LATE GAME Jungle Item Options
Ivern is an early-game focused "Support" who specializes in creating value deficits between teams and aims to close the game before the enemy team recoups their lost value. Late game, Ivern doesn't fall off as much as other early-game focused junglers. However, Drawing the game out past 5 (or 6) completed Items only increases the likelihood that your team will be out-scaled, and the game will turn against you.
Always remember: Ivern is an EARLY GAME focused jungler that revolves around TIMING. If you try to play him like a "standard" jungler, you will fail.
This guide will start out with the basics, looking at rune/mastery pages, understanding our skills and what our goals for the game should be regarding Ivern's Kit. As we move to the Jungle section, we will look at expected gold income to get a better understanding of what we can afford to buy and how it will affect our timings. Once we have a clear picture of our expected income, we will look at itemization and the recommended build. Early Jungle paths are then demonstrated and notes on what can be expected at various points in the game. Lastly, we will revisit the importance of timing while jungling and take a threat assessment of the more common junglers you can expect to be faced against.
So, if you will join me, I will guide you to growing into the best Greenfather you can be!
Pros / Cons
Greater Quintessence of Movement Speed
Greater Mark of Armor
Greater Seal of Armor
Greater Seal of Scaling Health
Greater Glyph of Scaling Cooldown Reduction
Greater Glyph of Scaling Magic Resist
While Ivern's Kit does not require him to build specifically to be able to survive jungle clears, setting his groves does have a cost of health and mana. Also, counter-jungling and ganking make it prudent to invest some of your early stats in Armor and Magic Resist. Health per level helps us scale into absorbing more damage for our team over the course of the game, and surviving while doing so.
Movement Speed helps to get you around the map more efficiently, and hitting 10% CDR allows you to make the most out of your skill rotations when you need them, without having to itemize heavily for CDR.
Explorer and Wanderer are aimed at providing you a little extra mobility, especially in your own bushes from Brushmaker
Runic Affinity , Meditation , and Insight Increase your efficiency in the jungle, providing additional sustain, and better uptime on your summoner's spells (especially Smite)
Runic Armor , Intelligence , and Windspeaker's Blessing are in place to augment the effectiveness of your most important skill: Triggerseed, while also pushing you toward the CDR cap to get the most of your Skill-Rotations.
Unyielding comes into play in the mid-game when you find yourself in more frequent contact with the enemy team. The extra Armor/MR helps you soak damage and survive, while kills (and especially assists)convert into health and mana recovery.
While Ivern does not usually prioritize forcing kills, Dangerous Game can often mean the difference between winning an extended fight or coming away even. Alternately, Greenfather's Gift can make a huge impact on ganks and poking... or even Kiting someone who wants to chase you across the map. Either one can be used.
Smite is an integral tool to the Junglers Kit. For Ivern, it allows you to handpick which Camps to take NOW, versus coming back when the timer fills up.
This is the standard go to for play making (or bacon-saving) mobility. For Ivern, it is what allows him to take risks counter-jungling and still have an escape. It allows him to reposition when he soaks up a bit too much damage. Lastly, a last ditch flash E will sometimes mean the difference in being able to save a teammate.
Friend of the Forest [PASSIVE]
Ivern cannot attack or damage non-epic monsters. Instead, targeting a jungle camp initiates a 2.5 seconds channel that places the monsters within a grove. The grove matures over 40 - 6 (based on level) seconds. When fully matured, Ivern can free/harvest the grove for full gold/xp. Smite on a camp within a grove will free the monsters within with no wait.
Also, Starting at level 5, freeing the Red Brambleback or the Blue Sentinel leaves behind a copy of the buff that can be picked up by an allied champion. If an ally kills either monster, they will leave behind a sapling that only Ivern can consume.
Friend of the Forest does not apply to Epic Monsters such as Dragons or Baron Nashor
Rootcaller [ Q ]
Ivern throws a vine in a target direction, Rooting the first enemy hit. Ivern and his allies can target rooted to dash to them, placing themselves at their attack range from the target. Daisy will prioritize enemies hit by Rootcaller.
Brushmaker [ W ]
Passive: While in brush, Ivern's basic attacks gain bonus range and deal bonus magic damage. These bonuses persist for 3 seconds after leaving brush.
Active: Ivern grows a patch of brush at the target location for 30 seconds, revealing the area within and around it for 3 seconds. Brushmaker spawns more brush if used near terrain or other brush, and uses an ammo system that can keep up to 3 in reserve.
Triggerseed [ E ]
Ivern gifts a Shield target ally, himself, or Daisy. After 2 seconds, Triggerseed bursts, dealing magic damage to all nearby enemies and slowing them by 70% for 3 seconds.
Daisy! [ R ]
Ivern summons his friend Daisy, who remains on the field for 60 seconds as a controllable minion. Every 3rd auto-attack from Daisy causes a lineshot knock-up.
Start [ Q ] for level 1 CC/Mobility
Then MAX: [ R ] -> [ E ] -> [ Q ] -> [ W ]
While Ivern is a natural caregiver and lover of life, Daisy, his best friend is never far from his side to provide a little muscle whenever he needs it. Between Ivern's CC and Daisy's brawn, the pair make a powerful team. Increase your ult at every opportunity.
