Max order: R > Q > E > W
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
N/Aitem
- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
46.24%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
48.95%- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
46.77%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.22%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.44%- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
47.93%- Harga total
- 2,850
- Harga
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
52.49%- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
50.27%- Harga total
- 3,000
- Harga
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
45.82%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.05%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
50.00%- Harga total
- 3,000
- Harga
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
53.88%N/A
- Harga total
- 350
- Harga
- 350
+10 Attack Damage
49.96%- Harga total
- 1,000
- Harga
- 300
+20 Attack Damage 10 Lethality
49.96%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
45.32%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
45.32%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
52.23%N/A
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,800
- Harga
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
N/Aitem
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
48.23%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.89%- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
45.83%- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
47.15%- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
48.11%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.02%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.11%- Harga total
- 2,800
- Harga
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.63%- Harga total
- 2,900
- Harga
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
49.34%- Harga total
- 2,700
- Harga
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
48.04%- Harga total
- 3,200
- Harga
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
47.89%- Harga total
- 2,400
- Harga
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
51.98%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
47.81%- Harga total
- 400
- Harga
- 400
+150 Health
47.81%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
47.10%- Harga total
- 900
- Harga
- 500
+350 Health
52.82%- Harga total
- 400
- Harga
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
52.82%N/A
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
N/Aitem
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
52.43%- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.97%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.27%- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
52.16%- Harga total
- 3,200
- Harga
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
51.94%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.06%- Harga total
- 3,100
- Harga
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
51.33%- Harga total
- 3,100
- Harga
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
52.47%- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
47.88%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
50.44%- Harga total
- 3,000
- Harga
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
51.01%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.28%N/A
- Harga total
- 250
- Harga
- 250
+5 Ability Haste
53.45%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
51.60%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
51.60%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.85%N/A
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
N/Aitem
- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
48.74%- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
49.81%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.16%- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
48.33%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
48.79%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
49.62%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
48.51%- Harga total
- 3,200
- Harga
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
46.47%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.25%- Harga total
- 3,100
- Harga
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
52.81%- Harga total
- 3,100
- Harga
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
46.74%- Harga total
- 2,850
- Harga
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
40.38%N/A
- Harga total
- 350
- Harga
- 350
+10 Attack Damage
49.25%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
49.25%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
52.11%- Harga total
- 1,000
- Harga
- 300
+20 Attack Damage 10 Lethality
52.11%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
45.39%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.70% | 4.18% | 605 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.98% | 3.90% | 565 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.22% | 4.18% | 605 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.00% | 7.93% | 1,149 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.89% | 7.32% | 1,060 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.72% | 5.41% | 783 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.08% | 4.30% | 623 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.07% | 4.89% | 709 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.94% | 6.01% | 871 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.86% | 12.05% | 1,745 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.76% | 7.05% | 1,021 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.62% | 5.47% | 792 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.36% | 6.97% | 1,009 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.06% | 11.59% | 1,679 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.92% | 4.15% | 601 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.49% | 12.40% | 1,796 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.21% | 8.03% | 1,163 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 46.88% | 5.08% | 736 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 46.83% | 14.83% | 2,148 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 46.39% | 14.64% | 2,121 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.97% | 10.20% | 1,477 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.60% | 5.33% | 772 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 44.80% | 7.43% | 1,076 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 44.46% | 4.42% | 641 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 44.32% | 5.59% | 810 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 43.04% | 7.14% | 1,034 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 42.89% | 5.29% | 767 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 59.57% | 2.24% | 324 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 56.91% | 2.60% | 376 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 56.07% | 2.22% | 321 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.41% | 3.76% | 545 |
Pilih Slow Cooker saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.75% | 2.76% | 400 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.61% | 2.68% | 388 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.11% | 2.44% | 354 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.71% | 2.67% | 387 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.27% | 2.43% | 352 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.23% | 2.47% | 358 |
Pilih Quest: Icathia's Fall saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.65% | 2.93% | 424 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.61% | 2.78% | 403 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.47% | 2.12% | 307 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.90% | 3.44% | 499 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.71% | 2.42% | 351 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.00% | 2.35% | 340 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.69% | 3.32% | 481 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.63% | 2.81% | 407 |
