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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction



Another thing to note is that I am NOT a 2k ELO player nor am I the best





As the royal family of Demacia for centuries, members of the Lightshield line have spent their lives waging war against any who opposed Demacian ethics. It is said that every Lightshield is born with anti-Noxian sentiment in his blood. Jarvan IV is no exception, even though he is the first Lightshield born to the age of League of Legends. As his forefathers had before him, he led Demacian troops into bloody engagements with Noxian forces, and on many occasions he has bled alongside wounded allies and fallen comrades. In his most crushing defeat, he was outmaneuvered and captured by a Noxian battalion under the command of Jericho Swain. This mistake nearly cost him his life at the hands of Urgot , but he was rescued by the Dauntless Vanguard, an elite Demacian strike force led by Jarvan’s childhood companion, Garen.
Those close to him believed that his capture had changed him. Xin Zhao was quoted as saying: "His eyes never seemed to look at you, only through you to something he could not look away from." One day, without warning, Jarvan IV handpicked a squad of Demacian soldiers and left Demacia, vowing to find "atonement". He began by tracking and hunting the most dangerous beasts and bandits he could find in northern Valoran, but he soon tired of such prey. Seeking something that only he understood, he ventured south of the Great Barrier. He wasn’t heard from again for nearly two years. After many had assumed the worst, he returned to glorious fanfare on the streets of Demacia. His Demacian plates were adorned with the bones and scales of creatures unknown. His eyes bore the wisdom of someone twice his age. Of the twelve soldiers who had departed with him, only two returned. In a tone as cold and steady as steel, he swore to bring the enemies of Demacia to their knees.
“There is only one truth, and you will find it at the point of my lance.”
The “last words” of Jarvan IV at his failed execution

Pros+ Anti-Carry + Can carry games + Initiator + Big map presence due to ![]() + Yells DEMACIA! + Has durability with ![]() ![]() + Does "tons of damage"
-Phreak
|
SPACE |
Cons- No sustain in the jungle - Can use ![]() - You can hit the keys too fast that you whiff your knock up - People can knock you out of you ![]() - Darkforge Jarvan skin looks terrible - ![]() - Has abnormal shoulder pads that don't make him look as bawse as he should be |

Explanation: An ability to set up ganks and lets you juke an entire team easily. Simply




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 enemy champion nearby when activating.
Explanation: This ability just gives you that little bit of survivability that you need in order to get out of a team fight alive. This ability also has its slow effect, which lets you set up some easy ganks by walking up to an enemy and simply pressing your "w" key.
Passive: Grants Jarvan 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.
Explanation: This ability allows you to jungle a lot more safer without having to worry about ganks. The flag grants you vision of wherever you throw it, allowing you to scout, steal, and secure buffs a lot more easier.
Jarvan IV heroically leaps to an enemy champion, dealing 200 / 325 / 450 (+1.5 per bonus attack damage) physical damage and creating a circle 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 by using teleport abilities.
Explanation: Ahhhhhh.... how I love this ability. This is what defines







Tips and Tricks
- You can mouse over the
Smite icon to see how much damage your
Smite will deal.
- Always kill important monsters/neutral monsters with
Smite (make sure
Smite is the killing blow.
- You can always
Smite steal the enemy's buffs easily if the enemy jungler is a lower level than you because your
Smite will do more damage than the enemy's
Smite.



Tips and Tricks
- You can
Flash over the thicker walls as long as the
Flash range is over half the distance of the wall.
- Try to fight by a wall so if you are losing the fight (which will rarely happen :D) you can immediately
Flash over the wall and escape with your
Demacian Standard and
Dragon Strike. (There are exceptions though, an example is if a
Vayne is fighting you, she can always
Condemn you into a wall and kill you while you are stunned.
- Don't forget that you can also use
Flash offensively too.



