Pro's [+] Unique playing style

[+] Very versatile jungle pathing

[+] Difficult for opponents to get a read on your position

[+] Extra Buffs!

[+] Offers great teamfighting utility

[+] Daisy is often underestimated Con's [-] Hard to get the hang of due to unique playing style

[-] If you get caught in the jungle early on, you die

[-] Dependend of teammates to close out the game

[-] Daisy is difficult to micro-manage

[-] Can barely recover when falling behind

[-] Falls off lategame

Optimal Composition

Toplane

Midlane

Botlane

Support

Starting Items

C Core Items

SITUA Situational Items

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40 - 6 (based on level) seconds

174 - 161 (based on level) health

135 - 67 (based on level) mana

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Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 70% AP)

20/30/40/50/60 (+0) bonus magic damage

70/100/130/160/190 (+0) damage

60/90/120/150/180 (+0) magic damage

slowing enemies by 40/45/50/55/60% for 2 seconds

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[6]

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Change Log

31 Mar 2017:

20 Mar 2017:

11 Feb 2017:

03 Feb 2017:

03 Feb 2017:

Welcome to myguide! Ivern is the latest addition to League of Legend's champion roster, and I've been a big fan of him ever since he was released. The Green Father has a unique feel and playing style, which makes him very fun and quite tricky to play at the same time. While I was browsing Mobafire, I noticed there weren't many guides written on. To fill this hiatus, I've tried to put my experience playinginto words, resulting in the guide you are reading right now! My plan is to keep adding to the guide as I play more games and my experience grows, as well as making the visual aspect of the guide as appealing as possible. For questions, comments and additions, feel free to make use of the discussion section! Let's get started!Maybe you are thinking: who is this guy? I've never heard of him before. That's probably true, since I'm not a pro player or streamer. My name is Aelorn , and I'm anenthusiast from The Netherlands. So why should you trust what I have to say aboutI've been playingsince his release, having 50+ games on him in Ranked this season, and more in Normals. I've been playing the game since Season 3, and I'm currently in my promo's to Diamond IV. My main role is (of course) jungling, but I also enjoy playing midlane every once in a while.As far as I'm concerned,fits nearly every team composition. However, some compositions suit Treebeard better than others.is a support focused Jungler, who needs his teammates to do well. On your own, you can't really do much with. Therefore,does best in a team that has multiple carries. In the current meta, carry champions are dominating in every role except Support. According to OP.GG's statistics, these champions have the highest winrates (patch 7.2):In my experience,thrives when having three damage dealers on his team rather than two. A tank Toplaner is not bad to have, but it puts extra pressure on the Midlaner and Botlaner to perform well. If one of them does not perform well, the team probably lacks the damage output to be able to win fights. When the team consists of three carries, there is less liability. You and the Support will have the means to keep at least two of the carries from dying, so ideally you'll want at least two teammates to do some damage. Having three carry champions on your team gives you a better chance of this happening than when the Toplaner plays a tank. If you are duo queueing, teaming up with aoris ideal. The lategame shields and heals will be crazy, keeping the carries alive for long enough to win every teamfight as long as you're not too far behind.'s clear speed is not influenced by his runes, so that gives you a lot of freedom in the Runes department. I choose to run Movement Speed Quints, so I can get around faster. Reds are where you can personalize your page. I go for Attack Speed Reds, with 1 Critical Strike Chance Red because I put some faith in RNJesus. You can also choose to opt for Ability Power Reds, because's stats are increased by's Ability Power.will not take damage from jungle monsters, so I go for Scaling Health Yellows to optimalize for lategame. I follow the same train of thought when choosing Blues, and therefore use Scaling Magic Resist Blues.There isn't a lot of freedom in the Masteries department when playingis by far the best keystone for him, so we should build towards it.is essentially an extra Support, so we want to choose the Masteries that compliment this playstyle. In the Cunning Tree, everything other than the ones I included are therefore disqualified and should not be used. In the Resolve Tree,is what we need most.reduces the cooldown of, which allowsto instantly clear camps more often.has great synergy with, and the extra Movement Speed offered byis very helpful as well. Since it costshealth to set up a grove, we can also use the health regeneration