
the Exemplar of Demacia
Jarvan IV
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Jarvan IV builds in game
Taken from the in-game loadout screen as of 2026-08-26. The pick count and win rate are shown exactly as the game reports them.
Armor-stacked frontline that blunts basic attacks
- Trinity Force
- Armored Advance
- Sundered Sky
- Zeke's Convergence
- Frozen Heart
- Amaranth's Twinguard
When enemy damage leans physical and they pressure you with basic attacks
Armored Advance's Block cuts damage from champion attacks by 10%, while Frozen Heart's Winter's Caress applies Chill that strips 36% attack speed from an enemy champion at 4 stacks. Total Armor lands at 210. Amaranth's Twinguard adds 30% AR and 30% MR at max stacks, and the build still carries +70 Attack Damage. Sundered Sky turns your first attack against an enemy champion into a Critical Strike (6s cooldown per target) and heals you for 125% of base AD plus 6% of missing HP.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Max Skill 1 first, as it is your main damage source and applies Armor reduction.
Jarvan IV Skills

Martial Cadence

Dragon Strike
If the lance contacts a Demacian Standard it will pull Jarvan IV to the Demacian Standard's location, knocking up enemies in his path for 0.75 seconds.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 9 | 8 | 7 | 6 |
| Cost | 50 | 55 | 60 | 65 |
| Base Damage | 80 | 140 | 200 | 260 |
| Armor Reduction | 10% | 15% | 20% | 25% |

Golden Aegis
Absorbs 11 (1.6% of max HP) more damage for each nearby enemy champion.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Shield | 100 | 140 | 180 | 220 |
| Maximum Health | 1.6% | 1.9% | 2.2% | 2.5% |
| Slow | 30% | 35% | 40% | 45% |

Demacian Standard
Active: Throws a Demacian Standard that deals 85 magic damage (85 + 80%AP) and remains in place for 8 seconds, granting nearby ally champions 30% Attack Speed.
Tapping this ability while near a Demacian Standard will cast Dragon Strike towards it.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 11 | 10.5 | 10 | 9.5 |
| Base Damage | 85 | 140 | 195 | 250 |
| AS | 25% | 30% | 35% | 40% |
| Active: AS bonus | 30% | 35% | 40% | 45% |

Cataclysm
Damage dealt by enemies within the arena is reduced by 12%. The effect ends once they leave the terrain or when it collapses.
Cast again to collapse the terrain.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Base Damage | 200 | 350 | 500 |
| Dmg Reduction | 12% | 16% | 20% |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Jarvan IV Strengths
- ✓Aggressive engage and gank potential with the flag-and-drag combo
- ✓High mobility that can cross terrain
- ✓Lockdown power that isolates enemy carries with his Ult
Jarvan IV Weaknesses
- ×Missing the main combo leaves you stranded in the enemy team
- ×The Ult's terrain can sometimes get in your allies' way
- ×Damage impact falls off as the game goes long
Early Game
Gank proactively with the Skill 3 into Skill 1 combo. It is already strong at level 2, so look to force enemy Flashes early.
Mid Game
In fights around objectives, use your Ult to trap the enemy carry and take them out of the fight. Once you're in, rely on the Skill 2 shield and your passive's bonus damage to keep brawling.
Late Game
Your role is to lock down enemy carries who lack Flash or a blink with your Ult. Just don't go in alone at a distance your team can't follow.
Teamfights
The ideal engage is diving into the middle of the enemy team with Skill 3 into Skill 1 to knock up several targets. Act as the main initiator, dropping your Ult to split their formation.
⚠️ Common Mistakes
Missing the Skill 3 into Skill 1 combo and getting isolated
Missing the Skill 3 into Skill 1 combo leaves you stranded in the enemy team, where you get focused and die quickly. Don't rush it when ganking or initiating. Wait until the enemy's blink is down, then land it for sure.
Jarvan IV Combos
EQ Combo
Cast Skill 1 into the flag from Skill 3 for a knock-up, then slow with a passive auto and Skill 2.
All-In Engage
Trap them with Ult right after the knock-up from Skill 3 into Skill 1, then drop Skill 2 for a shield and a slow.
Jarvan IV Patch History
No changes to Jarvan IV between patch 6.3 and 7.2d.