Tips and Tricks
- You can usually net a kill early on due to your
Demacian Standard and
Dragon Strike knock up. After they get knocked up, throw an
Exhaust on them to make sure you have them pinned down.
- A good time to pick
Exhaust is if the enemy lanes have natural pushing champions such as
Mordekaiser or
Sion. That way, you can easily gank and kill them, resulting in a first blood.
- You can easily invade the enemy jungler if you have your
Exhaust up, unless somehow screw up really badly.



Tips and Tricks
- If you know an enemy champion has a major healing spell such as
Wish,
Ravenous Flock, or
Feast, then put
Ignite on them to negate some of the healing effects.
- If the enemy carry has so much lifesteal that you can't kill them, then feel free to
Ignite them and reduce their healing to nothing.
- If you know that an enemy champion will die with just one auto attack but you don't want to go in to kill them, pop your
Ignite on him/her and hear the announcer say, "An Enemy Has Been Slain!"
Other Summoner Spells besides






Utility tree: I find that







Defensive tree:

Optional Masteries: You could go into the Offensive tree as it could benefit you, but I just enjoy the extra movement speed and buff duration. The armor penetration and extra attack damage can benefit you, but my personal preference is going into the utility tree :D
Greater Mark of Desolation: With all the defense you invested into your masteries, I feel that
Jarvan IV's early game damage isn't as great as it should be, so we address this problem by adding some armor penetration to boost your damage output. Plus the armor penetration scales really well into late game, allowing you to get little to no armor penetration, yet still being able to do huge amounts of damage.
Greater Mark of Attack Damage: Another option if you want to net a few kills early on. The only problem with flat attack damage is it doesn't scale well into the mid-late game. Sure, it'll boost your early game damage by a bit, allowing some damage in ganks and a small improvement in your jungle time. But, you may have to waste an item slot for a
Last Whisper because you won't have enough armor penetration in order to do any damage.
Greater Seal of Armor: Standard jungle Seals. Without the bonus armor, you will come out of the jungle with almost no health. Meaning you will have to recall multiple times. Which will result in your falling behind in levels. When you are a level or two behind, the enemy laner can just kill you and get away. Which will mean, you are feeding. Thus; you won't be able to do your job as a jungler correctly.
Greater Glyph of Scaling Magic Resist: Since this is an offtank
Jarvan IV build, these are the standard glyphs an offtank would get. The glyphs don't really matter in terms of jungling speed or sustainability. However; in a team fight, I find these runes pretty important, because this build doesn't have a lot of magic resist. Why don't I get any magic resist? Once a champion gets a lot of health, magic damage kinda loses its potential of nuking down somebody quickly. That's why we build lots of health instead of magic resist. If the enemy is smart, they would probably build a
Deathfire Grasp and
Void Staff. If that is the case, then build a
Force of Nature to negate some of their burst damage, I will further explain why to get
Force of Nature in the section marked Optional Items.
Greater Quintessence of Desolation: I find these one of the best quints because of the armor penetration it gives, added with your marks, you should be doing big damage. The explanation for these are almost identical to the
Greater Mark of Attack Damage explanation.
Greater Quintessence of Movement Speed: Another great option due to the ganking power and mobility it gives you. Combined with your
Demacian Standard and
Dragon Strike you will most likely get a kill early on. These quints really helps you run away or chase an enemy. If you get these quints, then your ganking prowess just sky rocketed. The only reason why I don't always get these quints is because during the late game, you won't be able to do damage to tanks in order to clean up a team fight (This is the AP carry's roll, but he/she may be dead).
Greater Quintessence of Health: These runes give a big boost to your sustainability and ganking potential. This will allow you to leave the jungle with higher health. As well as, giving you that extra health for ganking a lane. The reason why these aren't exactly my choice is, you have to sacrifice a bit of ganking prowess for these runes, and I don't think I'm prepared to do that just yet. However, these runes are great if you like having that little bit of health at the end.
These are my opinions on runes that I find the most effective for me, but it really comes down to personal preference and playstyle, if you like to go for the early kills and just destroy the enemy or deny them, then get the
Greater Quintessence of Movement Speed. If you really like big damage late game then pick up the Greater Quintessence of Desolation.
NOTE: If you want to see an explanation or a specific rune I missed and/or disagree with me, then please leave me a comment in the comment section and I will try to respond back.










