Wild Rift: JARVAN IV Build Guide (7.1B)

JARVAN IV Wild Rift
BUFFED
111
77 695
10 Apr 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift JARVAN IV, role - Fighter / Tank. Use the guidelines to take your JARVAN IV Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position JARVAN IV is in the rating table, go to the - Tier List page.

attackdamage 58 (5)
heal 690 (120)
healthregeneration 12 (0.71)
attackspeed 0.8 (0.02)
mana 390 (41)
mpreg 12 (0.71)
movementspeed 350 (0)
armor 46 (4.36)
magicresistance 38 (2)
criticalstrike 175 (0)


MARTIAL CADENCE
P

(PASSIVE) MARTIAL CADENCE

The first attack against an enemy deals bonus physical damage equal to 8% of their current Health (5 second cooldown per unique enemy).

DRAGON STRIKE
Q

(Q) DRAGON STRIKE

9/8/7/6s 50/55/60/65

Extends Jarvan IV's lance, dealing 85 physical damage (85/140/195/250 + 130% bonus attackdamage ) and reducing the Armor of enemies hit by 25/30/35/40% for 3 seconds.

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.

GOLDEN AEGIS
W

(W) GOLDEN AEGIS

10s 30

Unleashes a regal aura that slows surrounding enemies by 30/35/40/45% for 2 seconds and grants a shield that absorbs 100/140/180/220 plus 5% of his max Health for 5 seconds.

Absorbs 10 (1,6/1,9/2,2/2,5% max heal ) more damage for each nearby enemy champion hit.

DEMACIAN STANDARD
E

(E) DEMACIAN STANDARD

11/10.5/10/9.5s 55

Passive: Gains 20/25/30/35% Attack Speed.

Active: Throws a Demacian Standard that deals 80 magic damage (80/135/190/245 + 80% abilitypower) and remains in place for 8 seconds, granting nearby ally champions 30/35/40/45% Attack Speed.

Tapping this ability while near a Demacian Standard will cast Dragon Strike towards it.

CATACLYSM
R

(R) CATACLYSM

70/65/60s 100

Heroically leaps to an enemy champion, dealing 200 physical damage (200/350/500 + 170% bonus attackdamage) to nearby enemies and creating an arena of impassable terrain around them for 3.5 seconds.

Damage dealt by enemies within the arena is reduced by 12/16/20%.
The effect ends once they leave the terrain or when it collapses.

Cast again to collapse the terrain.

JARVAN IV Meta Overview — Ranks & Performance Analytics

This meta overview presents JARVAN IV’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where JARVAN IV performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 20 APR 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes Jungle Path

Jungle JARVAN IV Build items and runes

The information below will help you get familiar with the game on the Jungle Line JARVAN IV. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Long Sword Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Long Sword
Long Sword

Long Sword

+12 Attack Damage

500

Core
Wild Rift Items: Trinity Force
Trinity Force

Trinity Force
Well-Rounded

+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333

Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.

Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Radiant Virtue Wild Rift
Radiant Virtue

Radiant Virtue
Heal allies upon casting your ultimate ability.

+300 Max Health
+45 Armor
+15 Ability Haste

Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s cooldown) If you're a ranged champion, heals granted are reduced by 50%.

2850

Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.

Boots/Enchant
Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+50% Health Regen
+20 Magic Resistance
+45 Move Speed.

900

Mercury's Treads TIPS: These boots are a core defensive choice when the enemy deals strong magic damage. They increase your magic resistance, boost health regeneration and movement speed, and help you stay in lane or fights longer against poke and burst mages. Pick them when you need greater survivability versus AP-heavy matchups or repeated spell damage.

Wild Rift Items: Goredrinker
Goredrinker

Goredrinker
Deal damage in an area

Thirsting Slash (Active): Deal 230% base as physical damage to nearby enemies. Restore Health equal to 20% plus 12% missing for each enemy champion hit. (15s cooldown)

500

Goredrinker TIPS: This enchant turns your boots into a deadly blade: on activation, you deal burst AOE damage to all nearby enemies and instantly heal yourself based on your missing health. Perfect for bruisers and tanks who need to dive in, deal area damage, and stay in the fight thanks to the immediate sustain.

Е
Wild Rift Items: Stoneplate Enchant
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 15% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500

Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

Е
TIPS: Finally, for your items, you should build Trinity Force Trinity Force (Well-Rounded) as your first item, followed by Plated Steelcaps Plated Steelcaps (Reduces Physical Damage) or Mercury's Treads Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Radiant Virtue Radiant Virtue (Heal allies upon casting your ultimate ability).

