Champs Taking No Turret Dmg

Truth be told, Jarvan doesn't really have a counter. However, you will do better against him with anything other than Assassins, preferably champions with good sustain (Which the likes of Talon doesn't really have) - Champs like Akali, Talon etc can hurt Jarv but often using those burst cooldowns won't really win the tradeoff as Jarvan only need to slap you ever few seconds to take 6/8/10% HP off via his passive +any damage from abilities and regular swings - And because of his natural armor and lovely healthpool, this often means you'll lose the trade trying to harass him this way.
The key issue to note against Jarvan is his mana - Starting out, Jarvan has one of the least impressive manapools going due to bad ratio and stats - If he's forced to use abilities during the laning phase then unless he gets a Tear, Manamune, or (Preferably) PhiloStone then he will starve in no time. He doesn't need mana as much to function but it'll stop him using lance-pulls to harass and play a lot more reserved until he gets Mp5. Without mana he can't truly initiate or escape anything, and relies entirely on passive damage through physically melee'ing you which isn't a great option overall.
Once he's in the position to use abilities and worry less about mana, thats the only time you need to really worry about him.
Just remember his passive allows him to take off a respectable amount of health off you every 6 seconds, no matter what type of items he starts with. This was originally magic damage but since the change, they converted it to purely physical damage so any form of armor is a decent defense against most of his kit. If you buy health items, you are still losing a base-percentage direct from your healthbar with his passive, so thats of no major benefit - And seeing as Jarvan's typical builds evolve around tankish items, you will not beat his healthpool by also getting health items specifically against him - In the end this will also gimp your damage anyway for no real benefit.
It wouldn't matter if you had 60 maxhealth or 600 maxhealth because every time passive cools, 6/8/10% is immediately taken off it regardless. You would be better off with regen items, vamp items or defensive items over pure health items.
I play Jarvan in DoM primarily and you often come across a lot of Talon players - Jarvan isn't a counter to Talon but he does give him a rough time due to his suprise percentage damage, great ganks and being pretty much a Tank, which most of the melee-type assassins who rely on burst kinda fall flat against.

I played some matches with him and i think:
1,Turrets have too small range, even a caster minion can hit it without getting damaged
2,In lategame, Turrets getting oneshoted by anything, any aoe will kill all turret
3,Noth enough supply for turrets.
4,No defense+slow moving, getting oom easy
5,Ulty don't give enough utility.
1, Turrets have 525range. For early game, it's needed, but in late game, it's make turret's only useable to set traps, and alowing turrets getting killed wiouth taking any dmg from them.(For example: Heimerdinger set them in a team fight. Champs run away 200range = turrets getting out of range -> 2suply = no turret dmg/slow.)
Suggestion:
UPGRADE!!! should give passive +60/95/130Range to turrets, and an adional +60/90/130Range druing UPGRADE!!! active effect.
For a total range of 655.(785 with used ulty).
It's make UPGRADE!!! a perfect teamfight tool(turrets can do dmg more effective), and counter caster minions, also become more effective vs long ranged champs.
2, Making turrets harder to kill in early game will be wrong, but it's needed in late game.(In lategame a simple AA crit oneshot them, or any aoe)
Suggestion:
Give turrets a passive 30% aoe dmg reduction, and an adional +10% aoe dmg reduction for each level of UPGRADE!!! for a total of 60% aoe dmg reducion at l3ulty.
Maybe at rank4 Q, each turret's should garain 25%of Heimerdinger bonus health in adional to it's current benefit.
The aoe dmg reduction pervent's the enemy team from ignoring the turets. Actualy turrets only threat in early game. In late game, the enemy Champs simple ignore the turrets. It's because turrets have smaller hp than a single melee minion, so why would anyone care about it, when a single aoe onehit them?
3, Max 2charge for turrets. Combinated with 2, it makes that skill nearly useless lategame.(No turret=no turret dmg) Even with 40%cd reduction, it takes 15s to get a new charge, so after they getting destroyed you need to wait atleast 15s(assumling they getting destroyed instant after their placing), to place a single adional turret. In 15s Heimerdinger can die 2-3 times so it's a long time to wait.
Suggestion:
Rank 5 Q should give +1 to max Turret Stockpile stack.(There are still a limit of 2turret!)
Druing UPGRADE!!! active effect, ammo recharge time should cuted to half. (7,5s/charge with 40%cdred and used ulty.)
3charge because 2only enough to place the turrets. With 2ammo there are no 'emergency supply'. +-1Turret Stockpile can be the diference betwen death and life. And who goes to battle, wiouth spare ammo?
100%faster ammo recharge Druing UPGRADE!!! active effect, because No turret=no turret slow=half wasted ulty
Manna still limit Heimerdinger, so he can't spamplace turret's even with those suggestions.

5, Ulty should give utility.
Suggestion:
1, 2, 3,


Q.....
Rank 4: Turrets: gain an additional 125(+25% of Heimerdinger's bonus health ) health.
Rank 5: +1 to max H-28G Evolution Turret Stockpile stack, and Turrets attacks deal area damage

In the conventional way, the process from positioning of clamping to completion of programming used to take around 10 minutes, but with Steady Rest for Turret, it takes only some one minute. (According to DMG MORI study) 2.Solution with Steady Rest.

  1. UPDATE: After second, late night maintenance, Dragon Master Swain splash art added! The PBE has been updated! As we continue the 8.4 PBE cycle, today's PBE patch coverage includes the splash art for Dragon Master Swain and more tentative balance changes!
  2. Jan 21, 2013  Turret increasing dmg. Comment below rating. All these big health champs don't care if you have a turret or not, effectively making turrets useless for the defending team later in the game. Just a suggestion as i know Riot's been trying to decrease bruiser dominance. But what skill is involved in ganking under a turret and taking no.

______________
Droped idea:
3,

Champs Taking No Turret Dmg 3


Champs Taking No Turret Dmg Video

Suggestion:
UPGRADE!!! should give +1to max charge number/level for a total of 5 ammo at ulty level 3.Champs taking no turret dmg video

Champs Taking No Turret Dmg 2

In lategame it's not a big threat to 1-2hit 5turret instead of 2, so it's maybe won't be op.