W - Golden Aegis: Jarman IV forges a 50/90/130/170/210 + (20/25/30/35/40 per nearby enemy champion) health shield for 5 seconds, which slows surrounding enemies by 15/20/25/30/35% for 2 seconds. Lowering this CD lowers the CD with which you can knockup opponents (granted, doing a 2nd Q on the same E is limited by the repositioning that happened since you tossed your E, but it is still useful to be able to do so ASAP). Techinically speaking, this is the CC component of your E -> Q combo. Harder hitting nuke = more lane presence or faster jungling speed.Ģ. Physical damage, higher base damage, and lower CD makes this a much harder hitting nuke than E. There are two main reasons to level this over E:ġ. Jarman's lance is a fucking living thing, capable of doing crazy shit like extending hella far and latching onto flags. Very strong, physical damage, line AoE nuke. If it contacts his standard it will pull Jarman IV to its location, knocking up enemies in his path.
Q - Dragon Strike: Jarman IV extends his lance, dealing 70/115/160/205/250 + 1.1 AD physical damage and lowering the Armor of all enemies in its path by 10/14/18/22/26% for 3 seconds. This also makes last hitting in lane a lot easier since it gives you a consistent and frankly, AWESOME, attack animation with your first attack on each guy. You can also find ways to maximize cadence's damage output to speed up your jungle when you're low on mana, such as smacking everything once before throwing a flag, for max damage off of the proc. There is some value in doing that, especially if you're built really tanky, but if you're packing a ghostblade, try to stick to their carry before min/maxing this ability's damage. The idea behind this ability's design is that it encourages you to prance around and change targets a lot. This effect cannot occur on the same target for 6 seconds.Ĭurrent health, not max health, so it's not really 2 times as good as bloodrazor proc, though it is still really goddamn strong. Passive - Martial Cadence: Jarman IV's first attack on a target deals 6/8/10% of their current Health as bonus physical damage (max: 400 damage). Golden Aegis' PVP.net description no longer states it triggers automatically Golden Aegis shield strength reduced to 50/90/130/170/210 from 50/100/150/200/250Ĭataclysm damage reduced to 200/325/450 from 200/350/500įixed a bug where Jarman IV's banner caused a hitch the first time it was cast
Martial Cadence damage reduced to 8% from 10%Ĭooldown increased to 10/9/8/7/6 from 9/8/7/6/5 Jarvan will no longer follow the target while he is in the air during CataclysmĬataclysm will now create the ring of terrain regardless of whether the enemy can be targeted or notĬataclysm will now be slightly more likely to push targets that the ring lands on into the center rather than outįixed a bug where Cataclysm could be interrupted by movement displacing abilities such as Crystallize or Pillar of Filthįixed a bug where Dragon Strike reduced the target's base armor rather than total armorĭamage reduced to 60/105/150/195/240 from 60/110/160/210/260ĭragon Strike damage reduced to 70/115/160/205/250 from 70/120/170/220/270Īrmor reduced to 10/13/16/19/22 from 10/14/18/22/26Īttack speed reduced to 10/13/16/19/22% from 10/14/18/22/26% Increased the hitbox size of Demacian Standard when targeted by Dragon Strikeįixed a bug where Cataclysm was dealing less damage than intended at rank 2 and 3įixed an issue where certain skins had inconsistent model sizes No longer procs spell effects such as Rylai's or Spell Vamp Damage changed to 6/8/10% (at levels 1/7/13) of the target's current health from 8%