Triggerseed [ E ] is Ivern's most reliable form of CC, doubling as a shield AND a SLOW. It also enjoys a remarkably short cooldown so use it LIBERALLY in skirmishes. The pure utility of this skill, and its Cooldown comparative to Ivern's other skills make it your primary standard skill to max.
Rootcaller [ Q ] is your second priority as the root/dash is instrumental in coordinating ganks, moving around the map, and controlling Daisy!.
Brushmaker [ W ] is maxed last because we aren't prioritizing damage over our allies, and because it already uses an ammo system. You shouldn't be spamming it, and your pacing between fights should be more than ample enough for the ammo system to build up charges between uses.
Tips and Tricks:
Friend of the Forest [PASSIVE]
Setting a grove is a channeled ability and can be interrupted or manually aborted BEFORE it is fully placed. Bear this in mind if you are trying to steal a camp right in front of an enemy. If it cancelled, you will not incur the health and mana cost for trying to set it. This can save your life if you spot incoming trouble at the last second.
Once your grove is Set, you can smite a LARGE monster for an instant clear, NO MATTER WHERE IT IS. This is useful if you are counterjungling and you can set your grove, but Smite is not yet up. The enemy jungler may try to aggro the camp to prevent you from stealing it... but all you have to do is disrupt his ability to kill the camp, and you can Smite it as soon as the CD is up.
Since Ivern deals NO damage to jungle monsters, Neutral camps will not aggro Ivern. If you spot an enemy champion trying to counterjungle you... AND if you are confident in your ability to contest... you can sit and wait for them to aggro the camp, and then go in to disrupt them for free! Suddenly, an "easy camp" for the enemy becomes a Gank, with jungle monsters tanking and dealing damage on your side.
Rootcaller [ Q ]
Rootcaller has a longer Cooldown than your other CC, so try to withold it until you are Sure to hit... or have nothing to lose by putting it on CD. When Ganking, I prefer to get in close with Triggerseed, and then using Rootcaller when they are trying to disengage.
Rootcaller gives a brief opportunity to dash, to ALL ALLIES. Make sure your team knows that landing a Rootcaller over a wall is an opportunity for THE ENTIRE TEAM to go "TREE-SIN" and engage, not just you. Conversely... if teammates are looking for an out of a bad place and you are nearby... ping a neutral monster or minion and rootcaller it! They can dash to safety whether you take the dash or not.
Take this into account with Daisy as well. If you Rootcaller and Dash to an enemy, Daisy will automatically follow as long as she is within a reasonable range, unless she is CC-bound. This is a huge swing in fights where an enemy ties to single you out while Daisy is busy elsewhere. A singe Q can bring Daisy right back to your side. With good micro, you can even Rootcaller a target and quickly command Daisy to attack just by herself. Daisy will jump right in while you beat a hasty retreat.
Brushmaker [ W ]
Brushmaker has a HUGE cast range, and using it gives 2 seconds of vision in the area a brush is placed. Use these to scout out contested areas without needing to get within ward range.
Brush doesn't just conceal whats inside them... they conceal whats behind them. While minions or wards can easily penetrate this fog... it is surprising how often you can make use of Brushes as VISION WALLS when sieging, defending, or skirmishing. You can wall off an entire lane for a brief period and the enemy has to risk not knowing what could be on the other side, or poke blindly through an area they cannot see.
Brushes can also interrupt auto-attack based commands and aggro. Throwing a bush on a low health ally trying to make an escape can make all the difference in saving them from the last autoattack that would kill them... or a Caitlyn who is madly slamming the R button.
Triggerseed [ E ]
Triggerseed has such a low Cooldown, it is easy to get in the habit of spamming it every chance you get in fights. However, as skirmishes get tighter (and enemy champs have more damage output), it is wise to work on your reaction timing. Instead of Spamming E as soon as it comes of CD, try to save it for when an enemy attack is about to land. This will prevent significantly more damage than if you drop E as soon as the timer is up, and the enemy just waits for your shield to pop before pulling the trigger.
Remember that Triggerseed is often more valuable on an ally than it is on yourself. While you have better control on what you DO with the shield... you do not get bonus armor or MR from Windspeakers... but your teammates do. This is yet another reason why your build should skew on the Tankier side, so that you can tank a hit or three, and use your shield to protect the squishier members of your team.
Daisy! [ R ]
Daisy's natural range is about half your Screen. She WILL chase after someone up to about a screen away, but if she drops aggro she will run back to about half your screen before you can target her again.
If Daisy is not following any command, or running back to within sight of you, she will pick up aggro on any enemy champ that walks within her normal vision.
Occasionally, Daisy will bug out or stop accepting commands. This doesn't happen as often as it did before the recent patch, but it is still a thing. Your best chance at resetting her is to land a Q on any valid target and follow through with a dash. You need to get a feel for when this happens and PAY ATTENTION, because on rare occasions when she bugs out like this, YOU will follow the commands you intend for Daisy to carry out. This can put you in a very bad place if you are trying to send Daisy to tank an enemy cluster. This also happens if you are trying to micro Daisy and she is rooted or stunned, YOU will instead follow the commands. potentially putting yourself in a bad position.