Maybe now it's time to think about upgrading your boot, invest in Goredrinker Goredrinker (Deal damage in an area). You may want to replace it with Stoneplate Enchant Stoneplate Enchant (Gain a Shield), it all depends on your playstyle and the situation on the battlefield.

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Trinity Force
Trinity Force

Trinity Force
Well-Rounded

+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333

Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.

Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Radiant Virtue Wild Rift
Radiant Virtue

Radiant Virtue
Heal allies upon casting your ultimate ability.

+300 Max Health
+45 Armor
+15 Ability Haste

Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s cooldown) If you're a ranged champion, heals granted are reduced by 50%.

2850

Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.

Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift Items: Amaranth's Twinguard
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Force of Nature
Wild Rift Items: Thornmail
Wild Rift Items: Randuin's Omen
Wild Rift: Unending Despair
Stacking Magic Resist and Move Speed
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Force of Nature Force of Nature — This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Reflects damage and reduces enemy healing
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Thornmail
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.

Thornmail Thornmail — This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Counters Critical Strike Damage
Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift Items: Randuin's Omen
Randuin's Omen

Randuin's Omen
Counters Critical Strike Damage

+400 Max Health
+75 Armor

Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.

2800

Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.

Randuin's Omen Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Increases tanks' sustain in teamfights
Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift: Unending Despair
Unending Despair

Unending Despair
Increases tanks' sustain in teamfights

+200 Max Health
+45 Armor
+45 Magic Resistance

Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.

3000

Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.

Unending Despair Unending Despair — This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.

Summoner Spells

If you want to use this JARVAN IV Jungle build, you should take Flash Flash (Teleport a short distance) and Smite Smite as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%). Smite upgrades to Chilling Smite after 3 uses.


Jungle Expertise:

Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.

Deal 15% more attack damage and 30% more ability damage against monsters.

Restore 40 Health over 5 seconds after dealing damage to monsters.

Restore 4 Mana every second while in the jungle or river.

From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 70 true damage (38 to 184) to enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Runes BUILD

For runes, you should pick Conqueror Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by Unshakeable Unshakeable (Gain Armor and Magic Resist. When fully stacked, gain Slow Resist.), Bone Plating Bone Plating (Reduces incoming damage.) and Overgrowth Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as Triumph Triumph (Champion takedowns restore lost resources and grant a brief Movement Speed boost.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Conqueror

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 3-7 bonus or 4-11  for 6s.

Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp .

Conqueror
Stacking Damage, Vamp
Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).
Wild Rift Resolve Runes: Unshakeable

Unshakeable
Increase Armor, Magic Resist, and Slow Resist

Gain 4% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 3% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Unshakeable
Increase Armor, Magic Resist, and Slow Resist
Gain Armor and Magic Resist. When fully stacked, gain Slow Resist.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.
Wild Rift Resolve Runes: Overgrowth

Overgrowth
Increase max Health

For every 2 enemy minions or 1 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.

Overgrowth
Increase max Health
Gains bonus scalable max Health.
Wild Rift Precision Runes: Triumph

Triumph
Increase damage when low in Health

Champion takedowns restore 10% of lost health and 10% of maximum Mana Energyand grant 35 Movement Speed for 2 second(s).

Triumph
Increase damage when low in Health
Champion takedowns restore lost resources and grant a brief Movement Speed boost.

Situational Runes

Сhange
Second Wind
Nullifying Orb
Perseverance
Increase sustain
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Second Wind
Second Wind

Second Wind
Increase sustain

Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Second Wind Second Wind — The rune restores health every 5 seconds and significantly boosts regeneration after taking damage from an enemy champion. This rune is especially useful for champions who are often in the thick of the fight, such as tanks or fighters, as it helps sustain health during battles. The effect is doubled for melee champions, making it even more effective in extended fights, improving survivability.
Grant a protective shield
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Nullifying Orb
Nullifying Orb

Nullifying Orb
Grant a protective shield

If you take damage from a champion that causes you to fall below 35% of your max Health, gain a shield that absorbs up to 60-180 () damage for 4s.

