Damage Absorbtion: 50/100/150/200/250 (+20/25/30/35/40 per nearby enemy champion)
Slow Percentage: 15/20/25/30/35%
Cooldown: 20/18/16/14/12 seconds
Mana cost: 75 at all ranks
This is almost like an "Oh sh*t !"-button, even though it doesn't absorb a lot of damage early on, it will help you survive your initiations as well as ganks, and it provides an AoE slow, which is invaluable. It has a nice synergy with Randuin's Omen.
Damage: 60/110/160/210/260 magic damage (+0.8 per ability power)
Armor and Attack Speed Bonuses: 10/14/18/22/26
Cooldown: 12 seconds all ranks
Mana cost: 60 at all ranks
This is the most versatile of your skills, it improves both your offensive and defensive power at the same time while giving you a supporting option (the AoE Buff), as well as a great initiation and escape tool when used in combination with Dragon Strike. The damage component isn't bad either, so this skill will even help you farm whole minion waves like a breeze, even though you lack base damage.
Damage: 200/350/500 (+1.5 per bonus AD)
Cooldown: 120/105/90 seconds
Mana cost: 100/125/150
Your ultimate iniates teamfights, stops enemies from escaping ganks, and can even protect your allies if used correctly. Mastering the targeting, timing and placement of this skill is probably what makes the difference between a good and a bad Jarvan player.
Hello and welcome to my very first guide on LC ! I've been lurking around for a while and decided to use the opportunity of a new champion appearance to start writing guides.
About myself as a player, i wouldn't say that i'm a pro or anything, but i have about 2000 games under my belt (as of March 3rd 2011), having a little more victories than defeats. I know it doesn't prove anything, but i think it shows that i should have enough experience as a player.
Jarvan has been out for less than 24 hours at the time i'm writing this guide, so it might be far from perfect, but i'd like to share the first impressions and insights i've gained playing him all day long. I know there are various ways of playing him, i'll show you mine and add more sections covering other styles as i test them out.
it's your choice - just focus/don't mix them randomly.
Personally, i run Cleanse and Ghost on all my melee chars to be sure to reach my goal or get away safely, and since as Jarvan you'll probably be most of the time in the middle of every teamfight soaking the most damage, this combination can help you GTFO.
Alternatives to Cleanse:
- Smite: take it if you're jungling, if you take this, put your 9th utility point in [mastery=plentiful bounty]. - Exhaust: great overall spell, if you take this, put your 9th utility point in [mastery=Cripple] instead. - Ignite: the counter to healers, can net your and/or your teammates a lot of kills, but i like this more on a carry than on a tank/support. - Flash: for those who needs the extra mobility. Recent nerfs to this spell made it less appealing though. - [spell=Fortify]: can save towers, kill tower-divers, the passive helps with creeping, and since we're deep in the defensive masteries, we could put 1 point in [spell=reinforce] to make it worthwhile. - Teleport: saves you time when you bluepill to get your Philosopher's Stone, also brings you to the next tower you want to defend or push that much quicker.
The others (not recommended): - Heal: is okay early game to save you and/or your lanemate from getting "first-blooded", but scales badly into lategame. Also, Regrowth Pendant should keep you alive long enough at the beginning of the game. Note: can be viable on Twisted Treeline. - Clarity: even though Jarvan has a very low starting mana pool and his spells are rather expensive in comparison to that, you can get around your mana problems with saving it up (i.e. not spamming your spells), you be last-hitting creeps during the laning phase anyway. an early Philosopher's Stone helps even further with the regen, as do potions. If you still are frequently out of mana, then take Teleport over Clarity. - [spell=Rally]: this could be an option to further support your team in teamfights or while pushing, especially in combination with Demacian Standard, but i think it's only worth it if you can take [mastery=improve rally] in the offensive tree. - Revive: while there are ways to make this spell useful on certain chars, Jarven isn't one of them. the cooldown make this pale in comparison with any other summoner spell. - Clairvoyance: while it is indeed a very good summoner spell, you should leave it to someone who can spec [mastery=mystical vision]. Your Demacian Standard, Wriggle's Lantern and the Sight Wards you'll be occasionally buying will compensate.