Pilih Gash saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.41% | 2.33% | 338 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.87% | 2.15% | 311 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.34% | 2.08% | 302 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.18% | 3.04% | 440 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.98% | 3.08% | 446 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.83% | 2.70% | 391 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.77% | 2.63% | 381 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.53% | 2.93% | 425 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.15% | 3.27% | 473 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.65% | 3.82% | 553 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.28% | 2.04% | 296 |
Pilih Courage of the Colossus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 45.95% | 2.81% | 407 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.68% | 2.55% | 370 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.78% | 3.64% | 527 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.05% | 2.32% | 336 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 43.73% | 2.48% | 359 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 43.43% | 2.73% | 396 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 43.31% | 2.37% | 344 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 43.02% | 2.42% | 351 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 42.39% | 2.54% | 368 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 55.44% | 1.33% | 193 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.92% | 1.68% | 244 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.84% | 1.50% | 217 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.44% | 1.30% | 189 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.59% | 1.08% | 157 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.97% | 1.42% | 206 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.82% | 1.26% | 183 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.57% | 1.20% | 174 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.32% | 1.07% | 155 |
Pilih Upgrade Thornmail saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.00% | 1.89% | 274 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.13% | 1.59% | 230 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.89% | 1.86% | 270 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.78% | 1.42% | 205 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.51% | 1.39% | 202 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.03% | 1.05% | 152 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.75% | 1.46% | 212 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.39% | 1.05% | 152 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.08% | 1.68% | 244 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.89% | 1.89% | 274 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.65% | 1.48% | 215 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.40% | 1.66% | 241 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.35% | 1.59% | 230 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 43.98% | 1.66% | 241 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 43.83% | 1.12% | 162 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.11% | 1.55% | 225 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.93% | 1.27% | 184 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.91% | 1.85% | 268 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.41% | 1.77% | 257 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 41.74% | 1.50% | 218 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 41.33% | 1.87% | 271 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.91% | 1.67% | 242 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 40.49% | 1.42% | 205 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 39.80% | 1.39% | 201 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 39.67% | 1.27% | 184 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 37.15% | 1.75% | 253 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 58.33% | 0.58% | 84 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 57.83% | 0.57% | 83 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 54.55% | 0.76% | 110 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.24% | 0.81% | 118 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 52.63% | 0.79% | 114 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 52.11% | 0.49% | 71 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 51.35% | 0.51% | 74 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.15% | 0.90% | 131 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.91% | 0.76% | 110 |
Pilih Stuck in Here With Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 49.61% | 0.89% | 129 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.57% | 0.81% | 117 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.98% | 1.01% | 147 |
Pilih Windspeaker's Blessing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.78% | 0.57% | 82 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 47.73% | 0.91% | 132 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.06% | 0.70% | 102 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.51% | 0.59% | 86 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.43% | 0.97% | 140 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.39% | 0.67% | 97 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.24% | 0.64% | 93 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.98% | 0.60% | 87 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.45% | 0.84% | 121 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.00% | 0.69% | 100 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.83% | 0.60% | 87 |
Pilih Cerberus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.78% | 0.46% | 67 |
Pilih Lightning Strikes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.82% | 0.61% | 89 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.28% | 0.46% | 67 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.18% | 0.91% | 132 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 41.86% | 0.59% | 86 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 41.82% | 0.76% | 110 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 41.18% | 0.70% | 102 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 40.86% | 0.64% | 93 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 40.43% | 0.65% | 94 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 39.73% | 0.50% | 73 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 38.37% | 0.59% | 86 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 38.18% | 0.76% | 110 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 33.72% | 0.59% | 86 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 46.15% | 0.36% | 52 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 45.90% | 0.42% | 61 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 43.64% | 0.38% | 55 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 42.62% | 0.42% | 61 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 36.21% | 0.40% | 58 |
Jarvan IV Skill Combos
Extracted from the skill order guide
Max order: R > E > Q > W (if you get attack speed or on-hit augments)
Max order: R > Q > W > E (if you get survivability or shield-power augments)
Jarvan IV Counters
Counters and threats extracted from the matchup guide
Counters
5Jarvan IV counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Jarvan IV is countered by these champions in ARAM: Mayhem.
Read counter detailsJarvan IV Team Comp Highlights
Partner patterns extracted from the team comp guide
Miss Fortune (Extreme Value)
This is the classic "Bullet Rain" combo. Jarvan’s Cataclysm creates a perfect terrain cage that groups enemies tightly. Miss Fortune channels her ultimate directly into the trapped cluster, guaranteeing maximum tick damage on multiple targets.
