Jarvan IV Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Jarvan IV Jungle

Jarvan IV Jungle Guide

Updated for Patch 7.3E
S Tier

Jarvan IV Jungle Wild Rift overview and best build snapshot

How to play

  • Look for early ganks Place your 3rd ability behind the enemy, then aim your 1st ability through it. You pull yourself to the flag and knock up enemies along the way.

  • Trap enemies after they use their escape Your ultimate is harder to leave when their dash or Flash is unavailable.

  • Keep a way to protect your carry Use your 3rd ability followed by your 1st to knock up enemies diving onto your carry. Press your ultimate again to remove its walls if an ally is trapped.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
  • Stasis, cleanse, and well-timed movement can avoid his control and leave him committed without a target.
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Jarvan IV Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Jarvan IV Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His passive already adds a percentage of current health to his first hit on a target.

BOOTS

Armored Advance

Armor and health, which let him survive the dive his flag and drag combo commits him to.

CORE BUILD

Trinity Force

Spellblade triggers on the attack after his combo, which speeds up his clear. The move speed also helps him reach the target he flagged.

Radiant Virtue

His ultimate is a fixed engage cast on the enemy carry, and this turns that same cast into a heal for everyone who followed him.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also helps him close before his flag is up.

Frozen Heart

Build this when the enemy team has a lot of attack speed dependent champions, since his ultimate traps one in the arena with him.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist, which his ultimate walls him into.

SITUATIONAL ITEMS

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so it sticks to the carry trapped in his arena.

Randuin's Omen

Build this when the enemy team has multiple crit champions. Cataclysm (Ult) traps Jarvan beside the marksman he engaged, so crit reduction helps him survive his own arena.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control, which is what lands before his flag does.

Black Cleaver

Replace Trinity Force when Jarvan is enabling multiple physical carries against an armored frontline. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sundered Sky

Replace Radiant Virtue when Jarvan needs personal skirmish damage and healing more than team protection after his ultimate. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

Sterak's Gage

Replace Amaranth's Twinguard when Jarvan needs to survive the opening focus inside his arena before combat stacks would activate. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Death's Dance

Replace Frozen Heart when Jarvan is ahead and can help secure prompt takedowns, trading the attack-speed aura for damage and recovery. Armor and delayed physical and magic damage buy time; a champion you recently damaged must die to clear the stored damage and trigger its heal.

Kaenic Rookern

Replace Force of Nature when magic poke or one opening AP combo is more dangerous than repeated spell hits. High Magic Resistance and a magic shield protect against AP poke or opening burst. The shield needs time without taking magic damage to return.

Unending Despair

Replace Radiant Virtue when Jarvan remains beside multiple trapped melee champions and needs repeated personal healing. Health and mixed resistances support recurring nearby damage and healing. It pays off in extended melee fights, not when ranged enemies keep you outside its reach.

RUNES

KEYSTONE

Conqueror

His arena forces a fight that lasts, so he reaches max stacks inside the walls and the healing pays for standing there.

PRIMARY

Unshakeable

His ultimate walls him in with whoever he caught, which is when this gives the most.

Bone Plating

His flag and drag puts him inside their team, so the first answer aimed back at him is what this blunts.

Overgrowth

His ultimate traps him in with the target, so surviving the follow-up is what the health buys.

SECONDARY

Triumph

His engage is meant to convert into a kill, and refunding health mid-fight lets him survive the collapse.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Jarvan finish the engage with Cataclysm (Ult) after his flag-and-drag entry.

Legend: Haste

Take this over Triumph against teams that force extended frontline fights. Shorter Dragon Strike (1st) and Demacian Standard (3rd) cooldowns let Jarvan threaten another knockup after his first engage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his ultimate is how he traps a target who was standing too far back for his flag and drag.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Jarvan IV Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Jarvan IV Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Jarvan IV Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Jarvan IV Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Demacian Standard (3rd) into Dragon Strike (1st) clears camps quickly, but the same combo also gives Jarvan one of the strongest early ganks in the roster. After your first three camps, check the nearest lanes and the enemy's likely second-buff route. Break the clear when a knockup will force Flash, secure a kill, or catch the opposing jungler with lane support; otherwise finish the camps and arrive at scuttle with Cataclysm (Ult) close. Place the flag beyond the target so Dragon Strike (1st) carries you through them, then slow with Golden Aegis (2nd) while your laner follows. Weave an attack on each fresh target for Martial Cadence's (Passive) current-health damage, since the flag-and-drag itself does not trigger the passive. Jarvan's early advantage comes from making the first reliable move, not from forcing every possible fight.

Mid / Late Game

Levels 9+
Cataclysm (Ult) gives Jarvan a decisive way to isolate the enemy jungler or a vulnerable carry near the first objectives. Place Demacian Standard (3rd) across the dragon or Herald wall, then connect Dragon Strike (1st) to the flag to dash through and knock enemies up along Jarvan's path. The combo does not throw them toward your team, so your allies must already be in position to follow before you commit Cataclysm (Ult). 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 you stop being the carry and become the engage tool. Group with your team and hold flag-lance for the moment that matters. Across a Baron wall, the combo dashes Jarvan through and knocks enemies up in place; it does not fling them to his allies. Follow with Cataclysm (Ult) only when the arena traps a valuable target without walling out your own team's damage.

Teamfights

5v5 Combat
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 (Ult) 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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