Conqueror and Electrocute are the two most viable Keystones for Jarvan IV. Build Goredrinker with Conqueror and build Eclipse with Electrocute.
Summoner spells
Spells
Smite
Summoner Spell
Rest in piss to challenging and chilling smite </3.
Flash
Summoner Spell
Flash is the most consistent secondary for positioning in fights and for securing ganks. It can also be used to extend the knockup on E+Q if used during the animation.
Ignite
Summoner Spell
Ignite is viable as a secondary spell into comps with very low mobility or junglers that you can confidently kill solo.
Ability Rotations
Conqueror + Goredrinker
Electrocute + Eclipse
Best core build options
The order in which you buy your items is always important, and early on it's best to save for a major item component like Ironspike Whip rather than several small components like Long Swords, Ruby Crystals, etc. Always build something with AD as a second item to Goredrinker or Eclipse. After building your second item you can afford to start on purely defensive items if you see them fit, but with the recent changes to his W it's more valuable to build AD instead. Your best options for third item would be Guardian Angel, DD, Maw, Sterak's, Black Cleaver, or Chempunk Chainsword, all independent of whatever you built for your second item. Try to save your early gold for a legendary item rather than going straight for tier 2 boots after Goredrinker or Eclipse.
First base
Boots into Mythic
Tier 2 boots and second item
Best item combinations after mythic
These are the best item combinations after building your mythic of choice, based on what I have found to be the strongest. They are ordered from strongest to weakest overall, with BC and GA being the strongest with DD and Maw being the weakest. (Sterak's is usually exclusively built with Black Cleaver since it's the only core item with health to scale with it.)
Starting items
Breakdown
Mosstomper Seedling
Item
By far the most viable option for starting items. The recharging shield is invaluable for Jarvan's kit as it allows him to shrug off poke damage and peel for his team better. The tenacity and slow resist assist him in engages too, but it's important to remember that these resistances only last while the shield is active. The shield also stacks with Jarvan's W so it has inherent synergy with his kit. Build pretty much every game unless you really want damage against tanks.
Scorchclaw Pup
Item
Very strong starting item for damage while sacrificing defense. Since the damage scales with a champions max health, it adds a lot of potential dps to your combo. This starting item is particularly potent into tanks, adding lots of true damage to your kit over the course of a game. Build this into tanks.
Health Potion
Item
While Jarvan can consistently clear his first set of camps without a Health Potion, it can be incredibly useful to have one for unexpected invades or early fights around Scuttle Crab. Having more health at this early stage of the game gives you an inherent edge, so it's better to spend the 50 gold to potentially save yourself from an unnecessary death. You can cheap out on it if you are into less aggressive Junglers that can't contest your early pressure, but that's only if you feel confident doing so.
Best items
Strongest synergy
Less common items
Thornmail
Goredrinker
Item
Has the best synergy with Jarvan's kit out of all the mythic items for its stats and healing active. Its main component, ironspike whip, is a very strong item to get on first base since it helps a lot with clearing jungle camps early. The Mythic Passive also synergizes well with Jarvan's kit, giving Health and CDR with each new item.
Mercury's Treads
Item
Take into CC if you didn't take tenacity rune or need MR.
Plated Steelcaps
Item
Take into comps with low magic damage.
Death's Dance
Item
Very reliable sustain item into mostly AD damage. Gives lots of Armor and AD with an added heal that scales with bonus AD after scoring a takedown. It's best to try and build 1-2 items with AD+Health to best use its damage delaying passive. Build this into sustained damage but Guardian Angel, Maw, or Sterak's into burst.
Guardian Angel
Item
Amazing item for diving and backlining for its revive and has incredible synergy with Jarvan's kit. It's best built into burst damage while sustained damage can be better countered by other items.
Maw of Malmortius
Item
Gives high amounts of MR and is great into 1-2 sources of high burst magic damage. The Lifesteal it provides can be very useful when combined with other sources of healing such as Goredrinker.
