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Spells:
Flash
Smite
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Pros / Cons
-Great Mobility
-Knockup
-Slow
-Takes Damage well
-Good jungle
-Ganks are great
Cons:
-Slow Jungle
-No lifesteal or sustain for jungle
-Vulnerable to Counterjungle
-Skill Reliant
-You can kill teammates with Catacylsm
-Slow
-Mediocre Damage
-Can be ignored easily











Masteries are usual jungle masteries with a 0/9/21 tree. I don't take offensive jungle masteries because the points in utility are more important for
Jarvan IV
The armor gives good defenses for early jungle. Health regeneration is also great and the damage reflection to minions allows you to clear minions a tad faster.
I like experience and mana regeneration. Experience is a given for jungling and
Jarvan IV is very mana hungry without blue buff.
I also like movement speed to help for initiating teamfights and ganks.
Cooldown reduction allows you to spam your aura and knockup a lot more often. Also that crazy ultimate can be used more often.

The armor gives good defenses for early jungle. Health regeneration is also great and the damage reflection to minions allows you to clear minions a tad faster.
I like experience and mana regeneration. Experience is a given for jungling and

I also like movement speed to help for initiating teamfights and ganks.
Cooldown reduction allows you to spam your aura and knockup a lot more often. Also that crazy ultimate can be used more often.
Greater Mark of Desolation
Greater Quintessence of Desolation You will be dealing good damage late game and you dont want to waste an item slot on armor pen. Also you will be doing more than 100% damage to neutral monsters in beginning.
You will take less damage from neutral monsters in the beginning. Also makes you tankier, which is great for counterjungling.
Because of spending most of your time in the jungle, you won't need much MR early. This will make you tanky against Casters late game and will especially work out seeming you build mostly armor in the beginning.
Greater Quintessence of Desolation You will be dealing good damage late game and you dont want to waste an item slot on armor pen. Also you will be doing more than 100% damage to neutral monsters in beginning.






Mercury Treads Merc Treads are great for any tank. Ganks will be alot easier because of the tenacity. Additionally, MR is good against casters. Also,in team fights they will usually blow CC on you because your first to initiate. Overall good boot choice.

IF YOUR THE MAIN INITIATOR OR TANK:

IF YOU HAVE TANKY INITIATOR ON YOUR TEAM:



NEXT:


AP HEAVY:



AD HEAVY



EXTRA DAMAGE:



Jungle Route:
-Wolves
-Blue Golem
-Enemy Wratihs(Depending on Enemy Jungler)
-Own Wraiths
-Lizard Elder
-Wraiths
Always start at wolves. Gives you great jump start in jungle while Blue Golem is spawning and shaves off a few seconds of your jungle time.
Blue Golem is required. Jarvan is super mana hungry and your basically can't jungle without it until level 6(vulnerable to counter jungle). Also, you wouldn't be able to gank well while oom.
I like to steal enemy wraiths usually because it denies them XP and gold while it gives me some. Also its faster there than to my own wraiths.
Ganking with Jarvan a lot is recommended. Jarvan isn't made for sitting in the jungle. He has strong ganks and gives lanes early advantages. I'll get into more detail about that later.
Counter Jungle is also good on Jarvan. He has easy escape if he gets in trouble and he can clear camps at decent pace. Again, more detail later.
Ward alot, More detail later
-Wolves
-Blue Golem
-Enemy Wratihs(Depending on Enemy Jungler)
-Own Wraiths
-Lizard Elder
-Wraiths
Always start at wolves. Gives you great jump start in jungle while Blue Golem is spawning and shaves off a few seconds of your jungle time.
Blue Golem is required. Jarvan is super mana hungry and your basically can't jungle without it until level 6(vulnerable to counter jungle). Also, you wouldn't be able to gank well while oom.
I like to steal enemy wraiths usually because it denies them XP and gold while it gives me some. Also its faster there than to my own wraiths.
Ganking with Jarvan a lot is recommended. Jarvan isn't made for sitting in the jungle. He has strong ganks and gives lanes early advantages. I'll get into more detail about that later.
Counter Jungle is also good on Jarvan. He has easy escape if he gets in trouble and he can clear camps at decent pace. Again, more detail later.
Ward alot, More detail later
Counterjungling is very important to jungling. A big part of your job as a jungler is to have buff and dragon control, and to make the enemy jungler underleveled, underfed, and half-useless.
When I jungle with
Jarvan IV i like to go for enemy wraiths after blue golem, usually. Early game is the most crucial time in the game to counter jungle. In the early game most junglers can't clear the jungle fast at all and making them underleveled prevents their ganks and gives you and your lanes an advantage.
Stealing buffs is a great way to counterjungle. You gain buffs to make it easier to jungle and gank while you prevent that ability for them. It also pisses them off. When you steal buffs try yo get rid of your buffs as quick as possible or to ward, because that enemy jungler may come after your buff right away.
When i
Smite steal i usually ward the buffs. I also note when they spawn. When the enemy jungler is taking that buff i look at
Smite and see how much damage it does. I click on the buff and right when i can use
Smite I steal it. If they are low i rush in for the kill.
Always be aware of where you are when counterjungling and where your enemies are. If your deep in enemy jungle when enemies are MIA and none of your teammates are around. GET OUT. You will most likely get ganked and put the enemy jungler in an advantage. Also if your gonna counterjungle tell your teammates to be ready to help.
Also, Take note of who your facing against in the jungle. If your facing an
Amumu It is a dream come true for you and you can counterjungle him all day with not much of a threat. If your against a
Skarner or Dr.Mundo you want to ward that enemy jungle if your going to counterjungle because they will clear the jungle faster than you.
When I jungle with