Cooldown: 60s

Nullifying Orb Nullifying Orb — The rune activates when you would take damage from a champion that causes you to fall below 35% of your maximum health, granting a shield that absorbs damage for a few seconds. This makes the rune perfect for champions who often find themselves in dangerous situations and could be attacked in critical moments. It is ideal for tanks or fighters who need to survive in tough fights, providing protection from sudden damage when at low health.
Increase survivability when crowd controlled
Overgrowth
Overgrowth

Overgrowth
Increase max Health

For every 2 enemy minions or 1 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.

Perseverance
Perseverance

Perseverance
Increase survivability when crowd controlled

Gain 10% Tenacity. Gain 15-25 Armor and Magic Resistance () for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.

Perseverance Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
DRAGON STRIKE

(Q) DRAGON STRIKE

9/8/7/6s 50/55/60/65

Extends Jarvan IV's lance, dealing 85 physical damage (85/140/195/250 + 130% bonus attackdamage ) and reducing the Armor of enemies hit by 25/30/35/40% for 3 seconds.

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.

(Q) DRAGON STRIKE
















GOLDEN AEGIS

(W) GOLDEN AEGIS

10s 30

Unleashes a regal aura that slows surrounding enemies by 30/35/40/45% for 2 seconds and grants a shield that absorbs 100/140/180/220 plus 5% of his max Health for 5 seconds.

Absorbs 10 (1,6/1,9/2,2/2,5% max heal ) more damage for each nearby enemy champion hit.

(W) GOLDEN AEGIS
















DEMACIAN STANDARD

(E) DEMACIAN STANDARD

11/10.5/10/9.5s 55

Passive: Gains 20/25/30/35% Attack Speed.

Active: Throws a Demacian Standard that deals 80 magic damage (80/135/190/245 + 80% abilitypower) and remains in place for 8 seconds, granting nearby ally champions 30/35/40/45% Attack Speed.

Tapping this ability while near a Demacian Standard will cast Dragon Strike towards it.

(E) DEMACIAN STANDARD
















CATACLYSM

(R) CATACLYSM

70/65/60s 100

Heroically leaps to an enemy champion, dealing 200 physical damage (200/350/500 + 170% bonus attackdamage) to nearby enemies and creating an arena of impassable terrain around them for 3.5 seconds.

Damage dealt by enemies within the arena is reduced by 12/16/20%.
The effect ends once they leave the terrain or when it collapses.

Cast again to collapse the terrain.

(R) CATACLYSM
















Jungle JARVAN IV Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle JARVAN IV. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

JARVAN IV Wild Rift

Threats

Extreme
[7]
Major
[3]
Even
[16]
Minor
[5]

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Synergies

Ideal
[9]
Strong
[14]
Ok
[11]
Low
[2]

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Jungle JARVAN IV Counter Items

We have prepared a list of items and spells that will help counter Jungle JARVAN IV in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Armor

Items that reduce Auto Attacks (AA) / Physical Damage.
Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Wild Rift Items: Randuin's Omen
Randuin's Omen

Randuin's Omen
Counters Critical Strike Damage

+400 Max Health
+75 Armor

Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.

2800

Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.

Wild Rift Items: Thornmail
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.

Wild Rift Items: Iceborn Gauntlet
Iceborn Gauntlet

Iceborn Gauntlet
Attacks create a slowing field

+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste

Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)

Damage is reduced vs structures.

3100

Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Wild Rift Items: Dead Man's Plate
Dead Man's Plate

Dead Man's Plate
Increases Movement Speed

+350 Max Health
+70 Armor

Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.

2800

Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Reduce Attack Speed

Items that reduce JARVAN IV Attack Speed.
Warden's Mail Wild Rift
Warden's Mail

Warden's Mail
Reduces enemy's Attack Speed

+35 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.

1050

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Reduced Healing

Items with Grievous Wounds that can reduce JARVAN IV Healing effects.
Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Executioner's Calling Wild Rift
Executioner's Calling

Executioner's Calling
Physical Damage reduces enemy healing

+15 Attack Damage

Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Oblivion Orb Wild Rift
Oblivion Orb

Oblivion Orb
Magic damage reduces enemy healing

+35 Ability Power

Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Wild Rift Items: Mortal Reminder
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+25 Attack Damage
+25% Critical Rate
+15% Attack Speed

Last Whisper:  +30% Armor Penetration. Attacks that Critically Strike gain an additional  6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.