we get from takingOne of the things makingstrong is that he doesn't need that many gold to be effective. The build I use is very cheap and cost-efficient.The better starting choice oversince the only thing you're interested in is the Mana Regeneration.Picked overbecause it can be used throughout the game.Hands down the best item to get on. Every single one of the offered stats is of use to: Ability Power empowersandwhile also providing extra stats to. Cooldown Reduction is what we want, and the 20% given byis quite a lot. Magic Resistance always comes in handy (except versus Full AD Comps of course). The passives are what makesextra strong on. The Blood Charges synergyze with, while the added Health and Mana Regeneration helps you clear more easily.We want to get to 45% Cooldown Reduction as early and efficiently as possible. Gettingsecond providesearly Movement Speed as well as the much needed CDR onEven thoughgot nerfed last patch, it is still a very strong, cheap item to get on Ivern. It gets our CDR up to exactly 45%, and synergyzes with. The raw stats are pretty good on their own already for whatcosts, and using the Active properly can be game changing.Another Support item that offers great raw stats for the gold it costs. The active, likecan turn the outcome of a fight, especially when optimally combined. If the opponent's team is heavy on magic damage, getas your third item, and getfourth.This is the item I get fifth in most games. The base stats are good against mixed teams, and ifis up it allows you to play more like a tank if the situation calls for it. Keep in mind that even though you are pretty tanky at this points, you are notI don't get this item very often, since the Cooldown Reduction is wasted with the rest of the build, but the other stats suit's kit nicely. You should get this if you feel like your carries need just a bit extra to be able to survive during teamfights.Theis a situational buy which works well if both your and the opponents' team consists primarily of magic damage dealers. A drawback to this item is that the CDR is wasted with the build we are running.This is the item I get to complete my build in most games. Solid defensive stats, Movement Speed, and the ability to slow enemies with an auto attack. You should get this versus heavy AD or balanced teams.is also a solid last item. The base stats are strong versus every type of composition, and the active allows for pushing or neutralizing a sidelane, which can be of very high importance lategame.should be bought instead ofif you are going for a build that already has 45% CDR without the CDR offered byis a very good item on. It is cheap and offers a ton of base stats fitting the supporting playstyle we are going for. The two passives makes both you and your carry even harder to kill.can be very powerful on Ivern. The stacks can really pile up when usingin a teamfight. However, it can also be a completely wasted buy if you can't get or keep the stacks. High risk, high reward! This item can be bought if you are winning, or if you have good reason to believe you won't be dying (much). Ideally, you pick upafter finishing. You can also opt for an earlyand see how the game develops over the next couple of minutes. If things go south, you haven't wasted that much gold.With's build being quite cheap, it will happen that you have leftover gold before the game ends.is the best Elixir to get onand get rid of your extra gold.doesn't need to build a Jungle Item. He does not "fight" with the jungle monsters, so most of the stats aren't of use to him. It is more gold efficient and it offers more benefits to skip the Jungle Item and go straight forI always keepbecause I prefer having extra vision myself than taking vision away from opponents when playing, but of course you can swap it forif it suits your playstyle better.is's passive, and what makes him unique.is not able to attack jungle monsters like other champions, but instead marks a camp by right-clicking on it, leaving a grove. It takesfor the grove to mature, after whichcan right click on the camp to gain gold and experience. Placing a grove costsand, andcannot place a grove if he lacks these resources.Usingon a camp within a grove will instantly free the monsters, regardless of its maturity or the monsters' current health.If the camp's large monster has already been slain,will free the camp upon completing the channel at no cost. Similarly, the grove will instantly mature if the large monster is slain.Starting at level 5, freeing theor theleaves behind a sapling that can be picked up by an allied champion to gain the camp's buff, consuming it in the process. If at least one allied champion is nearby,can pick up the sapling to transfer it to the nearest one in range. If an ally kills either monster, they also leave behind a sapling that only Ivern can consume.This passive makes it possible forto start anywhere on the map. Therefore,is probably the most difficult Jungler for the opponents to track. I will explain more about Jungle