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Jarvan IV · Jungle

Jarvan IV Matchups and Counters

MatchupsData-drivenMediumPatch 16.19.1
2.4KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

This guide covers Jarvan IV's matchups and how to adapt to them. Riot publishes no matchup statistics, so the matchups below come from the champions' own stats and kits: attack range, starting durability, crowd control and mobility. They describe an advantage on paper, not a measured result.

Strengths

  • Sustain from Golden Aegis.
  • Cataclysm hits several enemies: a strong team fight tool.
  • Very durable: Riot rates it 8/10 in defense.

Weaknesses

  • Falls behind if the early ganks fail: every wasted trip is lost farm.
  • Predictable if you always play it the same way: adapt your build to the enemy team.

Builds

Against physical damage

DefensiveRecommended
Open build

When to use it

For a lane or a team that hits with attacks: armor boots and an armor item in the core.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. JungleMain100% of matches

Jungle priorities

StartRed buff

Objectives by priority

  1. 1Voidgrubs
  2. 2Gank top
  3. 3Rift Herald
  4. 4Scuttle Crab
  5. 5Dragons
  6. 6Baron Nashor
  7. 7Atakhan

Guideline, not a measurement: an early skirmisher starting red side. Take the void grubs and look for ganks while your early damage is ahead, then Herald and dragons.

Starting items

Gustwalker HatchlingHealth Potion

Core items

  1. 1Black Cleaver
  2. 2Trinity Force
  3. 3Death's Dance

Boots

Plated Steelcaps

Situational

Guardian AngelAgainst heavy physical damage.Mercurial ScimitarAgainst heavy magic damage.Chempunk ChainswordCuts the enemy's healing.

Runes

Primary· Resolve

PrecisionDominationSorceryInspirationResolve
Grasp of the UndyingAftershockGuardian
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Secondary· Precision

PrecisionDominationSorceryInspiration
Absorb LifeTriumphPresence of Mind
Legend: AlacrityLegend: HasteLegend: Bloodline
Coup de GraceCut DownLast Stand

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Smite

Abilities

  • Martial CadencePassiveJarvan's first basic attack on an enemy deals bonus physical damage based on their current Health. This effect cannot occur again on the same enemy for a few seconds.
  • QDragon Strike10/9/8/7/6s45/50/55/60/65 mpJarvan IV extends his lance, dealing physical damage and lowering the Armor of enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.
    Cooldown
    10·9·8·7·6
    Cost
    45·50·55·60·65
    Range
    770
  • WGolden Aegis9s30 mpJarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.
    Cooldown
    9
    Cost
    30
    Range
    625
  • EDemacian Standard12/11.5/11/10.5/10s55 mpJarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions.
    Cooldown
    12·11.5·11·10.5·10
    Cost
    55
    Range
    860
  • RCataclysmUltimate120/105/90s100 mpJarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies are damaged at the moment of impact.
    Cooldown
    120·105·90
    Cost
    100
    Range
    650

Strategy

1Good matchups

Jarvan IV does well against these:

  • Briar: Briar looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.
  • Shaco: Shaco looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.
  • Ivern: Ivern looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.

2Tough matchups

Jarvan IV struggles against these:

  • Volibear: Jarvan IV has to walk up to start a fight, and Thundering Smash (stun) stops that engage before it lands.
  • Vi: Jarvan IV has to walk up to start a fight, and Vault Breaker (knock-up) stops that engage before it lands.
  • Ekko: Jarvan IV has to walk up to start a fight, and Parallel Convergence (stun) stops that engage before it lands.

3Synergies

Jarvan IV works well alongside these, because their kits fit together:

  • Lissandra: Ring of Frost from Lissandra holds enemies in place for Cataclysm from Jarvan IV.
  • Taliyah: Unraveled Earth from Taliyah holds enemies in place for Cataclysm from Jarvan IV.
  • Senna: Last Embrace from Senna holds enemies in place for Cataclysm from Jarvan IV.

4Adapting the build

The situational builds in this guide answer specific threats: Against physical damage, Against magic damage and Against healing.

5Playing against Jarvan IV

If you're on the other side, this is what to exploit:

  • Keep out of the path between Jarvan IV and his Demacian Standard to avoid being knocked up in the air.
  • Cataclysm's terrain is a frightening force to fight against, but movement abilities can go through it.

Tips

  • Look at the enemy team before choosing your build: the situational builds below answer the most common threats.
  • Good matchup: Briar. Play forward when you face them.
  • Tough matchup: Volibear. Play safer and wait for your team.
  • Against teams with a lot of dive, save Cataclysm for the first jump.

Matchups

Strong against

  • Briar looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.

  • Shaco looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.

  • Ivern looks for fragile targets to jump on; Jarvan IV is built to take hits and makes that dive costly.

Weak against

  • Jarvan IV has to walk up to start a fight, and Thundering Smash (stun) stops that engage before it lands.

  • Jarvan IV has to walk up to start a fight, and Vault Breaker (knock-up) stops that engage before it lands.

  • Jarvan IV has to walk up to start a fight, and Parallel Convergence (stun) stops that engage before it lands.

Works well with

  • Ring of Frost from Lissandra holds enemies in place for Cataclysm from Jarvan IV.

  • Unraveled Earth from Taliyah holds enemies in place for Cataclysm from Jarvan IV.

  • Last Embrace from Senna holds enemies in place for Cataclysm from Jarvan IV.

Changelog

  1. Guide created for patch 16.19.1.

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