Orianna (High Value)
The Ball delivery system. Jarvan engages with his standard combo, bringing the Ball with him into the enemy backline. Orianna then activates Shockwave, pulling enemies back into Jarvan’s attack range or stacking the knockup on top of his terrain.
Yasuo (High Value)
Airborne interaction. Jarvan’s Dragon Strike knockup and his Cataclysm terrain interaction set up Yasuo’s Last Breath perfectly. In Mayhem, where Yasuo generates windwalls and dashes frequently, a guaranteed knockup is a massive spike.
Swain (Strong Value)
Zone control stacking. Swain’s ultimate requires him to be in the center of the fight to drain and explode. Jarvan’s Cataclysm forces enemies to stay exactly where Swain wants them—next to him.
Brand (Strong Value)
Bounce efficiency. Brand’s ultimate bounces between nearby enemies. Jarvan’s ultimate forces clumping, which maximizes the damage output of Pyroclasm instantly.
Jarvan IV ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Plays a tempo game as a frontline anchor, poking with flag and waiting for one perfect Cataclysm engage per fight. | Becomes a perma-dive disruptor who engages, dies, respawns, and re-engages within the same extended teamfight phase. | Stop waiting for perfect engages; force fights faster than enemies can reset. |
| Snowball Usage | Best friend for engages: mark a squishy, fly in, and R immediately to trap them with low risk. | Using Snowball into instant R gets you burst down; use it as a Q combo gap-closer or escape tool instead. | Snowball for knock-up setup, not R traps; keep it as a backup escape. |
| Cataclysm Discipline | A good R is almost always good; trap enemies, team collapses, and you win the trade. | Bad R can lose fights because enemies have tools to punish you inside your own arena; use reactively. | Wait for enemy commitment, then R to cut off retreat or isolate carries. |
| Augment Adaptation | Effectiveness is capped by base stats and item timing; plays one consistent gear regardless of situation. | Right augment redefines your champion; adapt playstyle to be suicide initiator or bruiser based on first augment. | Read your augment and shift gears accordingly before the first fight. |
| Build Priorities | Rewards burst because fights end quickly; Eclipse, Goredrinker, or full tank depending on team composition. | Rewards sustain and ability haste because fights reset and restart; build to stay in lane through multiple cycles. | Prioritize healing, shielding, and haste over pure damage or full tank. |
Champion Analysis
Peran / Rasio menang
Jarvan IV the Exemplar of Demacia serves as one of the most aggressive frontline fighters in Hextech Mayhem, leveraging dramatically reduced cooldowns to initiate fights and unleash his ultimate with unprecedented frequency. His core role in this mode centers on three pillars: frontline engage, burst damage, and terrain control. The reduced cooldowns transform him into a relentless engagement machine capable of starting teamfights on his own terms. His passive, Martial Cadence, causes basic attacks to deal bonus damage based on the target's current health, making it particularly devastating against high-health targets in Hextech Mayhem. This gives Jarvan IV surprising burst potential against tanks and bruisers who might otherwise seem durable. His Q ability, Dragon Strike, thrusts forward and combos with his E ability to create the iconic EQ combo, which serves as his core tool for quickly closing distance to enemies. This combination allows him to engage from considerable range and catch opponents off guard. His W ability, Golden Aegis, grants shields to Jarvan IV and nearby allies while slowing surrounding enemies, providing utility for protecting teammates and chasing down fleeing opponents. His E ability, Demacian Standard, throws a banner that grants attack speed and vision, and when combined with Q, creates a rapid dash engage that defines his playstyle. The vision component adds strategic value for checking brushes and revealing enemies in the chaos of Hextech Mayhem. His ultimate, Cataclysm, represents Jarvan IV's signature move and most impactful contribution to teamfights. He leaps to a target area and creates a massive arena that traps enemies inside. In Hextech Mayhem, this ability almost always traps multiple enemies due to the constant clustering and chaotic movement patterns of the mode, making it the perfect teamfight initiation tool. The terrain control aspect forces enemies into unfavorable positions and can completely disrupt enemy formations. Jarvan IV's strategic value lies in his ability to force engagements that enemies cannot easily escape. The combination of his EQ engage into Cataclysm creates a powerful sequence that can single-handedly decide teamfights. His build direction emphasizes attack damage and health to maximize engage potential and sustained combat effectiveness, allowing him to dive into enemy teams and survive long enough to deliver his full combo. Players should focus on identifying moments when multiple enemies group together, then commit to aggressive engages that capitalize on his terrain-creating ultimate to lock down priority targets.
