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Jarvan IV Build Guide by cadenqt

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League of Legends Build Guide Author cadenqt

Jarvan Jungle Guide: Competitive Ranked (Work in Progress)

cadenqt Last updated on August 3, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Legendary Guardian

Defense: 21


Utility: 0

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I'm tempname0233, Plat III Jungle main on NA.

This guide is for both Solo Que and Ranked 5s. Throughout this guide I will briefly explain a few situation build changes between these two competitive play styles. Because we all know that "yolo que" can be a frustrating, teamwork deprived experience.

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Greater Quintessence of Attack Damage x 3

Flat attack damage quints/marks boost your jungle clear time and aid your damage in ganking. This base damage scales well with the use of you Dragon Strike as well as making up for the lack of damage items built.

Greater Mark of Attack Damage x 9

Refer to the the paragraph above.

Greater Seal of Armor x 9

Simply put, without these clearing the early jungle would be near impossible. Flat health is not ideal because you are already building health and the early jungle will eat you alive...literally.

Greater Glyph of Cooldown Reduction

x 9
This gives you 12.5% cooldown reduction at the start of the game: 7.5% from runes & 5% from masteries. This gives you the ability to use Dragon Strike twice even faster in ganking/teamfights, as well as allowing your ult to be up sooner. Core Build: Spirit of the Ancient Golem + Locket of the Iron Solari = 32.5% cooldown reduction.

Alternatively Greater Glyph of Cooldown Reduction x 6
In the event that you are building The Black Cleaver only take 6 cooldown reduction glyphs and fill the other 3 glyph spaces however you would like. Most likely Greater Glyph of Magic Resist x 3

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Who is Jarvan IV's Daddy, and what does he do?

As you are probably aware of Jarvan IV acts instinctively for his father, the king. Jarvan IV brings high pressure and huge displacement to ganks/teamfights.


Martial Cadence

Dragon Strike

Golden Aegis


Your first auto attack will hit the target like a train. Ideally use Dragon Strike first to reduce the target's armor, then auto attack. In team fights you want to use this passive against as many targets as possible, auto attacking individual enemies around you.

Max this first. The armor shred of this ability is your bread and butter. When maxed it makes your passive Martial Cadence and your Ultimate Cataclysm hit harder as well as the ability to Q twice to your E in any fight. Maxing this also enables you to shred 26% of a hit target's armor, aiding in clearing the jungle as well as gaining an advantage in team-fights.

The slow on this ability is beneficial in keeping a target close to you in a team-fight. This allows you to lock down targets after you hit your E + Q combo. The shield obviously helps you take damage and be safe. Refrain from using this in the jungle most the time, unless you have blue buff. Maxing this second increases the slow significantly, letting you shut down fights and run down enemies effectively.

Early in the game this ability destroys single targets and leaves trapped enemies with no escape, utterly helpless. Landing a Dragon Strike followed with your Ultimate results a power surge of damage forcefully shoved down the enemy target's throat. Later in the game there are better opportunities to initiate with Cataclysm followed by E + Q or Flash to keep the trapped enemy from doing much of anything in the team-fight.

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Skill Use

Using Demacian Standard Dragon Strike on enemies shred their armor and CC them. Immediately, after using your Demacian Standard Dragon Strike combo, follow up with a Golden Aegis to slow the target if they haven't already flashed. This ensures to leave the enemy mutilated, crippled, and crawling for their life. Job well done!

During ganks you want to make sure you land your Demacian Standard Dragon Strike combo, then with an auto attack proc both your passive Martial Cadence, preferably with Red Buff, enabling a kill to almost always be secured.

Late game, team fights with this tanky build are optimized by waiting for the enemy team to initiate or position poorly. If the availability to Demacian Standard Dragon Strike combo a priority target (as long as your teammates are supporting your actions with proper positioning) you may then initiate. Following up with a Cataclysm on priority targets/carries, preferably on grouped targets with little to no escapes. However, initiating late game this way Demacian Standard Dragon Strike Cataclysm disable your ability to escape. Most of the time you will be fine as long as you position your Cataclysm correctly, by not locking in or zoning out teammates.

An alternative is to initiate an enemy target(s) with no escape, then Demacian Standard Dragon Strike out of your Cataclysm, preferably peeling for your own carries with at least one of these two uses of crowd control.

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Core Items

These items are needed in any build on Jarvan IV

This is the first item you build. It is affordable, helps your clear time, gives you bonus accumulative gold from jungle creeps, and gives you early survivability in team-fights with the bonus health, as well as in the jungle with the regeneration passive. Alternatively, Spirit of the Elder Lizard can be built in solo que, or if you have a couple kills under your belt.

This is an essential item of any good Jarvan IV build. It goes hand and hand with your Golden Aegis as well as helps your entire team take reduced damage on top of the active shield. The cooldown reduction, magic resist, and bonus health from this item as well as the unique passives makes this item an early rush priority in your build. This item also passively enables Jarvan IV to Protect the Faithful.

This is the last needed item to because an effective meat shield. When you get this item you now have insane zoning capabilities in team-fights. The active of this item slowing the speed and attack speed of surrounding enemies shuts down any AD reliant enemy near you. With the use of Golden Aegis, as well as this item, you can happily run down the wicked in order to purge them.

This is a needed item on this build, seeing as you are generally engaging and zoning multiple enemies in their back line. However, you will generally build this item last, due to the fact that the passive revival is a long cooldown. You only want to die and let the passive be used if your team can effectively win the fight because of you doing so, otherwise you awkwardly rise from the dead only to be mutilated, yet again. Overall with these 4 core items, you are now a Raid Boss, but understand your damage is lacking, so trying to 1v1 most enemies is ineffective to say the least.

Situational Core Items

These items are situationally needed on Jarvan IV

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These footie pads make Jarvan IV light on his toes

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That Jungle Life We Live

Starting Items

Hunter's Machete + Health Potionx4 + Warding Totem

There is no alternative to these items.

Starting Ability
Demacian Standard

This is because of the bonus armor it gives you, as well as the bonus attack speed, helps your teammates leashing the buff do damage faster, letting them get to their lane before they lose cs. After clearing your buff you then level up Dragon Strike second.