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



This Guide's Efficiency


Is Jarvan IV for You?
- Are you looking for a tanky jungler?YES/NO
- Are you looking for a fast jungler?YES/NO
- Are you looking for a easy-to-play champion?YES/NO
- Do you want a fun-to-play champion?YES/NO
- Do you need a jungler viable in ranked games?YES/NO
If most answers on these questions are YES, then


In-game stuff about Jarvan IV



Pro's Explanation
- + Very unique and versatile champion: Jarvan is a special and very unique champion, and there are no champions similar to him.
- + A tanky jungler: Jarvan is a tanky and durable champion, with his E's passive, and his shield
- + Has a fair jungle speed: Jarvan has a good jungle speed, i always reach level 4 at about 3:50 seconds after the game started
- + Has his own shield, and a slow in a pack:
His shield is very useful for jungling, and the slow is a good CC effect for performing ganks - + Good sustain, very durable: Jarvan doesn't have to go back for a nice amount of time if played correctly(I will explain how)
- + Deadly ganker: With his combo, Jarvan performs deadly ganks, which are hardly avoidable
- + Good escape mechanism: Jarvan can easily use his combo to go over wall and pass through obstacles
Con's Explanation
- - He has very low movement speed without any other movement speed items except for boots: Yeah, his base movement speed is very low, with
Mercury's Treads, it's like 385.
- - He has a lot of mana problems: Yup, early in the game you'll find you'll have a lot of issues with your mana until you get a
Sheen or something that gives you mana
- - Without decent items, his damage is not pleasing: Jarvan has below-average Attack Damage, and he really needs some additional attack damage item, unless you want to play him as a tank, which i do not recommend.


- As my Marks, i enjoy using Flat-Armour penetration runes. With these, I am literally much stronger throughout the whole game. I deal a lot more damage to monster early in the game, and I am much more lethal later, considering that the enemy team surely is gonna buy armour items. Also a good replacement for Armour Penetration runes would be 9 Greater Marks of Might(AD Per-Level) or 9 Greater Marks of Alacrity, which are very effective early in the game.
Runes



- As Seals, I preffer using 9 Greater Seals of Resillence, which give me flat armour which we desperately need early in the game. Actually, I don't think it's possible to jungle without these, unless yo' a

Runes



- As my Glyphs, I preffer taking either Flat or Per level Magic Resistance runes. These are probably the best choice, because they give us the early/mid to late game tankiness to counter the enemy AP champions which you may encounter while roaming, countering or just going for a gank. I often replace these runes with 9 Greater Glyphs of Alacrity, they are also viable, but if you take these you won't be really as durable as you are supposed to be.
Runes



- As Quints, I preffer taking 3 Flat-Attack Damage runes. These are the best option IMO, because they are making me hit harder early in the game, it's just self-explanatory. A viable replacements would be Per-Level Attack Damage, or Flat Armor Penetration ..
Runes



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I use 21 points in Defensive Mastery Tree. I take a point in
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Rest of the points, I spend in Utility Mastery Tree. That way I get some nice bonuses , helping me while playing. I took a point in
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I love this setup because it really makes me shine throughout the whole game. I am durable enough to survive ganks, jungle invasions, and also I'm also much more utilized. I never tried other mastery setups, and I don't think you should try as well.


Primary Summoner Spells
These three are obviously, the best choices for Jarvan. I often use


















Viable Summoner Spells
These four spells are also viable, although I still preffer



Ignite is a fair spell, but it's not that needed and necessary on



Best spell possible to take on a laning





Taking


The rest of the spells are those I don't see benefitial. Therefore, you shouldn't consider taking any of them.

