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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






Substitutions:











Mid Game: Hopefully at this point you should have your






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


The ideal team: I usually play using this build when my team is primarily composed of carries or lacking in crowd control.





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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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