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JARVAN IV BUILD GUIDE: [Jungle] SoloQ Prince by Nash19

by Nash19 (last updated 1 month ago)

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3
Greater Quintessence of Attack Damage(+6.75 attack damage)
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor(+12.69 armor)
6
Greater Glyph of Cooldown Reduction(-4.98% cooldowns)
3
Greater Glyph of Magic Resist(+4.02 magic resist)
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Summoner Spells
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Starting

Full Item Build

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21
9
0
mastery 1 1/1
mastery 2 2/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Martial Cadence
QDragon Strike
WGolden Aegis
EDemacian Standard
RCataclysm
View Skill Order Details

Introduction

D2 EUW player and I live in Switzerland - English's not my first language, bear with any mistake I might make. 's been one of my favourite champions ever since I started the game, and he was one of the big reasons why I made it to Platinum in Season 2 (which was a big achievement to me) and to Diamond in Season 3.

went from almost never played in Season 2, to picked all the time in Season 3. He's been recently nerfed as his combo can now be dodged, which I feel is a very good nerf. It does weaken the champion but he didn't become useless because of that. The new jungle doesn't benefit as much as other champions ( for example) because of his slow clear, however this doesn't really matter as much.

Jungling in solo queue is very focused on having presence. Being at the right place at the right time, if you will. is still an exceptional ganker - and an even better counterganker - and this means he'll never be a bad pick. He does have rather difficult matchups, but he's fairly versatile and can deal with most them in a way or another.

Runes

These runes are slightly different than the ones I used last season.

* 3 are now better suited for in my opinion, because clearing speed has become a lot more important in the new jungle, for multiple reasons. One of them being that killing both buffs doesn't give you level 3 anymore, and full arp runes will slow you down compared to ARP reds & AD quints.

* 6 fit the new S4 masteries really well, because they give 5% CDR, which alongside the 4 CDR points in the offensive masteries, gives you 10% CDR. Reaching exactly 40% CDR has never been easier.

Masteries

mastery 1 1/1
mastery 2 2/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
This is mainly a solo queue guide so I'll focus on the first set of masteries.

These masteries will give you the most damage you can find, and even though they are weaker than Defensive masteries lategame, they are stronger early game, and snowballing the early game is very important in the new season, for many reasons which will be explained further. I personally think that in Solo queue, you shouldn't rely on anyone, you should always focus on yourself, and these masteries will help you getting "surprise" kills on people not expecting that amount of burst damage and simply doing more damage by yourself means less dependance on teammates which is awesome.

is skipped because it gives very little AD even if you actually build AD, so is because it only increases your BASIC AD. on the other hand is really cool, even though the magic pen isn't really helpful, the armor pen is awesome for a champion with an in-built armor shred .

Summoner Sets

Primary Set
Those two summoners are extremely standard. They are both a necessity, few champions can get away with Ghost instead of Flash, but doesn't make sense on .

Item Builds

Starting Build(s)
Starter
Standard starter. I've tried dorans blade starters, and even with 4% lifesteal and specific masteries, it proved extremely unefficient on , but can work well on other champions such as , for example.



My favourite trinket so far, good against invaders, allows you to get even more counterganks off, and generally speaking the amount of vision you have ATM in solo queue tends to be extremely low, a free ward from you can never hurt.
Final Build(s)
Standard Final Items


Always try to finish Elder Lizard before upgrading your boots, the new jungle items are very good but only rewarding when you finish them, which means you need them upgraded ASAP.

The reason I switched to is that the new Golem just doesn't feel too good, to me at least. I still feel squishy after buying the item and it doesn't really do anything else, while at least if I get Lizard I can do damage, and play around the fact that I am squishy - on top of that, Jarvan scales very well with AD so it's not a bad item by any mean.

The new Lizard passive is also very interesting for a champion (or should I say player ?) that likes to gank a lot. Not to mention it is also pretty good in teamfights, if your team scores an ace in a teamfight, even if you die, you'll get 5 assists which is 200 bonus gold from that item alone. On top of the basic gold you get for assists, of course..



Since I build Lizard, I like mercs a lot. I'm rather squishy before I get /, I don't want to get CC'd for an hour and die because of that. You might want to build if really there is not much CC in the enemy team, but generally speaking there will always be a champion in the enemy team that makes Mercs superior.

