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JARVAN IV
It's Shake 'n' Bake, and Jarvan Helped - Support Jarvan
by Slater Von Jager
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RUNES>
9 Greater Mark of Armor
5 Greater Seal of Armor
9 Greater Glyph of Scaling Magic Resist
3 Greater Quintessence of Gold
4 Greater Seal of Gold

MASTERIES>
Offense (0)
Summoner's Wrath

0/1
Fury

0/4
Sorcery

0/4
Butcher

0/2
Deadliness

0/4
Blast

0/4
Destruction

0/1
Havoc

0/3
Weapon Expertise

0/1
Arcane Knowledge

0/1
Lethality

0/2
Brute Force

0/2
Mental Force

0/3
Spellsword

0/1
Frenzy

0/1
Sunder

0/3
Archmage

0/4
Executioner

0/1
Defense (15)
Summoner's Resolve

0/1
Perseverance

0/3
Durability

4/4
Tough Skin

0/2
Hardiness

3/3
Resistance

2/3
Bladed Armor

0/1
Unyielding

0/2
Relentless

2/2
Veteran's Scars

1/1
Safeguard

0/1
Block

0/1
Tenacious

0/3
Juggernaut

3/3
Defender

0/1
Legendary Armor

0/3
Good Hands

0/1
Reinforced Armor

0/1
Honor Guard

0/1
Utility (15)
Summoner's Insight

1/1
Wanderer

0/3
Meditation

3/3
Improved Recall

0/1
Scout

0/1
Mastermind

1/3
Expanded Mind

3/3
Artificer

0/2
Greed

4/4
Runic Affinity

0/1
Vampirism

0/3
Biscuiteer

1/1
Wealth

2/2
Awareness

0/4
Strength of Spirit

0/3
Explorer

0/1
Pickpocket

0/1
Intelligence

0/3
Nimble

0/1
SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Martial Cadence (Passive)
Dragon Strike X X X X X
Golden Aegis X X X X X
Demacian Standard X X X X X
Cataclysm X X X
ITEM BUILD>
Starting: faerie-charmhealth-potion2mana-potionsight-ward3 or faerie-charmsight-ward2vision-ward

Core: philosophers-stonewardens-mailsightstone

Boots: mercurys-treads or ninja-tabi

Optional: randuins-omenzekes-heraldbanshees-veilspirit-visagelocket-of-the-iron-solariguardian-angelfrozen-heartruby-sightstoneshurelyas-reverieaegis-of-the-legiontwin-shadows

boot enchantments: enchantment-alacrityenchantment-distortion
Update Log
May 11th, 2012
Added a missing point to the lane dominance chapter.
Corrected Paragraph structure

May 14th, 2012
Added new chapter "Synergy With other Carries"
Added Champions Teemo, Tristana, Sivir, and Caitlyn to new chapter.

May 17th, 2012
Added Kog'Maw and Urgot to "Synergy With other Carries" chapter.

June 1st, 2012
Added Ezreal to the "Synergy with other Carries" chapter.

June 13th, 2012
Added Draven to the "Synergy with other Carries" chapter.

July 10th, 2012
Added Miss Fortune to the "Synergy with other Carries" chapter.

August 13th, 2012
Switched CV out for Flash in the main summoner spell choices.

September 4th, 2012
Added statistic figures in the introduction chapter.
Added range values for Jarvan's skills as well as updating skill values.

September 15th, 2012
Revamped the Skill order chapter to comply with my new easier to understand format.

October 7th, 2012
Fixed several inconsistencies
Added info on corki

October 11th, 2012
Rewrote the explanations for both Masteries and Runes
Improved explanations on summoner spells.

October 19th, 2012
Rewrote Item build chapter
Made changes to item build
Made change to Item explanation chapter
Moved Ashe down from "top carries..." chapter to "synergy" chapter
Moved Miss fortune up from "synergy" chapter to "top carries..." chapter

November 25th, 2012
Began work on Season 3 updates - Masteries replaced

December 5th, 2012
Began work on the item build.

December 11th, 2012
Removal of old items, and adjustments for new entered.

February 20th, 2013
Removed person stat information on items as items are seeing way to many changes right now. When items begin to settle, I'll readd the information.
Introduction
!!!ATTENTION!!!

This guide will be undergoing an overhaul starting August 14th, until an unknown date(when its finished basically). This overhaul is intended to improve upon the over all layout of each chapter, create a greater ease of understand and comprehension for newer players, and be more appealing to higher level players as well. Thank you for taking the time to consider this guide as an aid for you in playing the amazing champion as a support.



Who am I?

I am Slater, I've written numerous guides over the years for the Monster Hunter series, as well as several other games. I've also written several guides for League of Legends. I Play support as my main role, favoring supports like Sona, Janna, and Leona. I also rather enjoy jungling, favoring junglers like Mundo, Nautilus, Jarvan, and Diana.




[http://i.imgur.com/xF55c.jpg]



Why create a Support Jarvan guide?

Jarvan is one of my favorite champs to play. I've seen games with players attempting to play Jarvan as a support, but they tend to fail at it and cause their team to lose the lane because they aren't playing like an actual support. They try to compete for CS with the carry, they don't buy items that can benefit their team, and tend to think themselves invincible and start feeding. I wanted to present a guide that was not only viable, but useful to anyone looking to play Support Jarvan.



What is Support Jarvan?

