How do you play jarvan




















Basic Jungle Knowledge. If you see the enemy jungler is lvl 3, has 12 cs, and has Blue and Red buff, you can safely assume he has done Blue Sentinel and Red Brambleback with Krugs or Gromp as his 3rd camp because you can't get lvl 3 unless you do one of those camps out of the 2. Mythics Rush Goredrinker or Sunfire Aegis depending if you need to be a tank or carry and pick up Boots and a Control Ward in between if you have the money.

Goredrinker is a stronger spike early game but you won't be as tanky if you went sunfire. Goredrinker is the safest option as most games you will be the primary engage for your team, I would build it when even or ahead.

Build Sunfire Aegis when you are behind since you will be tanking for your team primarily. Stridebreaker is another option for the bruiser build but you already have 2 dashes already, maybe take into a team comp full of ranged champions so that you can slow into flag and drag but Goredrinker gives better stats. Turbo Chemtank is a good item and is cheaper then Sunfire Aegis with the addition of having an engage passive but the problem is that you don't have as much damage and your base damage is pitiful with a tank build.

Prowler's Claw is by far the best lethality mythic in the game currently because the mythic passive gives lethality and has better base stats while Duskblade of Draktharr gives ability haste for it's mythic passive. If going assassin, you will one shot with this mythic. After Finishing your mythic item, finish your Tier 2 Boots then start to build either more tankiness or damage.

If you want both then build a Sterak's Gage into a Guardian Angel The Strongest 1 item buys after his jungle item are Sterak's Gage and Gargoyle Stoneplate as they give him the strongest stats he needs as a diver.

Gargoyle Stoneplate allows you to dive in 1v5 without dieing most of the time but with Gargoyle Stoneplate you can pop it as you go in and soak damage for your team. The Active and Passive gives you massive amounts of HP and Resistances and the item gets more cost efficient the more enemies there are around.

I like building a Warmog's Armor to reach the hp threshold due to the out of combat ability to regenerate to full life Damage Black Cleaver and a Guardian Angel if you are still stronger then the enemies.

Damage items built on Jarvan IV should be primarily focused on attack damage with lethatlity being a one shot option. Jarvan IV is a champion that relies on diving in to deal damage resulting in retaliation after using all of his combo The strongest 1 item buys are Black Cleaver and Gargoyle Stoneplate because they give the best stats needed for Jarvan IV which is health and resistances. Support Items like Knight's Vow and Zeke's Convergence are support items that you should take if your main role as Jarvan IV is to peel your carries and protect them Graphics are a Work in progress Main Runes.

The best keystone to take on Jarvan IV is Conqueror because its good in any situation and can help you transition into a tank or carry very easily. It's just a well rounded rune. The second best rune choice on Jarvan IV to take whenever you go in the Precision tree.

Triumph is a must to take because of how many assists and kills you are able to get in a teamfight due to Demacian Standard. It gives free gold and massive hp restore in teamfights whenever you kill any enemy.

I sometimes drop it near my allies before they Teleport and I manage to snag assists for free. Take Legend: Tenacity if the enemy team has a lot of crowd control Take Legend: Alacrity if they enemy has little or no crowd control as this can increase your clear speed and damage a bit Last Stand is overall a better option on Jarvan IV because you are usually diving in and taking the most damage. It synergizes well with what Jarvan IV wants to do and is encourages fighting with low hp with Triumph keeping you topped up if you get a kill.

Coup de Grace is not a bad option to take if you think you can carry a game but is not reliable in every situation. This rune does give stronger early ganks because you are usually killing the enemies but doesn't scale well if you are going tank Jarvan IV. Secondary Main Runes. Electrocute is a viable option when you want a stronger early game when it comes to ganks or if you are looking to carry as Jarvan IV by playing more like an assassin instead of a bruiser or tank.

This Rune gives you free magic and armor penetration after a dash or flash which increases the damage of your full combo. Zombie Ward is more reliable then Eyeball Collection as it guarantee's that you get attack damage even if you don't get kills, also it gives you an incentive to kill wards to generate stacks and gain vision for your team.

Both runes give the same amount of attack damage at full stacks Relentless Hunter provides you crucial movespeed in the early game for ganks and catching up to enemies. It gives a lot of out of combat movespeed depending on how many stacks you have and can snowball your game the more stacks you get.

