LiveUpdated 3 hours ago26.22
Jungle

Jarvan IV Build 26.22

C

A situational pick at 49.3% and on the way down this patch, Jarvan IV lives and dies on one combo. Drop the flag, Dragon Strike into it, and you launch a target skyward while erasing the whole gap in a blink. Cataclysm slams down right after and boxes them in with nowhere to run. He is an engage button before anything else, so flag onto the target your team can actually finish.

#53 of 88 jungle this patch · 10.7k games
Win rate49.3%−0.1Games10.7kPick rate8.8%Ban rate1.9%Last 8 patches−0.5 since 26.15Damage profilei
AD
AP 7%AD 85%True 8%
DifficultyiModerateRewards fundamentals
ClassicModernARAMCounter

When Is Jarvan IV Strongest?

The mid-game item window is the high point of the curve, and games at this rank average around 28 minutes. Jarvan IV wins by making picks and starting fights on his terms, so use the strong window to gank lanes, flag onto isolated targets, and trap the enemy carry where his team can delete it.

Game timeline · Jarvan IV drag or hover to scrub · space plays · ←/→ step
your power minute by minute · gold = item spikes · small = components · dashed = objectives
Camps1:30Drake / Grubs5:00Herald14:00Baron20:00Avg end27:50
Ambush zone8:06–9:36 Power spike 17:16
16:1810:1616:1817:16
0:00 10:00 20:00 30:00 40:00
At 12:00
Power 57/100 · Even
Core 1/3 items
Gold ~5.4k
Phase Lvl-6 window
Next spike Plated Steelcaps · 16:18

Jarvan IV Item Build

Jarvan IV is an engage bruiser who leaps in, locks a target down, and lets his team clean up the arena he builds. The build mixes health, armor, and enough damage that his flag-and-drag combo threatens squishies while he stays sticky through the fight.

Standard loadout · Jarvan IV The consensus path — reliable spikes, no dead time.
Starting items 500g Scorchclaw Pup×1Health Potion×1Stealth Ward×1 Core path · click an item for its recipe ››› Boots Plated Steelcaps57% · 50.7%Mercury's Treads43% · 51.3%
Situational items pick an opponent in the bar above — the right swaps light up
vs AP threatsbuy this gameTheir damage is mostly magic — stack magic resist before their second item.MMaw of Malmortius83554.3%
vs AD threatsbuy this gamePhysical threats spike with lethality — armor answers buy the mid game back.GGuardian Angel2.1k64.9%DDeath's Dance4.0k54.6%
vs stacked resistsbuy this gameWhen resists stack, penetration beats raw stats — swap a damage slot.EEdge of Night58059.5%BBastionbreaker1.6k55.3%BBlack Cleaver3.9k52.8%
vision controlbuy this gameFights are decided a minute earlier by the team that sees first.EEye of the Herald6377.8%OOracle Lens9.5k49.5%SStealth Ward1.0k45.7%

Best Jarvan IV Runes

Conqueror is the standard setup, and it matches how committed Jarvan is the moment he engages. The instant you flag onto a target you are locked into the fight you started, so the rest of the tree wants resolve and a little tenacity to let you live inside that mess. Whatever the keystone happens to be, the plan is the same, land the engage and let your team collapse onto it. Keep it simple, since the flag combo is what makes any page tick.

The pre-game page Conqueror · Precision + Inspiration · keystone + 5 runes + 3 shards
Precision Primary ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. Triumph97% · 49.3%Legend: Alacrity87% · 49.4%Coup de Grace75% · 49.1% Keystone plus three minors from Precision, two from Inspiration, then three shards — no runebook, no masteries.
Inspiration Secondary Cosmic Insight77% · 49.3%Magical Footwear74% · 49.4%
Stat shards OffenseAttack Speed+10% Attack SpeedFlexAdaptive Force+9 Adaptive ForceDefenseHealth Scaling+10–180 Health (by level)
Shards give +10%Attack Speed+9Adaptive Force+10–180 Health (by level)
Funnel your gold into Profane Hydra and then Voltaic Cyclosword, the turning point where your engage stops being a threat and starts being a kill. No one spike defines the game, so just play it straight. When Voltaic Cyclosword comes online by roughly 17 minutes, the flag-and-Dragon-Strike combo finally has the follow-up damage to delete whatever you catch. Build enough bulk afterward to survive your own dive, because you are always the one starting the fight.

Jarvan IV Skill Order

The combo exists at level two. Demacian Standard goes down first, Dragon Strike follows at two so the lance can pull him to the flag for a knock up, and Cataclysm at six turns that catch into a walled arena.

Skill order · Jarvan IV R at 6 / 11 / 16 — always
PriorityRR›QQ›EE›WW›Max Q first; E at level 1.
Lv 123456789101112131415161718
Q24579max 9
W314151718max 18
E18101213max 13
R61116max 16

Jarvan IV Abilities

His first hit on any target carries Martial Cadence, extra physical damage read off their current health, which is why his trades open so hard before the flag ever comes out. Golden Aegis is the survival tool nobody mentions, a self-shield that also slows everyone crowding around him.

Abilities · Jarvan IVpatch 26.22 base numbers · click an ability · all ranks shown
Martial CadencePassivePDragon StrikeMax 1stQGolden AegisMax lastWDemacian StandardMax 2ndECataclysmUltRRank-up levels here match the skill order below.
Dragon StrikePhysical damageMax 1stStatLV 2rank 1LV 4rank 2LV 5rank 3LV 7rank 4LV 9MAXDamage+40 per rank+145% bonus ADlv 290lv 4130lv 5170lv 7210lv 9250Cost+5 per ranklv 245lv 450lv 555lv 760lv 965Cooldown-1 per ranklv 210slv 49slv 58slv 77slv 96s

Jarvan IV Base Stats

Base stats · Jarvan IVPatch 26.22
Base statslevel 1 · +per levelAD64+3AS0.658+2.5%MS340Range175HP640+104HP58+0.7Armor36+4.6MR32+2.05MP300+55MP56.5+0.45

Jarvan IV Matchups

Jarvan IV eats immobile targets alive, since his combo knock-up is nearly impossible to dodge once he flags behind them. He struggles against slippery, mobile champions who flash or dash out of his ultimate walls and against poke that wears him down before he engages.

Lane matchups · Jarvan IV click any opponent to retune the console
Hardest lanes · click to tune
Best hunting
How to lane vs carry junglers 01Pressure early since carry junglers scale; invade and contest scuttle with EQ02Ward their jungle entrances and counter-gank; deny farm before they spike03In teamfights, ult their carry jungler to isolate it from allies Win rate by game lengthJarvan IV overall · all matchupsUnder 20 min48.8%20–28 min50.1%28–35 min48.5%Over 35 min49.4%
Be wary of Talon, Bel'Veth, and Sylas, who can out-trade your dive or punish you while Cataclysm is on cooldown, so wait for the right window to flag in. Even then, a clean knockup catches most of them off guard. He reads Ambessa, Qiyana, and Zac much more easily, so prioritize forcing those fights and dragging your team onto the target.
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