Everyone knows that Jarvan is a powerful top and Jungler, but you don't normally see him as a support. Why? Well, he doesn't honestly have the typical characteristics of a support character. However, in the hands of a player that has taken the time to practice it, he can be a strong support. Like Leona, Blitz, and Pantheon, Jarvan can turn bot lane into a hard to deal with kill lane. His ability to boost his carry's armor and attack speed, Pop enemies into the air, lower their armor and slow them with out using a summoner spell creates a precursor to a secured kill.

Early on, Support Jarvan is capable of creating a lvl 1 or 2 First blood and establishing lane dominance for your team. However, because it's so much fun to pummel opponents with that big lance, it can be difficult to master the act of giving the kill to your carry. Support Jarvan can be difficult to get down right for those not used to playing a kill lane support, though I still recommend Support players learn to play him as they would Leona or blitz.



Pros
- Gap closer
- Good escape
- Armor debuff
- AS aura buff
- Slow and Wall
- Great early game damage with out AD items.
- Solid tanking ability

Cons
- Underwhelming Late game(no damage as a Tank support)
- Ult can be as deadly to allies as it is to enemies
- Can not Shield or heal allies
- Must put himself into threatening situations to feed his carry.
- Low sustain


Stats
Health 420 (+90)
Health regen. 7.0 (+0.7)
Mana 235 (+40)
Mana regen. 6.0 (+0.45)
Attack damage 50 (+3.4)
Attack speed 0.658 (+2.5%)
Armor 14 (+3)
Magic res. 30 (+1.25)
Mov. speed 315
Range 175


NOTE: This guide is More attuned to being a tank Support as opposed to tanky-DPS. Please take that into thought as you're reading on.
Masteries
[http://i.imgur.com/vhwVe.jpg]

This support page is more focused on the defensive side of the masteries trees.

Starting with the masteries carried over from Season 2

Durability and Veteran's scars are your primary Health masteries. Scars allows you to start with a larger health base at the start, while Durability gives you an increase in your health with each level. These masteries will aid in making you tankier by allowing you to soak up more damage.

Hardiness and Resistance both provide you with a defensive stat increase. Hardiness gives you higher initial armor, thus improving your defense against physical damage sources. Resistance gives you the extra bit of defense against magic damage. In the role of support, you'll be encountering more physical damage then magic damage early on, thus the reason for Hardiness being maxed out, but Resistance only having 2 points.

Meditation Gives you an increase in your mana regeneration per five seconds. This is to help you with early resource management, allowing you to recover a useable mana pool much faster.

Greed grants you an additional 2 gold gain per 10 seconds. As a support, this, along with Gold per runes, is your main source of gold income until you begin to purchase GP10 items, and assist your carry in getting fed(thus granting you gold for assisting).

Along with the Preseason "Season 3" patch, several masteries have been modified, and new ones have been added.

Relentless decrease's the effectiveness of slow effects on you. This is handy in its ability to help you escape, or stay ahead of pursuers to block them from your carry as the flee.

Juggernaut has been modified, removing it's ability to reduce disable effects against you, and improving its over all health percentage bonus. Instead of taking a single point for 3% health increase, it now takes 3 points to receive a 4% health increase.

Expanded mind has received a nerf. Instead of providing an additional 12 mana per level, it now provides only 10 mana per level. Gaining additional mana each level helps the alleviate mana issues.

Mastermind was moved away from the bottom of the tree, and now works in levels. By providing CDR for your summoner spells, it helps you to have them ready more often. However, only 1 point is taken in this mastery, in favor of being tankier.

Wealth received an improvement. Instead of providing the previous 20/40 additional starting gold, it now provides 25/50. This improves your starting stance, and works well combined with one of the new masteries.

Biscuiteer is a new mastery that gives you a new item in your inventory at the start of the game. This item works like a less powerful health potion combined with a less powerful mana potion, but is altogether great combined. This item can allow for a support to stay in lane longer, or with changes to buying, allow you to start with an additional ward. While this mastery's benefit is only useful once per game, it's still a great mastery for early game presence.

Summoner's insight received a change as well.
- It's promote effect removed in favor of the even more useless revive effect.
- The cast times reduction to teleport was reduced from 1second to .5seconds.
- Clarity's bonus restoration was increased from 20% to 25%.
- Instead of clairvoyance's effect lasting longer, it now grants more vision of the champions that are revealed by it.
The Teleport and Clairvoyance effects are useful depending on the game, but the flash effect is the purpose of this mastery. It reduces the cool down on flash by 15 seconds, allowing you to have it ready more often.

_____________________________________________________________________


[http://i.imgur.com/Q7lPq.png]
[http://i.imgur.com/w6iu3.jpg]

A more utility heavy support page.

Artificer: This particular mastery lowers the cool downs of your activated item abilities. Very handy for players that use this abilities at improper times, or the cases of failed initiations. great for allowing you to use certain items to push, and then escape with.
Pick pocket: Pick pocket is a great mastery to help alleviate your gold issues. When you attack an enemy champion with a basic attack(not skills, summoner spells or items), you gain additional gold. This isn't on every attack though, as this has a 5 second cool down. while melee supports may have a more difficult time trying utilize this mastery, ranged supports will be able to use it more often. Because of this, the gold reward for ranged champions is not as high as it is for melee champions.
Intelligence: Intelligence gets mention, despite not being changed, because it is just that important. Though only 6%, it's still cool down reduction, meaning your skills are available more often, allow you to have them ready, or use them more than normal.
Nimble: Nimble replaces the old Movement speed mastery. While the old one was changed, and moved up in tree, and has different levels, this one provides you with a flat amount of bonus movement speed, that does not drop at anytime. Much more valuable than the rework of old S2 movement speed mastery.