Wild Rift Items: Chempunk Chainsword
Chempunk Chainsword

Chempunk Chainsword
Reduces enemy healing

+250 Max Health
+45 Attack Damage
+15 Ability Haste

Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2800

Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

% Health Damage

Items that can help to deal with high Health points tanks.
Wild Rift Items: Divine Sunderer
Divine Sunderer

Divine Sunderer
Anti-Health attacks

+425 Max Health
+25 Attack Damage
+25 Ability Haste

Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.

3400

Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.

Wild Rift Items: Liandry's Torment
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+250 Max Health
+75 Ability Power
+7% Magic Penetration

Torment: Damaging abilities or empowered attacks deal 0.6-3% () of the target's max Health as bonus magic damage over 3 seconds.

3000

Liandry's Torment TIPS: This item applies a sustained burning effect that deals extra magic damage scaling with the target’s max health — making it especially potent versus tanks and high-HP champions. The stacked torment periodically detonates for true damage to finish weakened foes. A strong pick for mages who want to prolong fights and slowly shred the enemy frontline.

Wild Rift Items: Blade of the Ruined King
Blade of the Ruined King

Blade of the Ruined King
Attacks deal bonus damage

+25 Attack Damage
+35% Attack Speed

Thirst:+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 8.5% of the enemy's current Health on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)

3000

Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е

Reduces Any Shield

Items with reduces any Shield.
Wild Rift Items: Serpent's Fang
Serpent's Fang

Serpent's Fang
Anti-Shielding

+50 Attack Damage
+10 Ability Haste

Stab:  +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.


2800

Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+75 Ability Power
+7% Magic Penetration

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Jungle JARVAN IV Tips

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Jungle JARVAN IV Strengths and Weaknesses

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Jungle JARVAN IV Strategy and Tactics

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Jungle JARVAN IV Power Spikes

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JARVAN IV Jungle Pathing

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

full camp clear with a Red Buff start

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

6

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

5

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

4

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

3

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

1

Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.

REWARDS
Earn XP and gold upon defeating them.

2

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
GANK

The Pro Jarvan IV Jungle Path features a full jungle clear with a Red Buff start. This route was the most popular one out of all the games we analyzed and appears to be the best one in Master+ elo because a majority of high elo players don't fall for early-game ganks (which Jarvan excels in). Though, the modularity of this clear still allows you to do a level three gank on Middle lane after Raptors. As Jarvan, you'll want to start with (E) DEMACIAN STANDARD as his first skill because it deals damage and also grants a substantial boost to attack speed, resulting in the highest damage output at level one. Kill the Red Brambleback and then at level two unlock (Q) DRAGON STRIKE to kill the Krugs and Raptors. This gives you level three, unlocking (W) GOLDEN AEGIS. Next up kill the Murk Wolves, Blue Sentinel and Gromp. This grants you level four, upgrade (Q) DRAGON STRIKE and start pathing towards the Rift Scuttler. Once you've killed the Rift Scuttler, invade the enemy jungler or try to gank a nearby lane. This Jarvan Jungle Clear is great for games where Jarvan is not likely to get a kill by ganking, and instead focuses on farming up & taking objectives such as the Dragons and Rift Herald.

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Build Counters Counter Items Tips Con Game Plan Power Spikes

Solo Baron JARVAN IV Build items and runes

The information below will help you get familiar with the game on the Solo Baron Line JARVAN IV. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Long Sword Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Long Sword
Long Sword

Long Sword

+12 Attack Damage

500

Core
Wild Rift Items: Divine Sunderer
Divine Sunderer

Divine Sunderer
Anti-Health attacks

+425 Max Health
+25 Attack Damage
+25 Ability Haste

Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.

3400

Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.

Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Radiant Virtue Wild Rift
Radiant Virtue

Radiant Virtue
Heal allies upon casting your ultimate ability.

+300 Max Health
+45 Armor
+15 Ability Haste

Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s cooldown) If you're a ranged champion, heals granted are reduced by 50%.

2850

Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.

Boots/Enchant
Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+50% Health Regen
+20 Magic Resistance
+45 Move Speed.

900

Mercury's Treads TIPS: These boots are a core defensive choice when the enemy deals strong magic damage. They increase your magic resistance, boost health regeneration and movement speed, and help you stay in lane or fights longer against poke and burst mages. Pick them when you need greater survivability versus AP-heavy matchups or repeated spell damage.