paths and options in the section "Jungle Pathing".Having an extra Buff for your allies is not only powerful because of the extra stats it offers, it also eliminates possible irritations (looking at you Midlaners!) of "never getting Blue Buff".throws a vine in the target direction, dealing magic damage to the first enemy hit and rooting them for a short duration.60 mana10751.2 / 1.4 / 1.6 / 1.8 / 214/13/12/11/10and his allies can target enemies rooted byto dash to them, placing themselves at their attack range from the target.is's ganking tool. Being a quite slow projectile with a narrow hit-box, it might take some practice to master.has different uses. First of all, it can also be used on jungle camps. Castingon a camp and dashing towards it over a wall can increase jungle clear speed, and also provides you with a tool to escape enemies chasing you into the jungle.When ganking,functions like most other jungler's skillshot projectiles, such as'sor's. However, sincedoes not have any means of dealing damage to an enemy on his own when ganking, it is even more important to hitthan it is to hitor. Walking towards the enemy to cut of his escape path, or even making him use his flash, first and then usingoftentimes works better than castingstraight away. Remember to not dash towards the rooted enemy straight away, because that takes away the opportunity to dash for your teammate. Let your teammate grasp the vine to get in range, then pull yourself towards the enemy.In teamfights,can be used either to peel for your carries, or to catch high priority targets. What to choose depends totally on the situation you are in, but a rule of thumb is that it will be easier to peel than it is to catch. If you are still trying to get used to, it would be wise to start with peeling. When you get better, you can start to try making plays.In brush,'s attacks are ranged and dealgrows a patch of brush for 30 seconds. For 3 seconds the area in and around the brush is revealed.is another unique tool in's kit. It essentially lets you create brushes anywhere on the map for you and your teammates to hide in. Of course, these brushes can also be used by opponents, so misplacing them might backfire. There are a lot of different uses for's attacks become ranged and deal bonus damage when in brushes, so putting some extra brushes when ganking might give you that extra range and damage to secure the kill. While this is handy, in my experience brushes become more important as the game gets to teamfighting stages.can be used to give your carries a way to break line of sight in teamfights. Putting them just behind where the fight is likely to break out gives your team an edge over the opponents. When taking down objectives,can completely obscureor. If the opponents do not have anearby or ainside the brush, they will not be able to see the objective, making it way harder for them to steal it.Misplacing brushes is something that may cost you or your teammates more than it may seem. Imagine you are ganking a lane, the opponent runs away and you put down a brush 3/4 down the lane trying to get some auto attacks in on him. Now there will be a brush in the middle of the lane for the opponent to hide in for the next three minutes, making your teammate's lane harder. As a rule of thumb, I will not usein the opponent's half of the lane, unless I'm pretty sure that we can secure a kill or force a summoner spell because of it.shields an ally, absorbing up to. After 2 seconds, the shield bursts dealingand70 mana75012/11/10/9/8is one of the most overpowered skills in the game if you ask me. This is what makesso good in teamfights, and what will make enemies hate you more than. When you follow the build in this guide, you will have 45% CDR pretty soon. This results in a cooldown of 4.4 seconds on. A shield, AoE damage and AoE slow all in one, every couple of seconds. It's a pretty straight forward skill to use. Just use it on the carries if they are getting attacked, or use it on the frontline to slow and damage the enemies they are attacking.You can also useonsummons his sentinel friend Daisy. If Daisy attacks the same champion three times in a row, she will create a shockwave knocking enemies up for 1 second (3 second cooldown). Daisy gains additional damage and defenses based on's Ability Power. Recasting this ability will direct Daisy to a new target or position.100 mana25000160/140/120I love. It's like having a sixth member on your team. Unfortunately, this team member is even more stupid than the average guy on your team! Micro managingat all times is key to optimalizing her potential. If you don't, she will just stand still on the edge of a fight like a shy, mentally challenged version of Blue Buff.Again,can be used in various ways. She can be used to tank turrets in combination with, she can tank enemies, she can disrupt enemy movement by attacking the same target thrice, and my personal favourite: she can be sent into the middle of the enemy team as an extra frontliner, while you spamon her.will