A short list of champions that make mercs almost mandatory : ..



This item should be built right after against an ad-heavy team. Build instead if the enemy team is AP heavy, ideally you'd want both anyways since the AD carry will always be a threat lategame, and is the best item against AD carries.



Black Cleaver is best when your team has multiple physical damage dealers obviously, however it is a pretty good damage item for yourself as well. The 50 AD help against squishies, and the shred combined with your Q's is monstrous against tanky champions. The %shred won't help as much against squishies but it'll still make you do more damage and synergize with your ARP runes.

This item is a luxury item, don't build it if you aren't ahead/fed or if you are 100% sure you aren't too squishy.



Banshee has become a lot more popular since the Spirit Visage nerf in which they halved the CDR it gave. The only times SV is now better than Banshee is on champions that benefit from its passive which increases your champion's sustain, like , but Jarvan is not one of those.



GA is quite underrated nowadays in my opinion. After buying either Randuins or Spirit Visage, this item will usually be the best choice if you really want to live and be able to be reckless in teamfights, which fits 's gameplay.

This is also great because 's and combo tend to leave him inside the enemy team at which point he will usually get focused down and die rather quickly regardless of his items. makes focusing you much less of an option, because they will burn too much damage on someone that's going to revive anyways.

The rez mechanic also lets you get your combo back so you can out upon resurrecting.

Trinket


is the trinket you should run early game.

Swap it out for shortly before you reach level 9, as the lvl 9 sweeper has a much lower CD and is thus much better at removing wards. Its upgrade, is really strong when you are ahead (so you can get rid of the enemy vision on objectives like baron or dragon), and is much needed against stealth champions like .

is a situational item. You should get it if a game gets to the very lategame, as vision is incredibly important at that point. I like building this item against as well, as in Solo Q there are fewer wards which makes it a bit too easy for Fiddlesticks to get a good ult off.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Martial Cadence
QDragon Strike
WGolden Aegis
EDemacian Standard
RCataclysm
The most common way to level up your skills. Maxing is standard, damage increases nicely, shred becomes stronger and cd goes down.. what's not to love here ?

Maxing second is also standard. The Armor you get from it is nice in the jungle and in fights, but what's really great about it is the Attack Speed. 's clearing speed is very reliant on his 's attack speed.

Maxing last is the usually accepted path. It's not very strong early on, and even though it gives a slow, it really doesn't do much apart from that. It does, however, become a nice slow - especially when combined with - and a fairly strong shield in teamfights. So it IS useful lategame.

Skills

Martial Cadence
This passive is both underrated and misunderstood. It does bonus physical damage based on the target's current health.

This means that it does more bonus damage to your target the more health it has. It will do more damage on a 3k hp (let's say he has just a than on a 1,8k HP . It is not very good for last hitting minions, but is actually pretty damn good in the jungle, it add's to s burst and is most notably powerful against large monsters such as the Blue Golem or the Red Lizard.

It is also a nice source of damage when ganking. Please note that this passive is a bit different than most spells in the game, much like Mundo's it only scales with two things : 1) The enemy healthbar, the bigger it is the more damage they take, 2) Your champion's penetration (in Jarvan's case, his ARP, as does physical damage).

ARP from runes, masteries and the armor shred from thus increases 's damage.
Dragon Strike
The most important part about this spell is of course the combo, but this is also one of your three sources of damage alongside your passive and ultimate.

The spell itself has a strong AD ratio (+120% bonus AD), which means that AD is definitely not a bad stat on . Not to mention the armor shred of the spell makes AD more effective.

Remember that the shred is applied onto your target, meaning that every source of physical damage will be increased on a target hit by , including your own ultimate. Optimize your damage output by using after your if that can be helped.
Golden Aegis
's is often mocked as a useless spell. I can understand why, it is a very small shield early on that costs a lot of mana (it used to be much worse, though) and has a long CD. The whole point of this spell is its usefulness in teamfights.

The shield scales with nothing except the number of enemy hit by the slow, another relic from the past in 's kit (much like his 's strange way of scaling). shines when used on top of 's active for an extremely potent AoE slow.