Wild Rift Items: Goredrinker
Goredrinker

Goredrinker
Deal damage in an area

Thirsting Slash (Active): Deal 230% base as physical damage to nearby enemies. Restore Health equal to 20% plus 12% missing for each enemy champion hit. (15s cooldown)

500

Goredrinker TIPS: This enchant turns your boots into a deadly blade: on activation, you deal burst AOE damage to all nearby enemies and instantly heal yourself based on your missing health. Perfect for bruisers and tanks who need to dive in, deal area damage, and stay in the fight thanks to the immediate sustain.

Е
Wild Rift Items: Stoneplate Enchant
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 15% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500

Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

Е
TIPS: Finally, for your items, you should build Divine Sunderer Divine Sunderer (Anti-Health attacks) as your first item, followed by Plated Steelcaps Plated Steelcaps (Reduces Physical Damage) or Mercury's Treads Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Radiant Virtue Radiant Virtue (Heal allies upon casting your ultimate ability).

Maybe now it's time to think about upgrading your boot, invest in Goredrinker Goredrinker (Deal damage in an area). You may want to replace it with Stoneplate Enchant Stoneplate Enchant (Gain a Shield), it all depends on your playstyle and the situation on the battlefield.

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Divine Sunderer
Divine Sunderer

Divine Sunderer
Anti-Health attacks

+425 Max Health
+25 Attack Damage
+25 Ability Haste

Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.

3400

Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.

Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Radiant Virtue Wild Rift
Radiant Virtue

Radiant Virtue
Heal allies upon casting your ultimate ability.

+300 Max Health
+45 Armor
+15 Ability Haste

Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s cooldown) If you're a ranged champion, heals granted are reduced by 50%.

2850

Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.

Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift Items: Amaranth's Twinguard
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Thornmail
Wild Rift Items: Force of Nature
Wild Rift Items: Randuin's Omen
Wild Rift: Unending Despair
Reflects damage and reduces enemy healing
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Thornmail
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.

Thornmail Thornmail — This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Stacking Magic Resist and Move Speed
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Force of Nature Force of Nature — This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Counters Critical Strike Damage
Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift Items: Randuin's Omen
Randuin's Omen

Randuin's Omen
Counters Critical Strike Damage

+400 Max Health
+75 Armor

Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.

2800

Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.

Randuin's Omen Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Increases tanks' sustain in teamfights
Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Wild Rift: Unending Despair
Unending Despair

Unending Despair
Increases tanks' sustain in teamfights

+200 Max Health
+45 Armor
+45 Magic Resistance

Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.

3000

Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.

Unending Despair Unending Despair — This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.

Summoner Spells

If you want to use this JARVAN IV Solo Baron build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Teleport Wild Rift
Teleport

Teleport

After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward (excludes areas in range of enemy inhibitors). You can only teleport to structures during the first 6 minutes of the game.

Cooldown: 150s

Runes BUILD

For runes, you should pick Conqueror Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by Demolish Demolish (Automatically charges up when you are near turrets. Once fully charged, your next attack deals massive amounts of damage to turrets.), Bone Plating Bone Plating (Reduces incoming damage.) and Overgrowth Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as Triumph Triumph (Champion takedowns restore lost resources and grant a brief Movement Speed boost.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Conqueror

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 3-7 bonus or 4-11  for 6s.

Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp .

Conqueror
Stacking Damage, Vamp
Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).
Wild Rift Resolve Runes: Demolish

Demolish
Destroy turrets faster

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (200 + 30% max Health) physical damage.

Cooldown: 35s

Demolish
Destroy turrets faster
Automatically charges up when you are near turrets. Once fully charged, your next attack deals massive amounts of damage to turrets.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.
Wild Rift Resolve Runes: Overgrowth

Overgrowth
Increase max Health

For every 2 enemy minions or 1 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.

Overgrowth
Increase max Health
Gains bonus scalable max Health.
Wild Rift Precision Runes: Triumph

Triumph
Increase damage when low in Health

Champion takedowns restore 10% of lost health and 10% of maximum Mana Energyand grant 35 Movement Speed for 2 second(s).

Triumph
Increase damage when low in Health
Champion takedowns restore lost resources and grant a brief Movement Speed boost.

Situational Runes

Сhange
Unshakeable
Nullifying Orb
Second Wind
Perseverance
Increase Armor, Magic Resist, and Slow Resist
Demolish
Demolish

Demolish
Destroy turrets faster

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (200 + 30% max Health) physical damage.

