Jarvan the IV
''There is only one truth, and you will find it at the point of my lance.''
- the ''last words'' of Jarvan IV at his failed execution
This is my first guide, so I hope you all find it useful. Jarvan is a champion that in my opinion should be built with AD, but also with a lot of armor and magic resist, just for that survivability. His damage output is pretty high by end game, and his survivability is great. In my opinion, he shouldn't be built all AD, or all Tank, because he can't fully utilize his abilities and such, and in a team fight he won't be as helpful, considering he is most likely to be targeted since he initiates. Hope you enjoy the build, and please rate me up if you like it!
Pros / Cons
-Extremely good at initiating team fights
-Able to suppress an enemy
-Able to take a lot of punishment
-Great end game
-Extremely useful addition to a team
-Has an escape mechanism
-Shield saves you a lot!
-Able to turret dive extremely well
-His ULT can be escaped by just a flash or some type of movement ability
-Mana Hungry early game
For runes I have a steady mix between Armor Pen and Attack Speed. At Early game, I don't need to buy an attack speed Item because with the runes my attack speed is almost 1. Armor Pen really helps to dish out some major damage early game. You can mix and match this anyway you want, but Armor Pen, Attack Speed, and Attack Damage are the majors, with Armor Pen at the number 1 spot.
With Masteries I go 21/6/3. I go in mostly attack damage, but I also give him health and mana regeneration which helps a lot early game, and the armor and magic resist provided gives him a better chance of surviving in early laning.
Okay, when I start out I buy a Doran's Shield. It helps for survivability. I stay in my lane until I have enough money for Mercury's Treads. The CC reduction and Magic Resist also help you with survivability. After that I grab a Bloodthirster, which gives me life steal and pretty good damage. After that I work on Frozen Heart, to buff his mana, which he frequently uses a lot of, and the slows and CD reductions help a lot. Also the armor gets him pretty stacked. He still doesn't have a lot of health, so I grab a Frozen Mallet after that, the slow that it provides helps to catch enemies and the health it adds makes you a force to be reckoned with. After the Frozen Mallet, I grab another AD item, Last Whisper. The Armor Pen really helps you to deal out some crazy damage.
Now the 6th item is completely situational. I've changed my sixth item around a lot depending on the situation I'm in.
If I'm dominating, I usually grab another AD Item, which is most cases is a Black Cleaver. The armor reduction is has, plus the Armor Pen from Last Whisper makes you deal some wicked damage out.
If I'm doing well, but I'm being taken out by magic users, I grab a Force of Nature. The health regen it provides increases your survivability, and the Magic Resist will really protect you from an enemy champ like a Ryze or Anivia.
You have to play around with the last item. Banshee's Veil is always good to have, sometimes I grab that, and you just have to be able to judge your situation to how you think the items will help you.
I grab Dragon Strike first. It's useful to lower the enemies armor when it hits, and especially if you and your teammate gank from the bushes on an unlucky target Early game. As soon as I hit 2 I grab Golden Aegis. Golden Aegis, in my opinion, is Jarvan's best ability. The armor it provides can really save you, not to mention the fact that it slows nearby enemies. When I hit 3, I grab Demacian Standard. Demacian Standard is Jarvan's second best ability. Combinging it with Dragon Strike can really help your team in a team fight, by launching the enemies into the air, and providing them with an attack speed boost. I rank Golden Aegis up to 5 almost immediately, then right after that I begin to level Demacian standard. Grab your ult at 6,11,16. Cataclysm is a very useful ult, considering the damage it does is moderate and how it traps your opponent. But it is also very risky sometimes. I finish Dragon Strike as the last ability.
The key to Jarvan is knowing when to use his abilities, and when maybe to hold off on them for a little bit.
-When trying to cap a turret, always throw down Demacian Standard. The Attack speed boost will help you take it down that much faster.
-When you throw down Demacian Standard to combine it with Draogn Strike, don't wait to use Dragon Strike, use it as soon as you activate Demacian Standard. Also use this for quick getaways so you don't miss the Standard. But remember to always judge when you think it will be the right time for the knock-up. Don't do it just to harass. You're not indestructible!
-Dragon Strike can be used to harass early game, but I normally hold off because of the mana it takes up. Even then I may use it once or twice, because the health and mana regen I have from Preserverance helps. Also it just isn't that worth it considering Dragon Strike's low damage output early game. But that doesn't mean it isn't useful when you and your laning partner are about to jump someone.
- Cataclysm. This move is very hard to judge sometimes. If there is an opponent that will almost certainly get away and is at low health, use Cataclysm, but judge it correctly. Don't jump on it by a turret, especially if you yourself aren't that healthy. I like to use Cataclysm on whoever is hanging out in the back, normally a spell-caster like Lux or Ryze. Cataclysm is a double edged sword though. If you use it on a champion like Yi, Yi can still kill you before you kill him, you trapped yourself with him! You can use Demacian Standard and Dragon Strike to escape from Cataclysm though, so keep that in mind. It's a very situational ULT, and the judgement on it is pretty specific, so just be careful and use it when you think it is right. Also do not use Cata on champs such as Ezreal, who has a flash move that can quickly escape your ult. If you see him use it, then jump him with Cata right after so he has less chance of escaping.
-His passive is very useful with dealing heavy damage, especially to tanks. If you are in a team fight, try to hit everyone at least once, then focus one champion. It deals some pretty heavy damage and can really turn the tide if the rest of your teammates focus.
In my opinion, the summoner spells that Jarvan uses should be Flash and Exhaust. Those are the best in my judgement and use of him. The buff you get to exhaust from the mastery point helps you to grab onto that champ who might be a bit faster then you. I like to combine Exhaust when I use Cataclysm, but only right as Cata is about to end, just so they can't dash away quickly. Personally I like using Flash more then Ghost, but its really your choice. I like flash because I find it's easier to get away when you just flash right through a barrier or something like that, because even if they slow you, you have a big head start. But some people like using Ghost, and it's really up to them.
Ignite can be useful, but I don't get it because I find Exhaust more useful with a melee champ, but Exhaust could help you finish off that enemy at low health that you are certain will get away.
Teleport is always a useful spell to have, but only when you're far behind and need to catch up, or to save a turret. I don't grab Teleport because it can't help you in actual combat.
These are just some examples of how I do with Jarvan in pub games. He is a very good champion, who requires good timing and judgement on when to use these techniques. I've never been negative with him, and I hope with this build you won't either. If you start out bad with him, just practice on getting the timing and judgement down. He isn't the hardest champion to use, but he's not for everyone. Hope you found my guide helpful, thank you!