Welcome to my Jarvan guide, it is my first guide so judge it as you please and give me constructive feedback.
I Usually Run Flat AD Reds , Armour Yellows, MR Blues and Flat AD Quints but like to change it up from time to time.
This is good for Jarvan players because you have the early game AD to farm your lane successfully against other players, also the Flat AD stacks very well with his Demacian Standard and it also goes towards his Q and R as they have insane ratios from bonus AD (1.1 Q, 1.5 R)
The Yellows benefit him hugely because without them he would just have no survive in lane.
Same goes for the MR blues these stop the early game damage and help out late game also
I Would suggest you set up a few rune pages and see which one works the best for you
I Go 21/9/0 masteries because I like to dish out alot of damage early game and get those important kills which make Jarvan OP as an AD.
Lets start from the beginning.
Boots + 3 Pots : Common Sense As A First Pick. Mobility plus Health.
Dorans Blade: If not Boots then Dorans Blade is your first/second pick.
Vampiric Sceptre: It goes very well with your FLAT AD Runes and you can later progress it into either a Bloodthirster or a Zekes Herald (This should be your third item if your getting owned)
Infinity Edge : This is the money maker. It supplies you with crits which hit the enemy hard but most importantly you get that bonus ad the 80 Damage adds 88+ Damage to your Q And 120 To your Ultimate
Phantom Dancer: More crit and more speed which should give you around 1.5 with your demacian standard. Pretty self explanatory why this is second
Gloodthirster / Zekes Herald (pick one):
1. Bloodthirster - This gives you a huge amount of lifesteal and AD (100 if full stacks) which will give you around 110 on your Q And 150 AD On your Ultimate.
2.Zekes Herald - This is a all around good item to get it gives your allies some support which will help them because you will usually be cataclysmed in the middle of fights also it supplies you with even more speed, lifesteal and health.
Atmogs - Simple way to finish your build. You have enough damage as it is to clean up a team now just get some more AD/Health and your fine
The skills are important for him because they are what Jarvan will depend on as an AD.
Martial Cadence: (Innate): 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 for 6 seconds.
Whack a mole and they drop
Dragon Strike : (Active): Jarvan IV extends his lance, dealing physical damage in a straight line 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.
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Physical Damage: 70 / 115 / 160 / 205 / 250 (+1.1 per bonus attack damage)
Armor Reduction: 10 / 14 / 18 / 22 / 26%
What makes this an amazing skill for an AD is that it reduces the armor of your opponent but it also stack with bonus ad at a very high ratio asweel as featuring a very low cooldown
Golden Aegis: (Active): Jarvan IV shields himself for 5 seconds, which, upon activation, also slows surrounding enemies for 2 seconds. The shield gains strength for every nearby enemy champion upon activation.
Cost: 65 mana
Radius of AoE: 600
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Shield Strength: 50 / 90 / 130 / 170 / 210
Extra Shield Strength: 20 / 25 / 30 / 35 / 40 per nearby enemy champion
Slow: 15 / 20 / 25 / 30 / 35%
This is also an excellent skill for an AD as it shields you for 210 Damage (370 if all team is there) but it also has an inbuilt slow which is very valuable in a team fight or a chase/escape scenario
(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 a nearby area, dealing magic damage to enemies at the landing point. The flag will stay on the location for 8 seconds granting armor and attack speed to all nearby allies as an aura.
Cost: 55 mana
Cooldown: 13 seconds
Damage Radius: 150 (estimate)
Aura Radius: 1200 (estimate)
Sight Radius: 870 (estimate)
Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.8 per ability power)
Attack Speed Aura: 10 / 13 / 16 / 19 / 22%
Armor Aura: 10 / 13 / 16 / 19 / 22
Passive: pretty simple it gives you Attack speed and Armor. what else would you like from an E
Active: OP Much? Yes it is sporting a 13 second cooldown and a 8 second free ward. It also has another CC the knock-up which tears through the whole team if placed correctly asweel as having a nice amount of damage
(Active): Jarvan IV leaps to an enemy champion, dealing physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the impassable terrain by activating this ability again.
Radius of Wall AoE: 300
Radius of Sight: 1650
Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage: 200 / 325 / 450 (+1.5 per bonus attack damage)
This is Jarvans moneymaker. Look at the details and be amazed. Having a cooldown of 90 seconds at level 16 and being able to dish out over 700 damage ALSO containing another CC of not allowing the player to leave an area for 3.5 seconds unless forced to flash, that sounds like a fair trade to me.
Not much to say here. Your not jungle Jarvan don't take Smite
Basically if you remember these 6 spells you will be fine:
One more chapter before the summary. Teamwork is key with Jarvan no teamwork and you are toast.
Your job is not to tank damage it is to deal it so try and be in the fight but remember that you are Jarvan and that you have a q that shreds through there team.
Combo 1 : R-E-Q-W-Q
Combo 2 : E-Q-R-W-Q
Combo 3 (My Favorite): R-Flash Out-W-E-Q (into your Cataclysm)
Dont know what to put here so i will just say as long as you enjoyed this guide i am happy and have fun playing AD Jarvan