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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Why create this guide?
I've always enjoyed playing as a tanky character, protecting allies and wreaking havoc on the Fields of Jusice, but I found many dedicated tanks lacked versatility; I prefer to play in the jungle, but also enjoy a character that can turn the tides of battle! Jarvan IV fits this role perfectly with his natural durability and amazing abilities.
When I first ventured on to Mobafire to find a Jarvan IV Jungling guide, I didn't find any that suited my playstyle, nor any that was highly recommended.
I've created this guide to show that Jarvan IV can become an unstoppable force in the jungle and hopefully assist others who choose this path, like me.
The focus of this guide is to create an OFFTANK Jarvan IV; essentially you'll be utilising your abilities to dish out damage but building items with an emphasis on survivability (through health, armor, and magic resistance).
I personally don't believe a jungler should leap from the brush and kill steal; a good jungler sets up, ambushes and disrupts the enemy so that his allies can finish the job. A good jungler is a team player, not a one-man army (Though I find that Jarvan IV does fit that role)
Bare in mind, this is my first guide and I hope that I can create something useful to the community.
I would be most appreciative for any up-votes if you find this guide helpful, and also, I would be thankful for any corrections or tips before down-voting.
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Pros
+ Great Initiator with Martial Cadence + Great Mobility with Demacian Standard and Dragon Strike + Durability with Golden Aegis and Demacian Standard + In-Built Slow with Golden Aegis -(Similar to Randuin's Omen) + Possibility to trap teams / Single out a carry with Ultimate Cataclysm |
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Cons
- Heavily Mana-dependant early game - Cataclysm can also trap team members - Some practice required when timing Dragon Strike and Demacian Standard knock-up - Can be knocked out of Cataclysm - Cataclysm countered by Flash or any terrain passing ability (e.g. Nidalee's Pounce) - - |
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FLASH
By far, the most useful summoner spell. Assists with escaping and ganking. With Jarvan IV, it can help position yourself to knock-up opponents with Dragon Strike and Demacian Standard. |
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SMITE
The MUST-HAVE summoner spell for Junglers. Without it, you'll lack speed when jungling, and you may find that the enemy jungler can easily counter you and take your blue and red buff (which you'll heavily rely on early-game as Jarvan IV is mana-dependant) |
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Other Viable Options
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GHOST
A quick burst of speed can be useful to chase down fleeing opponents, to quickly enter teamfights, or to escape death. Would replace Flash, but comes down to your playstyle. |
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IGNITE
A powerful spell that can burn down fleeing opponents or prevent enemy champions from effectively healing themselves. Again, depends on playstyle. |
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EXHAUST
A great utility spell to weaken AD Carries or prevent an enemy from escaping. Can also assist with retreating; however, Flash already ticks these boxes |
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Jarvan IV's first attack on his target deals 6 / 8 / 10 % of the target's current health as bonus physical damage, which caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
Jarvan IV extends his lance through his opponent, dealing 70 / 115 / 160 / 205 / 250 (+1.1 per bonus attack damage) physical damage and lowering their armor by 10 / 14 / 18 / 22 / 26 % for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path
Grab this at Level 2, then max this ability once Demacian Standard is maxed; we want to use this ability with Demacian Standard and then begin to use it as a damage ability
Jarvan IV forges a shield protecting him for 50 / 90 / 130 / 170 / 210 (+20 / 25 / 30 / 35 / 40 per nearby enemy champion) damage for 5 seconds and slowing surrounding enemies by 15 / 20 / 25 / 30 / 35 % for 2 seconds upon activation. The shield adds more mitigation for every champion nearby when activation.
Grab this at Level 3, then max this ability last; the shield isn't great unless in team fights, however we want the utility function of the slowing effect to make kills easy
Passive: Grants Jarvan IV a bonus 10 / 13 / 16 / 19 / 22 % attack speed and 10 / 13 / 16 / 19 / 22 armor.
Active: Jarvan IV throws a Demacian flag to a nearby area, dealing 60 / 105 / 150 / 195 / 240 (+80% of ability power) magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Max this ability first; the additional attack speed and armor helps greatly with jungling and survivability
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 325 / 450 (+1.5 bonus attack damage) physical damage and creating a circly of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area using teleport abilities.
Max this ability when possible
SUMMARY OF SKILL PRIORITY
OFFENSE
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DEFENSE
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Runes
SEALSGreater Seal of Armor - Increased armor means increased survivability. Prevents physical damage when jungling against minions or ganking enemy champions, meaning less trips back to base. Other Options
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MARKSGreater Mark of Attack Damage - Increased flat attack damage. Great for faster jungle clearing and early ganks. Other Options
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GLYPHSGreater Mark of Scaling Magic Resist - Good magic damage mitigation late game. Other Options
QUINTESSENCESGreater quintessence of armor penetration - Greater damage against armored targets; great for early ganking as enemy champions have low armor. Other Options
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STARTING ITEMS
The standard item sequence when starting as a Jungler. The Hunter's Machete assists with damage output against monsters in the jungle, whilst Health Potion should be used between camps of monsters
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