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Jarvan IV in Mayhem lives and dies by his ability to isolate targets and create uneven fights where the enemy team cannot use their numbers advantage. The classic Dragon Strike into Demacian Standard combo remains his fastest engage tool, but patience is critical. Wait for enemies to burn their major crowd control or movement abilities on teammates before committing. When engaging, aim for the backline or primary damage dealer. Trapping a squishy target inside Cataclysm forces their team to either abandon them or dive into the arena, which bunches enemies up for allied area-of-effect spells. If enemies have dashes or Flash available, hold the ultimate for a split second after the knock-up, as many players will panic-burn their escape upon seeing the flag. Jarvan IV excels as a counter-engage champion because his ultimate creates a physical barrier. When enemies hard engage your backline, throw Cataclysm on your own carry to cage them with overextended assassins while protecting them from the rest of the enemy team. The narrow lane allows a well-positioned Demacian Standard to block the entire bridge, forcing enemies to walk around or destroy it. When pushed in, save the combo and use basic attacks to whittle the wave, then flag-and-drag overstepping enemies into tower range. Escape options are limited but effective. The standard EQ combo away from enemies is most reliable, though smart enemies may intercept. Using Cataclysm defensively on yourself creates a stalemate, buying time for cooldowns or team arrival, then EQ over the arena wall to leave enemies trapped inside. Never use EQ to check bushes, as the cooldown is a lifeline in Mayhem. Snowball augment or Mark/Dash summoner spell significantly extends Jarvan IV's threat range. The best use bypasses the frontline entirely to reach backline targets. If Snowball connects, do not always dash immediately, as the mark forces repositioning. A crucial trick involves dashing to a target and dropping Cataclysm as they try to escape, forcing them to burn two movement abilities in under a second. If Snowball misses, play passive until it returns, as engaging with just EQ against a full health team often results in death. Many augments trigger on ability hit or crowd control, and Jarvan IV's flag aura and ultimate provide persistent trigger windows. Standing near the flag or fighting inside Cataclysm continuously triggers shields, damage, or healing effects. The knock-up from EQ counts as crowd control for activation, so hitting multiple enemies maximizes on-hit or on-CC triggers. Wave control involves angling EQ to hit backline casters and enemy champions simultaneously, pushing while chipping health. When losing, preserve EQ to punish tower dive attempts. Diving requires clear numbers advantage or enemies without crowd control available. Jarvan IV initiates and absorbs the first tower shot, trapping enemies next to the tower with Cataclysm while teammates burst them down. When behind, Jarvan IV shifts from diver to setup tool, peeling for the carry with EQ knock-ups and using Cataclysm to zone enemies from damage dealers. Building tanky and focusing on survival allows the flag's passive armor aura to help the team. Look for picks on overextended enemies rather than starting full fights, as long death timers in Mayhem allow catching one enemy to enable tower pushes or resets.
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Jarvan IV the Exemplar of Demacia operates as a tempo-setting engage champion who must actively threaten all-ins rather than win passive poke wars. In the early game, he positions near the front line to force enemies to respect his zone while ranged teammates chip away. His primary goal is finding openings for full combos, using Dragon Strike to the Flag for knock-up, though he must back off immediately if the flag misses due to having no escape and long cooldowns. Snowball serves as a threat tool that can force Flash or defensive abilities even without dashing in. When ahead early, he hard shoves waves and zones enemies with his flag; when behind, he plays back and peels for ranged carries with Q knock-up. The level six power spike is a key window for coordinated dives or full commits. During the mid game, Jarvan IV transitions into constant team fighting where he looks for picks on isolated targets or forces enemies into chokepoints. He must stay with his primary damage dealer, as diving alone in Mayhem typically results in instant death. His Q provides armor shred for AD carries while keeping Flag ready for engage opportunities. Snowball becomes his primary initiation tool, targeting immobile backline targets with the sequence of Snowball in, auto to mark, then Q to flag for knock-up, saving his ultimate until after enemies use their escapes. Augment choices determine whether he plays as a bruiser or warden. He pushes as a unit, using his flag to check bushes, and his passive makes him a strong sieger when protected. In the late game, death timers are long and one mistake ends the game. Jarvan IV shifts from initiator to decision-maker, identifying which targets are worth trapping and when to hold his ultimate for protection. He must frontline without getting poked down for free, dancing in and out of brush. He should not waste Q on minions, saving it instead for champion engage on high-priority targets. Snowball becomes strictly for catching out-of-position enemies or dodging critical skill shots. Area-of-effect augments combine with his ultimate for massive zone control. When ahead, he forces the enemy nexus, using his ultimate to zone defenders away from the objective rather than chasing kills. When behind, he waits for enemies to make mistakes, using his ultimate to trap them under tower and turn a losing game into a win. The game ends decisively with no room for prolonged stalemates.
