Stuff you have to know
We all know Jarvan's infamous EQ combo. It's both his gap closer and escape as it is a combination of 2 skillshots. It's fast because smartcast allows both buttons to be pressed within miliseconds of each other. It creates a straight line zone of danger that deals a lot of damage and knocks people up. It's also incredibly predictable. Like a Lee Sin Q, people can easily dodge said combo because of it's travel time. I'm going to assume you, the reader, understands the mind games involved in skillshots. Whether you're a level higher than the rest and you can successfully predict dodges and throw skillshots accordingly, i.e behind them/wherever you think they'll dodge, or just someone with a basic understanding - this is important.
A Jarvan player's entire career lies in the success rate of his EQ's. This is obvious. What i'm going to be talking about is circumventing all the countermeasures that your opponents will employ to not only dodge your EQ but also their actions after a successful EQ is landed on them.
Things such as Ezreal's Arcane shift
don't have set distances. This means that they can throw it a step infront of them or 5 steps depending on the range. We're going to assume that they do the max distance because thats the natural instinct of someone running away from J4.
It is imperative for you, as the experienced or inexperienced League player alike, to start cataloguing the estimated ranges of escape abilities like this in your mind. This information is what you're going to use in combination with fast reflexes to successfully predict and subsequently outplay your enemies. So basically what I'm saying here is the next time you witness someone escape your EQ with an ability, try to remember how far they went and next time throw your EQ in that general region. Landing the knockup doesn't always mean landing the damage, either, so try to be as exact as you can. Don't just think in moment, prepare yourself to predict - not in the midst of a gank, but beforehand. I.E Approaching a purple side
in his lane from river. You know he's going to E away while running to his tower so therefore you should throw it a little upwards of him.
This is a simple thing that you should cultivate into a background process that's just always running. Calculate your enemy's dodges and adjust your aim accordingly.
EQ and Flash Combo:
J4 is able to perform a highly unpredictable maneuver involving using his EQ and flash together aptly named the EQ Flash combo (I have no other term to refer to it as, sorry). The basic idea is that you can flash OUT of your EQ combo at any point during it, whether its the start, in transit and a few moments before the end. Doing so will transfer the "knockup" to wherever you flash (think of Shen's taunt flash). This essentially allows you to "direct" your knockup to one specific point. In this case it's wherever you choose to flash.
A common usage of this would be to extend the range of your EQ. In order to perform this extension, you would be required to flash at the end of your EQ but not the end of the window in which Jarvan's physical model in the game applies a knockup assuming contact with an enemy. Note that once again, you can flash even in the middle of your EQ, but doing so at the end allows you to achieve a farther distance.
As a jungler however, I utilize this trick as a ganking tool.
There's no better explanation than a visual demonstration -> EQ Flash
(Watch EQ Flash Gank first, this is an analysis of it) I flashed mid EQ if you watch the yellow *poof*, as I knew where Garen was headed with his flash. The knockup continued through with the flash and allowed me to kill him. This is better than the common ganking process in which you nab their flash and make a return trip when they don't have it. Performing this trick successfully does indeed lose you your own flash but you get the added benefit of immediate gains in gold, time and securing a gank. You never know if your second gank after taking their flash will succeed or not, so why not aim to do so on the first? Learn this mechanic, it's so very useful.
EQ Flash vs. Flash EQ:
- Unpredictable/Has the element of surprise
- Retains knockup
- Can knockup people without requiring them to be in a line
- No damage
- has damage + knockup
- Relatively fast (depends on player)
- Can be dodged/Inaccurate
- Predictable and broadcasts intentions due to flashing first
- Knocks up in a line only
Have you ever been charmed
out of an EQ? Tornadoed
? How about killed before your EQ could connect because your opponent simply had to throw their skillshot right at you, given that J4 EQ sends him in a straight line. Multiple times, right? And it's infuriating as well - knowing that your EQ would've killed them had it landed. This combo allows you to prevent such an encounter from happening.
So the idea is that you're still doing the act of EQ'ing, but you're shifting your initial location therefore rerouting the path of your EQ. It still goes in a straight line, but you've performed a small readjustment that allowed you to successfully avoid whatever ability was thrown at you.
How to do this? What buttons in what order do i press? The main thing to keep in mind is that you're controlling when you flash, not when you press E and Q. First, you want to throw your EQ in the exact same fashion as any other (Use smartcast to achieve the fastest possible combo). Next you want to flash AFTER the combo, but before it actually pulls you forward. If you end up flashing too late, it will treat it as if it were a regular EQ Flash combo (described above). A good way to practice is to remove the flag portion and just do Q-Flashes and add the E in at the start later.
