Jarvan IV Build Guide by Vapora Dark
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Jarvan IV Build
+9 ability power or +5 attack damage, adaptive and +9% attack speed
example bruiser full build
example assassin full build
Hey guys, I'm MSF Vapora Dark, a guide-writer and streamer sponsored by Misfits Gaming. I've been an EUW D1-Master level player since season 4, and on RU I've peaked at rank 7 Challenger in season 7. I've been writing guides since 2011 and write guides for a variety of different champions, and would like to think that I'm pretty good at it. My guides total over 40 million views!|
Jarvan IV is a strong early-game jungler that has a variety of different builds right now depending on how you want to play him and how fed you are, and my guide will be covering all 3. He can be built as either a tanky bruiser, an assassin or a pure tank. Pure tank is the most used built in competitive play but for solo queue I recommend using a build with more damage since it makes it easier to carry if you're better than the opposing players.
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|Electrocute: This is the rune that best helps you make the most use out of your strong early-game, making you deadlier in ganks and increasing your burst later on should you snowball.|
|Sudden Impact: Jarvan IV has a dash that he often leads with when he gets into fights, making him have good synergy with this rune.|
|Eyeball Collection: Neither of the other runes in this branch are very good, and Eyeball Collection increases your AD a little once you've stacked it up, making it a nice little bonus to your damage.|
|Relentless Hunter: This is the best Hunter rune for Jarvan IV. Ravenous Hunter is also viable but slightly worse.|
| Triumph: This can be a lifesaver in close fights, and the 25g per takedown actually adds up to quite a bit in bloody games.
Coup de Grace: Jarvan IV can do pretty high burst and this rune helps him finish off low targets, potentially increasing his damage by a lot.
If you're not ganking, you should be farming. You want to get yourself as fed as possible so take as many jungle camps as you can, as well as take lane CS whenever the opportunity arises (explained further down).
|As with any jungler you should be ganking, but don't go out of your way to force ganks that seem unlikely to succeed. But on the flip side, go for any ganks that seem likely to succeed, since whether it results in a kill for you or for your laner, you'll still be getting free gold and XP, and then get to tax some gold/XP from the lane CS as you help your laner shove the wave into the tower to make the enemy miss out on CS.
When ganking, try your luck at hitting a long-distance flag and drag if you need it to close the gap, but this isn't always the case, and oftentimes it's better to simply walk up to your enemy and slow them with Golden Aegis, auto-attack them a bit and just use a point blank melee range flag and drag once you feel is optimal. Trying to use Sonic Wave from a distance at the start of a gank will often result in a miss and a loss in damage, especially if the enemy just Flashes it. If you wait until you can cast it from point blank range, enemies will often not react in time to Flash to dodge it; or will have to Flash before you've cast it, giving you a chance to aim it towards where they've flashed and catch them with the knockup.
Whenever one of your ganks succeeds, look out for an opportunity to get an objective out of it. For example if you double kill the enemy bot lane you can convert that into a dragon since for the enemy mid and jungle to contest that they'd have to 2v4. However, dragon is not always a possibility, especially if your team is low or if you only kill one of the enemy bot lane, and sometimes it's just not even the best objective to take. If you have to choose between taking a dragon or getting the tower first blood, you should pretty much always go for the tower first blood, since it grants a massive gold increase which is more immediately beneficial than that of the buffs given by dragons. And in general I would just always prioritize towers over dragons, since getting more map control by taking down towers makes it easier to take dragons later on, whereas choosing to take a dragon instead is harder to convert into taking towers later.
Additionally make sure to hold lanes whenever possible, e.g. if one of your laners has to recall or dies, the enemy will be shoving that wave into your tower to make your laner miss CS, so you can take advantage of this by taking the wave for yourself since it would die to tower anyway, and thus get yourself ahead since lane CS gives more gold and XP than a jungle camp, and does so without being at the expense of your HP.
Whenever you see the enemy jungler showing up on the opposite side of the map, if there's no plays for you to make on your side then it can be worth going into their jungle to counterjungle them while they're too busy to respond. Whenever you counterjungle, if possible you should take the big monster but leave 1 small monster alive, to delay the camp's spawning as much as possible. When the enemy jungler wants to farm the camp, they won't find it already in the process of respawning soon, but have to kill the last remaining monster for a tiny bit of gold and a tiny bit of XP, and then have to wait the entire 1m40s for it to respawn.
|If you find yourself getting significantly ahead of the enemy jungler then you can just start going into their jungle whether you have vision of them or not, provided your lanes are in a position to help you. With a level advantage you have a stronger Smite and can easily steal away camps they're trying to do, and they shouldn't be able to straight up win fights against you. Just don't do this if your nearest laner is getting pushed in since that means they won't be able to come help as they would miss a lot of CS to the tower, but the enemy laner can come help kill you without losing out on anything.
As the game progresses you'll find yourself in many team-fights. How you play team-fights really depends on what style of Jarvan IV you're playing. When you're playing tanky, whether full tank or bruiser, you have the option of going in and disrupting the enemy backline as well as trying to trap mispositioned carries into Cataclysm, or staying at the frontline and peeling for your carries. While it might seem tempting to just always go onto the enemy carries, it's sometimes even more valuable to simply peel for your own carries, using flag and drag and Cataclysm to CC and trap enemies away from your backline. You'll have to use your own judgement to determine what's the correct choice, but it's generally best to peel if you have a great late-game ADC like Jinx, Twitch, Kog'Maw, Vayne, etc.
When you're playing assassin Jarvan IV it's almost always better to just dive into the enemy backline and try and kill someone. This requires patience and timing though, because you'll be squishy and if you get CC chained you might just die uselessly without accomplishing anything. You need to patiently wait for the enemies to use their most important CC cooldowns before going in. If possible it's also best if you can approach the fight from a flank to make it harder for the enemies to peel for you, since the enemy backline won't have their frontline between you and them to protect them. If they notice you in time they'll have to back off and rather than dive in after them to chase, you should just hover around the outskirts of the fight to zone them, ensuring that they can't properly participate in the fight without you bursting them down. When you do get a chance to get onto a carry though, burst them down with Demacian Standard -> Dragon Strike -> Cataclysm -> auto-attack, preceeding it with Flash if necessary. Any squishy carry that gets hit by this entire combo from an assassin Jarvan IV should be taken out of the fight immediately.
That's it for my Jarvan IV guide. I hope you found this helpful and learn to play Jarvan IV as well as you want to.
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