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Jarvan IV the Exemplar of Demacia excels when he can leverage his Dragon Strike and Demacian Standard combo to force enemy reactions, either burning Flash or securing kills. In Mayhem, his cooldowns are short enough that he does not need to wait for the perfect three-man knockup. Hitting one or two targets is sufficient to commit, and his passive attack speed steroid allows him to win extended trades, especially with an early gold lead and a completed item. When ahead, Jarvan IV should walk forward with his team to zone enemies off health relics, using the threat of his combo to force bad positions. Placing Demacian Standard behind the enemy minion wave pushes faster and creates a zone where he gains attack speed while enemies take damage. He should not simply sit under the enemy tower but rotate to health relics or set up for the next wave. Cataclysm creates a guaranteed kill zone if enemies lack dashes to escape. Mayhem favors aggression, so diving low enemies hugging tower is viable by using Cataclysm to trap the target and Dragon Strike to dodge tower aggro or escape. Aggressive play forces enemies to burn summoner spells or die, snowballing into a gold lead for defensive items. Augments like Demolisher or Raid Boss cover his weakness of getting kited, with Raid Boss allowing him to walk through poke and force fights. However, even with a lead, Jarvan IV is not a 1v5 champion and needs damage dealers to hit trapped targets. When behind, Jarvan IV struggles when his combo whiffs, he gets poked down before engaging, or his team lacks damage to follow up. The worst position is standing at full health with no mana while his team gets chipped away. Poke in Mayhem is relentless, so falling behind means he cannot force bad fights and must play for resets while picking augments that stabilize health or cooldowns. He should give up ground, let enemies push to his side of the bridge, and avoid engaging through poke. His goal shifts from creating picks to peeling for carries, using Demacian Standard to give his ADC attack speed rather than engaging, and saving Dragon Strike for disengage if enemies dive the backline. A desperate four-man Cataclysm usually just traps him with the fed enemy carry. Instead, he should use his ultimate on an assassin or diver to isolate them from his team. If the team is too low to fight, recalling together is essential, as walking back with low health guarantees losing the next wave. Priority augments for recovery include those providing sustain, shielding, or ability haste, such as First Aid Kit for healing or Lightning Rush for movement speed to close gaps without taking as much damage. Passive play stops the bleeding and avoids unrecoverable fights. Jarvan IV has decent base stats and a useful ultimate even without items, so staying even in experience and protecting damage dealers allows one good Cataclysm late to flip the match. Patience is the only way back, and Dragon Striking into five people without team support results in dying for nothing.
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Champion / Peran
Jarvan IV the Exemplar of Demacia defines his presence in Mayhem ARAM as an engage-heavy diver who forces fights on his own terms. The mode's accelerated gold and experience cause his item powerspikes to arrive faster, transforming his ultimate into a frequent death sentence for isolated squishy targets. He is not a passive peeler but exists to flag-and-drag, trap priority targets, and enable his team to collapse inside his arena. His passive, Martial Cadence, gives his initial burst surprising bite against the high-health bruisers common in Mayhem. Since fights are constant, he constantly refreshes it on new targets while weaving through skirmishes. The passive functions as his finish-the-trade damage, ensuring he does not come out behind on health trades after engaging. Smart target selection matters, as proccing it on a tank with Thornmail while a squishy is in range loses trade value. Dragon Strike serves as his primary damage tool and escape. The armor shred is massive in Mayhem where lethality builds are common, and the knock-up duration sets up his ultimate while letting teammates land free skillshots. The EQ combo defines his identity as a gap closer, crowd control, and burst setup. Without Q available, he has no reliable way to force a fight. Missing Q leaves him vulnerable, making him a sitting duck for the next few seconds. Golden Aegis is his survival button. The slow is crucial for keeping enemies inside his Cataclysm after the initial knock-up wears off, and the shield helps him survive the burst focus that inevitably comes after diving in. Using it immediately after landing the EQ combo slows their retreat and makes follow-up auto-attacks and ultimate placement easier. Using it too early before engaging wastes the slow entirely. Demacian Standard provides a deceptively strong attack speed aura in Mayhem ARAM, benefiting teammates with at least one auto-attacker. The flag also grants vision for checking bushes before face-checking. It serves as the anchor for his combo, as without it, Q is just a line nuke. Placing E inside his ultimate arena ensures he and any teammates who join the cage fight have the attack speed advantage. Cataclysm is his win condition. In Mayhem's single lane with no flanks, a good Cataclysm isolates a high-value target from their team, forcing a 1v1 or 2v1 inside the ring while the rest of the enemy team watches from outside. The cooldown is low enough that he should use it to force kills rather than saving it for the perfect moment. A missed or bad Cataclysm is catastrophic, as trapping himself inside with five enemies or trapping his own carry with an assassin can single-handedly lose the fight.