Greater Quintessence of Desolation: I find these one of the best quints because of the armor penetration it gives, added with your marks, you should be doing big damage. The explanation for these are almost identical to the





These are my opinions on runes that I find the most effective for me, but it really comes down to personal preference and playstyle, if you like to go for the early kills and just destroy the enemy or deny them, then get the

NOTE: If you want to see an explanation or a specific rune I missed and/or disagree with me, then please leave me a comment in the comment section and I will try to respond back.

Question: When am I supposed to pick




Question: Why does

Answer:








Question: What happens when YOUR team is made up of pushing champions? How should I play

Answer: If your team is made up of pushing champions, then your role as a jungler has changed. You should be constantly moving all over the map, taking the enemy's buffs and small camps. This way, while you are moving, you can easily spot any ganks from the enemy jungler easily. Even if you don't spot the jungler in the bottom half of your jungle or the bottom half of their jungle, then it's a clear sign that they are going to gank top lane, make sure to ping your top lane to retreat to the safety of the tower. While the enemy jungler is at top lane, steal everything on the bottom half of their jungle.
Question:Can I solo top as

Answer: If you want to solo top as [Jarvan IV]] I would really recommend checking out Hochmeistern's


1. Start at

Now head over to the

2. Ask for a leash on




3. Kill the



4. Next, go to the


5. Go to the Mini

6. Head over to

7. Recall back to base and buy a philosopher's stone, and let the gold pile up.
NOTE: Since I didn't get a leash on the








If you find a better and faster jungle route then the one listed above, then please leave a comment in the comment section.

First of all, what is counter jungling? Counter jungling is when the enemy jungler and/or team decides to invade your jungle and possibly get a kill. The reason why the enemy jungler or you may want to counter jungle is for the specific reason to put the other jungler and team behind. If you counter jungle the enemy team, not only will it benefit your team, but it will also de-benefit the other team. The enemy jungler won't have the necessary levels or health to gank other lanes (which makes a jungler useless, because he/she won't be able to do their job affectively. We will discuss what a jungler's role in the section below this one). This benefits you because you will have plenty of health, and a level advantage. Which will allow you to free up space in order to gank or cover a lane.
How to counter jungle the enemy jungler: Ask if your support can ward the enemy side as well as your side of the map. Not only will this allow you to see where the enemy jungler is, but it will allow you to steal all the enemy camps. Or better yet, smite steal the enemy's buffs and kill the low health enemy jungler. Once you counter jungle, get your butt out of there and onto your side of the map. If the enemy warded their side of the map, then the top, mid, or bottom lane may try and stop you. Which will almost guarentee a kill for the enemy, but the same goes for your team. If you see an enemy jungler by himself, than you too, can ask your team if they want to invade the enemy jungler. Also, if you steal the enemy's buffs. Then make sure you have the timer on them so you can come back and steal it again. Blue and Red buff's timers are 5 minutes long, so always hang near the enemy's buffs ahead of time so you can easily steal it and leave. If you see the enemy laners start to move toward your position, then no problem, just leave their jungle, don't even try and fight. Now you guys may be thinking, I didn't benefit anything from that jungle raid, what's the whole point, should I just cut my losses and never invade the enemy jungle? Well, the benefits you get are, you know that they have a ward around the area (which makes the ward a lot more easier to avoid when you are ganking/counter jungling). Another benefit is, you and your laner can sandwich the enemy laner and quickly kill him/her (make sure you ping the enemy laner, in order to let your laner know that you want to kill him/her).
Getting counter jungled by the enemy jungler: If you get counter jungled by the enemy jungler, than use this as a signal to say "Hey, I don't have enough wards around the map". I know, I know. You guys are now probably thinking, isn't this my support's job, or, don't wards cost a lot of money which will stall my build? Well you guys are partially right. Warding is the support's job, AS WELL AS, your job. Wards will save your team mates multiple times, preventing a carry such as