Cooldown: 35s

Unshakeable
Unshakeable

Unshakeable
Increase Armor, Magic Resist, and Slow Resist

Gain 4% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 3% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Unshakeable Unshakeable — This rune makes you tougher in fights: it raises your armor and magic resist, and the bonus grows as more enemy champions are nearby. When you’re fully surrounded, you also gain enhanced slow resistance. A great pick for frontliners and anyone who spends time in the thick of combat — it helps you soak focus, hold ground, and initiate with more confidence.
Grant a protective shield
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Nullifying Orb
Nullifying Orb

Nullifying Orb
Grant a protective shield

If you take damage from a champion that causes you to fall below 35% of your max Health, gain a shield that absorbs up to 60-180 () damage for 4s.

Cooldown: 60s

Nullifying Orb Nullifying Orb — The rune activates when you would take damage from a champion that causes you to fall below 35% of your maximum health, granting a shield that absorbs damage for a few seconds. This makes the rune perfect for champions who often find themselves in dangerous situations and could be attacked in critical moments. It is ideal for tanks or fighters who need to survive in tough fights, providing protection from sudden damage when at low health.
Increase sustain
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Second Wind
Second Wind

Second Wind
Increase sustain

Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Second Wind Second Wind — The rune restores health every 5 seconds and significantly boosts regeneration after taking damage from an enemy champion. This rune is especially useful for champions who are often in the thick of the fight, such as tanks or fighters, as it helps sustain health during battles. The effect is doubled for melee champions, making it even more effective in extended fights, improving survivability.
Increase survivability when crowd controlled
Overgrowth
Overgrowth

Overgrowth
Increase max Health

For every 2 enemy minions or 1 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.

Perseverance
Perseverance

Perseverance
Increase survivability when crowd controlled

Gain 10% Tenacity. Gain 15-25 Armor and Magic Resistance () for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.

Perseverance Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
DRAGON STRIKE

(Q) DRAGON STRIKE

9/8/7/6s 50/55/60/65

Extends Jarvan IV's lance, dealing 85 physical damage (85/140/195/250 + 130% bonus attackdamage ) and reducing the Armor of enemies hit by 25/30/35/40% for 3 seconds.

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.

(Q) DRAGON STRIKE
















GOLDEN AEGIS

(W) GOLDEN AEGIS

10s 30

Unleashes a regal aura that slows surrounding enemies by 30/35/40/45% for 2 seconds and grants a shield that absorbs 100/140/180/220 plus 5% of his max Health for 5 seconds.

Absorbs 10 (1,6/1,9/2,2/2,5% max heal ) more damage for each nearby enemy champion hit.

(W) GOLDEN AEGIS
















DEMACIAN STANDARD

(E) DEMACIAN STANDARD

11/10.5/10/9.5s 55

Passive: Gains 20/25/30/35% Attack Speed.

Active: Throws a Demacian Standard that deals 80 magic damage (80/135/190/245 + 80% abilitypower) and remains in place for 8 seconds, granting nearby ally champions 30/35/40/45% Attack Speed.

Tapping this ability while near a Demacian Standard will cast Dragon Strike towards it.

(E) DEMACIAN STANDARD
















CATACLYSM

(R) CATACLYSM

70/65/60s 100

Heroically leaps to an enemy champion, dealing 200 physical damage (200/350/500 + 170% bonus attackdamage) to nearby enemies and creating an arena of impassable terrain around them for 3.5 seconds.

Damage dealt by enemies within the arena is reduced by 12/16/20%.
The effect ends once they leave the terrain or when it collapses.

Cast again to collapse the terrain.

(R) CATACLYSM
















Solo Baron JARVAN IV Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron JARVAN IV. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

JARVAN IV Wild Rift

Threats

Extreme
[7]
Major
[13]
Even
[18]
Minor
[1]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Synergies

Ideal
[6]
Strong
[12]
Ok
[11]
Low
[2]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Solo Baron JARVAN IV Counter Items

We have prepared a list of items and spells that will help counter Solo Baron JARVAN IV in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Armor

Items that reduce Auto Attacks (AA) / Physical Damage.
Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Wild Rift Items: Randuin's Omen
Randuin's Omen

Randuin's Omen
Counters Critical Strike Damage

+400 Max Health
+75 Armor

Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.

2800

Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.

Wild Rift Items: Thornmail
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.

Wild Rift Items: Iceborn Gauntlet
Iceborn Gauntlet

Iceborn Gauntlet
Attacks create a slowing field

+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste

Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)

Damage is reduced vs structures.

