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so u wanna be a hero....
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Spells:
Exhaust
Ghost
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction
21/0/9
all the obvious melee skills in the offensive tree plus imp exhaust.
all the mana skills in utility plus imp ghost in the utility tree.
you might ask why the mana skills over the lower tier def skills or the exp bonus in the utility tree. i prefer it for the early game. it helps you stay in the fight. having mana means u can E+Q into or out of a situation.
all the obvious melee skills in the offensive tree plus imp exhaust.
all the mana skills in utility plus imp ghost in the utility tree.
you might ask why the mana skills over the lower tier def skills or the exp bonus in the utility tree. i prefer it for the early game. it helps you stay in the fight. having mana means u can E+Q into or out of a situation.
required items: merc treads, frozen mallet, atmas impaler
items to chose based on the situation: trinity force (more crit,spd,dmg,hp/mana,etc), warmogs (hp), sunfire cape (hp+armor+passive dmg), starks fervor (atk spd,lifesteal, more armor reduction). there may be others but i dont usually have to decide past these. pick and choose based on your match...
my starting out-the-gate items are almost always a Fortification pot (yes i get the red buff pot) plus 4-5 healing pots. you might ask why. simple. a) u get 10dmg and more health for cheap, b) u can carry more health pots ALL the while c) saving money over a long sword and only 2 health pots (you'd have to wait about 7 seconds after minions spawn to even get the second)...
my main reasoning for this is Jarvin is insanely epic at lvl 2. you can farm kills against bad laners with just that fort pot and save money to get that starting item built faster. trust me. it works.
also, after you get an atmas, the fort pot is a good item to get when u need that extra push....i get them frequently...
items to chose based on the situation: trinity force (more crit,spd,dmg,hp/mana,etc), warmogs (hp), sunfire cape (hp+armor+passive dmg), starks fervor (atk spd,lifesteal, more armor reduction). there may be others but i dont usually have to decide past these. pick and choose based on your match...
my starting out-the-gate items are almost always a Fortification pot (yes i get the red buff pot) plus 4-5 healing pots. you might ask why. simple. a) u get 10dmg and more health for cheap, b) u can carry more health pots ALL the while c) saving money over a long sword and only 2 health pots (you'd have to wait about 7 seconds after minions spawn to even get the second)...
my main reasoning for this is Jarvin is insanely epic at lvl 2. you can farm kills against bad laners with just that fort pot and save money to get that starting item built faster. trust me. it works.
also, after you get an atmas, the fort pot is a good item to get when u need that extra push....i get them frequently...
Jarvin lanes early best with someone else who can snare. the best people ive played with so far are moakai and singed, but thats cuz i play with friends who use them. xin is another excellent partner.
basically, if they snare, youre better too. with pratice you can use the E+Q combo no matter who youre with to great effect.
you are also a good initiator. use E+Q to slow/stun the enemy so your group can catch up. also, you can use E+Q to get in range for your ult to target a ranged carry thats not quit letting the rest of your group get in their range. the ult can corral them long enough for them to catch up.
one strategy i use is knowing who has flash or flash-like abilites on the opposing team. one thing i like doing is forcing the opposition to burn flash or said like moves to get that ult off without them being able to leave it. this is hugely important late game when theres more survivability among champs.
also, your ult isnt just to hold the target in its cone. its a good dmg dealer and allows you to catch a fleeing enemy. be wary of your teams positions. dont let THEM get trapped inside either. u can toggle the ult off right after its used to ensure everyone can freely move (like if you have a katarina on your team who shunpos into your ult).
basically, if they snare, youre better too. with pratice you can use the E+Q combo no matter who youre with to great effect.
you are also a good initiator. use E+Q to slow/stun the enemy so your group can catch up. also, you can use E+Q to get in range for your ult to target a ranged carry thats not quit letting the rest of your group get in their range. the ult can corral them long enough for them to catch up.
one strategy i use is knowing who has flash or flash-like abilites on the opposing team. one thing i like doing is forcing the opposition to burn flash or said like moves to get that ult off without them being able to leave it. this is hugely important late game when theres more survivability among champs.
also, your ult isnt just to hold the target in its cone. its a good dmg dealer and allows you to catch a fleeing enemy. be wary of your teams positions. dont let THEM get trapped inside either. u can toggle the ult off right after its used to ensure everyone can freely move (like if you have a katarina on your team who shunpos into your ult).
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