I take this over Ultimate Hunter because it's more reliable and stronger early impact before lvl 6. Mechanics and Abilities. Martial Cadence is your passive and you ideally want to use it before dealing the rest of your damage because the damage is based off of opponent's current health. Not too important but your passive can help your clear when dealing with multiple monsters. Hit each individual target once on each camp to proc the passive once then finish your camp. This allows you the possibility to proc your passive twice on each camp, making your clear speed a bit faster.

Dragon Strike shreds armor so always use this ability first before the rest of your combo if you can. Scales heavily with AD with a 1. Golden Aegis gives you a bigger shield depending on how many enemies are in your radius when you use this ability. You can also use it as a slow although it is a weak slow in most cases.

It scales with Jarvan IV maximum hp, so it's not too bad. Demacian Standard can be used more then just for engage and damage, you can just plop it down when hitting turrets or if you can't help in teamfights.

You give attack speed to nearby allies and get assists just placing it. It even gives assist when you place down near a Teleport ally and they can nab a couple kills. You can also Teleport on the flag just like a ward or turret. Cataclysm is one of the strongest ultimates in the game and can be a game changer. Try to keep track of enemy flashes as they are only a 5 minute cooldown when used.

This is important when choosing which targets to engage, as they might be unable to escape. Cataclysm also has a whopping 1. This knockups any enemy hit by your first combo and locks them down in your Cataclysm afterwards. Another combo I like to use is starting out with your Cataclysm then using your Demacian Standard and Dragon Strike combo to go out of your cage. This is especially effective against enemies that have no dashes but can kill you in a 1v1. Examples are Olaf , Trundle , Nocturne , etc Once you get enough cooldown reduction, you have the chance to get 2 knockups in a teamfights because your Demacian Standard will be on the ground longer then the cooldown reduction of your Dragon Strike.

This allows you to Dragon Strike to your Demacian Standard twice in a teamfight. Flashing during the middle of your Demacian Standard and Dragon Strike combo can guarantee the knockup CC but not the damage.

This is only good in situations where the Crowd Control is crucial to secure a kill or blow a summoner spell J4 EQ flash combo example video Try practicing it in practice tool to get the hang of it and you'll be using it regularly in game in no time.

Early Game. This part of the game setups how the rest of the game will go. Small leads you generate for your laners will slowly grow into larger ones as the game progresses and it's up to you as the jungler to play towards your strengths and weaknesses Pathing As a jungler you want to path to benefit the laner that is the strongest on your team if you can play around them, or defend the enemy from getting any leads. This is dependent on your team comp. If you have strong top, weak bot, then play around top.

A good rule of thumb if you don't know where to start is to start on red. This allows you to gank right after finishing red and path to the nearest lane or farm up and gank at lvl 3. His clear is not that healthy and he takes a lot of damage from multiple monster camps. I would avoid doing camps like Raptors unless you have smite up during your first clear.

Invading Invading is when you the jungler crosses over to the enemy side of the map and tries to place vision, steal camps, or kill the enemy jungler.

Invading as Jarvan is very strong and you can easily catch someone off guard with your combo or escape safely dash out if spotted in a dangerous situation Jarvan IV Lvl 2 is easily the strongest lvl 2 in the game and you can beat most junglers when they're both lvl 2.

Invading is beneficial because it steals camps from the enemy jungler and helps predict or track their movements if you notice any of their camps are already gone. Ganking You can be very creative in your gank pathing with Jarvan and you can start ganking as soon as you hit lvl 2. It doesn't mean you should gank, but you have the option to.

Because he can dash over walls, you can dodge enemy wards and gank from unexepected areas which can surprise enemies and net you a kill or summoner spells. Lvl 2 ganks are much more effective with Red Buff because your auto's will slow the enemy and burn them for true damage Starting the Oracle Lens is very beneficial in clearing wards and seeing whether or not the enemy knows you are in the area.

Tip: If you're behind the enemy, don't waste your Demacian Standard and Dragon Strike to close the distance but instead start walking at them and autoing them. If you have Red buff , they will get slowed and slowly start dieing. Only use your gap closer after they flash to close the distance. Your Golden Aegis is also a small slow which can also hinder their movement. Mid Game. Dragon and Rift Herald. This is Jarvan IV strongest point in the game where his jungle item is finished and he has the power to hard engage and deal lots of Area of effect damage At this stage of the game you should have your Cataclysm and be looking to lock down players with your team and combo your Cataclysm with your team's damage or Ultimates.

Look to engage with numbers advantage and on their main carry. Blowing the enemy's flashes and forcing their escapes will guarantee the objective and the fight won. Tip: When using Rift Herald for plates, If you want to destroy the entire tower then use the Rift Herald for the last 2 tower platings as towers gain more resistances the more platings it loses and Rift Herald does True damage to turrets. Late Game.

