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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Martial Cadence (PASSIVE)
Jarvan IV Passive Ability
Introduction

The big thing you need to know about




I played him with my friends (a group I didn't play


Maxing Order































Since the slow is an AOE centered on yourself, more often than not having the shield makes slowing many enemies lest costly to your health pool. On the flip side, escaping from enemies that are trying to kill you is made easier by the fact that your shield conveniently slows the people you want protection from.



























All of that **** aside, your ultimate has 2 basic uses. You can either use it on a high-priority target to lock them down (not recommended on people that have escapes available unless you are ok with simply burning their


As

Your Basic Dash


This dash is how you close with people, escape from things, and knock people up. It is your most basic and most common combo. You will need to master both the mechanics (which is easy) and the uses (which is a bit more difficult). It is hard to explain both of these since I found the mechanics to be really easy and assume that anyone can shoot








Jarvan's Glorious Dash to Victory





This is how you make someone that felt safe 1 moment before feel like they are the world's worst player in terms of positioning and map awareness. You can cover so much ground with this combo and lock people down. This is a great combo to use if you want to engage or force something. If you know the enemy can't escape your




Instant DEMACIA!! Prison




OR





You can use this to lock someone that has no escapes available, yet that you really don't want to spend time with, into place for a short time. If you need to close some distance first then the second option is for you.
Chasing




Simply put, this combo saves your biggest move for the end just in case it is not necessary. Additionally you might bait out






























Always Take



Optional Spells














The Others
The other summoner spells are not really worth mentioning as none of them should even be considered on supports. I really don't want to explain why, but if you really must know ask in the comments section please.
Starting Items

sight wardX2


These items give you good bush control as well as the mana to allow you to be a bit more aggressive with




Immediately Rush






Boots


Picking your boots is very simple. If you will be dealing with primarily physical damage, pick


Armor Items



If the enemy is dealing a significant amount of physical damage you will want to build one of these. Picking up the right item is the big decision. You generally don't want to stack any of these on your team, so if there are any other people building these items you are better off building a different item. The list has been arranged in order of priority with






Magic Resist



Like the armor items, these items are good to pick up if the enemy is dealing significant amounts of magic damage. Also like the armor items, these items are listed in descending order of recommendation. I would say your first MR item considered should always be





Elesia's Miracle






During the laning phase your goal is to poke the enemy adc or support with your

Bush control is a very important part to playing


When you want to jump on the enemy for harassment, dash in with your




When you get the opportunity to try to force a kill you do pretty much exactly the same. Just remember to try to save







With all of that influence over your team, it's very important that you initiate at proper times. Namely when your team is in a position to fight well and the enemy (especially their dash-less melee champions) is grouped together or in a poor formation. How you initiate is up to you. I personally prefer to only use




Knowing when to pick
Jarvan IV is an incredibly important part to playing him. He brings a lot of unique benefits to your team, but some of them are a bit odd and need to be properly utilized to make him shine. When you pick
Jarvan IV you must do so with an intention in mind.
Olaf - nothing tells an enemy
Olaf to suck the big one quite as well as
Cataclysm. The only other spell in the game that can "disable"
Olaf in a similar fashion is
Anivia's
Crystallize, but
Cataclysm is just so much better because it surrounds
Olaf. And since most
Olaf players bring
Ghost over
Flash he normally cannot get out. If the
Olaf is smart he will bring
Flash to counter your
Cataclysm but even if he does that you have won. You have forced him to swap out his incredibly good
Ghost+
Ragnarok combo in order to avoid being useless in team fights.
Escapeless ADC - ADC's without escapes (
Varus
Miss Fortune
Ashe etc.) can make
Jarvan IV's laning phase go from good to DEMACIA!! in 0.05 seconds. Without escape spells the enemy ADC is forced to always keep
Flash ready in case you
Cataclysm them. If their
Flash is down and your
Cataclysm is up, which is actually easy to do thanks to CD differences, gain the advantage in lane as soon as possible and bring your Demacian justice crashing down on that poor sap's head!
Auto attackers - if your team has a large number of champions that will be auto attacking (
Jax
Irelia
Olaf
Tryndamere
Shyvana
Fiora etc.) your
Demacian Standard will have a greater effect in team fights.
Physical Damage - similar to the above reason, if the enemy team has a lot of physical damage, your
Demacian Standard will have a greater effect thanks to its armor aura.
AOE spells - if your team has a lot of AOE spells then
Jarvan IV can lock a few enemies in place to get slaughtered by them. This also works very well for hard-to-hit spells like
Swain's
Nevermove.
High mobility - this isn't a "reason" per se to take
Jarvan IV, but if your team has mobility spells like
Ezreal's
Arcane Shift, they can escape from a bad
Cataclysm though doing so will put such important spells on cooldown, still it can be better than being an ADC locked in with an enemy bruiser.


What to look for
















Escapeless ADC - ADC's without escapes (








Auto attackers - if your team has a large number of champions that will be auto attacking (







Physical Damage - similar to the above reason, if the enemy team has a lot of physical damage, your

AOE spells - if your team has a lot of AOE spells then



High mobility - this isn't a "reason" per se to take




What to avoid
High Mobility - If the enemy team has a lot of slippery champions that can escape from
Cataclysm without using
Flash your effectiveness drops significantly. Avoid picking
Jarvan IV if your opponents pick champions that can do this.
Spellcasters - If your team is primarily made of spellcasters that will not be attacking often, your
Demacian Standard drops in overall effectiveness.
Magic Damage - If the enemy team will be doing primarily magic damage, the armor buff from
Demacian Standard will be wasted.
Burst Damage Bot Lanes - If the enemy bottom lane is very focused on burst damage (
Graves
Sona) Or has strong CC (
Taric
Ashe) your ability to harass or force favorable engagements will be reduced significantly.



Spellcasters - If your team is primarily made of spellcasters that will not be attacking often, your

Magic Damage - If the enemy team will be doing primarily magic damage, the armor buff from

Burst Damage Bot Lanes - If the enemy bottom lane is very focused on burst damage (




Favorable Lane Partners






















Unfavorable Lane Opponents





















Favorable Lane Opponents

















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