Guide Jarvan IV League of Legends S6

Martial Cadence

(Innate): Jarvan IV's first attack on a target deals 6 / 8 / 10 % of the target's current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target for 6 seconds.

Tips :


Jarvan's animation changes once the passive has been applied.

More physical burst

  You must take into account the cooldown of the passive.
It is a very powerful passive in early which lets you inflict a lot of heavy physical damages.

Make the most of maxing this spell and also waiting at least 6 seconds between harasses. The goal being to take aggression once the passive is ready once more.

In teamfight, it is nevertheless possible to touch a maximum of weak enemies once just to activate the passive and make use of it.

Careful under the turret it can be difficult to to farm with this passive because you need to hits to kills sbires, one first and then a second to last hit, the first doing a lot of damages thanks to the passive. All the same, once the sbire is low in HP, since the bonus HP works with current HP levels, it will not inflcit enough damage to kill it in one hit alone.

Does not work under the turrets, there's no point dreaming.


Dragon Strike (Q)

(Active): Jarvan IV extends his lance, dealing physical damage in a straight line and lowering the Armor of all enemies hit for 3 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking over enemies along his path.

  • Range: 770
Tips :


Jarvan throws his spear in the chosen direction

Harass and an armour debuff

   Jarvan, it's not the size that matters.
This is Jarvan's main spell in the lane phase, which has a very good range for harassing, to push the lane, but also to last hit under the turret.

This skill inflicts important damages and allows you to reduce the armour of your target, which further increases your damages if you then use your ultimate.

Combined with your E, this will allow you to bump your opponents or to escape seeing as it goes through walls. To do this combo it is advised to play smartcast for more reactivity.

The spell has an incantation time of 0.2 seconds.

The reduction of armour is in %, it is therefore advised to do the spell before using your ultimate in order to deal the most damages. Also, once this spell has been maxed, the cooldown becomes weak and allows you to do it before and after the ultimate if you can. In effect, the armour debuff lasts 3 seconds, so it is possible to do the spell, wait 2 seconds, then do the ultimate, and the spell wiill already be there again for you to catch your target.


    Cost: 45 / 50 / 55 / 60 / 65 mana

    Cooldown: 10 / 9 / 8 / 7 / 6 seconds

    Physical Damage: 70 / 115 / 160 / 205 / 250 (+1.2 per bonus attack damage)

    Armor Reduction: 10 / 14 / 18 / 22 / 26 %

Golden Aegis (W)

(Active): Jarvan IV shields himself for 5 seconds, which, upon activation, also slows surrounding enemies for 2 seconds. The shield gains strength for every nearby enemy champion upon activation.

  • Cost: 65 mana
  • Diameter of AoE: 600
Tips :


A blue wave comes out of Jarvan to slow his enemies on impact.

A shielf and a spell to slow the zone

   One extra control.
t is a good control to low your enemies or to prevent your target from escaping, notable during a gank.

This allows you to tank more in teamfight. The shield becomes more powerful if several opponents are around Jarvan.

The wave is immediate and allows you to easily slow an opponent who is too far.

This spell has no incantation time, so it is possible to cast it while moving.


    Cooldown: 20 / 18 / 16 / 14 / 12 seconds

    Shield Strength: 50 / 90 / 130 / 170 / 210

    Extra Shield Strength: 20 / 25 / 30 / 35 / 40 per Nearby Enemy Champion

    Maximum Shield Strength on 5 Nearby Champions: 150 / 215 / 280 / 345 / 410

    Slow: 15 / 20 / 25 / 30 / 35 %

Demacian Standard (E)

(Passive): Permanently grants Jarvan IV bonus attack speed and armor.

(Active): Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies at the landing point. The flag will stay on the location for 8 seconds granting armor and attack speed to all nearby allies as an aura.

  • Cost: 55 mana
  • Cooldown: 13 seconds
  • Range: 830
  • Damage Diameter: 150 (estimate)
  • Aura Diameter: 1200 (estimate)
  • Sight Diameter: 870 (estimate)
Tips :


Jarvan makes a standard fall from the sky.

A team buff, vision and a combo with A

   The spell that allows you to take assists in teamfight.
The flag gives vision in the zone it falls in.

This offers attack speed and armour, the bonus doubles when the flag is thrown.

If you present the bonus to allied champions it will let you have all the assists in teamfight If you see that your opponent is on the point of dying, place your flag if you haven't used it to have gold from the assist.

IIt is recommended to play smartcast  to be able to link the two spells A and E.

This spell has no incantation time so it can be cast while moving.


    Attack Speed: 10 / 13 / 16 / 19 / 22%

    Armor: 10 / 13 / 16 / 19 / 22

    Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.8 per ability power)

    Attack Speed Aura: 10 / 13 / 16 / 19 / 22%

    Armor Aura: 10 / 13 / 16 / 19 / 22

Cataclysm (R)

(Active): Jarvan IV leaps to an enemy champion, dealing physical damage and creating a circle of impassable ground around them for a 3.5 second duration. Jarvan IV can destroy the impassable ground by activating this ability again.

  • Range: 650
  • Diameter of Wall: 650
  • Diameter of Sight: 1650
Tips :


Jarvan saute sur sa cible, en l'entourant alors avec de la roche, l'empêchant de prendre la fuite.

Tu ne fuira point !

   The ultimate that can block an entire team.
It is a very powerful ultimate, preferably use it after using your A so that your target endures the debuff on his armour to maximise damages.

This spell will force your weak targets to flash outside, otherwise the 3.5 seconds will seem to long to him. If your opponent doesn't have flash or dash it could be interesting to use your focus.

This spell blocks the passage of opponent champions who cannot go through walls, you must therefore use it intelligently so as not to hinder your team and help the opposing team.

If you are being chased too much then you can always cast your ultimate then escape using your E+A combo.

If you cast your ultimate on an opponent and he flashes before the impact he will be very disappointed because the ultimate will follow him! AND YES you mad!

It is not possible to stun on the wall of Jarvan with the Poppy's charge or Vayne's condemn.

Using your ultimate again will make it disappear.

You can cross a wall with this spell if your opponent is in range.

When you cast this spell Jarvan immediately takes flight!


    Cost: 100 / 125 / 150 mana

    Cooldown: 120 / 105 / 90 seconds

    Physical Damage: 200 / 325 / 450 (+1.5 per bonus attack damage)

Pros

 

Gap closer and good escape mechanisms

Very good damages in the early thanks especially to his powerful passive

Armour debuff, and very good burst

A unique control with is ultimate and a bump in his combo

Speed attack buff and armour for the team which allows you to take all the assists in teamfight

Very powerful in ganks, especially in the midlane.

Cons

 

Not very powerful in the late game, lacking in damages and tanking

A badly used ultimate can be catastrophic for your team

Not very tanky for a bruiser

No sustain in lane

Quite weak against champions who can stack armour and continue to deal damages, like Irelia after a few levels.