with a Cataclysm. This knockups any enemy hit by your first combo and locks them down in your Cataclysm afterwards.
Another combo I like to use is starting out with your Cataclysm then using your Demacian Standard and Dragon Strike combo to go out of your cage. I do this when my team is quicker to follow up and they just need time to reach the target so they can kill him, however you are too weak to fight the champ/champions you trap.
This is especially effective against enemies that have no dashes but can kill you in a 1v1. Examples are Olaf, Trundle, Nocturne, etc
Once you get enough cooldown reduction, you have the chance to get 2 knockups in a teamfights because your Demacian Standard will be on the ground longer then the cooldown reduction of your Dragon Strike. This allows you to Dragon Strike to your Demacian Standard twice in a teamfight.
If you ever miss your Demacian Standard and Dragon Strike combo (Flag and Drag) or can't close the distance, then use flash!
Flashing during the middle of your Demacian Standard and Dragon Strike combo can guarantee the knockup CC but not the damage. This is only good in situations where the Crowd Control is crucial to secure a kill or blow a summoner spell
Try practicing it in practice tool to get the hang of it and you'll be using it regularly in game in no time.
0 - 8 min
The early game is by far the easiest and hardest part of the game depending on how you play it. This part of the game setups how the rest of the game will go. Small leads you generate for your laners will slowly grow into larger ones as the game progresses and it's up to you as the jungler to play towards your strengths and weaknesses
As a jungler you want to path to benefit the laner that is the strongest on your team if you can play around them, or defend the enemy from getting any leads. This is dependent on your team comp. If you have strong top, weak bot, then play around top.
A good rule of thumb if you don't know where to start is to start on red. This allows you to gank right after finishing red and path to the nearest lane or farm up and gank at lvl 3.
The fastest path to get lvl 3 is Blue Buff > Gromp > Red Buff or Red Buff > Blue Buff > Gromp .
His clear is not that healthy and he takes a lot of damage from multiple monster camps. I would avoid doing camps like Raptors unless you have smite up during your first clear.
Invading is when you (the jungler) crosses over to the enemy side of the map and tries to place vision, steal camps, or kill the enemy jungler.
Invading as Jarvan is very strong and you can easily catch someone off guard with your combo or escape safely dash out if spotted in a dangerous situation
Jarvan IV Lvl 2 is easily the strongest lvl 2 in the game and you can beat most junglers when they're both lvl 2. Invading is beneficial because it steals camps from the enemy jungler and helps predict or track their movements if you notice any of their camps are already gone.
You can be very creative in your gank pathing with Jarvan and you can start ganking as soon as you hit lvl 2. It doesn't mean you should gank, but you have the option to. Because he can dash over walls, you can dodge enemy wards and gank from unexepected areas which can surprise enemies and net you a kill or summoner spells.
Lvl 2 ganks are much more effective with Red Buff because your auto's will slow the enemy and burn them for true damage
Starting the Oracle Lens is very beneficial in clearing wards and seeing whether or not the enemy knows you are in the area.
Tip:If you're behind the enemy, don't waste your Demacian Standard and Dragon Strike to close the distance but instead start walking at them and autoing them. If you have Red buff , they will get slowed and slowly start dieing. Only use your gap closer after they flash to close the distance. Your Golden Aegis is also a small slow which can also hinder their movement.
8 - 20 min
This is when the 1st Rift Herald spawns and when there is the chance that there are 2 objectives on the map being played for. Dragon and Rift Herald .
This is Jarvan IV strongest point in the game where his jungle item is finished and he has the power to hard engage and deal lots of Area of effect damage
At this stage of the game you should have your Cataclysm and be looking to lock down players with your team and combo your Cataclysm with your team's damage or Ultimates.
Look to engage with numbers advantage and on their main carry. Blowing the enemy's flashes and forcing their escapes will guarantee the objective and the fight won.
Tip:When using Rift Herald for plates, If you want to destroy the entire tower then use the Rift Herald for the last 2 tower platings as towers gain more resistances the more platings it loses and Rift Herald does True damage to turrets.
20 - End Game
This is the time when Baron Nashor and Elder Dragon spawns and teams start grouping even harder to fight for control on these objectives.
It's important to buy lots of Control Ward to control these objectives
Your role in these fights are to either peel your carry or lockdown the enemy carry.
Engaging on flashless and dashless enemies with your Cataclysm will guarantee a kill if your team is nearby but always look at the map before commiting to an engage.
One teamfight will win or lose the game and it's up to you to understand what your role is in a team composition before committing to the play.
Look to trap multiple people in your Cataclysm and chain it with your team's damage and crowd control.
The reason why Jarvan is strong in the current meta is because he creates an impassible barrier in the form of his Cataclysm that you can't get out of unless you blow your flash or use a dash. Catching flashless champions will net you free kills if they are out of place.
Sometimes your job is just to soak damage for your team or create a barrier so that your team can deal with flankers.
This could be youAll of these are twitch clips of myself and I'm not trying to stroke my own ego (ok maybe a bit) but I do want to show you how powerful Jarvan can be with the best gameplay possible
Full Tank Jarvan btw
OutroI'd love to teach everyone how to jungle but unfortunately this is a guide to playing Jarvan IV.
Jungle is a complicated role but you have the most impact in the game.
If you enjoyed this guide, please feel free to leave a vote. It's free after all
If you have any other questions feel free to ask below in the comments or watch my stream and I hope you enjoyed my guide!
I also do Jungle Coaching for a price so you can message me on discord, Chan#6603 if you are interested.