Note : One of the most common mistakes you can make with 's is to activate it during the \\\\\\\"travel time\\\\\\\" of your . Its area of effect is around himself, if you use it while dragging yourself to your flag, it will most likely completely miss.
Demacian Standard
's main purpose is of course the deadly combo, the spell itself isn't too impressive even though it is not useless either. It does damage in a small area which is interesting when clearing AoE camps like Wolves or Wraithes (see below), and can be used to snipe extremely low hp enemies as well.

Its passive is quite useful, Armor and Attack speed for yourself, and double the AS for you when you toss the flag, as well as an Attack Speed Aura for your teammates. Particularly helpful for champions like , etc.

Cataclysm
is quite an interesting ability, it has many uses and can be deadly for the enemy team but also your own; it's an unique ability that synergizes very well with any kind of AoE damage/CC, a big \\\\\\\"AIM YOUR DAMAGE HERE\\\\\\\" sign for your allies.

On top of being a unique ability, it is also a mid range dash that is best saved for when the enemy uses their escapes. Every dash in the game goes through the arena, and while making your target blow for your ult is worth the trade, but losing your ultimate for a Caitlyn's is definitely not.

Using takes time, you need to know which dash is ready on both teams, as there are allied champions that typically will want to be in your arena (I.E. ) and if possible you don't want to force them to use just to get in, as well as how big the arena is so you can use it for peeling.

Knowing how big the arena is can mean the difference between saving your 's ass from the fed or trapping her inside your ult.

Be extra careful when playing with champions like , offensive champions with no dashes. Generally speaking you want to trap them in your ult with you so they can make use of their damage. There are exceptions, though, such as when you're just trapping the enemy team in a bad spot with your ult and EQ or Flash out.. you don't want to trap a teammate in there when you do that.

Note : 's arena can be cancelled by pressing R a second time. That cannot be done while you are dead, though.

Champion Matchups

Elise
Difficulty
Favors Enemy
is similar to , although she tends to counterjungle less.

She is a monster when she snowballs, actually the only time you can beat her 1v1 or in a skirmish is at lvl 3. 's level 3 damage isn't the greatest because she still has level 1 , but once she gets another point in this spell you'll definitely feel her damage skyrocket.

isn't the best teamfighter, although not the worst either. She can peel for her carries or try to kill yours, but isn't too great at either. She's pretty good at cleaning up though, thanks to her spider form which lets her execute targets fairly easily.
Fiddlesticks
Difficulty
Favors You
This matchup is always weird regardless of the champion you play, Jarvan isn't the best duelist but can interrupt Fiddle's drain and ult cast which is very good.

Playing against Fiddlesticks is a lot about getting as much vision as possible, I personally often get 3x everytime I base, and this is even more important against Fiddlesticks. I can even use the pro scene as an example; Fiddlesticks as a jungler is by far the most successful in China, which as a region is notorious for under-warding. Fiddlesticks thrives off the lack of vision, don't give him that.

is also a legit buy against him, particularly mid-late game.
Khazix
Difficulty
Favors Enemy
his is such a difficult matchup, and the """""nerfs"""" in 4.3 haven't helped at all, if anything he is even stronger.

There really isn't much you can do against him, try to get a good countergank and burst him down when he's used his offensively[img=skills/khazix/e.png offensively. It is now standard to evolve [img=skills/khazix/r.png at lvl 6 which makes him incredibly difficult to kill.

The problem in this matchup is that Khazix outduels you at any point in the game and outscales you (even though Jarvan and Khazix don't have the same role, he is still more impactful lategame). Khazix is one of the few champions that you need to personally peel off your carries.

are highly recommended if you want to have a chance of killing him during teamfights.

Leesin
Difficulty
Favors Enemy
This matchup is a bit similar to 's, except will usually only try to counterjungle your buffs, while is also very likely to steal your small camps.

Duels between you two should be a lot closer, even if should have the upper hand most of the time, he's just a better duelist overall. That said, 's innate squishiness makes him fairly vulnerable to counterganks, if you can catch him with a combo early game, he will take a lot of damage and be forced to back off.

Another advantage you have over him is the fact that you have hard cc, which makes ganking for laners such as possible, while is likely to completely avoid ganking that kind of lane.

Killing him is difficult, but you do outscale him, you have stronger teamfighting and generally speaking your damage scales better than his, unless he's way ahead of you.