Black Cleaver
Item
Incredibly potent damage item for its high synergy with Jarvan's kit. With max Q and full BC stacks you can get 56% armor shred, which is enough to make it a universally powerful item without even mentioning how well its stats synergize. The unique armor shred and the high amounts of AD, Health, and CDR make this the perfect item for J4. It even gives additional Move speed when dealing physical damage as the cherry on top.
Sterak's Gage
Item
Good into teams with true damage or mixed damage in burst. Great as a general defensive item since it gives health and a shield that scales with health similar to J4's W. Sterak's is unique in that it's the only item that gives increasing AD based on level, maxing out at 61 AD at level 18.
Gargoyle Stoneplate
Item
Strong defensive item for any bruiser or tank build. Gives stats for both damage types and active is great against true damage whie also increasing the value of any resistances obtained.
Frozen Heart
Item
Great into teams with lots of on-hit damage because of the AOE cripple it provides. Having an extra form of CC independent of the rest of his kit is really powerful, and it is very easy for J4 to utilize this item since he naturally performs better when around multiple enemy champions. It's also really cheap so it doesn't take long to build compared to other tank items.
Randuin's Omen
Item
Good into multiple champions with crit builds (crit ADCs, Yasuo, Tryndamere, etc.) because of its passive. Very strong into items LDR and Mortal Reminder for its ability to decrease the damage of critical strikes independent of any percentage-based armor penetration. The active is also good as a supplement to your W as an extra slow.
Titanic Hydra
Item
A powerful item for damage and health scaling. The aoe damage on auto attacks has strong synergy with Jarvan passive and E attack speed. Titanic Hydra is a potent item for dealing high amounts of flat damage into champions without sustained damage. Scales very well defensively with his W since it gives AD based on health, synergizing with the hybrid scaling on his shield.
Chempunk Chainsword
Item
Chainsword can be bought as a cost-efficient bruiser item, similar to Black Cleaver but into teams with healing rather than armor. It's better compared to Black Cleaver into teams with skirmishers or duelists, but of course both can be built at the same time too.
Ravenous Hydra
Item
A strong item for early scaling, Ravenous Hydra is a very powerful item that gives lots of healing and increased damage on all of Jarvan's damaging abilities. It gives increasing AD for champion and large monster kills, so it's strongest when bought early on. The high CDR it provides also means its damaging and healing aura can be used more often. Jarvan auto attacks for a lot of his damage so he can use the Lifesteal provided by this item relatively easily.
Force of Nature
Item
Great as a universal counter to high amounts of magic damage. Usually buying Force of Nature shuts down any high DPS mages immediately, but it's better to go Maw in most games since FON doesn't give you any damage stats. You can build both too, and it's a great combination into multiple sources of magic damage.
Eclipse
Item
Eclipse is the Mythic of choice for strong burst damage and self peeling, compared to that of Goredrinker's sustained damage and team peeling. Its passive damage is very easy to proc with Jarvan's kit and the shield it gives allows you to peel yourself against champions with high DPS during dives and teamfights. Eclipse doesn't give healing like Goredrinker, so it's important to position and space yourself well to ensure you have enough health to not die during an engage. The cheaper cost compared to Goredrinker means this item spikes a lot harder in comparison, and recalling on a Dirk for its major component is a strong opening for the early game.
Blade of The Ruined King
Item
BORK has a very strong synergy with Jarvan's passive, giving 20% current health damage on-hit when both are used on an enemy. The AD scales with his Q, W, and R, and the attack speed synergizes well with his E. Jarvan uses his auto attacks for most of his damage, so the life steal can give healing independent of his abilities or other items.
Wit's End
Item
Similar to BORK, Wit's End has good synergy with Jarvan's kit as a complement to his two auto-attack enhancing abilities and high AD ratios. Wit's End has the added benefit of providing MR and hybrid damage in the form of Magic damage on-hit.
