Wild Rift Guides

Jarvan IV Jungle Wild Rift Guide

Who counters Jarvan IV in Wild Rift? The toughest Jarvan IV jungle counters are Ekko, Amumu, and Graves. Full Jarvan IV Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Jarvan IV is the jungler who traps people. His flag plants a banner, his lance pulls him to it with a knockup, and his ultimate, Cataclysm, drops a ring of walls around his target. The whole kit is built to catch one enemy and leave them nowhere to go. He clears at a decent pace and his gank is one of the most reliable in the role: plant the flag past the target, pull yourself through them for the knockup, and your laner finishes the job. He is an early-to-mid tempo bruiser who wants to be on the map constantly, turning small leads into towers, dragons, and the picks that open a Baron. He is not a farm-to-carry scaler or a stealthy assassin. His weakness is the same combo that makes him scary. It is one dash on a real cooldown, and once it is spent he is a melee bruiser with no second way out. He locks down a single target hard but offers little once that target is handled, and good teams learn to bait the flip and punish the gap that follows.

Strengths

  • His flag-and-lance flip is a guaranteed knockup, turning a risky gank into a kill the moment he reaches a laner.
  • He starts objectives well, since the same engage that flips a laner can throw an enemy onto his team at dragon.
  • He scales as a tanky bruiser who can stack resists and still bring an ultimate that walls a carry in.

Weaknesses

  • His engage is one dash on a real cooldown, so a missed flag or a baited flip leaves him with no escape.
  • He locks down one target, and once he has flipped and ulted that person he adds little to a long fight.
  • Disengage and dash-immune tools answer him cleanly, since stasis, cleanse, or a well-timed dodge wastes his whole all-in.

Build Snapshot

Rune Setup

Summoner Spells

Jarvan IV Jungle Counters

Who counters Jarvan IV Jungle in Wild Rift (WR)? These champions beat Jarvan IV in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Ekko: Ekko slips your engage with Phase Dive, his shield eats the knockup, and Chronobreak rewinds him straight out of your Cataclysm, so your trap means nothing against a target who simply leaves.
  • Amumu: Amumu wins the long fight: his percent-health aura chips your tank frame while your lockdown only buys one window, and his ultimate locks you down harder than your cage locks him.
  • Graves: Graves turns your Cataclysm into his arena, since trapping a point-blank shotgun bruiser just feeds him the duel. His burst out-damages your bruiser frame and True Grit shrugs off your lockdown.

Champions Jarvan IV Is Strong Against

Jarvan IV's best matchups in Wild Rift. Jarvan IV holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Hecarim: Hecarim depends on momentum, and your knockup plus the Cataclysm cage stop the charge his whole game runs on. Trapped inside your arena, his speed means nothing.
  • Xin Zhao: Xin Zhao commits everything to his dive, and your knockup interrupts his three-hit combo while the cage traps him away from his team once he is all-in.
  • Wukong: Wukong wants to knock up your team and clean up, but your knockup lands first and the cage strands the real one after his clone trick, where his burst does nothing.

Early Game

Your first clear is built around the flag: drop it on a camp, lance to it for the passive proc and the area damage, and camps fold faster than people expect. Take the full clear and finish on scuttle, which puts you on level five with Cataclysm ready. That is the point your gank package is complete, so use the camp respawn timer to walk at a lane that can follow up: flag, lance, knockup, and the flip strands them exactly where you want them. Contest scuttle when the numbers favor you, and if their jungler shows up at the crab, the flag pull through them flips the duel and your laner converts. Clear again when the camps are back, then go again, because a Jarvan who sits in his own jungle farming wastes the one phase where he is the scariest champion on the map.

Mid Game

At six minutes both objectives are up and this is what your ultimate is for. Lance over a wall onto an enemy at dragon or Herald, knock them into your team, and turn an even contest into a five on four before the pit is open. Contest freely when your team is winning the early fights. When it is even, take Herald and trade the dragon away, since it becomes a tower without asking your team to hold the fight, unless your comp is the kind that wants soul. Between objectives, move between lanes and river with purpose instead of power-farming a full loop: any gank you land with a first item is a kill. Counter-jungle the slow scalers who cannot answer your engage, and set vision around the next objective before it spawns.

Late Game

Late game you stop being the carry and become the engage tool. Your damage falls behind the scaled threats, but Cataclysm dropped on the right carry is still the most valuable button in the fight, so build resists and play to survive the trip in. Group with your team, hold the flag for the moment that actually matters, and do not flip the nearest tank when their backline is the one you need to wall off. Around Baron you are the contest threat: a flag-lance over the pit wall onto whoever face-checks either flips them into your team or zones the whole enemy squad off the objective. Stay alive, save the engage, and only commit when it starts a fight you win rather than a solo death.

Teamfights

Pick your target before the fight starts, because your whole fight is one decision made well. The dream play is a flag-lance onto their most dangerous carry, then Cataclysm to wall them in while your team collapses on someone who cannot leave. Use the dash to cross terrain and reach the backline that thinks it is safe, and remember the ultimate walls can box out your own allies, so angle the arena to trap the enemy, not your follow-up. If you cannot reach the carry, the flip still works as peel: knock their diving assassin off your carry and back into your team. Once your engage is spent you are a frontline body, so soak what you can, but the kill you set up with the flip is what decides the fight.

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