This can be used in so many different situations in which your initial location is about to be under fire (i.e Malphite ult, Riven's 3rd Q) by flashing anywhere OUTSIDE of it during your EQ. I don't have a visual currently, but imagine being point blank in full on melee combat with a riven. She performs her 3rd Q simultaneous to your EQ - if it goes through she'll knock you out of it. In order to counter that, you would flash back so that her Q ends up missing, but the EQ follows through and you end up on top.
Reusing the Flag:
Damn. Well this is probably the most fun part about J4's combo. So if you don't know already (if you're a bit new to J4), J4 is capable of reusing the flag. This literally means he can EQ, wait for his Q cooldown, then Q to the same flag again. This is because his Q cooldown will eventually go below 8 seconds - the actual flag's duration. This is useful in a plethora of ways in pretty much any situation. Whether it's to damage, kill, escape or knockup someone, reusing the flag is an essential mechanic to learning J4.
The act of reusing your flag is pretty simple enough. In order to perform this trick you just have to throw your Q at the pre-existing flag. It's not a foolproof trick, however. You have to know the range on your Q. Just having a good estimate is not good enough. If you're attempting to reuse the flag at max range, it has to be at the perfect range. It's easy to EQ combo because the Q can reach wherever you throw the flag with you at the epicenter - but if your flag is already in the ground, you're not guaranteed to be within its range anymore. So watch out for that as you'll be left pretty emptyhanded if you slip up and fall short on the second EQ. Other than that, the act of reusing the flag should be relatively easy.
Countering your enemies' counters to you
Now what happens after you hit them with the EQ? The armor penetration and damage is applied, your flag is on the ground, both
are on cooldown, they're knocked up and you're in front of them. Many more things are going on but the main thing to focus as the Jarvan player is what your enemy is going to do. What abilities are they going to use? Are they low enough to the point that they absolutely have to flash? Do they even have flash? Do they have enough damage to turn and kill you? What abilities are on cooldown for them?
Information is key here. These are all questions specific to your current situation that you have to have answers for. The way you and your opponent alike play out a battle if both of you don't have flash will always be different than if you both did and knew each other did. Heres a key thing to remember - always assume they have something up if you don't know for a fact that it isn't up. Whether its flash, an ultimate or an active item. You're going to want to assume the worst and play the safest. So how does this tie in to the literal moment you land your EQ? Well there are so many different situations to encounter and it would take a millenia for me to both think of and write countermeasures for each and every one. Therefore I'll settle for some general tips.
General Tips on what to do after you land EQ:
1. Preemptively dodge skillshots you know/feel they will throw at you. For example, Lee Sin's Q
. Imagine you've just EQ'd him and are currently standing in front of him and he's going to send that thing at you as soon as he hits the ground. How to counter: click somewhere that isn't where you're currently standing/flash behind him. Now you're thinking ahead of the game buddy.
2. Orbwalk (If this is a foreign term, I suggest searching it up first) with your opponent towards where you expect them to run. This assumes you both know you're going to win the fight if both of you stand your ground. You know he's going to run towards tower so therefore you do so before he does. This is crucial for most melee champions because if you stand there slapping him they will outrun you eventually.
3. Step into a bush if possible. This allows you to effectively negate any damage that could've been thrown at you whether it's an auto, targetted ability and potentially a skillshot (assuming you're capable of dodging one thrown blindly at you).
Imagine the scenario of a J4 eq'ing a Viktor. The first J4 lands his EQ, autos into a hydra reset and then stands still. He gets blasted with a bunch of stuff ->
. Man look at all the icons that he just got smacked with. Now imagine the same J4 doing the same
exact combo but this
time he utilizes the time window that the knockup provided to walk into the bush right next to him. The Viktor has just landed. Obviously, he can't
someone he can't see - so that's off the table. His
ends up hitting because J4 didn't make too much distance, he simply walked out of sight and this Viktor knows that, therefore he throws it at where J4 must be - it lands. After that he knows the general
location of J4 but cannot pinpoint him exactly (whether its one side of the bush or the other) so he takes a guess and just quickly throws his
, lets assume it misses. And obviously he can't use
now that J4 is out of sight.
Now I understand this is a pretty ideal situation for the J4 player, but it isn't entirely impossible. What you end up doing is mitigating or at least delaying possible damage that could be thrown at you by using the time given to you by your knockup. By doing so, you and your opponent are left in a situation where you have regained the opportunity to initiate after just now initiating. It's like play twice in a card game. Your opponents options are to either run away, or step into you granting you the advantage of having the first move.
It might be a self-explanatory thing that people pick up on the go but I feel like not many people utilize bushes too much anymore despite it being so easy (Yes people can trinket bushes, but it still saves you even a milisecond compared to chilling in front of your enemy's face).