Remember that Daisy has a remarkably short Cooldown (for an ULT). At 45% CDR, IF Daisy lives her full duration, her CD will only be about 6 Seconds. Even with 40% builds, that CD is only 10 Seconds. Use your ultimate LIBERALLY. Keep in mind however, that CD is contingent on Daisy SURVIVING through her entire duration. If you throw her away frivolously, or she gets focused down early, you have a lot longer to wait for that friendly high-five of hers. If Daisy gets low, you can Micro her out of a fight and let her take a 5 second breather, after which she will begin rapidly regenerating health.
In teamfights, you have two main options with Daisy:
The most common is to use daisy to Disrupt the backline while you peel and shield your carries from the frontline. This tends to be your go-to maneuver because you can easily call her back to you by landing a Q on a frontliner or a minion.
The second option is to set Daisy on the frontline and dive the enemy carries yourself, using Q to call daisy if you need her, or to get out. I usually only do this if I have GA, and/or trust in my team's ability to deal with the frontline in a timely manner and not simply leave me to die.
On a Dragon or Baron attempt
Pop Daisy as you are approaching and use her to start tanking while you set up the area (I try to bush over the objective removing it from vision, and allow teammates to get in position. Once you have control of the area, you can send daisy out of the pit to as a ward vs any potential contest. You don't have to set her to attack... just leave her in place and she will aggro on any champ that comes into her sight range. Just be careful not to Q while DPSing as it will reset Daisy --- alternately, if you see activity behind the pit wall (and if your team hasn't bothered to pull dragon out) land a Q over the wall and micro Daisy in to disrupt.
Unless my team is prepared to dive the tower and kill, send Daisy in to soak and push players off the tower so that your team can focus on the objective. Be mindful that Daisy's AA's will incur turret aggro to you, however, and be prepared to dance in and out of turret range if you are there for a prolonged amount of time
Ivern's Passive Friend of the Forest allows him to clear jungle without needing to be able to SURVIVE jungle camps. Your itemization allows you to focus on addressing specific needs without having to worry about your clear suffering. The rest or your skills revolve around enabling other members of your team. As such, Ivern wants to make use of his TIMING to move around the map, ward/sweep, caretake lanes. This means that you aren't trying to focus on kills, but instead trying to starve/outfarm the enemy while supporting the rest of your team.
- Starve/Outfarm Enemy Jungler
- Ward/Sweep actively
- Support lanes without feeding the enemy team
In order to maximize our ability to accomplish our goals we should look to prioritize the following stats.
- Cooldown reduction/effectiveness, especially on our Smite
- Enough Tankiness (health, armor, resist) to allow us to survive skirmishes and recover from bad trades (health regen)
Season 7: Jungling as Ivern
With the start of Season 7, I would like to take the time to look at jungle changes that are current as of 6.22, and incorporate them into Ivern's gameplan. This section will reference those changes and add them into his existing gameplay.
While Ivern can start on either side of the jungle (Blue buff is slightly preferred first) our jungle path has to also contend with the dichotomy of waiting to clear camps that we do not use smite on.
To that end, it is advisable that you SET groves at 1-2 camps before using your FIRST smite, unless you are planning to steal an enemy camp as your opening play. Ivern has the most diverse set of opening options of any jungler in Season 7 ... which is why a collection of opening moves has been added to a completely separate section below. Choosing the right opening vs your enemy counterpart will be crucial to getting your team off to a good start.
Since Ivern does not rely on itemization or combat stats to clear camps, he is at a distinct advantage in the new jungle versus other junglers that will be bound to scripted clear path. This opens up opportunities for Ivern to capitalize even more on his early timings, steal camps to hinder the enemy jungler's XP progression, and become a presence on the map earlier.
Regardless of your opening move, your early clear should seek to scout enemy jungler movements, and/or deny him resources through counter-jungling. This can have the greatest impact by stealing buffs, but thanks to season 7 changes, can also include denying camps (especially Raptors or Krugs) to set the enemy behind in XP with longer respawn times. Also remember that denying Plants to the enemy team is a new dynamic introduced to Season 7 that Ivern is uniquely suited to taking advantage of.
Jungle Income Anlysis
Because Ivern is such a unique champion, especially considering his role as a support Jungler, he is capable of being effective on minimal gold. This isn't to say that you should only build inexpensive Items on him. However, it can be very enlightening to analyse his potential income and itemize appropriately, planning our power-spikes rather than trying to shoot for the moon every game. More importantly, it can help us plan out a core build based on minimum thresholds, while showing us where we can make deviations if we are over/under performing.
Each of these snapshots assumes that your first 900g is spent on Ionian Boots of Lucidity in order to top out our jungle clear rate and smite usage.
This is a an example of Ivern opening with a passive clear, and only taking Scuttlecrabs as convenient. Downtime from clearing jungle can be used to Gank or Ward/Sweep, but the primary purpose of this snapshot is to establish what our minimum income should be in a vacuum. This snapshot includes MINIMAL gold from areas other than OUR jungle.
Baseline Income is also important to look at because it is also what every other jungler will start at. While it doesn't encompass gold changes for ganking/taxing lanes, it can emphasize how important other sources of income will be for junglers who have higher gold requirements/expectations.
