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Spells:
Ghost
Exhaust
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
Note: I'm currently in the process of updating this build.
Pros:
-
Lots of CC
All CC abilities are AoE's
Easy initiations
Easy to last hit (general pro for any Jarvan)
Really strong early game
Ultimate puts positioning in your favor if used correctly
Nice amount of CDR - more knock ups more often.
Lots of auras and debuffs
Cons:
-
Low mana pool/regen
Less late game health than other tanks, which is bad if they have a lot of ignites or an Olaf
Jarvan's ultimate can work against your team if not used properly
Very little damage output
Marks: Greater Mark of Desolation - ArP is really only for the early game. These bad boys will make you a legitimate threat if the enemy decides too get a little too close.
[*] I don't invest into dodge because the only time I find that dodge is really useful is when three conditions are met:
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1)You don't plan on taking Thornmail
2)The enemy team is reliant on physical, auto-attack champions with high ArP
3)The enemy is lacking in any effective CC (which would make
The more cc the better, right? Use this on carries who extend out of your range or champs like Tryndamere.
Substitutions:
Best used in a 1v2 lane. I find Exhaust and Ghost are needed more often than Teleport.
Heal is a really under-rated spell. Make sure to take the Mender's Faith mastery.
Because this build lacks in damage it may be easy for the enemy team to focus down a tower right under your nose; make sure to take Reinforce if you decide to grab this.
Mid Game: Hopefully at this point you should have your Randuin's Omen, Mercury's Treads, and your Quicksilver Sash. The majority of your opponents should have enough natural defenses to shrug off what little damage you'll be doing. I can't stress how important teamwork is from this point off. Now, just because you wont be doing much damage, doesn't mean that you're completely useless. You'll be able to dash through any teamfight tactics the enemy teamfight may try to implement. Don't be afraid to initiate since you can easily back out using your Golden Aegis, Randuin's Omen, and Quicksilver Sash if things turn sour.
Be careful though, this is the most difficult point in a match for Support/Tank Jarvan since you'll be lacking in damage and in any serious amounts of armor or magic resist. You can be focused down pretty quickly by the enemy team.
Late Game: Pretty much like the mid game but without any damage. Instead, you'll be a lot harder to kill. At this point you should have Force of Nature and Frozen Heart. Thanks to you, your team should excel in teamfights so long as you keep your carries alive.
The ideal team: I usually play using this build when my team is primarily composed of carries or lacking in crowd control. Cataclysm has great synergy with Karthus and Heimerdinger. But what about the opposing team? I would suggest using this build when you're playing against a balanced team. In other words, the ol' tank, off-tank/support, 3x carry team.
Cataclysm: You're going to have to initiate with this bad boy. There are many ways of using this ultimate effectively and many ways to use it effectively against your own team. Some guidelines to follow before using Cataclysm:
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Try to keep your ultimate away from your team.
Cataclysm also blocks off your allies from coming in; make sure your not saving your enemies.
Don't waste your ult on enemy's being focused down; instead try to block off their tank or close range carries from assisting their team.
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