!!!THIS IS VERY IMPORTANT PLEASE READ!!!
What is a jungler's role, and what is a jungler supposed to do? These are very good questions that some people don't know about, so this section is aimed to help those players out there that haven't jungled, or don't get the concept of jungling.
A jungler's role is to...
- Apply pressure around the map. Meaning, gank lanes constantly and put the enemy team behind (make the enemy team afraid to come out behind their turret's to farm).
- Help your lanes get far ahead so your team can win the game, meaning, if your lane is falling behind, then camp that lane (gank the lane constantly, apply pressure constantly).
- You should always have something to do (jungling, ganking, or counter jungling).
- Act as a moving ward around the jungle (move around a lot).
- Keep an eye on the other team's jungle (if you know that a jungler isn't at their red buff or in a bush near bottom/mid lane, then immediatly ping your top lane to back. The jungler will most likely be doing his blue and immediatly ganking top lane. If not, then you know he's in your jungle, which means your mid and top laner can go and kill him. The same applies if the jungler isn't on the top of the map).
- Support your team. Meaning if you spot the enemy jungler going bot to gank, stop what you are doing immediatly and go to bottom lane and counter gank (if you don't, then ask yourself this, is finishing the
wolves or
Ancient Golem as important as saving your team? Cause if it's more important than your team, then don't ever take the role of a jungler again). This way the odds are in your favor because your team has the element of surprise.
- Cover lanes when your team mate is forced to leave, and the lane is pushing in favor of the enemy (plus, you get more experience in the lane then the jungle, which makes a jungler happy :D).
- Secure your buffs and the enemy's buffs. Get the really important neutral monster camps, AKA
Baron Nashor and
Drake.
Baron Nashor spawns at the 15 minute mark and respawns every 7 minutes.
Baron Nashor gives you 300 gold, 900 experience, and a buff in almost every stat for your entire team, MAKE SURE YOU GET THE BARON BUFF EVERY TIME IT IS UP! The
Drake gives you 190 gold and 400 experience to your entire team.
Drake spawns at the 2:30 minute mark and respawns every 6 mintues, MAKE SURE YOU GET THE DRAGON EVERY TIME IT IS UP!

When and how to gank a lane is actually fairly simple once you got your main combo down. Keep on reading and you will learn about these epic combos :D
When to gank a lane: Gank a lane when the enemy laners are pushed up, or your laner is falling behind in terms of creep score or kills. If you see an heading toward top lane, then you should also go to top lane and try to counter gank.
How to gank a lane 101: Ask your laner to bait out the enemy's summoner spells or escapes. How they do this is by acting as though they are out of position and are open to recieving a lot of free damage. For example, an enemy






How to gank a lane 202: If your laner is too low on health to be able to bait out the enemy laner's escapes without dieing, then simply walk up to him/her and activate your



How to gank a lane 303: THIS IS ONLY POSSBLE IF YOU HAVE YOUR ULTIMATE,





THIS WILL ALWAYS BE YOUR MAIN SPELL ROTATION/COMBO

What type of jungler is

NOTE: THESE WERE TAKEN FROM stonewall008, you can visit his YouTube channel here, Stonewall008's YouTube Channel.
Ganking junglers: Junglers who snowball by getting kills early on in the game. These types of junglers require ganks to become effective in the late game. Their jungle speeds are ok, nothing spectacular. They're real power comes in ganking, being able to dish out tons of damage/having a lot of cc to pin their targets in place in order to murder them. These junglers usually have a gap closer to have an easier gank. Some ganking junglers include