Important takeaways from this analysis:
- After Boots, performance seems to hover around 244 gold/minute
- Early game/farmning phase should end no later than 13:00 (completion of first item).
- Core Item options should be around 2200g
Getting More (from counter-jungling)
This snapshot assumes you are stealing one camp from the enemy jungle and collecting one scuttle crab from each clear. It does not include extraneous income from towers, ganks, or babysitting. It does, however have an added benefit from falling more easily into rotations that allow you to optimize the clearing of small-camps on spawn -- after your 1st clear.
Remember that counter-jungling does take more time and effort than simply ganking lanes and sieging, but the payoff is more since you are not only gaining XP and gold, but also denying it to the enemy team.
Important takeaways from this analysis:
- Counter-jungling dramatically increases your income efficiency -- Post-Boots Income jumps over 300gpm
- Mid-Game can be accelerated to 11:00 if we prioritize itemization at 2100g while using this jungle pattern.
Pushing the limits
This snapshot takes a top-down approach, trying to rush a Large Item (3200g) into Ivern's build. It assumes the theft of one stolen camp on the first clear and two or more stolen camps on following clear(s) (or equivalent gold). This kind of snapshot is in outlier territory in terms of acheivability, but can give us an idea of what getting ridiculously fed can look like, and how it affects our timings if we are forcing high-cost items early.
Important takeaways from this analysis:
- Rushing 3200g requires a staggering 340+ Gold/minute post-boots -- likely very risky play.
- Even if successful, our mid-game is delayed to 13:40... later than even a passive opening for a smaller item.
Overall Gold Performance
Looking at the data from the two most common jungling patterns for Ivern should give us a solid foundation for judging individual itemization going forward, based on performance variance and expected income.
The first 4 minutes of the game are gated by your boot selection, reaching for the ceiling of your ability to clear/farm. From that point forward, your GPM starts to plateau, only rising with the natural rate of the map. As a rule of thumb, I will use this to judge baseline itemization at an estimated rate of 250gpm for time to completion, with deviations only justified by variation in performance.
|Athene's synergizes well with Ivern by healing teammates with an increasingly efficient shield. Great CDR, with fair MR and AP, bracketed by a unique sustain for both health and mana.|
|Health, Sustain, and CDR round this out giving you a some tankiness, and a REDONKULOUS active component in skirmishes (with a massive range)|
|Crucible is another shield enhancer whose active heal can cleanse a teammate for a clutch save vs CC in skirmishes.|
|A fat Wad of health, with some CDR and an active that is pretty solid. Can help push lanes into towers when you gank, while healing teammates on proc. The passive increase in your gold generation isn't bad either.|
|While Locket no longer offers a MR aura, it can still be beneficial for burst mitigation for the whole team, while giving us an extra bit of armor and a lot of personal magic resist|
|Another sheild enhancing support item, Censer offers a good chunk of AP, with CDR, Movespeed, and a cute on hit buff for sheilded teammates.|
|Guardian Angel is a relatively cheap stat up for armor and magic resist, while its passive mitigates some of your risk in commiting to fights.|
|A surprisingly strong Item on Ivern, offering a decent amount of MR, attack-speed + on-hit damage and MR leaching/pen.|
|protobelt offers some neat mobility and combat tricks to Ivern, alongside Health, CDR and AP.|
|This Used to be my favorite item on Ivern. Recent changes have made its cost more palettable, but its change in stats has made it much less enticing to rush. It still has scaling potential and slow effects that increase our (and Daisy's) effectiveness in skirmishes.|
|This is the best-in-class item for combination Armor and MR. The active can be used to push unattended lanes, or to draw attention to one area of the map while you push something else. It even bolsters your gold income as Voidlings well credit you while last-hitting.|
|One of your strongest armor options featuring high CDR and Critical-Strike Mitigation|
|ROA highlights hit some of Iverns favorite stats... low-ish cost, Health, AP, and growth over time.|
|Strong magic resist and health, plus a bit of CDR. It also gets special recognition for being able to stack massive health regen effects to self, while mitigating damage with your shield.|
That OTHER item
Ivern can actually use this item very well, and its low cost is always attractive. Even better, he can take advantage of his early leveling to get the stacks he needs to make it strong while he is ahead of XP on the map. If desired, you can build The Dark Seal early and decide later in the game if you want to convert it or just sell it off.
In my opinion, once mid-game levels out it can become a liability as you will probably get focused down ... and once you lose stacks, the enemy team will snowball over you. I don't recommend it unless you are extremely comfortable on Ivern, and you are snowballing hard into an enemy team that is falling apart.
This is your starting loadout on Ivern regardless of your end buildpath. If desired, you can start with more Health potions rather than a ward... but I have found the extra potions to be mostly unneeded during your first clear. Meanwhile, dropping a control ward early can pay dividends in protecting a lane or keeping tabs on the enemy jungler.
This is the build I reccomend as the standard build for Ivern players both novice and pro. It cements your role as a support/control jungler and builds easily from low cost items at a reasonable pace.