Stealing buffs is a great way to counterjungle. You gain buffs to make it easier to jungle and gank while you prevent that ability for them. It also pisses them off. When you steal buffs try yo get rid of your buffs as quick as possible or to ward, because that enemy jungler may come after your buff right away.
When i



Always be aware of where you are when counterjungling and where your enemies are. If your deep in enemy jungle when enemies are MIA and none of your teammates are around. GET OUT. You will most likely get ganked and put the enemy jungler in an advantage. Also if your gonna counterjungle tell your teammates to be ready to help.
Also, Take note of who your facing against in the jungle. If your facing an


As a jungler, especially
Jarvan IV You want to gank ALOT. As a jungle you have to most control over how your team does than anyone else. By ganking all lanes successfully your team has a huge lane advantage and usually ends up in a win.
When picking a lane to gank, note who has CC in the lane(allied)and also note enemy CC. This can greatly determine how easy the gank will be or how well it ends up. Great Allied laners are
Alistar
Kennen and
Nasus. You should also know how much damage your allies will do and see if you have a weak laner like
Ashe.
You also need to know if the bush your ganking from is warded. If so, gank another lane or find another gank route.
You need to know how far the enemies are pushed. If they are over extended you need to try to damage them or just kill them.
Know if they have an escape or if they have flash up. Make sure you slow them before you think they are going to
Flash or try to use an escape. Remember, you don't always need a kill in a gank. Making someone burn
Flash or an ultimate is a successful gank. Even damaging opponent or making them B is great and gives laner an advantage.
Finally note enemy health and mana. Health is most important when knowing where to tank. If they are below 50% HP try to gank them and take in account everything i already said. Mana is also important especially if ganking mid. If a
Veigar is over extended and only has 20 mana and can't use his stun, gank him and make the most of the opportunity.
As
Jarvan IV When ganking lay down a
Demacian Standard IN FRONT of the enemy unless they are standing still. This makes it a sure thing that you get the knock up. Immediately after knocking an opponent up use
Golden Aegis for a nice slow. If they
Flash away use
Cataclysm

When picking a lane to gank, note who has CC in the lane(allied)and also note enemy CC. This can greatly determine how easy the gank will be or how well it ends up. Great Allied laners are




You also need to know if the bush your ganking from is warded. If so, gank another lane or find another gank route.
You need to know how far the enemies are pushed. If they are over extended you need to try to damage them or just kill them.
Know if they have an escape or if they have flash up. Make sure you slow them before you think they are going to


Finally note enemy health and mana. Health is most important when knowing where to tank. If they are below 50% HP try to gank them and take in account everything i already said. Mana is also important especially if ganking mid. If a

As





Usually as
Jarvan IV you will be the initiator and tank for the team fights. You need to place
Demacian Standard behind the enemies or in the middle of them. You then will
Dragon Strike and have a devastating knock up on all the enemies. Use your shield right in the middle of everyone to slow them all. When an Ally is channeling a devastation skillshot or AoE ultimate like
Arcane Barrage or
Death Lotus you should ult as well as you will keep all enemies in place and make that allied ultimate more devastating.
Also after teamfights or when your team is pushing a turret place down a
Demacian Standard to increase allied attack speed and nail the turret down faster.





Also after teamfights or when your team is pushing a turret place down a

Wards are extremely important when jungling anyone. I stress its not the supports job to do all of the warding. She should usually ward so should you. Don't make your carries ward because they desperately need that gold. Get wards almost every time you go back to heal or get items.
Important places to ward IN ORDER of most important to least important are:
-Baron
-Dragon
-Enemy Blue
-Enemy Red
-Your Jungle Entrances
-Enemy Jungle Entrances
-Behind Baron Terrain
-Your Blue
-Your Red
Pics will come sometime soon (Unless im Lazy)
Important places to ward IN ORDER of most important to least important are:
-Baron
-Dragon
-Enemy Blue
-Enemy Red
-Your Jungle Entrances
-Enemy Jungle Entrances
-Behind Baron Terrain
-Your Blue
-Your Red
Pics will come sometime soon (Unless im Lazy)
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