IntroductionThis Jarvan update is mainly a hypothetical guide, as I have not used Jarvan much lately. I have said in the past however that he can still be used as a tanky dps, and I believe that he beats a ton of tanky dps in lane because of how high his base stats are and how his passive works. As of now I don't have any gameplay footage, but this is how I will be using him in the future as a tanky dps. Expect a couple gameplay videos on this champion soon.
MasteriesI use 21/9/0 mastery build for bruiser Jarvan, and I could see a 21/0/9 alteration where you max Q over E. Using Q for harass is a solid tactic against low sustain casters like rumble.
RunesFor runes I will be changing runes based on the matchup, but mainly attack damage reds, armor or hp/level yellows, flat mr or mr/level blues, and either health or attack damage quints.
I like flash because it allows you to have 3 gap closers in your arsenal. Your E or Q might not be up when you need them, and you still may need to get away over a wall, or possibly even close the gap on a runner to ult them. Your e/q combo also has a casting delay, while flash has absolutely none.
Ignite allows you to combo your burst for an insane amount of damage. Also, ignite in a 1v1 fight allows you to not have to back down when the enemy uses their burst on you, as your burst combined with autoattacks + ignite will usually allow you to come out ahead if the enemy has equal farm.
Exhaust is great for shutting down carries in a teamfight, and making them slower and easier to kill. It also can be used for high burst champions like Akali to severely cut down their burst damage. If your team is already running a bunch of ignites, consider picking up exhaust instead
Ghost is preferred on many players as it is a great long distance closer, and allows you to escape if many people are chasing you across open terrain. Not my personal preference, however.
Passive: Martial Cadence
Jarvan IV exploits his target's opening, dealing a % of the target's current HP as physical damage. This effect cannot occur on the same target for 6 seconds.
Explanation:Insane passive. Cuts down tanks, as well as carries. Also makes it easy to last hit. Now works as physical damage, so it will benefit from armor pen.
Q: Dragon Strike
Jarvan IV extends his lance, dealing 70/120/170/220/270 (+110% of attack damage) physical damage and lowering the Armor of all enemies in its path by 10/14/18/22/26% for 3 seconds.
If it contacts his standard it will pull Jarvan IV to its location, knocking up enemies in his path.
Cooldown 10/9/8/7/6 seconds
Cost 45/50/55/60/65 mana
Explanation:Allows you to farm minion waves and close gaps, while doing a hefty amount of damage and reducing armor. Target this ability on your E and if you are in range, it will drag you towards your E and knockup everybody in between. You can traverse cliffs with this ability, and it allows for some great escapes. However, remember that you might be ganked while farming minions in a risky lane like top, so use it sparingly when clearing minion waves early on.
W: Golden Aegis
Jarvan IV forges a 50/90/130/170/210 (+20/25/30/35/40 health for each nearby enemy champion) health shield for 5 seconds, which slows surrounding enemies by 15/20/25/30/35% for 2 seconds.
Cooldown 20/18/16/14/12 seconds
Cost 75 mana
Explanation:Prioritize this ability last as it requires too much mana to spam. Use this in chases, but don't go oom spamming it in lane.
E: Demacian Standard
Passively grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
Explanation:I like to prioritize this first now because of the nice base stats that it boosts, which is great versus bruisers. Also is nice in a teamfight, is somewhat like gangplank's E ability.
Jarvan IV heroically leaps at an enemy champion, dealing 200/325/450 (+150 of attack damage) physical damage and creating an arena of impassable terrain around them for 3.5 seconds.
Activate again to collapse the wall.
Cooldown 120/105/90 seconds
Cost 100/125/150 mana
Explanation:Basically locks whoever you choose in a circle with you, and they better hope they have a team to back them up or some kind of escape mechanism, or they are probably dead. Also, remember that this ability can lock in multiple heroes, and can be used on a team who is bunched up to set them up to be AOE'd down by the rest of your team. This ability is also fairly buggy, and if a hero flashes right when you are ulting them, your ult will chase them to wherever they flashed. This also works for many other escapes. Also, remember to toggle this ability off after the enemy has flashed out of your ultimate to cancel the effect.
Skill OrderPrioritize for stat boosts early game.
Prioritize for harassment against ranged casters or dps.
is only good for chasing so grab it last.
max this whenever possible.
Early GameEarly game make smart decisions on when to push the lane, and when to exchange. Also be wary of the enemy jungler, and ward for yourself. Know when to buy pots.
Mid GameDepending on which item this is, you will be either extremely tanky or have extreme burst damage. Use this to your advantage to take out carries first in teamfights and shut down their ability to get early game kills so they will be weak late game.
Late GamePrioritize your item builds to counter the enemy carries, and use your strong initiators to force on team fights when you think your team can win them. Before you initiate, make sure your team is on the same page as you will probably not be able to get away once you do initiate and the entire team will be on you.