Early game: -- (0g)
Rushing Ionian Boots of Lucidity gives us some bonus movespeed to get around the map, CDR to help our skill rotations during ganks, and the shortest cooldown time on our Smite so we can maximize our Jungle income during the period was stand to be in Jungle the most. Choosing Athene's Unholy Grail as our first full item allows us to enter the mid-game early with a Huge amount of CDR -- and both AP scaling & efficiency-enhancements on our [ E ] Triggerseed.
Mid Game: -- (3000g)
Moving into the midgame, we are going to need to get a little tankier, so that we are not as much of a liability in fights. Damage mitigation from Armor and Magic Resist will go a long way towards soaking damage from our team while dancing in and out of the skirmish-line and applying shields. Zz'Rot Portal is easily the most gold efficient item available to give you BOTH Armor and MR ... and it can be easily piece-mailed together from components depending on how your revenue stream is holding up.
Health gives us a little more wiggle room when the enemy team begins scaling damage and chunking through our Shield. For health, your best options is going to be Redemption. It boasts faster completion than any other significant Item, and boasts a strong active and synergy with Triggerseed.
By the end of midgame, you will have sufficient tankiness and sustain to be impactful, and all the CDR you need to hit your CAP, with a little bit of AP scaling as well.
Late Game: -- (7800g)
Once you hit the 4-item mark you should be making revolutions to close the game. You can hand pick just about anything that augments your team's needs. Also, if for some reason you want to build something that would push your CDR over the 40% cap, you can sell you boots and replace them for a different effect.
This build trades away the some of the utility, CDR, and Timing of the Standard build in order to have a bigger powerspike in the midgame and an accelerated Late Game. The recent changes to Rylai's crystal scepter are definitely noticeable, but the adjusted cost of the item make it that much more attractive to rush.
What sets this build apart is that you are able to get most of the effectiveness of a three item spread out of only two items, as long as you are able to be extremely judicious in how you use your triggerseed [ E ]. Your shield strength is roughly comparable (trading unique shield buffs for raw AP scaling), but it is not as spammable. You also lose the healing/sustain perks of the standard build, but gain a massive increase in Daisy's effectiveness, and a slight bump in burst damage.
Early Game: -- (0g)
As with the recommended build, rushing Ionian Boots of Lucidity gives us movespeed to get around the map, CDR to help our skill rotations during ganks, and the shortest cooldown time on our Smite so we can maximize our early Jungle income. However, instead of earmarking 2100g for the end of the early game, we are delaying early game by 500g (or about 2 minutes) in order to build Rylai's Crystal Scepter as our first item.
Mid Game: -- (3500g)
We are already getting tanky with the extra health from Rylia's, so now we are going to throw in some extra resistances with Zz'Rot Portal.
Late Gate: -- (6200g)
Once you have completed both Rylia's and Zz'rot, you can begin working on items tailored versus the team comp you are facing with the understanding that you will be forcing endgame decisions from this point forward. By default I would prioritize Items with CDR to shore up some of the trade-offs we have made with the recommended build, and bring your skill rotations into full efficacy.
It is also a little more common to spend gold on finishing your jungle Item with this build -- opting for Cinderhulk if you want to be more tanky, or Runic Echoes for more scaling/burst and slow proc's with Rylia's.
Finishing your Jungle Item (or not!)
Unlike most junglers, Ivern is not required to complete a jungle item in order to be effective throughout the game. In fact, it is so far pushed back in this build, by the time you are worried about that slot, you may even opt to sell it off for another item entirely.
Also since we are looking at our jungle item much later in the game, we can afford to be a little more liberal with our Smite usage. The best candidates are going to be Tracker's Knife and Skirmisher's Sabre. "Free Wards" are an EXTREMELY attractive option if the game is skewed toward vision control, While-Damage Reduction can be a huge boon if the enemy team is diving you a lot.
As far as Enchantments go, Enchantment: Runic Echoes or Enchantment: Cinderhulk are your primary candidates, depending on if you need to be more tanky, or more bursty. However, if the enemy team is stacking on one or more big tanks, you may consider opting for Enchantment: Bloodrazor and augmenting it with Wit's End somewhere in your build.
Especially due to his unique clear pattern, Ivern has one of the most flexible openings of any jungler in the game. You can power-farm your first clear, or use your nearly instant Smite clear to invade early and set the enemy jungler behind.
Season 7 changes to jungle have removed smite buffs from Jungle Camps, and returned most junglers to Buff-First starting Jungle routes. For Ivern this is a bit of a nerf, as it takes away some of his more impactful openings, especially the ability to steal a Blue or Red buff from right under the enemy jungler's nose while they are still working on Gromp or Krugs.
However, the longer respawn times and XP/Gold adjustments to jungle are a boon to Ivern, as the loss of any camp stolen by Ivern's early counter-jungling is much more impactful in denying gold/XP especially if you can continue to counter-jungle throughout the game.
Once you get comfortable on Ivern, I recommend a Delayed Invade on the buff opposite the one your opponent is starting, as your default opening. More conservative Ivern players can opt for a fast full-clear of their jungle at the expense of early income while working toward vision control and lane pressure much sooner than most other junglers.