Youmuu's Ghostblade
Item
Youmuu's Ghostblade used to be my favorite item to rush on J4 until the durability patch, where it was made obsolete by higher resistances overall. Now it has the potential to return as a viable item to rush on J4, with high AD scaling and map coverage all in one item. This item makes securing ganks and moving across the map significantly easier, and snowballs very hard with additional AD to complement it.
Edge of Night
Item
Much like Umbral and Youmuu's but more focused on durability. Edge of Night is the only lethality item with Health in its stats, making it a solid purchase for any Lethality Bruiser build. The spellshield is also valuable to assist in the neutral game or during backline dives, especially against champions with ranged CC like Xerath or Syndra.
Axiom Arc
Item
Axiom Arc is an extremely strong item for dealing consistent burst damage throughout a game. It gives high amounts of CDR and Lethality, plus the added passive to reduce ultimate cooldowns after scoring a takedown. Jarvan's R has the highest damage potential of all his abilities, and having it on cooldown loses you a lot of potential damage. Jarvan has the potential to use his R multiple times in a fight with this item and enough CDR, drastically increasing his damage output.
Muramana
Item
Muramana is a relatively cheap item with high damage potential. Muramana gives additional AD scaling to all of Jarvan's damaging abilities and gives additional on-hit physical damage. Jarvan has relatively high mana costs, so having extra mana allows him to use his abilites more often with the added CDR that Muramana provides.
Spirit Visage
Item
A strong item for early scaling, Ravenous Hydra is a very powerful item that gives lots of healing and increased damage on all of Jarvan's damaging abilities. It gives increasing AD for champion and large monster kills, so it's strongest when bought early on. The high CDR it provides also means its damaging and healing aura can be used more often strong item for early scaling, Ravenous Hydra is a very powerful item that gives lots of healing and increased damage on all of Jarvan's damaging abilities. It gives increasing AD for champion and large monster kills, so it's strongest when bought early on. The high CDR it provides also means its damaging and healing aura can be used more oftenWith higher shields overall, Spirit Visage makes for a great tank item to synergize well with Jarvan's kit. It's an all in one purchase for bigger shields and heals while providing Health and MR to increase durability overall.
Anathema's Chains
Item
A powerful item to build into percantage-based armor or magic penetration. I recommend it as a last item to easily deal with scaling champions or hypercarries.
Spear Of Shojin
Item
If you asked me a couple years ago if this item would be good on J4 I'd have said no immediately. However, since its return in season 13 I've found it to be really strong on him since all the stats it gives scale and its passive puts your knockup on a very low cooldown.
Ionian Boots of Lucidity
Item
Since most bruiser items have been gutted for CDR these boots may become a necessary item in certain games. They are very strong and cost-efficient, providing 20 CDR and 12% Summoner Spell CDR at only 950 gold. I'd recommend building these if items like Black Cleaver and Chempunk Chainsword aren't viable options in a given match.
Umbral Glaive
Item
Umbral Glaive has been a frequently bought item for J4, but has never truly synergized with his kit until this patch, as now his shield scales with the AD given by this item. All of Umbral Glaive's stats scale with Jarvan's abilities, and the cheap cost makes it an effective first purchase for an early power spike. The vision control effect of the item also makes for very strong map pressure, and has a direct synergy with the rune Zombie Ward to make for a powerful item that scales well with utility and damage.
Fimbulwinter
Item
Fimbulwinter has perfect synergy with Jarvan's W and is easily one of the best defensive items available to him. The downside is that it requires some preparation in the form of tear stacks, causing its fullest potential to not be reached until much later in the game. That being said, this item is incredibly powerful and gives a lot of value for its low cost, especially the mana since Jarvan has high mana costs.
Bramble Vest
Item
Don't build Thornmail just build Bramble Vest lol.
Thornmail
Item
Plz don't grief by building Thornmail, it doesn't even proc grev wounds on CC anymore.
