
Champion guide
Patch 26.16Jarvan IV
The Exemplar of Demacia
- Tank
- Jungle
- Top
- Mana
Plant a flag, pull the lance through it, and your target goes airborne. Jarvan IV doesn't just start fights, he decides where they happen.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 510+90
- HP regen (per 5s)
- 7.7+0.7
- Mana
- 275+40
- Mana regen (per 5s)
- 6.45+0.45
- Attack damage
- 53.4+3.4
- Attack speed
- 0.658+2.5 %
- Armor
- 21.6+3
- Magic resist
- 31.25+0
- Attack range
- 175
- Move speed
- 340
Abilities
Passive
Martial Cadence
Jarvan's first basic attack on an enemy deals bonus physical damage based on their current Health. This effect cannot occur again on the same enemy for a few seconds.
QDragon Strike
5 ranks- Cooldown
- 10/9/8/7/6 s
- Cost
- 45/50/55/60/65 Mana
- Range
- 770
- Damage
- 70/115/160/205/250 (+120 % AD bonus)
Extends Jarvan IV's lance dealing 70/115/160/205/250 (+120 % AD bonus) physical damage and lowering the Armor of all enemies hit by 10/14/18/22/26% for 3 seconds. If the lance contacts Demacian Standard it will pull Jarvan IV to its location, Knocking Up enemies in his path.
WGolden Aegis
5 ranks- Cooldown
- 20/18/16/14/12 s
- Cost
- 45/50/55/60/65 Mana
- Range
- 500
- Shield
- 50/90/130/170/210
Temporarily gains a shield that absorbs up to 50/90/130/170/210 (+20/25/30/35/40 damage for each nearby enemy champion) damage for 5 seconds, and Slows surrounding enemies by 15/20/25/30/35% for 2 seconds.
EDemacian Standard
5 ranks- Cooldown
- 13 s
- Cost
- 55/60/65/70/75 Mana
- Range
- 860
- Damage
- 60/105/150/195/240 (+80 % AP)
Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed and Armor. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions.
RCataclysm
3 ranks- Cooldown
- 120/105/90 s
- Cost
- 100/125/150 Mana
- Range
- 650
- Damage
- 200/325/450 (+150 % AD bonus)
Heroically leaps to an enemy Champion dealing 200/325/450 (+150 % AD bonus) physical damage and creating an arena of impassable terrain around them for 3.5 seconds. Recast again to collapse the terrain.
In short
Jarvan IV rests on a single interaction: Demacian Standard planted on the ground, then Dragon Strike fired along its axis. The lance drags him to the flag and throws everything on that line into the air. That's movement, engage and crowd control in two buttons, and it's what makes him a jungler who can enter any fight from any angle.
His second tool is Cataclysm, which walls a target inside a terrain arena. It's an ultimate that wins games and loses them: badly placed, it rescues the enemy by cutting them off from your team. The whole champion comes down to that, a tank who has to choose his target before he presses, not during.
Strengths and weaknesses
His strength is certainty. Where most junglers depend on a skillshot, the flag-then-lance combo lands almost every time once it's aimed properly, crosses walls, and catches a target who thought they were clear. Dragon Strike shreds armor on everything it passes through, which makes him an opener who raises his whole team's damage, not just his own. Martial Cadence also makes his first exchanges far heavier than they look.
The limits are real. Once the combo is spent he's a body with no threat for the whole cooldown, with Golden Aegis as his only protection. His mana bill in the early jungle is brutal. And Cataclysm traps his allies as reliably as his target: every misplaced arena hands the enemy team a free wall.
Laning phase
In the jungle your first camp wants Demacian Standard: the passive attack speed holds your whole clear together and the impact starts the camp. Take Dragon Strike next for the armor shred and the fast wall hop between camps. Save the mana for a real lane visit rather than burning it on neutral monsters.
Your ganks are strong before your ultimate, provided you come from the front rather than out of a bush. Plant the flag behind your target, never in front: the lance has to knock them toward your ally, never toward their tower. Top lane runs on the same logic in a corridor, with Golden Aegis absorbing the return trade so you walk out alive.
Power spikes
The first jump is level six. Cataclysm completely changes what you can demand from a lane: you no longer need the enemy to be out of position, you lock them in. Stacked on top of the flag-and-drag, that's a gank you need two mobility spells to survive.
The second is your first damage item with cooldown reduction on it. Jarvan IV doesn't scale on ratios, he scales on frequency: the faster the combo comes back, the more of the map you occupy. The third spike is defensive, the point where you stop being a fragile opener and become a body the enemy actually has to kill before reaching your carry.
Teamfights and positioning
You go in first, but not just anywhere. The question to answer before you press is simple: who can my team actually follow up on? If the answer is the enemy carry, plant the flag behind them and pull the lance to throw them back into your front line. If the answer is nobody, keep the combo as a disengage tool and reposition instead.
Cataclysm goes on the enemy you want isolated, never in the middle of the scrum. An arena drawn too wide cuts your own allies out of the fight and turns your engage into a donation. Defensively it also works as a stopping wall against a dive: drop it on the assassin who just jumped your mage and they're stuck in there with you.