- Start with your Blue Sentinel and SMITE for the buff
- Wait for Gromp to spawn and SET his Grove
- Set your Grove on Wolves
- Watch for invades as you approach the RED SIDE of your jungle (especially vs Shaco)
- SET your Raptors
- SET and WARD Red Brambleback
- SET your Krugs
- Immediately BACK to your well and take a look at your lanes. Pick up a Control ward and a potion if you like. Once you are full health return to the map to clear the camps you have set. You can begin from either side, but plan ahead and start on the opposite side of the one you expect to GANK on following your clear. (By default I tend to get Red Buff off the map ASAP and Gank top)
This clear allows you to gank any lane at Level 4 with full health. It also allows you the clearest window to vie for vision control as you prepare your 2nd Clear, and contemplate disrupting the enemy jungle during his. While this is an extremely passive opening for Ivern, it does offer one major benefit above and beyond better timings... the chance do pointedly prepare to deny the enemy blue buff to a strong Mid-laner who needs it.
The biggest drawback to Ivern's standard clear is the amount of time that your camps are set and exposed to Counter-jungling. If the enemy team scouts your plan, you are heavily vulnerable to losing a valuable portion of your early gold/XP.
Red Invade versus a Blue Start
This is the most common start I anticipate players using as it mixes your standard clear with early counter-jungling to set the enemy team behind, and more junglers in the meta prefer a BLUE start than any other camp.
Prepare for your Blue buff spawn as normal, but try to scout the position of mid lane if possible, maybe ward the enemy blue if your dare.
- Set your Blue Sentinel but DO NOT SMITE.
- Rootcaller to wolves and Set them.
- Invade the enemy Red Brambleback, keeping an eye on enemy laners. SET and SMITE the camp.
- Move back to your Blue buff and COLLECT it.
- If you are in a hurry to protect your Red Jungle, proceed to wolves and collect it before moving immediately to the other side of jungle -- otherwise, set Gromp before proceeding. If desired, you can SMITE your own Red Brambleback as you pass by, to prevent it being taken via counter-invade.
Blue Invade versus a Red/Krugs Start
While most junglers in the meta prefer a Blue start, having a plan versus Red-side focused junglers is a smart way to keep one step ahead of the meta. Take this with a grain of salt however, as most of the junglers that can start red-side can also start blue, and you may need to scout or audible if you discover their blue buff is already contested.
- Set your Raptors as soon as they spawn and DO NOT SMITE. (Note that the raptors actually spawn sooner than buff camps... don't be late!)
- Rootcaller to your Red Sentinel and set it
- Move toward the enemy Blue Sentinel and keep an eye out for the enemy midlaner.
- Rootcaller over the wall, and Check vision if it connects. If the area is safe, dash over, SET and SMITE.
- Move back toward your red side jungle and Clear the camps you Set.
- SET grove on Wolves, Smite Blue, and set Gromp. From here you may choose to move toward scuttle and wait for your camps to mature, or recall.
Level 1-2 Gank Gambit (top)
Start as near as you dare to get to the enemy buff, and before the buff spawns, start moving. Immediately move to gank top lane, but don't overstay. You are trying to give an advantage to your top-laner, but if you over-commit trying for a kill it could backfire.
Instead of moving for a standard clear, you can hover topside for a little longer, keeping an eye out for a countergank from the enemy jungler while waiting to pick up your Blue. BE MINDFUL OF YOUR MANA. Until you get your blue-buff, you are going to be naturally weak... so don't frivolously set camps and put yourself in a bad position.
It is also optional to start with a Delayed Invade and set up some camps before you transition to a gank-buff gambit on the way back from stealing the enemy buff. While this takes more time, it allows for the lane matchup to mature a little before you gank. While still being able to achieve surprise, it does increase the likelihood of being counter-ganked or counterjungled by the enemy who will know that you have stolen a buff and will be delayed and weakened returning to your own jungle.
Be extremely cautious when you move to your Red-Side Jungle, as you will have tipped off the enemy jungler that you are vulnerable to an early invade. If you can stay on the map long enough to get your Third Smite off, and an extra camp, you should be able to get your Lucidity boots on your first BACK. Be mindful however, that you are trading some of your early timing for your Level 1 gank. You will need to be very cautious until you catch back up to parity with your enemy counterpart as you finish our clear... and it will be very likely that you will be counter-jungled to punish your early trade-off.
Once you complete your first item (after your boots), you should be thinking about where you can gank and how you can invade enemy Jungle. Any time you have Smite, you have the ability to rob the enemy jungler of a camp at very little cost.
DO NOT burn your smite frivolously on your own camps when it can be more effective to set-up your own jungle camp - invade, ward, and steal a camp, then collect your own camp on the way back. Judicious use of Smite is one of the most challenging aspects of this champion.
Ward and Sweep regularly, between picking up your own camps. Try to keep tabs on the enemy jungler. If he ganks a lane that you can't get to in time, go steal some of his jungle. Remember, while stealing buffs is the most entertaining way to starve your enemy, the Raptors can be just as important as they are along a regular gank path (ward it), and stealing them can deny a large chunk of EXP from the enemy team. Similarly, if you can Smite/steal Krugs, you are denying the single largest source of XP in the enemy jungle.
Set up for Objectives and follow through by taking them if you score a victory on a gank. Don't be a Miser with Daisy, her cooldown is surprisingly low, especially when you hit the 45% CDR cap.