Tip : If Lee Sin goes for the "Insec" kick, try to counterengage on his team so he doesn't have follow up.

Note : has extremely high stealing potential when it comes to smiting dragon/baron, everyone knows it yet most people don't even try to counter that. The correct counterplay is to keep track of him (warding where he is) and blocking his , giving you an even chance at smiting the objective.
Nocturne
Difficulty
Favors Enemy
He is a very underrated champion, he is slowly making a comeback in the competitive meta and there is a reason for that. He has a very good kit and his is invaluable in teamfights.

Generally speaking in a 1v1 Nocturne should win - Nocturne is a very good duelist, he is even able to 1v1 champions like if played correctly -, however in a skirmish he is a rather squishy champion and if you can EQ him after he's used his , chances are he'll be forced to flash or die.

In teamfights I'd say your best bet is to counterengage when he ults to deny follow up, people tend to build him rather squishy and he is likely to die quickly if he has no follow up.
Olaf
Difficulty
Favors You
Much like , is actually more of an even matchup. He beats you in 1v1's and has fairly brutal counterganks as well as honestly retarded chasing potential (and I'm an player), that said you tend to be better at teamfighting.

's a great anti-carry, but not against as is a really hard counter to him, even more since the preseason started IMO because taking and building isn't an option anymore.Just make sure you have an escape planned if you don't wanna die.

If you ever happen to meet in the jungle, escape over a wall. He has no way to get over walls, unlike you. Use this to your advantage.

Tip : Olaf tends to build very tanky, this means that your armor shred will be very good if you can hit him with it, it'll help your AD carry kill him in teamfights.
Shyvana
Difficulty
Favors Enemy
This is a rather unpleasant matchup. has much better farming capacities and can duel you any time, she most likely will try to steal some of your jungle, too.

is an extremely powerful duelist, and a rather weak one (as far as bruisers are concerned), there is really not much you can do in a 1v1 against her.. well, you can flee easily, that's something.

This matchup is heavily reliant on you rather than her. You need to make use of your superior ganking to give your lanes advantages and force to help her lanes, which is not something she wants to do because she's not very good at it. You can then probably make a 2v2-3v3 happen and come out ahead if your laner is ahead of hers.

Note : Shyvana's exceptionally tanky thanks to her passive and has monstrous base damage which is all AoE during her ultimate, do not underestimate her damage in a teamfight even when built full tank. Her innate tankiness also means your 's armor shred can make a big difference in the amount of damage she will take from your AD carry.

She is also unable to get through your ultimate without using flash once she's used her dragon form, you can easily trap her and EQ or flash out.

In short, you have better ganking and CC/utility in teamfights, she is a better farmer, better duelist and stronger tank.
Udyr
Difficulty
Favors Enemy
Udyr is a very weird champion, he's not a good teamfight because everyone and their grandmother kites him as much as they want, but he is an absolute monster in duels, I don't think any champion can duel him (particularly when he is Tiger, as Phoenix is a bit weaker in duels).

The trick to winning against Udyr is to keep vision on him, you don't want to get counterganked by him or to facecheck him in a bush, as it would surely mean death in most cases. You need to respect him as a much better duelist and try to prevent his snowball, while trying your best to have some impact in places you are he isn't (for example if you ward his wraithes and you see him clear them, you can gank on the opposite side of the map).
Vi
Difficulty
Favors You
There doesn't seem to be an "even matchup" option, this one is extremely close, can really go both ways.

is generally speaking a slightly stronger duelist, but I've seen s kill s in duels as well.

does beat you at farming, though.

The key point of this matchup are counterganks. Both are strong gankers but they are deadliest when they catch their foes with their spells on CD, and this is what counterganks do. If she catches you after you EQ in, you're in trouble, if you EQ her after she uses her Q, she will take a lot of burst damage as well.

In my opinion, is more useful in teamfights, specifically more versatile as he can do many things : engage, assassinate, cc, utility ult.. while can only really ult one target and, with the right teamcomp, annihilate the poor guy.

The only time I'd rather have during teamfights is when the enemy team has one absolute MVP that we need to kill.

Tip : A big portion of Vi's early game damage comes from a charged , that's why she isn't that dangerous if she facechecks you.