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Jarvan IV Build Guide by DjapeFromSerbia

Jungle Jarvan IV, Jungle guide for Season 13 [ PATCH 13.24 ]

Jungle Jarvan IV, Jungle guide for Season 13 [ PATCH 13.24 ]

Updated on January 1, 2024
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League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 25 2 129,739 Views 1 Comments
25 2 129,739 Views 1 Comments League of Legends Build Guide Author DjapeFromSerbia Jarvan IV Build Guide By DjapeFromSerbia Updated on January 1, 2024
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Runes: Runes

Precision
Conqueror
Triumph
Legend: Tenacity
Last Stand

Inspiration
Magical Footwear
Future's Market
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

Summoner Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Mosstomper Smite

Mosstomper Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Jarvan IV, Jungle guide for Season 13 [ PATCH 13.24 ]

By DjapeFromSerbia
Abilities

PASSIVE
MARTIAL CADENCE

Jarvan IV's first basic attack on an enemy deals bonus physical damage based on their current Health. This effect cannot occur again on the same enemy for a few seconds.

Q
DRAGON STRIKE

Jarvan IV extends his lance, dealing physical damage and lowering the Armor of enemies in its path. Additionally, this will pull Jarvan IV to his Demacian Standard, knocking up enemies in his path.
W
GOLDEN AEGIS

Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.

E
Demacian Standard

Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions.
R
CATACLYSM

Jarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies are damaged at the moment of impact.
Pros/Cons

PROS


+ Strong Duelist.
+ Great Teamfighter.
+ Good early game.
+ Insanally good mid game.
+ One of the best engagers.

CONS


- Can only go in, really bad at peeling.
- Cataclysm can make your allies hate you sometimes.
- Weak level one.


Early game vs Late game


Early game



+ Good level 2/3/4 ganker
+ Strong at Scuttle Crab fights
+ Can invade weak early game junglers.
- Weak level one
- Bad item components early game




As Jarvan IV in early game you don't want to tunnel vision on afk farming, but instead look for potential ganks and cheeses you can do. You don't need to force anything considering you have Cataclysm powerspike ok 6. But it's really good for example, to force enemy carry Flash, especially if they are immobile, so it will guarantee free kill level 6 with Cataclysm.
Late game



+ Huge engage potential
+ Solid damage to neutral objectives, because % current health damage on his Martial Cadence
+ Great at catching enemy carries of position, can oneshot them.
- Get's outscaled by some really late game champions on 5 and 6 items.


For late game, Jarvan IV is powerfull engaging machine. Besides that you easily can catch enemy carries on long range with Dragon Strike + Demacian Standard + Cataclysm combo and solo kill them.
Runes

Conqueror is obviously the best choice here, becuse you can easily get some easy stacks during your initial combo of Demacian Standard + Dragon Strike, additionally your Demacian Standard gives you enough attack speed that Conqueror feels super strong in longer fights too.



Triumph is only good rune choice here. You don't care about mana from Pressence of Mind and Overheal is not consistent enough.



Legend: Tenacity is really good vs hard cc team comps, so I pretty much always default to it, but Legend: Alacrity is probably better if enemy has no cc or only knock ups, which are not reduced by Legend: Tenacity



Last Stand is my prefference in this row, I'm aware that most people are taking Coup the Grace but after playing few matches on both runes I figured I mostly do more damage with Last Stand.



As Jarvan IV you don't need early boots, because you can reach enemies with Demacian Standard + Dragon Strike, so this rune basically gives you free 300gold + 10ms. I often sit on these boots until I complete my Goredrinker + Black Cleaver, unless enemies are super AP/CC heavy or have a lot autoattackers, in that case I build Mercury's Treads or Plated Steelcaps depending on enemy team comp, before I finish my Black Cleaver.
Good thing about this runes as Jarvan IV is that if you get early ganks going, as you should you will end up with your boots around 9 minutes.



Future's Market is great rune choice that I have been running on most of the junglers, in combination with Magical Footwear you gain around 500gold, which really allows you to spike into Goredrinker and Black Cleaver.


Summoner Spells


SUMMONER SPELLS
-
FLASH: Pretty standard summoner spell choice for any champion. Additionally, Jarvan IV has few combos and interactions with it. You can use Demacian Standard + Dragon Strike, and then use Flash quickly to the location of enemy champion to move your knock up a little bit. Also in late game you can use Flash + Cataclysm combo and then Demacian Standard + Dragon Strike so you trap immobile enemy but also get out of your Cataclysm.
SMITE: You are the jungler, so obviously you should take Smite. As for upgrade, I prefer Mosstomper Seedling, it gives you additional tenacity and shield is always nice.
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League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Jarvan IV Guide
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Jarvan IV, Jungle guide for Season 13 [ PATCH 13.24 ]

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