Late game for Ivern will be when you have completed Athene's Unholy Grail and Redemption -- and have completed or are working on armor and MR (reccomended Zz'Rot Portal).
This is where the ridiculous cooldown on your E really shines. Make sure you are shielding priority targets every chance you get. Use Brushmaker [W] behind vulnerable teammates to give them a place to break from vision and clutter up enemy decision-making. Keep an eye on Daisy at all times, She WILL wander off and chase an enemy quite far away from you if you let her. Fortunately a well landed Q, while peeling, will bring her right back to you.
You should be actively pushing towers or other objectives and always be nearby teammates to help in skirmishes. You will be mostly farming enemy jungle if you are pushing well, only falling back to your own jungle as you rotate off the map to heal. If you are losing the map, you should be focused on gathering your team to defend versus sieges and warding your jungle in preparation for pushing out.
Remember that no matter if you are ahead or behind, winning a fight necessitates taking an objective, preferably a tower. Pick-offs should be quick and clean for your team -- don't get distracted chasing fleeing enemies across a map, and don't get sucked into pointless fights over jungle camps. If you can control the map, you can take whatever you want while moving between objectives.
Sucessfull Ivern players will master map control to the point that they can influence the movement of the enemy team, and anticipate where and when they will try to seek him out. This does not mean Ivern will be a superior duelist, or truly dominant in skirmishes. Rather, if the opponent catches you in a bad spot... JUST WALK AWAY.
Ivern is the one of the most PASSIVE champions in the game. He doesn't have to fight you to beat you. He just has to out-sustain you. Missing one camp or one gank is hardly a game loss, as your ability to move around the map and and out-farm the enemy jungler is unparalleled.
Remember that you are not meant to be a full on tank or DPSer. Your job is to dance in and out of fights, apply shields and CC as needed, while tanking only the amount of damage necessary for your team to turn the fight in your favor. Your Low-cooldown [ E ] Triggerseed, makes you surprisingly durable (especially with Windspeaker's Blessing and Runic Armor ) but you will melt under focus if your team falls apart behind you.
Many junglers will try to counter-jungle you back, tit-for-tat, and try to catch you in your jungle so they can kill you. You are far more efficient in counter-jungling and moving around the map. Take this as an opportunity to take MORE from their jungle than they can take from yours -- and give your team the chance to collapse on an isolated enemy jungler for a free kill.
The only caveat to patience is understanding that once you have a noticeable advantage, you need to act on it. If you aren't taking advantage of the lead you are generating by TAKING OBJECTIVES and SECURING THE MAP with your team, the enemy team will eventually catch up and outscale you.
Time as a Resource
One of the most important things to remember while Jungling as Ivern is how you manage your TIME.
When you gank, make an impact and get out. Don't overstay trying to force a kill. Just the added pressure in lane has an influence on the game... whether or not you get a kill, or even a summoner spell. If you FEED a kill during a gank that pressure is undone. But, if you pressure a lane and back off, you can push something else on the map while the enemy team tries to undo what you've already done.
When you Counter-jungle, get in and get out. There is no need to linger unless you are setting up a bait (with teammates). If you are spotted invading and the enemy team can contest, make a show of being there, but walk away. While the enemy team is leaving their lanes to try and punish you, you can be moving somewhere else and using your TIME more productively than they are.
This is one of the more complicated aspects of jungling that Ivern REALLY revels in. Everywhere you go, everything you do, creates ripples in the course of the game. For every action you take, there is a reaction by the enemy. Your task is to choose actions that allow you generate small advantages, and then while the enemy team is reacting... go somewhere else and generate a bigger advantage.
Here is an example from a recent game I played.
- I open with a Delayed-Red-Steal on an enemy Nautilus. This costs Nautilus some gold and XP. His reaction was to gank a lane earlier than usual to try and recoup XP.
- While Nautilus is prematurely ganking, I finish my 1st clear and steal ANOTHER camp while also taking a Scuttle crab. This puts me 3 camps ahead of Naut in gold and XP. While Naut sucessfully collects a summoner spell, he does not collect a kill from ganking in a weakened state, and he leeches gold and XP from his mid-laner, while MY mid laner does not even need to recall.
- Because Nautilus is behind in gold (and off on his timings) I am free to go steal his Red buff again, widening the deficit. This time I gank Top lane immediately after. I do not secure a kill, but the enemy top laner has to recall, setting him behind in CS and XP. Since I am Ivern (and I am ahead), I feel no need to take farm from my laner
- As I am working my way through the rest of my 2nd Clear, Nautilus ganks top lane to try and get his laner back in the game. In response, I immediately gank Bot lane.
- Ganking bot results in 2 kills and 1 death (the support), burning all 4 bot-lane summoner spells, AND the enemy midlaner leaves lane to roam bot. MY midlaner follows, and we easily push the enemy out of river to secure dragon while Nautilus is still trying to cross the map.
Some players may argue that any successful strong gank bot can result in a "free dragon". What separates good junglers from great junglers are the small things you do over the course of a game that create ripples which increase the likelyhood of generating larger advantages, and directing your effort toward advantages that will have a longer lasting impact than simply increasing your team's KDA.