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Martial Cadence(Passive): This is![]() ![]() |
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Dragon strike(Q): This is![]() ![]() |
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Demacian Standard(E): This is![]() |
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Cataclysm(Ulti, R): This is![]() ![]() ![]() ![]() ![]() |
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E>Q>W>R
I preffer maxing






You can try reverting the ability sequence, and max it in order that you max





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![]() item, because it's so crucial and basically you can't jungle sucessfully without it unless you're a ![]() ![]() Wriggle's Lantern gives you 30 Armour, which mean you get sustain from it. It gives you 12% Lifesteal, which is basically more sustain. You get a unique passive, you have 20% chance to deal 425 magic damage to a minion/monster. Plus, you get a free constant ward source from it. It's worth every single gold point, so you want to buy this item. |
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![]() ![]() ![]() Treads provide you with early game much-needed Magic Resistance(25), and they give you 35 Tenacity points. Basically whenever you take these boots, you'll be much more resistant to all disabling effects(snares,slows,stuns..) and considering you're playing a jungler(who's task is to gank constantly and help his teammates), these boots are the best choice possible. I highly preffer taking ![]() |
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![]() Trinity Forfce(Triforce) will comprehensively boost your stats. 1st of all, you get some basic stats, 30 Attack Damage, 30 Ability Power, 30% Attack Speed, 15% Crit. strike chance, 250 Health & Mana and 12% Movement Speed. Seems fair. 2nd, you get 25% chance to slow your target for 35% on a basic attack as a unique passive, which is also very pleasing. But the real thing comes after you get ![]() Each time you use an ability, ( ![]() This item is worth every gold point, so please always buy this item regardless of the situation you're in. |
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The Brutalizer: I take this item early in the game, especially if im dominating over the enemy jungler. It gives me 25 Attack Damage, which sincerely isn't much, but the armor penetration from it is just amazing, plus 15% cooldown reduction. Great item overall, and it's convertable into ![]() |
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Maw of Malmortius: This is a new item, and i havent test it yet, but it seems like a very strong anti-AP weapon. The things you get from it are Attack Damage and Magic resistance+that super passive, its literally an anti-![]() ![]() |
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Last whisper: I take LW when the enemy team stacks enormous amounts of armour, for example if they have ![]() ![]() ![]() |
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The Bloodthirster: I wouldn't really suggest you buying TBT, but it can be quite useful if you are absolutely overwhelming the enemy team. Snowballing on a jungler isn't really viable nowadays, but with a fully stacked Bloodthirster, you get 100 Attack Damage+25% Lifesteal. It can stack nicely with ![]() |
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Aegis of the legion: This is 2nd of my favourite endgame items for ![]() |
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Shurelya's Reverie: This is also one of my favourite endgame items. It's upgradable from philosopher's stone, and it's an awesome escape/chasing mechanism. It gives you health, mana & health regen, which we desperately need. I suggest you buying this item if your team already has a fed carry and a tanky top. It synchronizes fantastically with ![]() |
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Frozen Heart: This item is just amazing. In 30% of all games I played, I was buying this item. It will literally obliterate your Mana thirst, and it will make you into a super tank with 99 Armour from it. It's not too cheap considerinng the stats it gives you. It also gives you 20% CDR, and it reduces the Attack Speed of the nearby enemy champions by 20%. Again, this is just an amazing item that will synergize fantastically with your ![]() |
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Lesser Monsters



Buff-Carrying Monsters


Drake

(*Killing the dragon grants 190 gold to each player on the killing team and gives experience to killer and nearby allies. The killer receives 25 bonus gold.)
Baron Nashor



So, everyone, you could all notice that the player in the video did NOT immediately use


- Well, 1st of all, timing. Make your ally approach the target 1st. Then go out of the bush, and make your opponent see you. He will most probably USE his






Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
-Sincerely, RealmriderX1 from his room in the corner across the bed
- Jai, for being so helpful in every mean
- Koksei, for solving out the discussion about early game items
- CombatJack1 for pointing out some nice facts
- Moonedge, for being the 1st person who pointed out that I'm buying
Wit's End too late
- Fulundry, for some great point-outs
- Infecious Lepar for reviewing my guide, and pointing out it's cons
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