It's important to buy lots of Control Ward to control these objectives Your role in these fights are to either peel your carry or lockdown the enemy carry. Engaging on flashless and dashless enemies with your Cataclysm will guarantee a kill if your team is nearby but always look at the map before commiting to an engage.

One teamfight will win or lose the game and it's up to you to understand what your role is in a team composition before committing to the play. Look to trap multiple people in your Cataclysm and chain it with your team's damage and crowd control. Jarvan is designed to be an diver and is the reason I dislike Assassin Jarvan so much.

His only way to deal damage is to go in and this leave you vulnerable to any counter attack if your engage doesn't catch anyone. The reason why Jarvan is strong in the current meta is because he creates an impassible barrier in the form of his Cataclysm that you can't get out of unless you blow your flash or use a dash.

Catching flashless champions will net you free kills if they are out of place. Sometimes your job is just to soak damage for your team or create a barrier so that your team can deal with flankers.

This could be you All of these are twitch clips of myself and I'm not trying to stroke my own ego ok maybe a bit but I do want to show you how powerful Jarvan can be with the best gameplay possible Jarvan setup Full Tank Jarvan btw. Jarvan in the Current Meta. Jarvan is currently an OK champion to blind in the current meta as there are stronger tanks and stronger carries then himself. A lot of the meta champions counter him but he can still be picked into team comps where he is against a lot of dashless champions.

He still does the same thing and can be tank or carry but other junglers just does his job better and can farm quicker. The new mythics are ok on him but his carry damage is lacking compared to assassins. I would only pick Jarvan against a team full of dashless enemies and never blind pick him as there are too many counters right now. Don't underestimate the power of his utility though just because I say this. This champ is really strong when you play against the right teamcomp.

The recent buffs in patch With more damage in his kit, it makes him more viable as a bruiser with the current patch build. Outro I'd love to teach everyone how to jungle but unfortunately this is a guide to playing Jarvan IV.

Jungle is a complicated role but you have the most impact in the game. If you enjoyed this guide, please feel free to leave a vote.

It's free after all If you have any other questions feel free to ask below in the comments or watch my stream and I hope you enjoyed my guide! Guardian Angel. Jarvan IV's Top Runes. Follow Twitter Twitch.

Cast Your Vote Today! And we need him to join cause he is in our line-up and in the line-up for the upcoming Asked by Steamrolled on November 21, Hello, I haven't truly jangled and known completely what I was doing since season 1, I have been forced into it and have done mediocre at best but this season I would like to be more useful when I get stuck in the only role I don't know how top Asked by Kroxan on November 12, Jarvan is probably miles more efficient but in your opinion who's a mroe fun jungler?

J4 or Wukong? Asked by mjskid on November 7, Asked by R4GE on October 29, What makes him viable, and what would you build on him? Thanks for answers! Asked by jhoijhoi on October 4, From watching Worlds, it seems that junglers mostly buy it immediately after upgrading their jungle item and boots.

Since seeing it so much, I've been buying Sightstone as a Asked by jhoijhoi on January 18, I am currently updating the [[Jungler]] wiki article and would appreciate if people could answer the following questions. If your answer receives a lot of support via votes, it will be featured in the article, with a credit to you and working link Asked by milicevicd on October 2, Asked by Fousek on August 28, Hi guys i would like to ask what do you think about Deffensive 21 masteries for tanky Junglers.

I am currently using: 2x[[Unyielding]] 2x[[Tenacious]] 3x[[Juggernaut]] [[Defender]] [[Reinforced armor]] 1x[[Legendary armor]] and of course [[Honor What do you think which works better for [[jarvan]]? On the other hand BotRK goes pretty well with his [[demacian standard]] and [[martial Asked on April 18, Just wondering, I know that [[thresh]]'s lantern works as a ward and you can [[teleport]] to it, some says [[jarvan iv]]'s [[demacian standard]] can be teleported to as well.

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Create Account Social Register. Patch Jarvan IV's Top Items. Guardian Angel. Jarvan IV's Top Runes. Flash Smite. Emberknife Refillable Potion. Oracle Lens. Jarvan IV's Core Items. Boots 1 2 3. Jarvan IV's Luxury Items 1 2 3. Dragon Strike Q Q.

Golden Aegis W W. Demacian Standard E E. Cataclysm R R. Counters powered by. CR is Counter Rating, which is a combination of multiple counter factors.



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