Whatever you take, Ghost is mandatory as your second spell.
Both Demacian Standard and Golden Aegis help with your goal of tanking and supporting, these should be maxed first, however i'd recommend maxing the Standard first as it helps farming and pushing.
So, you have to be able to adapt to any situation. You have to assess what your team needs at any given time, getting the appropriate items.
The first thing you'll need anyway is survivability, so look at the opponent's stats and eventually your own death recaps to find out who's dealing the most damage and what kind of damage they are dealing, because if an enemy is fed, you have to be able to focus him and withstand his/her damage so that there is a chance to turn the game around.
If they have heavy magic damage (e.g. fed Karthus and the rest of the team is mostly magic damage too), get 2x Negatron Cloak before you finish Banshee's Veil and [item=Force of Nature]
Note: Quicksilver Sash is always great vs annoying skills like Mordekaiser's, Vlad's or Morgana's Ultimate.
This is the most situational item you have to decide on. Boots of Speed are the essential boots and almost an auto-buy on your first trip to the fountain.
Mercury's Treads are the boots you'll probably get in 85% of your games, mandatory if you see at least 3 enemies with CC.
Ninja Tabi are good if they have 3 or 4 Auto-attackers (like if you see a team with Tryndamere+Caitlin+Teemo+Garen+Karthus for example), remember, even if they have a few CC spells, you always have Banshee's Veil+Cleanse, so the armor+dodge might be more worth than Mercury's CC reduction.
Boots of Swiftness in case there is only little CC, mixed damage type and you want to be faster.
Berserker's Greaves i could imagine these on DPS chars, but your auto-attacks aren't the main focus of this build, so i wouldn't take these.
Youmuu's Ghostblade awesome stats for DPS, a movement speed increasing active and also a 5g/10s component
[item=Madred's Bloodrazor] i take this sometimes when they all have 3k+ HP and not much MR Trinity Force it has some great overall stats and could be a good offensive option Frozen Mallet single target slow, good stack of HP, little damage boost, not a bad item Atma's Impaler as you often will end up around 3k HP, it gives you a nice damage boost with some armor
The optimum is to get a good mix of tank+support items without neglecting your offensive power
I usually get to this core build:
As you can see, a good mix of Tank, support and DPS items
In case you have a good tank and need more chasing power:
The Regrowth Pendant+ Health Potion should give you enough staying power to farm up at least 715g, so you can get that Philosopher's Stone and your basic boots. With this you can then stay in your lane for quite some time without any health or mana problems, given you can play safe and conservative when needed. The stone and the subsequent [item=Heart of Gold] will help you get the money for the rest of your stuff while giving you great early game stats. Wriggle's Lantern will improve your farming and jungle creeping a lot, while giving you armor and lifesteal to have even better lanestaying power, and grants you a free ward every 3 minutes ! (your first "support" item -> map awareness wins games).
The Catalyst the Protector, beside having an awesome passive that will save your ass more often than not, will keep your bars full for a while, and build into Banshee's Veil sooner or later, as it is probably the best tanking item in the game.
Stonewall008's video shows very well how to jungle as Jarvan.
If you're starting in lane and want to switch jungle creeps or get dragon early, then you should have Wriggle's Lantern to be able to do so in a timely fashion.
Working in the team
With this Jarvan build, you can fullfill many roles:
- initiate teamfights
- isolate the enemy
- help your team catching up or flee
- stay alive to support with your auras
Be careful when using your ultimate so you don't emprison your fleeing teammtes or leave your other melees out, also look out for champions with Flash or escape abilities, try to make them waste them before you choose to catch them.
The most important thing is: PROTECT YOUR CARRY (and in case you have another supporter, don't leave them to die either ;))
This guide is my first and is not yet complete, so please don't vote it down because of that. I will add content and keep updating it when i have the time to, eventually expending to all different aspects of Jarvan as i discover them myself.
If you have some suggestions or constructive critics, please leave them in the comments :)
To Campy, who carried so many duo queues for me and told me i should write some guides ;)