[http://i.imgur.com/SP20j.jpg]

Greater mark and seal of resilience
These runes give you total of 15 bonus armor to start with, which when combined with the 6 additional armor points from masteries, and the passive on Jarvan's E(10 points at rank 1), gives you a total of 40 armor at level 1(50 when you use his E). With this, you are able to with stand more punishment then your carry, allowing you to remain in front of your carry to zone out the enemy.

Greater seal and quintessence of avarice
This runes help supply you with additional gold per 10 seconds. While using 9 of these seals would grant you an additional 2.25 gold per second, just 4 seals and 3 quintessences are enough when combined with any GP10 items. You also need the additional armor to help you during early engagements, which can lead to you getting your carry fed, and you in turn gold from assists.

Greater glyph of shielding
While armor glyphs would make your early tanking ability even stronger, you still need some form of additional magic resistance in order to combat magic damage dealt by a gank from midlane, or AP based junglers, and the enemy support. This gives you a small bonus early on,that grows as the game goes on, fitting in well with any other magic resist items you acquire.

_______________________________________________________________


[http://i.imgur.com/6Zqss.jpg]

Greater Mark of desolation
Offers you additional armor penetration, which in turn increases your damage early on, giving you an increased chance at giving your carry a kill. Also handy for assisting in clearing minion waves when pushed. In late game, when your damage falls off due to lack of damage items, this will help boost the damage you do by a small bit.

Greater seal of resilience
Your total armor bonus drops by a few points, and you give up additional gold per 10. However, you only lose a total of 2 armor points, thus the drop in defense isn't a drastic difference.

Greater glyph of shielding
While armor glyphs would make your early tanking ability even stronger, you still need some form of additional magic resistance in order to combat magic damage dealt by a gank from midlane, or AP based junglers, and the enemy support. This gives you a small bonus early on,that grows as the game goes on, fitting in well with any other magic resist items you acquire.

Greater quintessence of avarice
Only providing you 3 bonus gold per 10 seconds. However minimal, it still prevents some form of alleviation due to not being able to CS and feeding the kills to your carry.


_______________________________________________________________


[http://i.imgur.com/hSCt5.jpg]

Greater mark and greater seal of resilience
while you still take a full compliment of armor marks, you only take a single armor seal. this creates a large drop in your bonus armor, thus requiring you to play more on the cautious side during the early game until you can come into more defense through your E, items, and natural armor gain.

Greater seal and quintessence of avarice
This page adds in 4 more avarice seals, effectively giving you the equivalent of a GP10 item from the start of the game without having to buy a GP10 item. However, it is still advisable that you buy GP10 items to make up for the lack of CSing.

Greater glyph of shielding
While armor glyphs would make your early tanking ability even stronger, you still need some form of additional magic resistance in order to combat magic damage dealt by a gank from midlane, or AP based junglers, and the enemy support. This gives you a small bonus early on,that grows as the game goes on, fitting in well with any other magic resist items you acquire.
Summoner Spells
[summoners/flash.png][summoners/exhaust.png]

Explanation:


[summoners/flash.png]:
Flash Is great skill in it's ability to help you not only escape pursuers by putting extra distance between you, or placing you on the other side of a wall, but it is also great chasing down an enemy to finish them off, cutting off an enemy's escape, or for initiating a fight as well. Flash can give you the ability to initiate on low health enemies with your ult much faster, before they have a chance to escape you and your carry. You can also use flash to ult in onto a group of enemies, then flash out of your ult, saving your Q and E. This creates a great escape aid for your team should your team find themselves on the losing side of a fight.


[summoners/exhaust.png]:
Exhaust can make it impossible for someone to escape death. By using Jarvan's W first, then casting exhaust when his W's slow effect ends, you should be able to ensure your carry scores a kill. Exhaust also works to help you and your carry escape certain death yourselves by slowing a high damage enemy to allow you to create greater distance between you and them. Exhaust is Key in team fights, as it also cuts down on the damage of the afflicted target. This can give your team the opportunity to kill the enemy AD carry, AP carry, or any high damage threat the enemy team posses.


_______________________________________________________________


Other Viable summoner spells

[summoners/heal.png]:
Because Jarvan has no ability to bestow a teammate with a shield or heal anyone, taking summoner heal can be viable. While it wont heal your teammates as well as it heals you, it can still work out in a pinch providing a last ditch effort to secure a kill or escape alive.

[summoners/ignite.png]:
If you feel the need to be even more aggressive, Ignite can work too. ignite can help In allowing your carry to score that needed kill through its additional damage and healing debuff.

[summoners/clairvoyance.png]:
The reason for taking CV with Support Jarvan is the same basic reasoning for taking it with any support. Use it to try and keep track of the enemy in their jungle early, or to look into areas that are not warded(such as when there are no wards on dragon or baron).

[summoners/teleport.png]:
Allows you to teleport to another lane to provide quick assistance to that lane.
Skills
[skills/jarvaniv/p.png] Passive: Martial Cadence

Jarvan IV exploits his target's opening, dealing 6/8/10% of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.

Explanation:


This passive is great when your solo top or jungling, but as a support, not as much. It still however has its place and shouldn't be considered useless as early game this passive is one of your best weapons in trying to establish and keep dominance of the lane. It helps your carry to quickly clear creep waves(move through and hit each one of them), and is capable of giving you the extra boost to secure a kill should your carry be incapable of doing so.