Rune analysis
Precision
Domination
Inspiration
Resolve
Sorcery
Rune shards
Conqueror
Rune
Conqueror is overall the most consistent keystone for J4. It offers ramping damage and sustain over the course of a fight, both extremely helpful for Jarvan's kit. The bonus AD for every stack helps to keep tempo in longer fights and coupled with Jarvan's high AD ratios allows him to easily burst weaker champions and chip away at tanks or bruisers. Even in games where you can't easily get all 12 stacks, Precision tree itself is enough to provide Jarvan with ample sustain in its place.
Triumph
Rune
The bread and butter rune for Jarvan. The importance of this rune cannot be overstated. Triumph gives incredible sustain during fights, giving free healing for every kill or assist. Since the heal scales with missing health Triumph has value regardless of item builds. Even from a far distance this rune can still proc from Jarvan's E giving bonus attack speed to an ally, giving free gold without even having to be in a fight.
Legend: Alacrity
Rune
Synergizes well with Jarvan's inherently high attack speed. Jarvan E plus Alacrity and the attack speed shard allows Jarvan to reach very high attack speed, even high enough at level one to bring you to 1.01 attack speed. Jarvan has a lot of downtime between ability cooldowns, so having higher attack speed is essential for dealing consistent damage.
Legend: Tenacity
Rune
Tenacity has its uses into teams with large amounts of CC, mostly suppressions, silences, and blinds. Jarvan doesn't need this rune into roots or stuns since he can still use his dash and knockup through those disables, so in most games it's better to take Alacrity for its better synergy.
Coup de Grace
Rune
This rune is a great tool for securing ganks and bursting squishy champions. It helps Jarvan to capitalize on his combo and for dealing damage in ganeral.
Last Stand
Rune
While a lot less useful for ganks, this rune is definitely superior in extended fights. Despite having no inherent healing, Jarvan does have a shield that would allow him to use this rune without being too low on health. It also synergizes well with Goredrinker active and other items that heal, but generally Jarvan doesn't reach below half health during a fight.
Sudden Impact
Rune
Inherent synergy with Jarvan's two dashes and also procs off of Flash. The Lethality only comes after using a dash so try to use E+Q+Auto before R in your rotation to maximize your damage with this rune.
Relentless Hunter
Rune
Capitalizes on Jarvan's gank pressure and overall tempo in the jungle. Even from the start of the game this rune gives free move speed, increasing for every unique takedown. Jarvan gets kill participation very easily from his E attack speed aura, so stacking this rune is very easy.
Treasure Hunter
Rune
Into comps with less mobility, Treasure Hunter can be better than Relentless Hunter. It gives a total of 450 gold with all five stacks, enough to buy most item components relatively for free. In games with easy ganks, this can quickly add up when combined with Triumph also giving gold on kill or assist.
Zombie Ward
Rune
A very strong rune when combined with Umbral Glaive, making for excellent map coverage and vision control. The AD from this rune stacks very quickly when combined with Umbral Glaive, and the gold from destroying wards builds up very quickly in the neutral game. I'd recommend using these two in conjunction for games that are very difficult to gank in to provide a steady stream of gold and map control without aggressive plays.
Eyeball Collection
Rune
Eyeball Collection is a great alternative to Sudden Impact if you want permanent AD compared to inconsistent amounts of lethality. The bonus 18 AD provided by this rune scales with Jarvan's abilities while the lethality from Sudden Impact does not. This means higher numbers on his Q, W, R, and Goredrinker/Eclipse for the whole game after it's stacked, compared to just damage for a few seconds after a dash.
Cheap Shot
Rune
Despite almost never being seen on Jarvan, Cheap Shot has quite a bit of synergy with his kit. Unlike with Sudden Impact, Cheap Shot can be activated with multiple of his abilities, mainly his W since it instantly applies a slow that Cheap Shot can proc off of. I'd argue that Cheap Shot provides even more damage than Sudden Impact since it's damage is instant true damage compared to temporary lethality. It activates very easily at a short cooldown and is a great choice to incorporate damage into Jarvan's kit.