3100

Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Wild Rift Items: Dead Man's Plate
Dead Man's Plate

Dead Man's Plate
Increases Movement Speed

+350 Max Health
+70 Armor

Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.

2800

Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Reduce Attack Speed

Items that reduce JARVAN IV Attack Speed.
Warden's Mail Wild Rift
Warden's Mail

Warden's Mail
Reduces enemy's Attack Speed

+35 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.

1050

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Reduced Healing

Items with Grievous Wounds that can reduce JARVAN IV Healing effects.
Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Executioner's Calling Wild Rift
Executioner's Calling

Executioner's Calling
Physical Damage reduces enemy healing

+15 Attack Damage

Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Oblivion Orb Wild Rift
Oblivion Orb

Oblivion Orb
Magic damage reduces enemy healing

+35 Ability Power

Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Wild Rift Items: Mortal Reminder
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+25 Attack Damage
+25% Critical Rate
+15% Attack Speed

Last Whisper:  +30% Armor Penetration. Attacks that Critically Strike gain an additional  6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.

Wild Rift Items: Chempunk Chainsword
Chempunk Chainsword

Chempunk Chainsword
Reduces enemy healing

+250 Max Health
+45 Attack Damage
+15 Ability Haste

Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2800

Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

% Health Damage

Items that can help to deal with high Health points tanks.
Wild Rift Items: Divine Sunderer
Divine Sunderer

Divine Sunderer
Anti-Health attacks

+425 Max Health
+25 Attack Damage
+25 Ability Haste

Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.

3400

Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.

Wild Rift Items: Liandry's Torment
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+250 Max Health
+75 Ability Power
+7% Magic Penetration

Torment: Damaging abilities or empowered attacks deal 0.6-3% () of the target's max Health as bonus magic damage over 3 seconds.

3000

Liandry's Torment TIPS: This item applies a sustained burning effect that deals extra magic damage scaling with the target’s max health — making it especially potent versus tanks and high-HP champions. The stacked torment periodically detonates for true damage to finish weakened foes. A strong pick for mages who want to prolong fights and slowly shred the enemy frontline.

Wild Rift Items: Blade of the Ruined King
Blade of the Ruined King

Blade of the Ruined King
Attacks deal bonus damage

+25 Attack Damage
+35% Attack Speed

Thirst:+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 8.5% of the enemy's current Health on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)

3000

Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е

Reduces Any Shield

Items with reduces any Shield.
Wild Rift Items: Serpent's Fang
Serpent's Fang

Serpent's Fang
Anti-Shielding

+50 Attack Damage
+10 Ability Haste

Stab:  +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.


2800

Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+75 Ability Power
+7% Magic Penetration

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Solo Baron JARVAN IV Tips

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Solo Baron JARVAN IV Strengths and Weaknesses

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Solo Baron JARVAN IV Strategy and Tactics

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Solo Baron JARVAN IV Power Spikes

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Wild Rift JARVAN IV Ability and Tips

MARTIAL CADENCEMARTIAL CADENCE
P
DRAGON STRIKEDRAGON STRIKE
Q
GOLDEN AEGISGOLDEN AEGIS
W
DEMACIAN STANDARDDEMACIAN STANDARD
E
CATACLYSMCATACLYSM
R

(PASSIVE) MARTIAL CADENCE

MARTIAL CADENCE

The first attack against an enemy deals bonus physical damage equal to 8% of their current Health (5 second cooldown per unique enemy).

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(Q) DRAGON STRIKE

DRAGON STRIKE

9/8/7/6s 50/55/60/65

Extends Jarvan IV's lance, dealing 85 physical damage (85/140/195/250 + 130% bonus attackdamage ) and reducing the Armor of enemies hit by 25/30/35/40% for 3 seconds.

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.

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(W) GOLDEN AEGIS

GOLDEN AEGIS

10s 30

Unleashes a regal aura that slows surrounding enemies by 30/35/40/45% for 2 seconds and grants a shield that absorbs 100/140/180/220 plus 5% of his max Health for 5 seconds.

Absorbs 10 (1,6/1,9/2,2/2,5% max heal ) more damage for each nearby enemy champion hit.

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(E) DEMACIAN STANDARD

DEMACIAN STANDARD

11/10.5/10/9.5s 55

Passive: Gains 20/25/30/35% Attack Speed.

Active: Throws a Demacian Standard that deals 80 magic damage (80/135/190/245 + 80% abilitypower) and remains in place for 8 seconds, granting nearby ally champions 30/35/40/45% Attack Speed.