[skills/jarvaniv/q.png] Q: Dragon Strike

Jarvan IV extends his lance, dealing 70/115/160/205/250 (+120% 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

Range 770


Explanation:


[http://i.imgur.com/VVu9D.jpg]

This ability, though taken second, is devastating early on in lane as being able to drop an enemy's armor allows your carry to deal a lot more damage, and that damage can be the difference between securing a kill/FB, or letting them get away only to come back later to jump the both of you when your weak. The ability can also be used to help lower the health on creep waves, allowing your carry the ability to finish the wave faster and push the lane. Lastly, this ability can secure that last hit on an escaping foe if no one else is capable of finishing them. It's biggest benefit however is it's synergy with Jarvan's E, creating a pop up, gap closer, and escape tool.





[skills/jarvaniv/w.png] 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 65 mana

AoE range 600


Explanation:


[http://i.imgur.com/UQIb7.jpg]

While early on, the shield from this skill wont be a life saver for Jarvan, so its the ability to slow an opponent with it that makes it useful. It's cost is high, so one point early is all that is needed. Sadly, you cannot give the shield to an ally, thus this ability is used only for its slow early on, and an expensive costing slow at that. Good for tanking turrets with though.



[skills/jarvaniv/e.png] E: Demacian Standard

Passive: Grants Jarvan a bonus 10/13/16/19/22% attack speed and 10/13/16/19/22 armor.

Active: Jarvan IV throws a Demacian flag to a nearby area, dealing 60/105/150/195/240 (+0.8 per ability power) magic damage to enemies in the area and granting his passive Attack speed to all nearby allies

Cooldown 13 seconds

Cost 55 mana

Range 780

Damage Diameter 150

Aura Diameter 1200

Sight Diameter 870

Attack Speed Aura: 10 / 13 / 16 / 19 / 22%


Explanation:


[http://i.imgur.com/A5NWy.jpg]

Its passive makes Jarvan tankier. That additional 10 Armor early on can make a large difference in lane. When active, it will deal magic damage in an AoE where the flag lands, and will then not only double Jarvan's attack speed buffs from the passive, but it will apply his passive attack speed bonus to all nearby allies. So as you can imagine, the ability to boost your carry's AS gives them a huge advantage in an early fight. Once the flag is down, if you target Jarvan's Q at or near it, Jarvan is pulled to the flag's location, and launches everyone in his path into the air. With both his E and Q together, You not only double buff yourself, but you buff your carry, and debuff and pop up an enemy. Just throwing the flag onto an enemy makes for great harass as well by keeping them on their toes and guessing as to whether or when you and your carry will jump onto them.



[skills/jarvaniv/r.png] R: Cataclysm

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

Range 650

Diameter of Wall: 650

Diameter of Sight: 1650


Explanation:


[http://i.imgur.com/7hrUN.jpg]

This AoE doesn't apply a typical form of CC like other abilities. Instead, It's more reminiscent of Anivia's wall, except in a full circle. It damages the targeted champion and then traps anyone close by with in the wall for a longer duration than any stun. While your melee team members may be useless in a sense when outside the wall, your Carry wont be. Having that 3.5 seconds to pound away on an enemy incapable of escaping is priceless for a carry. However, this ult can spell doom for your carry, other team mates and even yourself. If a team member is near dead and trying to escape, attempting to save them with this ult is very bad idea as you can potentially prevent their escape, getting them killed in the process. It is better to use Jarvan's other skills or a summoner's spell to stop enemies from finishing off your escaping carry.



Skill Order
As with any champion, You will prioritize your ult over everything else. Maxing your E, Q, and W.

[skills/jarvaniv/q.png]
Levels: 2, 8, 10, 12, 13


Maxing this second is important as by the time you have it maxed, you'll be heading into late game, where its ability to shred armor will be very useful.

[skills/jarvaniv/w.png]
Levels: 4, 14, 15, 17, 18


His weakest ability, thus why it is to be maxed out last. Level 4 is the only time you'll prioritize it over anything.

[skills/jarvaniv/e.png]
Levels: 1, 3, 5, 7, 9


You want this maxed at level 9, this will allow you to give the biggest boost to your allies and yourself. 22 armor and a 22% Attack speed boost to your allies is nothing to scoff at.

[skills/jarvaniv/r.png]
Levels:6, 11, 16


Your ult is available for upgrades at these levels, so always prioritize them when they do.
Item Builds
Your startig options should remain rather simple"
[items/faerie-charm.png][items/health-potion2.png][items/mana-potion.png][items/sight-ward3.png]
or
[items/faerie-charm.png][items/sight-ward2.png][items/vision-ward.png]

On your first backing, You need to buy a Philo stone, as well as a few more wards. If your gold permits, you pick up boots of speed. If you choose to buy a few potions, be relatively cautious about it. You want to stay alive in lane, but you don't want to spend all your gold on consumable health items. After acquiring those two items, build your sight stone

If your team is AD heavy, your going to want to purchase a Zeke's Hearld. This item's aura does help you bit in the damage department thanks to the increase in Attack Speed.

If your team is AP heavy, you may want to purchase a Will of the Ancients. It's not the greatest thing for Jarvan by any means, but it will benefit your team, as well as give you a bit of health back with your skills(save for his W).

Remember to never forget to buy wards early on until you get your sightstone. After which, your should still purchase either pink wards or oracles to help clear out enemy wards.