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Jarvan IV in ARAM: Mayhem appears to be a straightforward engage champion, but the mode's accelerated pacing exposes every poor habit carried over from Summoner's Rift. With faster cooldowns and constant fighting, one failed combo ruins pressure for a significant window, making mistake avoidance critical to success. Mechanical errors center around the Demacian Standard and Dragon Strike combination. Whiffing Dragon Strike after landing the Standard leaves a soldier on the ground with no knockup, no dash, and no damage, wasting the main cooldown. The correct approach is aiming Dragon Strike through the Standard's location rather than directly at the enemy. After this mistake, Jarvan IV should play back and use passive auto-attacks to poke while waiting for the Standard to return. Another error involves dashing when only the knockup is needed. If the Standard lands on a squishy target already in range of the team, dashing puts Jarvan IV in the middle of the enemy team where he gets burst down before using his ultimate. The knockup alone often sets up the kill, and the dash should be saved for repositioning or escape. Cataclysm mistakes include trapping targets with available dashes or blinks, allowing them to escape instantly while leaving Jarvan IV trapped in a small arena with no escape. The solution is waiting for enemies to burn mobility first, looking for dash or Flash animations before committing. Canceling Golden Aegis by spamming commands during crowd control or mid-dash wastes the shield, slow, and protection. The ability should be pressed once after landing while taking aggro. Missing Demacian Standard placement on terrain or towers spawns it in useless spots, losing the engage tool entirely. Decision mistakes prove equally costly. Engaging without team follow-up results in instant death, and even fast respawns cannot recover lost objectives or pushes. Jarvan IV must check team position and mana before committing. Using Cataclysm when teammates have heavy area-of-effect damage ready can isolate targets from allied ultimates or block skillshots entirely, wasting both abilities. The ultimate should instead be saved for lockdown on priority targets or peeling divers off the backline. Chasing kills through the enemy base gate leads to death against respawning or collapsing enemies. The correct action is resetting after a successful push to heal, buy, and regroup. Building pure damage when the team needs a frontline leaves Jarvan IV getting deleted on entry with no tank to absorb burst. When the only melee champion, survivability items become essential, as passive and base values still provide damage. Ignoring the Snowball augment option removes the ability to engage from long range or escape over walls, forcing much more patient play. Fighting in the open against kite-heavy compositions results in never reaching combo range, making lane brushes and terrain essential for forcing enemies closer. Jarvan IV wins games by creating unfair fights, landing the knockup, trapping the right target, and trusting the team to finish the job.
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Jarvan IV
What makes Jarvan IV strong in ARAM: Mayhem? He brings a knockup, an armor shred, and a terrain-creating ultimate on a map where fights are constant. The Mayhem pace means his cooldowns feel much shorter, so you can engage almost every spawn. He excels at forcing enemies into bad positions where your mages can unload. What is the best opening combo for a teamfight? Lead with Demacian Standard followed immediately by Dragon Strike to knock up priority targets. If they are squishy and isolated, follow up with Cataclysm to trap them inside. Save your ultimate if the enemy team has multiple dashes or Flash available, or you might trap only yourself. When should I use Cataclysm versus holding it? Use it to lock down a high-value carry who has already burned their escape, guaranteeing your team can collapse. Hold it if the enemy has strong disengage like Gragas or Janna, as they can simply push you out and leave you stranded. You can also use it defensively to create a wall between your low-health teammates and divers.
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