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Jarvan IV Build Guide by Scales

Jungle Jarvan IV - Demacian Jungler (S3) [In Progress]

Jungle Jarvan IV - Demacian Jungler (S3) [In Progress]

Updated on January 5, 2013
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League of Legends Build Guide Author Scales Build Guide By Scales 2,827 Views 5 Comments
2,827 Views 5 Comments League of Legends Build Guide Author Scales Jarvan IV Build Guide By Scales Updated on January 5, 2013
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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/Cons

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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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Summoner Spells

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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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Abilities

Martial Cadence


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.

A great initiation passive; Be sure to maximise damage during team fights by targeting each enemy champion while they are at max health.



Dragon Strike


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

A perfect poking ability. Useful when chasing low-health enemy champions or to poke enemies through minion waves. The main purpose for this ability is it's synergy with Demacian Standard; it allows Jarvan IV to knock-up any enemies along his path, essentially making them easy targets for your allies.

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




Golden Aegis


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.

An excellent ganking tool. When appearing from the brush to gank an enemy champion, if you were successful with your knock-up combination of Dragon Strike and Demacian Standard, you now can slow your target using Golden Aegis.

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




Demacian Standard


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.


Another great poking ability. Useful to harass an enemy from afar, or as an 8 second ward. Also provides an excellent aura to allies to help during team fights or to take down turrets. The main purpose of this ability, however, is its synergy with Dragon Strike (Read above)

Max this ability first; the additional attack speed and armor helps greatly with jungling and survivability




Cataclysm


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.

Jarvan IV's Ultimate and his defining ability. Cataclysm can help you single out carries or trap fleeing enemies. It can also assist allies by trapping the enemy team and allowing for more accurate targets (i.e. Ezreal's Trueshot Barrage or Nunu & Willump's Absolute Zero)

Max this ability when possible




Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

SUMMARY OF SKILL PRIORITY

>>> >>> >>>
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Masteries

OFFENSE

  • Fury - More attack speed = More damage
  • Butcher - Increased damage against minions; greater jungling speed
  • Deadliness - Increased damage that scales as you level; allows access to next tier.
  • Havoc - Increases all damage dealt
  • Weapon Expertise - Greater armor penetration allows your damage to bypass armor
  • Brute Force - Flat attack damage increase. Greater jungling speed and assistance with early ganking.
  • Sunder - Even greater armor penetration allowing for more damage to bypass armor

DEFENSE

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Runes

Runes

Precision
Fleet Footwork
Phase Rush

SEALS


Greater 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

  • Greater Seal of Scaling Armor - Increased armor that scales as you level, resulting in greater damage reduction at level 18. I don't normally choose these seals because I prefer flat damage reduction that will assist with early ganks and jungling.
  • Greater Seal of Health - Increased flat health. Great for early game, however doesn't scale well into late game.
  • Greater Seal of Percent Health - Increased health that scales as you acquire greater health items. Since this particular build has a high health pool, these seals won't be a bad option.







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MARKS


Greater Mark of Attack Damage - Increased flat attack damage. Great for faster jungle clearing and early ganks.



Other Options

  • Greater Mark of Attack Speed - Faster attack speed results in more damage and on-hit procs (i.e. Frozen Mallet
  • Greater Mark of Armor Penetration - More armor penetration means increased damage against heavily armored enemy teams.


















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GLYPHS


Greater Mark of Scaling Magic Resist - Good magic damage mitigation late game.



Other Options


QUINTESSENCES


Greater 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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Items

STARTING ITEMS


+ x5

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



FIRST RETURN


+

Before returning back to base, be sure you have enough gold to purchase these two items.
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Jarvan IV - Demacian Jungler (S3) [In Progress]

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