[items/enchantment-alacrity.png] or [items/enchantment-distortion.png]

For boot enchantments, You should only be taking Alacrity, or Distortion. Alacrity gives you increased movement speed, allowing you to traverse the map quicker, improves dodging, and chasing. Distortion reduces the cool down on several movement related summoner spells. This is handy in that anything that can reduce the cool down of your flash is extremely helpful.
Item Explanations
[items/philosophers-stone.png]



Nearly every support will start with a faerie charm and then build into this immediately. Why? because this is a quintessential item on supports due to it's ability to provide solid mana regen, fair health regen and additional gold per 10. This Item builds into the ever useful Shurelyia's, which brings in an even deeper meaning behind purchasing this item.

[items/sightstone.png]



This item will pay for itself, every game. At the cost of 9 and 1/3 wards, you get an endless supply of wards(limited only in carrying capacity and number you can place), as well as additional health. This item has only one draw back in that you can only place 2 wards on the field at the same time. A perfect item for roles like support that are heavy players when it comes to warding the map.

[items/ruby-sightstone.png]



At the cost of an additional 8 wards, you receive an increase to bonus health, the number of wards you can carry, and the number of wards you can place at one time. Like the item it builds from, it will pay for itself every game. Keep in mind, that placing another ward on the map when you have already placed it's limit, will cause the oldest ward you placed to disappear(This applies to only wards generated by this item. Purchased wards are not effected, nor do they effect this item).


[items/shurelyas-reverie.png]



A long standard item for supports. It offers bonus health, mana and health regen, CDR and an active that boosts the movement speed of you and nearby allies for a few seconds. A great item for chasing, escaping or hurrying to finish the game after your team scores an ace. A highly valuable item that NO support should ever exclude from their builds.


[items/aegis-of-the-legion.png]



Providing additional armor, MR, and health to you, and has an aura that grants nearby teammates additional Armor, MR and health regen. What's more, is you gain the benefit of the aura as well. The Item was nerfed pretty bad, It's not a terrible item, but is not a fantastic item. It's still a decent item for supports, but should not be bought over anything else(such as Locket). This is an item that will mostly be purchased by the jungler(if their a tank jungler) or the team's bruiser. As you are built as more of a tank when playing Support Jarvan, this item should still remain in high regards for purchasing, especially if you roam quite a bit.

[items/mercurys-treads.png]



Mercury's treads grant you increased movement speed over boots of speed, along with additional Magic Resistance. This magic resistance makes it great to use against ability power heavy teams. Another aspect of these boots is it's passive ability which reduces the duration of all debilitation's on your champion. This ability alone can sometimes make these boots the best choice.


[items/ninja-tabi.png]



These grant you additional movement speed like mercury's treads, but instead of the bonus magic resist, they give you additional armor. They also pack a very useful passive which reduces all damage from basic attacks by 10%, which makes them very useful against an enemy AD carry for example. However, they do note reduce magic damage nor do they reduce damage from turrets.


[items/randuins-omen.png]



Grants additional armor, health and health regeneration. it also carries the passive from warden's mail, but with a slight adjustment. It will offer the chance to slow your attacker's movement speed along with their attack speed. This item also carries it's own, and very useful and powerful passive. Upon activating this passive, an AoE that slows movement and attack speeds off all enemies within range of the AoE for 2 seconds occurs. On top of this, for every 100 points of armor or MR you have, the duration of this AoE is increased by 1 second. So by the time you buy this item, you'll be guaranteed to slow enemies for at least 3-4 seconds. This ability is very useful to your team, so its wise to know when you should be using it, and when you shouldn't be.


[items/locket-of-the-iron-solari.png]


Another Solid item for a support/tanky support. It grants a good amount of armor and some bonus health and additional health regen, but its the active ability that really shines on this item. When activated, it shields you and all nearby allies for 5 seconds. while the shield cannot absorb as much damage as the shields that champions can create themselves(the shield absorbs 50 damage +10 more damage per champion level), It's still enough to make a difference in a team fight. The option of taking this item over Randuin's is set upon whether the other team has several champions with high AS or not, or whether you prefer one over the other.


[items/banshees-veil.png]



This is a very useful item against strong AP casters as it gives you magic resistance, and a nifty little spell shield that is akin to Sivir's spell shield. This Shield will block all damage, debuffs and disables from the next enemy ability used against you. The cool down of this shield is rather low for an item based ability, meaning that you'll be granted this extra bit of protection quite often. This item also provides you with a fair amount of bonus HP and Mana, giving you more survivability and and better resource base.


[items/zekes-herald.png]


This item started off as an improvement to the old Stark's fervor, and now has been updated for season 3. It provides you with additional HP and CDR, but has an aura that bestows extra attack damage and life steal to your team. This item is great on its own, as it helps you and your ADC, but really shines in an AD heavy team.


[items/frozen-heart.png]



A very solid item. High Armor, solid bonus mana, CDR and a great passive. Works well with a Randuin's(the active). It's passive helps to cut down damage from the team, making team fights much easier on your team. There's not much to say about this item in terms of negativity other than it would be better with a health boost.


[items/will-of-the-ancients.png]



This item provides you with a decent boost to your AP. It also carries an aura that boosts the AP of all nearby allies, and bestows them with spell vamp at the same time. This items is a good pick up in an AP heavy team, but the spell vamp itself will benefit nearly everyone on the team(spell vamp triggers even on AD scaling abilities, thus giving AD carries an increase in survivability).
Early Game
Early on, the goal is to establish lane dominance right away and possibly establish first blood. While you can net that FB at level 1, your going to have a better chance at it at level 2.