Control junglers: Junglers who can farm the jungle very well (usually people with spamable AOE abilties), AKA people who can clear the camps fast. These type of junglers don't need ganks to be effective. They can just farm the jungle all game and still be effective in the late game. This type of jungler's roll should usually be a counter-pick aginst ganking junglers, if an enemy jungler decides to gank a lane, then the control jungler can quickly clear all the ganking jungler's camps. These junglers sometimes assist in ganks, but their purpose is to be moving all over the map, not just between lanes. These junglers are mediocre at ganking, not the best, but not the worst. Some control junglers include


Farm junglers: These type of junglers are very similiar to control junglers, except the fact that they require a lot of farm in order to be effective. Without the farm, they can't really do anything. These junglers usually just sit in the jungle and farm until late game. These junglers are really poor at ganking and get a lot more benefit from farming then ganking. Some farm junglers include


Now comes the section about who to be wary of as





How to beat

















How to beat










How to beat









NOTE: If you guys have any specific champions you have trouble against and want to know how to counter them, then just leave a comment about it in the comment section and I will try and write them into this section.

One way to use






Another way to use



What to do in a team fight + Your role in a team fight
- Initiate on the enemy carry with your
Cataclysm and have your entire team focus whatever is inside your big wall of death...of doom :D
- If the enemy team is attacking your carry, stop whatever you are doing and immediatly use your
Dragon Strike aimed at
Demacian Standard to knock up any champions that were attacking your carry, that way, your carry can run out alive and still do damage in the team fight.
- Stick to the enemy carry and kill them.
- Focus the person your team is focusing (they should be focusing the carries).
- PROTECT YOUR TEAM'S CARRY!!!
- Act as the beef (yourself) between the bones (carries) and the enemy's bones (carries).
- PROTECT YOUR TEAM'S CARRY!!!
- Distract the enemy team so your carries can rip the enemy team apart.
- Ohh, and did I mention to PROTECT YOUR TEAM'S CARRY!?!?!


Pretty standard for any type of jungler except for a


This along with your




A)No damage, and B)No attack speed. Which is all the things that AD carries rely on. It also has the added benefit from being built from a

This item allows your team to escape or initiate a fight super easily.

Although this item is pretty expensive, I think it is absolutely worth it to buy. All the stats it gives you complements




-ColbyCheeze


I usually get this if our team lacks some damage, or isn't focusing the right people. This item will skyrocket your attack damage, allowing you to melt not only the carries, but also the offtanks and tanks. If your team is dominating and it doesn't matter what you build, then build this item. With all the health you are getting, atma's impaler should give you around 31 extra attack damage. That's almost as much as a

I almost never get this item due to the fact that, once you get a ton of health, magic damage doesn't really do much to you anymore. An AP carry is supposed to immediately take somebody out of the fight quickly or clean up. If the AP carry can't do that properly, then the AP carry is useless. However, if the enemy team has a,




Get this if the enemy team is always focusing you no matter what. It will force the enemy team to wait until

I recently tried this item and I have to say, it isn't that bad. The attack speed it gives you is nice, coupled with your



If you want to go the aura tank where you practically take on the role as a





Now that you guys know how to be a bawse in the jungle. Why don't you try

Hope this guide helped some of you guys out!
PS: This guide is for you guys, so if you want me to do anything or improve anything, just let me know and I'll try and change it/add it. (Just please don't be this guy...)


JhoiJhoi (for the guide formatting)
Keenplatypus (for adding a bit more to my, how to use

Janitsu (for the other viable masteries)
xthebell (for helping me make my guide more clear)
Hochmeistern (for the suggestion for putting




MyRepublic and Robo Ninja Monky (for alerting me to the big wall of text, as well as to add some line dividers)
Xiaowiriamu (for the most epic banner I have seen in my entire life, and the most epic chapter headings I have seen in my entire life)
MobaFire Community (for all the support and criticism you guys gave me to make this a better guide!)
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