survive for quite a long time if not focussed. The damage she deals isn't that great, but she disrupts, slows and irritates the enemies in such a way that it becomes a lot harder for them to focus on what they should do in the fight. If they do focus her, they cannot use the resources they spent killing her on your teammates, which makes it easier to win the fight. A win-win situation!has incredibly high range, so you can still contribute to the fight or even kill people whileis not even actively participating in the fight. For instance, when you have only a sliver of health left, you can stand at a safe distance and keep micromanaging. Just make sure to stay in range, and keep an eye ontoo!Usingwill automatically pulltowards the target that was hit.As mentioned earlier,has the most freedom with regard to jungle pathing of any jungler. He can start anywhere on the map, and take any route he wants. Still, I feel there is a certain path that is optimal. This path is indicated below for both Blue and Red side:Start with placing a grove on Wolves at Blue Side, or Raptors at Red Side.Move towards Blue Buff at Blue Side, or Red Buff at Red Side.Go straight towards the remaining buff, and Smite it.Place a grove on Raptors at Blue Side, or Wolves at Blue Side. You should just have enough HP and Mana left.Release the fully grown camps.Now you are level 3, look for ganking either Toplane or Midlane.This path will make sure you hit level 3 earlier than any other champion in the game, allowingto gank first. Keep in mind though, thatis incredibly weak in a 1v1 or 2v2 early on. You should be wary of getting counterganked, since the 2v2 will probably be in the opponent's favour.Ivern does not need a leash! Because of this, you can start at the opponent's unguarded buff.will allowto clear it instantly and get out of the enemy jungle. This is a high risk high reward strategy, since being that squishywill likely die or at least needto escape when caught.During the early stages of the game, it is important to avoid the enemy jungler. Useto try to spot him, and make use of Scryer's Bloom to either spot the jungler, or see which camps are still up or already taken. This will give you insight in where he can be on the map. Keep ganking, but avoid setting yourself up to be counterganked.The enemy Raptor camp is very interesting forto steal. It gives a lot of value, and becauseeven more so because it doesn't takehalf of his HP to clear them like it does other junglers. Keep an eye out for a quicksteal whenever you can. The same thing applies to the enemy Buff camps. If for instance, the enemy jungler is spotted away from his Buff that you know is up, go to take it straight away (if you haveavailable).Midgame is whereshines. The build I suggest using is very cheap, which allowsto be powerful earlier. On the flip side, his power stagnates when being full build, and other junglers will catch up with him and/or surpass him when the game goes beyond 35 to 40 minutes. The tactic to winning in the early parts of midgame should be focussing botlane.is very reliable at takingwithand aempowered. Forcing the enemy botlane back to base, or even killing one or both of them, is the easiest way to set up and secureIn the later stages of midgame,should be grouping with his team.'s kit make him a very good teamfighter, and with the added powerspike of your items and hopefullyyou should try to push your advantage. If you can't get a fight to happen, you can useto siege and chip away at the tower. The Cooldown Reduction should be stacking up at this point in the game, sohas quite a low cooldown. Do not be afraid to summon her. Use your Ultimate liberally, but of course do not waste it!Ideally the game will be won before reaching 40 minutes, but unfortunately that won't be happening every time. Lategame, Ivern's role isn't much different from the midgame team fighting. Your job is to keep the carries alive for as long as possible, while disrupting the enemies by micromanaging. It is important to notice that it has absolutely no use getting in range of enemies. Sometimes teammates will flame me because I am still "Full HP" after a teamfight while everyone else died. In my opinion, this is exactly what you should be aiming for. This is why:Your auto attacks don't do any damage at all at this stage of the game. Unless you can safely auto without taking damage yourself (for instance from inside), it is not worth it.You do not have any damaging abilities that require you to get in range.can and should be micro-managed from a distance, putting herself in harms way sodoesn't have to.You can still do damage from a distance by placingon frontliners orIf you're dead, you can't protect your carries. Simple as that.Even though you aren't that squishy lategame anymore,is the primary tank, not you.Do not forget to use the actives ofandin teamfights. If used well, it can be the difference between Acing or getting Aced.Updated Item SectionFixed Broken ImagesUpdated Item SectionMinor cleanup fixing mistakesGuide release