Electrocute
Rune
Very strong keystone when paired with a more damage oriented build, specifically with Eclipse and Shield Bash. This combination of runes and items provides a high damage rotation of abilities, with Jarvan making use of Electrocute and Eclipse very easily on his own. Shield Bash allows for an additional source of physical damage on his Passive or auto attack in rotation, scaling off of Jarvan's W in combination with the shield provided by Eclipse. This rune and item combination is very strong, and I highly recommend anyone who wants a more damage oriented build to try it out.
Ingenious Hunter
Rune
Ingenious Hunter provides a lot of value in the right conditions. It reduces the cooldowns of any wards or active and passive items, so it provides an inherent advantage for vision control. This is particularly useful in the lethality build, as it reduces the unique effect of Eclipse from 6 seconds down to 4 at max stacks. This might not seem like a large amount, but the sheer amount of stuff that procs from Eclipses' active makes using it more frequently incredibly important. This also extends to various other synergizing items like Sterak's, Maw, and GA.
Dark Harvest
Rune
Testing pending.
Magical Footwear
Rune
Good into games with lanes that are difficult to gank or pressure that is difficult to secure. The free boots come regardless of gamestate, but the tradeoff comes in a lack of early gank pressure.
Cosmic Insight
Rune
Inherently a very strong rune for jungling in general. It reduces the cooldown of your summoner spells, trinkets, and items, but only slightly. This can be most apparent with Goredrinker or Ironspike Whip active since their cooldowns are reduced by this rune in addition to any cdr built. The cooldown reduction can also be useful for when you need to extend your knockup with Flash, something that otherwise would need to be used more sparingly.
Future's Market
Rune
Great for pushing early leads and finishing items without having to clear for gold. Consistently allows you to purchase any 1100 gold item component on your first base after full clearing, ensuring that no matter what you always get a good opening for every game.
Conditioning
Rune
Conditioning can give you an overall edge in games with lots of mixed damage. It helps a lot with itemization too since it gives a percentage increase to both resistance types. Into teams with little to no true damage, this can give a huge advantage.
Unflinching
Rune
Into teams with annoying slows and easy CC this rune can really help to catch and secure ganks. Slows especially are difficult to itemize against and this rune helps to deal with them by making them less potent and last less time.
Overgrowth
Rune
Jarvan typically builds health to scale with his W shield so having increasing health over the course of a game is definitely useful. The percentage increase to health increases the value of any health built through items. Useful into true damage sources compared to Conditioning, but usually both would be taken anyways.
Shield Bash
Rune
You'd be surprised at how much damage this rune adds to Jarvan's kit. Shield Bash increases the damage of Jarvan's auto attacks based on the size of any shield applied to him, which includes his W and any shields from items or allied spells. Jarvan's W is the easiest and most potent way to use this rune since it allows him to capitalize on his use of shields and auto attacks in combat. It's important to understand that this rune does not deal additional damage with multiple shields applied, only whichever one is the largest at that time. To maximize its potential damage, try to use your shields in order of smallest to largest. This would usually be Eclipse shield followed by W shield.
Revitalize
Rune
Great for increasing the size of his W shield and great for increasing healing from any source. With the new W buffs this can be especially valuable when paired with a bruiser build that emphasizes AD and tankiness. Revitalize also increases both healing and shielding an additional 5% at low health, so it's also good for teamfights and has a direct synergy with Goredrinker's % missing health heal.
Nimbus Cloak
Rune
Useful for overall tempo, but not as much as other runes in different trees. During extended fights the bonus movespeed is definitely useful for positioning and escapes.
Nullifying Orb
Rune
Good into comps with heavy magic damage or limited magic damage. Taking Nullifying Orb allows you to spec into more armor or health without sacrificing on magic damage reduction. Into comps with lots of AP it's even more useful since those comps typically have percentage magic pen. Has good synergy with Jarvan's W shield and the magic shield from Maw.
Transcendence
Rune
Great for extended fights and casting your knockup frequently. The free reset on takedowns lets you use your abilities many more times in a fight than you otherwise would be able to without Transcendence. The early CDR also allows you to get two knockups within just one cast of E, something that would usually only be possible with items that give it.
