Why is jarvan not viable




















That is a hotly debated topic in this community but conqueror is actually garbage on j4. First of all. Conqueror is not garbage on J4. Is it the best in any circumstance? But overall on bruiser jungle J4 it's probably the best rune.

Press the Attack is also viable. I would even argue that hail of blades, lethal tempo are all possible if you know how to play around them. For assassin J4, the best rune is probably electrocute.

But again there you can probably make hail of blades work. Since you go lethality, that extra attack speed can help kill a champion extremely fast. Don't eq right away when ganking. Walk at them and let them be unsure when you are going to jump them. They will start juking when they shouldn't. Sometimes you have too if they are next to tower but expect them to dodge or flash. Jarvan is really good at burning flashes.

Fight around your flag. Basically bruiser J4 just doesn't have strong extended fights early game when conqueror can shine; his early game niche is quick burst where HoB and Electrocute are superior. By the time you start taking extended fights mid game, lethal tempo has outscaled conqueror due to attack speed and item ad synergy so again not much of a point.

That said, conqueror j4 still does have a place for when you are going pure tank. I mean, sure. It's playable. I think it's actually fairly ok on tank.

But LT is just better in more situations than conq, particularly if you are building a fair amount of bonus AD. Is Jarvan a tank? What is Jarvan LOL?

Is Jarvan IV support viable? Is AP Jarvan viable? Is Jarvan a good support? Is Jarvan ULT unstoppable? What season did Jarvan come out? Is Jarvan a jungle? Can you carry with Jarvan? She bridges the gap between the Predict archetype and Landmark archetype, possibly having a place in both. Her statline is average, though if granted elusive should be able to be a powerful defensive unit against other elusive threats.

Not horrible, but far from a staple either. This landmark is massive value for its cost. A 2 mana "do nothing" card is not so problematic at such a low cost, though will still be bad answer against aggro decks. With Taliyah there's a possibility for even more value, though again having to wait 3 turns for it to take effect is going to be an issue. Overall, will require buildaround and its weakness to aggro will definitely hold it back. Desert Naturalist's power comes from her ability to destroy landmarks and the flexibility to use it on your own to create value instead.

A fine option for decks which include landmark and perhaps as a tech option against specific landmarks. Similar to Hibernating Rockbear but with higher value.

Salt spire suffers from the same tempo issue, however its payoff is much greater and the lower Countdown makes the wait more bearable. Still, 4 mana is quite the investment so Salt Spire will require some support to actually produce the value it promises, and right now is simply a worse version of Hibernating Rockbear which is already mediocre.

With a brittle statline such as this the attached effect needs to be powerful enough to offset it. Happily for Rock Hopper, Roilings Sands appears to be quite the obnoxious effect, working as a delayed Hired Gun and in itself has enough power to take care of most units that would come down on the same or subsequent turn. The weak health could definitely be a problem, though the disruption to the enemy's gameplan could be decisive. A decent choice. Roiling Sands can be a problem to play around for the enemy, but in many cases it feels like a small hurdle rather than an actual problem to deal with.

The spell does benefit Taliyah's level up, and since it can replace itself we're only potentially losing tempo instead of card advantage. This card will likely see play in certain archetypes but will not be a staple of Shurima. The best for last! Ancient Hourglass is a great tool to dodge removal on a powerful unit. Its also a fun combo with Taliyah to use her Play effect on and generate 3 copies of herself on board for the following turn!

While its effect can be likened to protection like Nopeify! The Predict keyword is an interesting and likely powerful deck manipulation mechanic. In the case of Ancient Preparations, while it only gives a body two turns later, Predict increases the odds that our next draw will be the correct one.

Its value in the late game obviously largely decreases, though can still be used to dig deeper into our deck to find a specific answer. Ancient Preparations is not very impressive. Its efficacy will largely revolve around Predict payoff and how integral it is to leveling Taliyah. Aspiring Chronomancer passes the vanilla test with a sturdy statline able to trade well into a wide array of units, with the one notable downsideside that it is weak to Fearsome.



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