So early on:

- Just harass the other team by dropping flags on them should they get to close.

- Camp their bush to force them to play cautiously(possibly separating them from the creep waves, thus allowing you and your carry to get ahead in exp).

- Be ready to pounce on them when they screw up. If the enemy carry is packing Flash, it would be wise to try and harass them hard enough to force them to burn that flash.


Once they burn that flash, and if they don't leave the lane to heal, you now have an easy kill once level 2 hits. At level 2, wait for that prime moment(be sure to stay in contact with your carry so they know what your doing) and strike.

- Drop the flag close enough to them to damage them and place it behind them, then Q into them. This will not only net some good easy damage, But will pop them into the air, allowing your carry to close in and/or score easy damage without recourse, and it will shred their armor.

- Once they land, hit them with exhaust(if they have the HP to warrant burning exhaust on them only) and your team should be able to secure the kill as it would take a summoner or burst heal for them to survive the assault without their flash or a flash like ability.


By level 4, jumping on the other carry becomes even more disastrous for them as you now have the ability to keep them slowed for a much longer period, and your E will produce an even greater bonus effect to you and your carry. At level 6, the other team will most likely be on the ropes about even coming near the creep wave/leaving their tower without more of their team present.


As you would with any support, make sure you buy and use wards. Even though you may be dominating the lane, without proper warding, you can lose that lane advantage very easily due to ganks from the enemy jungler and solo mid. So by keeping wards up, using CV if you've taken it to try and keep track of the enemy jungler, you can make your lane dominance an incontestable and safe lane dominance.
Mid Game
Be Cautious

As you are lacking the damage a typical top lane or jungle Jarvan would have, You should practice extreme caution when warding dragon, jungles, moving between lanes to assist, etc. I can not stress caution enough. You're tanky, but you deal no damage, thus you can be an easy kill to anyone determined to get revenge and/or net some easy gold. If you find yourself being hunted down, remember you have some decent escape tactics. You have the ability to sail over walls with you E/Q combo, you can slow your pursuer[s] with your W and exhaust. if you notice your teammates headed in your direction, kite your pursuer[s] to them to punish them for their greed.


- Your purpose early game is to provide a kill lane for your carry in order to get them as far ahead as possible. So by mid game, you should be focused on building the items important to benefiting your team and turning yourself into a tank.

- If you were able to establish and keep dominance of bottom lane, your team should have no problem taking dragon with little or no contest from the other team.

- Try to keep your eyes open to the map as much as possible and watch for the enemy grouping up, this is a sign that they will try to push to tower or they are planing to take dragon(possibly trying to force a team fight).

- Stay aware, stay aware and again stay aware. Map awareness is a key to survival and ultimately victory.
Late Game
At this point, you can be rather underwhelming. While still capable of pulling off great plays, setting up the enemy team for death, and tanking like a fiend, you just don't have any damage. You're passive is going to be your only real source of AA damage, but it only procs every 6 seconds against a single target. So play it safe, don't fight alone unless you can guarantee that you can walk out alive, such as targeting a player near death.


- Try to keep placing wards around at areas that you know the enemy team will pass through, dragon and baron.

- Get a few CS here to help you finish items when teams are stalemating one another(everyone is together opposite of the other team, but no one is initiating a fight, just poking at one another).

- Stay with your team when you're not warding so that if your team tries to oppose dragon or baron attempts, as you're there to tank. Team fights are the biggest focus at this point, so its important to be ready for it at any point. You're looking to win a team fight, most desirably by acing the other team, so that your team can finish the game.
Team Fights
When A team fight breaks out, It's important to focus the enemy carries as they'll be the biggest threats on the other team(normally).

- You can use Jarvan's E>Q combo to debuff and pop up several enemies at once, and use it to close the gap to get closer to an enemy carry that's just out of reach.

- Using Jarvan's W In a team fight can slow an escaping enemy, slow a melee champ attempting to close a gap, or slow a pursuer in the case of a losing fight.

- Jarvan's ult Maximizes it's use in team fights by allowing you to Initiate or prevent enemy escapes.

- Use your exhaust if you took it on the enemy AD carry to to slow their attack speed, thus cutting their damage potential.

- If you have items such as [items/locket-of-the-iron-solari.png] or [items/randuins-omen.png], you will want to activate them. Locket shield will cut back some of the damage dealt to your team and can possibly save a teammate[s]'s life. Randuin's can be a serious problem for the enemy team when you in the center of things, cutting down there movement speed for several seconds(because your a tank, the duration should/will be longer).

- Keep your flags on the field every time they're off CD, and do the same with your Q to keep your enemy's armor shredded(thus maximizing the damage your AD carry can do) and knock enemies into the air to interrupt their damage output.

- Try not to put yourself into a position to just get melted right away. A tank that dies to fast is not an effective tank. You want to be able to stick around and soak up as much damage as you can while assisting your team in picking up kills.
Lane dominance, why you should be careful
Establishing Lane dominance is rather simple. At the very start, successful harassing can push the enemy team back a bit as they wont want to give up that first blood. This causes them to lose out on gold and depending on how far you can force them off, experience as well. Once you can successfully separate them from the creep wave, you must keep up the harassment in order to maintain that lead.