You can break down Ivern's threat assessment into 5 major Buckets, detailed below:
Threat Level: Challenging
Iconically, this is going to be Graves, Master Yi, and Udyr. While you can set them behind early, they can each itemize to begin fast-clearing jungle very early, and have enough damage and cc/anti-cc to punish you during invades/duels. What makes them so dangerous is their ability to powerfarm into itemization that can outscale you and become a bigger nuisance than your team can tolerate. The best advice I can offer you is to minimize your counter-jungling after your 1st clear, and switch to warding and counter-ganking. These are the matchups where Scuttle-control matters the most.
Threat Level: Moderately Challenging
Zac, Skarner, and Rek'Sai, are fairly meta junglers that can also farm pretty quickly into their early powerspike and become troublesome for your laners to deal with on ganks. They are more susceptible to counterjungling, but still able to pack a punch if you don't respect them enough to protect your team against them and prepare for skirmishes adequately.
Threat Level: Neutral
Lee Sin, Elise, and Olaf are going to be your bannerhead Meta-junglers with fast starts, and early influence/playmaking. Generally speaking, you are on an even Keel with these junglers as long as you are playing to your strengths. While you are not as strong at dueling, you are equally strong at initiating lane ganks, and you have a superior jungle pattern and timing. You are evenly matched here, and to need to play with an even head in order to earn your advantages and use them to win.
Also at this level of threat are junglers like Hecarim and Sejuani. While easy to shut down early through counter-jungling, these junglers can reach a threshold where they become extremely hard to deal with in team fights by either clogging the front line, or diving the back. If you do not respect them, they will turn a game against you despite any early advantages you have earned.
Threat Level: Moderate, but Manageable
The best advice I can offer you vs 1v1 minded junglers like Rengar or Kha'Zix is simply not to fight on their terms. Do not actively seek them out, and use your CC to mire their approach and walk away if they come looking for you. You will likely out-level them (3-5) early if you are counter-jungling correctly and once you have Daisy! they just aren't as scary. Ward and sweep well, pick your fights, and just do your best to make sure they don't feed off a weak lane. Starve them of gold and you will be just fine.
Threat Level: Low (assuming you Counter-jungle/gank effectively)
Buff dependent junglers and slow-farming niche picks are particularly weak against Ivern. Because Ivern has been designed jungle timing and map mobility, he is naturally superior unless he is lazy or gets completely shut down. Take this with a grain of salt however. You JOB as a jungler is to punish these kinds of picks... and if you CHOOSE NOT TO... you are responsible for letting them get the farm they need to scale and be effective.
In cases like Evelynn and Amumu you want to steal critical early buffs if possible, and then counter-jungle them to death while warding for your team. In the case of Shaco, you don't even have to counterjungle him much... just be extra careful while clearing yourself, and protect your lanes from ganks. If you force a Shaco to try and survive on clearing his own jungle, he will starve.
As mentioned in the Pro's and Con's section, Ivern does not not have a particular counter in the jungle role, largely do to his incredible flexibility and early timing. This is not to say he cannot be countered. The single best pick an enemy team can make versus Ivern is Syndra.
Syndra has a very wide/near area of threat -- which you will be FORCED to engage though to get to her (and her team). Normally, your reaction to a wide/near engage is to send Daisy in to disrupt while you look for opportunities to follow up on. However, the low Cooldown on Syndra's [ W ] allows her to fling Daisy back in your face minimizing Daisy's impact in skirmishes.
One way of dealing with Syndra is to leverage a strong mid lane pick versus her and set her behind early. When you are forced to engage on her, try to have a lot going on at her peripheries so she has to either back off or split her attention. Be prepared to shield your front line who will be bearing the brunt of her damage, and set daisy to protect your flanks instead of sending her at Syndra directly.
IF you are are a little lucky, an overzealous Syndra player may even move out of position to snatch up Daisy just to prove she can do it, giving you a window of opportunity to attack.
To be continued...
I am perpetually editing and adding sections to this guide.
Feel free to comment, make suggestions, or check back in on improvements.
Below are sections and content I wanted to keep available, but felt out of place in various edits to the general guide.
Plants offer Ivern some additional utility in Jungle, especially considering how how much time he spends roaming the map thanks to his unique clear. however engagements/invades based on plant timings can make great use of these tools to keep Ivern as healthy and elusive as possible while moving around the map... while denying their access to the enemy team.
***Special note: as of this writing Ivern CANNOT Rootcaller to plants for evading and moving around the jungle
Blast Cone is useful for evading enemy attempts to punish you for counter-jungling, and even fending off invades in your own jungle.
Scryer's Bloom gives you additional vision on the map, allowing you to gauge risks while moving into an area. This is useful tool to gain vision AND deny it to the enemy team, without the use of a ward.
Honeyfruit is a useful means by which to top off your health and mana while moving between jungles. For Ivern, this is especially useful due to the health and mana requirement of his passive for clearing jungle camps (especially scuttle crab). Snagging some honeyfruit between invades creates opportunities to gank lanes more often by keeping you topped off while roaming.
Blue = Scryer's Bloom
Green = Honeyfruit
A walk-through one of my shorter Season 6 games with annotated commentary and major decisions.