Tapping this ability while near a Demacian Standard will cast Dragon Strike towards it.

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(R) CATACLYSM

CATACLYSM

70/65/60s 100

Heroically leaps to an enemy champion, dealing 200 physical damage (200/350/500 + 170% bonus attackdamage) to nearby enemies and creating an arena of impassable terrain around them for 3.5 seconds.

Damage dealt by enemies within the arena is reduced by 12/16/20%.
The effect ends once they leave the terrain or when it collapses.

Cast again to collapse the terrain.

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Wild Rift JARVAN IV Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

Jarvan IV Surprise Engage

Execution

R
F
W
eAA
E
Q
AA

Use this combo to unexpectedly engage a teamfight.

From a long distance, buffer (R) CATACLYSM, then FLASH into range. Immediately (W) GOLDEN AEGIS and AA upon landing. Follow up with the (E) DEMACIAN STANDARD - (Q) DRAGON STRIKE combo to knock them up. Finish with more AA's.

Combo Video

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

JARVAN IV Change history

BUFFED 22 MAY 2025 (PATCH 6.1B)

(E) DEMACIAN STANDARD
Attack Speed bonus from Passive: 20/25/30/35% → 25/30/35/40%.
Base damage: 80/135/190/245 → 85/140/195/250.

(R) CATACLYSM
Cooldown: 75/70/65s → 70/65/60s.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 650 → 690.
Health per level: 115 → 120.
Base Armor: 40 → 46.
Magic Resist per level: 1.6 → 2.
BUFFED 01 AUG 2024 (PATCH 5.2A)

BASE STATS
Attack Damage per Level: 4.55 → 5.

(E) DEMACIAN STANDARD
Cooldown: 11s at all Levels → 11/10.5/10/9.5s.
Bonus Attack Speed: 25/30/35/40% → 30/35/40/45%.
BUFFED 16 MAY 2024 (PATCH 5.1B)

BASE STATS
Basic health regeneration: 9 → 12.

(W) GOLDEN AEGIS
Shield: 80/120/160/200 + 4% maximum health + number of enemy units nearby × 1.6/1.9/2.2/2.5% maximum health → 100/140/180/220 + 5% maximum health + number of enemy units nearby × 1.6/1.9/2.2/2.5% maximum health
Slow: 20/25/30/35% → 30/35/40/45%.

(E) DEMACIAN STANDARD
Attack speed increased by active ability casting: 20/25/30/35% → 25/30/35/40%.
BUFFED 24 AUG 2023 (PATCH 4.3B)

(PASSIVE) MARTIAL CADENCE
Cooldown of acting on the same target: 6s → 5s.

(W) GOLDEN AEGIS
Basic shield value: 80/120/160/200 → 80/120/160/200 + 4% Maximum health.

(R) CATACLYSM
[NEW]: Damage from enemies is reduced by 12/16/20% inside Cataclysm, the effect will be removed when leaving Cataclysm or the barrier surrounding the terrain collapses.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
BUFFED 15 FEB 2023 (PATCH 4.0B)

(W) GOLDEN AEGIS
Cooldown: 12s → 10s.
Shield: 65/95/125/155 + 2.1/2.4/2.7/3% Maximum health per enemy → 80/120/160/200 + 1.6/1.9/2.2/2.5% Maximum health per enemy champion hit.
BUFFED 08 APR 2022 (PATCH 3.1A)

(E) DEMACIAN STANDARD
Attack Speed bonus: 15/20/25/30% → 20/25/30/35%.
NERFED 15 DEC 2021 (PATCH 2.6a)

BASE STATS
Base AD: 64 → 58.

(Q) DRAGON STRIKE
Base damage: 90/150/210/270 → 80/140/200/260.
 ADJUSTED 14 OCT 2021 (PATCH 2.5)

(W) DEMACIAN STANDARD
[NEW] Sped up dash startup time when using (#1) Dragon Strike to dash to (#3) Demacian Standard.
BUFFED 2 FEB 2021 (PATCH 2.1)

BASE STATS
AD per level: 3,6 → 4,55.

(PASSIVE) MARTIAL CADENCE
Now deals 20 minimum damage.

(Q) DRAGON STRIKE
Dragon Strike to Demacian Standard dash combo hitbox size: 2 → 2,5.

(R) CATACLYSM
Fixed dash speed: 0.4s → 0,25s.
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