- An early first blood, and possible double kill has the ability to establish lane dominance early(though not always), by putting your lane ahead in gold and experience.

- Constant aggression and smart play is your key to dominance, as being passive will not allow you to dominate.

- An enemy that is constantly afraid to get close to the creep wave for more than a second, will back off quickly should you even sneeze in their direction, or is constantly camping under their tower with no creep wave at that the tower, is a sign that you have successfully achieved lane dominance.

As any support or AD carry should know, your lane dominance can be hazardous to your own team. By keeping a lane pushed, you are at risk of being ganked by the enemy mid lane and/or enemy jungler, and quite often at that. Dominance of a lane will more often than not cause enemy players to visit your lane much more often, thus challenging your dominance of the lane. Because of this it's important to keep wards up.

Warding alone will not save you if you have no map awareness. This is a problem that faces a lot of newer support players. As the support, you need to be watching the map just as much as the game so that you can inform your carry of an impending gank. This is what makes warding further out(close to dragon for example) important. As you are dominating the lane, you may have to trek into the enemy jungle a bit to place wards past the tri bush to create an earlier detection opportunity. Staying aware of your surroundings so that you can avoid in incoming gank(thus causing the enemy jungle or mid to waste time and miss CS and exp) will help you to maintain your dominance in lane.


[http://i.imgur.com/6y1WR.jpg]

- The Neutral grey area represents the area of the lane in which you are most likely to be safe from ganks while farming minions. Purple side however has a much better chance of avoiding ganks while the lane is situated in the neutral range. Blue Side still has the path from the tri bush that leads them open to a gank even in this range. Still this area provides you with a way to stay engaged, and be able to escape. The closer you move to the grey lines I've drawn, the closer you are or further you are from the danger of a gank.

- The Danger zones represent the areas of the lane that your in danger of being successfully ganked at. These areas will expose your back side allowing the enemy mid or jungler an easy opportunity to get behind you and cut of your escape. When dominating the lane, You will most often be in this general vicinity, thus the reason for map awareness being so important.

- Extending past the red line puts you in the position of having the least survivability. Tower diving at early levels can net your team a kill, but can also result in the other team walking away with a kill as well. if you manage to escape the dive alive, your still not safely away. the enemy jungler or mid may have been headed your way, thus they can finish you with relative ease should they run into you.
Warding
Warding is one of your most important responsibilities as a support. Without wards, you keep your lane(and later on your whole team) in the dark, literally. While it's not just the responsibility of the Support to ward, do note that your carry should never have to buy wards, their gold should go to the items they need to dominate. You are not going to be as powerful as the carry, thus by you being the one in lane to ward, you give them their ability to be powerful.

Warding your lane early on is as simple as keeping a ward in the river bush to watch for ganks, One in either your lane bush or theirs(depending on the current situation). Warding the tri-bush is also important, depending on which side of the map your one. If your on the blue side, a ward in that bush covers you from being ganked from behind. If your purple, it allows you to be aware of their jungler ganking from their jungle when you have them pushed to tower.

try to abide by the example show by this map of where to ward. Of Course you can't always keep everything warded by yourself, but you can at least keep the most important areas warded to provide better map awareness.

[http://learntheleague.com/wp-content/uploads/2012/03/Complete-Ward-Map.jpg]
Top Carries to use Jarvan with
Your typical Support can run with any carry, however, certain carries work better with certain supports. Some carries need a more passive support, while some prefer the benefit of having an aggressive support(in other words, creating a "Kill lane"). This is a list of the Carries I personally feel that Support Jarvan works well with.
NOTE: This list is subject to additions and changes as I have yet to experiment with all carries as some get picked more often than others.

[champ/graves.png]: The king of the AD carry. Graves can lane with a passive support, or an Aggressive support, but what he really wants is that Kill lane support. He has a handy little dash that boosts his AS temporarily, allowing graves to quickly get in and start dealing damage as soon as Jarvan's flag drops and he begins his Q for knock ups. It also doesn't hurt that the AS and armor boost from Jarvan's flag mixed with the AS boost from Graves's dash and the armor from Graves's passive makes him even deadlier and harder to kill at the same time. This is your ideal lane.

[champ/missfortune.png]: Shes great on harassing, has that nice heal debuff, and a slow of her own. Her passive allows her to follow up Jarvan's engagements much quciker then most carries. While she may be outclassed by many other carries, her aggressiveness works perfectly with Jarvan. Together, these 2 can dominate a lane through absolute projection of fear.

[champ/varus.png]: His kit is what makes him work well with Jarvan. He applies additional magic damage with his attacks, his ult can immobilize, he can slow, can cause additional damage by procing his blight stacks, and his Q can finish anyone that gets out of AA range. Jarvan's passive aura from his flag also helps to make for Varus's squishiness in lane.

[champ/vayne.png]: True damage, A small gap closer that boosts the power of her next auto attack, a push back and stun, not to mention her ult, all wrapped up in a little package of doom. Jarvan can give her the time she needs to get in front of(or behind) the enemy to push them back or send them into a wall for a stun. Her early game is weak, but a Kill lane can make up for it by getting her fed quickly, and a fed Vayne is a scary Vayne.
Synergy With other Carries
Those carries that do not make My top list, shall be listed here with explanations as to how they work with Support Jarvan. Also any and all carries I have yet to lane with as Support Jarvan will listed here.

