Passive: Martial Cadence
Jarvan IV's first attack on a target deals 6% / 8% / 10% of their current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target more than once every 6 seconds.
It's great harassing damage you can afflict on someone every six seconds. You deal % damage of their current health by AA'ing the enemy. The amount of % damage scales with your level. It's heavy against champions with much health such as
. If you play against meele champions like
, try to AA them every 6 seconds, it will force him to blow his health potions. As well it helps you to last hit minions, especially under the turret.
You can clear minion waves faster with it. Combined with your
your passive can really hurt very much it scales with the armor pen from
Q: Dragon Strike
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 45 / 50 / 55 / 60 / 65 mana
Active: Jarvan IV extends his lance in a straight line, dealing physical damage and lowering the armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path for 0.75 seconds.
Physical Damage: 70 / 115 / 160 / 205 / 250 (+ 120% Bonus AD)
Armor Reduction: 10% / 14% / 18% / 22% / 26%
Dragon Strike is just awesome. It has a very low cooldown and has very high damage output, because it scales with 120% bonus AD (We get alot of bonus AD with this item build) plus reducing the enemies armor, which gives you overall more damage and burst potential. It helps your team, because the other AD champions can benefit from the armor reduction as well.
You can snipe low life enemies and knock your opponents up by hitting your
combo. While the enemy is knocked up, he is unable to do anything for 0.75 seconds. In this time you can try to AA him as often as you can.
If you master this spell within its range and damage you can make totally insane plays with Jarvan like taking an enemy out of game without getting caught or juking the enemies when you are in trouble like dodging cc's or escaping over walls.
W: Golden Aegis
Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 45 / 50 / 55 / 60 / 65 mana
Active: Jarvan IV slows enemies within range for 2 seconds and shields himself for up to 5 seconds. The shield gains strength for each enemy champion within range upon activation.
Shield Strength: 50 / 90 / 130 / 170 / 210 (+ 20 / 30 / 40 / 50 / 60 per nearby enemy champion)
Maximum Shield Strength: 150 / 240 / 330 / 420 / 510
Slow: 15% / 20% / 25% / 30% / 35%
Golden Aegis gives you a shield and slows surrounding enemies. The shield amount is determined by how many enemy champions you hit with it. When your shield is on max level and you hit 5 enemy champions, you get a 510 health point shield, which gives you more health points than a
plus it slows the enemy like
The slow is restrained but it will help you to get few more AA's on the enemy which is really good. This spell saved my life a couple of times. When you get ganked and you just barely survive and they still manage to
you, which would be your death, you can easily block
, if it's up.
Not only the shield can save your life, the slow can save your life as well. If you get ganked by
, he will try to fling you behind him, but sometimes you can easily escape by slowing him before he can catch you. Slowing the enemies with
is really important in fights, it can save your adc's life and maybe secure a kill on the enemy carries.
E: Demacian Standard
Cost: 55 mana
Passive: Permanently grants Jarvan IV bonus attack speed and armor.
Attack Speed: 10% / 13% / 16% / 19% / 22%
Armor: 10 / 13 / 16 / 19 / 22
Active: Jarvan IV throws a Demacian flag to the target location, dealing magic damage to enemies within 75 range. The flag will remain for 8 seconds, providing vision in a radius of 700 and an aura that increases the attack speed of allies within a radius of 600.
Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 80% AP)
Attack Speed Aura: 10% / 13% / 16% / 19% / 22%
Always get this spell at level 1, because the sight is very important for invading and the additional attack speed will help your jungler to clear his first camp faster. Mostly it's used to knock up enemies and dashing towards them by hitting your
Demacian Standard is really good on lane to last hit minions, which you wouldn't get with an AA. It gives you additional armor, which is always good and attack speed which results in more AA's on the enemy. When laning against an AD champion like
the additional armor will help you when engaging or getting ganked. In teamfights it can be really heavy, espacially for your adc. The attack speed buff for your whole team can help you to win a teamfight.
Sometimes you will probably last hit champions as well with this spell, if they are out of your AA range and they have low life. With its aoe (Area of effect) damage and attack speed buff it will help you to clear minions waves faster as well.
Don't forget, it gives you vision as well, you can place it in brushes to not get caught by face checking.
can jump on your
. It can save their lifes sometimes if you place it well.
can be used as well on
Cooldown: 120 / 105 / 90
Cost: 100 / 125 / 150 mana
Active: Jarvan IV leaps to an enemy champion, dealing physical damage to it and creating a 325-radius circle of impassable terrain around themselves. This circle lasts for 3.5 seconds and also grants sight within 825 range. Jarvan IV can prematurely destroy the impassable terrain by activating this ability again.
Physical Damage: 200 / 325 / 450 (+ 150% Bonus AD)
This is your DUNKINATOR spell. It deals heavy damage and cages the enemy in an arena which you can see in the picture above.
There are different ways you can use
- Dealing damage (Use combo to shred the targets armor and then burst him with )
- Save your mates (Use to create distance between your mates and the enemies, so they can't reach your mates)
- Zone the enemy carries (Use on the enemy carries then get out of the arena with combo and try to kill the other enemies while they are caged.
- Force (Try to force the enemy to with , your has a lower cooldown than )
- Wombo Combo (Use to cage as many enemies as you can, so your team can burst them with their aoe spells)
- Escape (Use on the enemies which tries to kill you, then out of the arena to escape)
Always analyze the situation before using
. Ask yourself what is the best for your team.
- Should I burst one-shot an enemy carry?
- Should I wait till the teamfight has started?
- Is it worth to use it? Maybe he won't die or will easily escape, like or .
- Should I defend my team with it?
In most cases you will use your
to burst your target as fast as possible.
deals physical damage, that means, if you hit your
the damage will increase enourmously. Always make sure to hit your
combo or at least your
, before you DUNK your victim with
If you fight an enemy with an escape spell like
, make sure that he uses his escape, before you use your
. Always try to force his escape with your
combo (never use , if the enemy can easily escape with his spell, that's not a good trade)
. After he used his escape spell, you can follow up with your
, if he is not dead yet he will have to flash out of your arena (using to force him to is a good trade, because the cooldown of is four times higher than the cooldown of your )
You can still
to finish him or maybe your
Champions that synergize very good with
- (Her ult will pull all together, she has only aoe spells)
- (Has alot of aoe damage with herr ult, while you cage the enemies in your arena)
- (Tibbers and her aoe spell will hit everyone in your arena)
- (His ult deals the heaviest aoe damage, they won't be able to escape it)
- (Can knock everybody up in your arena with his ult)
- (Can hit everybody in the arena with all of his spells and has two cc's)
Every champion with aoe damage spells or aoe stuns synergizes very good with
Champions that can escape out of your
- (With her ult)
- (With her net)
- (With his Valkyrie)
- (With his jump)
- And even (With her short range tumble)
All dashes and blinks that go through walls can escape out of your
with her Q and
with her tumble.