
B
Jarvan IV Bruiser (Sundered Sky) Guide
Patch 26.19 Iron-Emerald·Difficulty:
Jarvan IV on the Sundered Sky line is a bruiser who wins fights by moving in and out, not by standing still. E then Q is your engage and your exit, R cages a target that cannot leave, and the build starts on fighter items before it turns tanky once teamfights begin. Pick your lanes in champ select: gank the carries with no dash, no blink and no Flash, and keep coming back to them until they break.
Runes
Quick Tips
All phases
- •Jarvan wants the gold. Take the kill yourself instead of leaving it for a teammate.
- •In Gold, Profane Hydra first is a fine swap into a squishy comp; from Emerald up, stay on Sundered Sky.
Skill Priority
Q
›E
›W
Q
·
2
·
4
5
W
·
·
3
·
·
E
1
·
·
·
·
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:58, and by 2:54 once you are Master.
- •Finish that first clear on the scuttle, then look for your first gank.
- •Before the game starts, pick the lanes you will play around: the carries with no dash, no blink and no Flash. A side of the map that offers none of those gets ignored unless the kill is free.
- •Full clear first. Your first gank goes to the lane that is gankable, not the lane that is closest.
- •On an early gank, walk up and auto first. Let them Flash, then E and Q; opening with E and Q hands them a free dodge.
- •One gank takes the Flash. Come back to the same lane while it is down, because a carry with no Flash and no dash cannot leave your R.
- •Under their tower, Flash first and then E and Q, so you take one tower shot instead of two.
First Back


Regular full clear & crab
Core Build Examples
Default











Snowballing











vs heavy AP











vs heavy AD











Mid Game
1-3 items
- •You are not a tank yet. E then Q to knock up, auto a few times, then step out and wait for E and Q to come back.
- •After you land your flag, fight next to it: it gives your team attack speed and it is where your next Q goes.
- •With the flag still down and Q back up, put the enemy between you and the flag and Q again for a second knock up.
- •E is also your scout. Throw it into a bush or over the pit wall to check an objective instead of walking in.
- •Even or behind, you cannot take every fight. Land a combo, space out, repeat, and only commit once you are ahead.
Situational
vs Healing



Good Vs









vs Magic burst





Good Vs









vs AD burst





Good Vs









vs Auto attack carries



Good Vs









vs Hard CC



Good Vs









vs Tanks



Good Vs









vs Shields

Good Vs









Late Game
4+ items
- •Swap to tank items now. Your damage does not scale, your knock ups and your R do.
- •Never cage yourself in R with the whole enemy team. Two carries hitting you will kill you before you kill them.
- •Engage one: E, Q and R on a carry with no Flash, then Flash out and let your team follow up.
- •Engage two: Flash, R, then E and Q out of your own R. It knocks up everyone inside, but you stay in danger a moment longer.
- •W will not save you from more than one player. Treat it as a small shield, not a reason to stay.

B
Jarvan IV Bruiser (Sundered Sky) Guide
Patch 26.19 Iron-Emerald·Difficulty:
Why Jungle Kingdom?
Most sites tell you what to build. We teach you how to win. Our guides are researched and written by Challenger junglers, breaking down the early, mid, and late game decisions that actually decide games.
Runes
Skill Priority
Q
›E
›W
Q
·
2
·
4
5
W
·
·
3
·
·
E
1
·
·
·
·
Core Build Examples
Default











Snowballing











vs heavy AP











vs heavy AD











First Back


Regular full clear & crab
Situational
vs Healing



Good Vs









vs Magic burst





Good Vs









vs AD burst





Good Vs









vs Auto attack carries



Good Vs









vs Hard CC



Good Vs









vs Tanks



Good Vs









vs Shields

Good Vs









Quick Tips
All phases
- •Jarvan wants the gold. Take the kill yourself instead of leaving it for a teammate.
- •In Gold, Profane Hydra first is a fine swap into a squishy comp; from Emerald up, stay on Sundered Sky.
Early Game
Before 1st item
- •Your first clear should have you level 4 by 2:58, and by 2:54 once you are Master.
- •Finish that first clear on the scuttle, then look for your first gank.
- •Before the game starts, pick the lanes you will play around: the carries with no dash, no blink and no Flash. A side of the map that offers none of those gets ignored unless the kill is free.
- •Full clear first. Your first gank goes to the lane that is gankable, not the lane that is closest.
- •On an early gank, walk up and auto first. Let them Flash, then E and Q; opening with E and Q hands them a free dodge.
- •One gank takes the Flash. Come back to the same lane while it is down, because a carry with no Flash and no dash cannot leave your R.
- •Under their tower, Flash first and then E and Q, so you take one tower shot instead of two.
Mid Game
1-3 items
- •You are not a tank yet. E then Q to knock up, auto a few times, then step out and wait for E and Q to come back.
- •After you land your flag, fight next to it: it gives your team attack speed and it is where your next Q goes.
- •With the flag still down and Q back up, put the enemy between you and the flag and Q again for a second knock up.
- •E is also your scout. Throw it into a bush or over the pit wall to check an objective instead of walking in.
- •Even or behind, you cannot take every fight. Land a combo, space out, repeat, and only commit once you are ahead.
Late Game
4+ items
- •Swap to tank items now. Your damage does not scale, your knock ups and your R do.
- •Never cage yourself in R with the whole enemy team. Two carries hitting you will kill you before you kill them.
- •Engage one: E, Q and R on a carry with no Flash, then Flash out and let your team follow up.
- •Engage two: Flash, R, then E and Q out of your own R. It knocks up everyone inside, but you stay in danger a moment longer.
- •W will not save you from more than one player. Treat it as a small shield, not a reason to stay.