[champ/ashe.png]: Think of it like an Ashe/Nunu lane, except with a shorter AS buff, an armor buff, a wall, but no MS buff. Ashe brings her own slows, long range and a stun to the fight, meaning that without a flash or flash like ability, the enemy carry is as good as dead.

[champ/sivir.png]: Sivir is a very strong duelist, and can work well with just about any support. Her biggest default is that she's very mana hungry and has short range. She works with Jarvan, but not as well as others.

[champ/teemo.png]: Teemo Has been a strong pick since his fix, But I personally feel hes a better solo top as opposed to being a bot lane AD carry. He has great harass, but is just not a viable ADC pick.

[champ/tristana.png]: Shes not the strongest, nor is she the weakest. She has a kit that works rather well with Jarvan, but Without AP, her skill damage just caps off and she in turn falls off. good if your trying to keep the lane pushed all the time.

[champ/caitlyn.png]: Great range, but that's about it. Her ult can be intercepted, her traps do not stealth, and her slow is more of an escape tool than anything. She just doesn't have a large presence in game as she currently stands.

[champ/kogmaw.png]: Kog is able to out range any other carry, and without an kind of escape akills, he benefits rather well from a kill lane, or aggressive support as opposed to a passive support. Jarvan's flag may not apply the same boost to AS as a Nunu blood boil, but the drop in an enemy's armor, combined with confinement inside his ult(perfect for landing those kog ults) makes them work quite well together.

[champ/urgot.png]: The Anti AD carry. his ult can keep an enemy inside Jarvan's ult, and his nice little "aim bot" ability becomes easier to apply thanks to an interrupt from Jarvan. Jarvan just allows this guy to do the job he was made for just that much better.

[champ/ezreal.png]: Range and speed is the name of the game with him. Because his skills give him great range, and the ability to jump in to bring people into range allow him to work rather well with Jarvan. Even if an opponent flashes away, Ezreal can still pick up a kill thanks to that rangeand mobility of his(as well as being able to flash out from under a tower with out having to use summoner flash).

[champ/draven.png]: I would compare Draven to Sivir. He can do some excellent damage by keeping his Q going constantly, and carries a global ult that hits twice. However, once the laning phase has ended, Draven begins to drop off as his skills are not very well designed for team fights.


[champ/corki.png]: Corki is a top pick these days. He has great utility, excellent skills, and can easily push a minion wave. Having a kill lane support in tow gives him an even greater presence and almost a guaranteed kill from every engagement.
Extras
As I cannot record video(sad as it is), I cannot reaffirm my points through posting videos of my gameplay. As of right now, I can simply just pictures of post-game screens to display my ending progress. In the future, when can purchase a newer PC, I will post videos.

[http://i.imgur.com/MLduE.jpg]

[http://i.imgur.com/fWAAM.jpg]

[http://i.imgur.com/iQo33.jpg]
Final Comments
In Conclusion, Support Jarvan is not only a very viable Kill lane support, but a rather enjoyable one to play. Though it can take a bit of time to grow used to playing support Jarvan if your someone that doesn't play support, or is no good with kill lane supports, hes still worth playing anyway. With a good partner, you can achieve lane dominance and hold it fairly easily.


Thanks go to
Return the bomb for helping me test the synergy between Jarvan and a few AD carries.
Dominus for spotting something I forgot to include(lol)


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Comments: 16
  • @Gravebound: that armor bonus on activation was really good for dueling and engaging early on(was stupid of riot to remove in the first place as jarvan's E has been like that for forever), but the armor shred he provides from his Q, and the bonus AS still make him strong, just not as strong for his teammates as he used to be.
  • Gravebound
    1 month ago
    Slater, one big question:

    Last patch removed Jarvs' +10 armour on Demacian Standard.
    How big are the consequences for Jarv support?
    Asking this since I'm rather interested in picking him up,
    after playing him top/jungle for a year and a half.
  • Pvt Parts
    6 months ago
    Love the guide. Well written. My personal experience with support Jarvan before reading your guide was still amazing, but I felt improvement afterward. However, I like to run Ghost/exhaust, with MS quints and all armor yellows. I prefer to play Jarvan as an agressive tank and live the kill lane to its fullest.

    You should also mention how well Jarvan deals with the current metagame in bottom lane. His flag reveals the normally annoying Leona or Blitzcrank in the bush. It's just amazing.

    And bursty-ass Graves is my favorite lanemate.
  • Slater Von Jäger
    10 months ago
    I do use Exhaust/flash quite a bit. I'm kinda partial to CV though. I'm, steadily moving away from it though on kill lanes.
  • MrPotato
    10 months ago
    I think you should go Exhaust/Flash with Jarvan. Clarivoyance is just bad atm :s
  • all4ic0ns
    1 year ago
    Karthus, Jarv lane that sounds fantastic.

    EPICENTER!!!! Karthus death aura thingie with the circles.
  • @Tehkraken: Ez wasn't in my lane that game, he went mid and i laned with Karthus. Odd lane I know, lol, but still made it work.
  • Tehkraken
    1 year ago
    you say you haven't experienced laning with jarvan/ezreal, but in the picture that you go 2/2/18 you have AD ezreal. Did you forget about that or am I missing something.
  • Yeah. When it comes to using condemn, its good to use to push someone to Jarvan for him to ult, lol.
  • Blinkingsky
    1 year ago
    In response to the Vayne-stun-in-Jarvan-wall thing: no, it doesn't. In fact, I think it actually knocks them right out of the wall, thus making Vayne's Condemn a very bad choice to use when an allied Jarvan ults.
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