Waterwalking
Rune
Useful for securing objectives and keeping tempo. Waterwalking helps Jarvan to capitalize on his early pressure for easy ganks or contests in either river of the map. It also gives a bit of an RNG advantage for games with ocean soul since it covers the map in puddles of water, meaning you can use Waterwalking outside of the river in some areas.
Absolute Focus
Rune
Absolute Focus is one of my favorite runes on J4. It gives you more AD at high health, which means better use of his abilities when you engage. Higher shields with his W means he will stay at the threshold for much longer, and the extra damage allows him to be a consistent backline threat much easier. I take it with Coup De Grace to ensure I can kill squishy champions with ease, even in a regular bruiser build.
Attack Speed
Rune Stat Shard
Always the best option for Jarvan's kit. Helps with using his passive and synergizes with his E attack speed. If you take Alacrity it even further increases his DPS on his autos.
Scaling CDR
Rune Stat Shard
Useful for spamming abilities early but unless you take Alacrity the loss in attack speed will feel awful to play with.
Adaptive Force
Rune Stat Shard
Always take one adaptive rune for the extra damage. Jarvan has high AD ratios and low base damage so losing even the slightest bit of damage can feel pretty bad in the early game and even worse as the game progresses.
Armor
Rune Stat Shard
Armor is almost always taken for its general use in clearing and sustaining, especially into teams with lots of AD damage, usually balanced by building Merc treads if you need both resistances.
Magic Resist
Rune Stat Shard
Good if you absolutely need MR, often balanced by building Tabi's if you need both resistances.
Scaling Bonus Health
Rune Stat Shard
Generally not as useful as Armor or MR but it is the only resistance stat that actually scales with Jarvan's kit on his W shield. Good into true damage and overall makes him just a little tankier in games where resistances are less important. Also synergizes with many stat-dependent items and runes like Shield Bash.
Ability orders
Skill Path
Jarvan IV
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Q is your most valuable ability for its knockup/armor shred. Additionally, its cooldown decreases, damage increases, and armor shred increases with levels. Jarvan's Q and R are his only sources of scaling physical damage so having his Q on a lower cooldown is incredibly important. Jarvan's E doesn't give any scaling damage and only gives attack speed and decreased cooldown with levels so it's not as valuable as maxing Q. (Before patch 13.3) Jarvan's W increases slow and base shield amount with levels (i.e. a +20 damage shield increase each level) without increasing the % health portion of the shield, and is essentially the worst ability in his kit. Since the addition of AD scaling to his W, Jarvan can now use this ability to its fullest potential. The health scaling portion of the shield is only active around enemy champions while the AD scaling portion is always in effect when using this ability.
There are some cases in which E can be maxed before Q, but maxing E is only viable in builds that emphasize on-hit effects or tank items since Jarvan's E has no scaling with AD.
Alternative builds
Jarvan is a very flexible pick with many different viable builds and playstyles, but the average player will always pick the meta for its ease of access and consistency. Jarvan has plenty of build options besides the regular bruiser build with Conqueror and Goredrinker, and there are many cases in which the meta build is not the best option available. Many seasoned Jarvan players naturally gravitate towards niche and strange items or builds for this exact reason, and here I am showcasing some builds that exist outside of the current meta and appeal to different playstyles than what is most commonly used. Since the start of preseason I haven't been able to test out any new builds but I plan to update with viable ones when they come up. With the new buffs to Jarvan's W, many new builds are now viable as any item with AD gives tankiness through its AD scaling with his shield.
Quick Jarvan IV Lethality Jungle Build
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Quick Jarvan IV AD Jungle Build
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Quick Jarvan IV Tank Jungle Build
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Quick Jarvan IV AD Jungle Build
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Quick Jarvan IV Tank Jungle Build
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Most difficult matchups
I'm way too lazy to list all of his matchups and how to play them so here are the most cancerous ones.