This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Ivern Build Guide by Chromuro
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: most used page
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
If he can't engage with Q you are ok, if he can EEEH it could be a little problem. Not a great threat after all, he can burst you down if he builds full AP, just remember to dodge the Q
This matchup is really deceptive: I put it at 1, but it could be really anything. In early game he's manageable, one of his main problems is that he can be easily kited so your Q can stop any of his engages. If he get even slighly fed, he becomes a nightmare and he'll stick to you and kill you with ease. Stealing some of his camps could help you managing this threat
Early game can be good, she still does a lot of damage, but being a ganker type jungler means that the possibility of counterjungling is really little. This doesn't mean that you shouldn't use less wards, you should use even more of them because of eve's camouflage
you can capitalize on his weak early game and on his poor pre-transformation ganks to get a significative lead on him. The later he gets his trasformation, the better is for you. Shadow assassin can be countered by your shield, while rhaast... it could give you more problems, you can't really do much to him, protect your carries and block him when he exits his ult
We start to get some problems when you are vs. a jarvan. He does really too much damage for you and having CC can cripple you heavily. His ult is a death sentence, rarely you'll be able to escape it alive. But your "little" helper can stop his engage if she hits at the right moment ;)
Always keep you Q for when yi goes into alpha, this way you won't waste it. If he invades, keep the distance with the jungle monsters, so he can get less hits possible on you. Luckily your can stop him when he activates highlander
Really sticky and a good dueler, both things that ivern hates. With him you'll need good shield and brushes timings to stop any engage he tries, you can't do anything vs him. Contest only if you have smite ready.
an assassin in the jungle with invisibility and resettable jumps? no thanks lol. You have to play smartly around him, removing from his claws important camps like buffs or high gold camps (raptors or krugs) can give you an edge on him.
There are a couple of problems with him: first, he can make use of the brushes you create; sure, when the rengar is in your team is a good thing, but since brushes are a great tool to control enemy vision, you have to be extra careful placing them. Second, he can stick to you and he's an assassin, if he catches you while clearing jungle you have little possibilities to survive. Vision is important, keep your brushes warded and stick to your carries, your shield can deny a lot of his damage.
This is my standard ban, xin zhao is the worst of your nightmares: stickyness, damage, CC, you name it. His entire kit is made to duel and you are everything but a dueler. Never engage him if alone and never try to invade if you are not sure of where he is.
Champion Build Guide
Never gonna give you up
+ great support set +
+ quick clears +
+ buff sharing +
+ hard CCs +
+ strong level 1 invades +
- easy to learn, really hard to master -
- relatively squishy -
- really weak counter-invades -
- skill shots -
- requires great macro knowledge -
Never gonna let you down
Passive: Friend of the Forest
Ivern cannot attack or damage non-epic monsters. Instead, targeting a jungle camp initiates a 2.5 seconds channel that, upon completion, places the monsters within a grove. Placing a grove costs 131.63 − 121 (based on level) health and 148.5 − 110.25 (based on level) mana, and cannot be cast if Ivern lacks the resources. The channel cannot be cancelled in the first 0.15 seconds and in the last 0.5 seconds.
The grove matures over 40 − 1 (based on level) seconds. When fully matured, Ivern can interact with the camp again to free the monsters after 0.5 seconds, sending them away while receiving their full gold and full experience bounties. Smiteing 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, Ivern 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 the Red Brambleback or the Blue Sentinel leaves 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, Ivern 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 is the particular gimmick of Ivern, making him the only pacifist jungler in all the champion roster. We will go by order of paragraph, so we don't get lost in this wall of text that is Ivern's passive.
costs, invades and channeling
smite and level 1 invades
jungle camps interaction and gold income
Ivern throws a vine in the target direction, dealing magic damage to the first enemy hit and rooting them for a short duration.
Ivern and his allies can target enemies rooted by Rootcaller to dash to them, placing themselves at their attack range from the target.
Rootcaller has two major functions, one for Ivern and one for his teammates: first, if you root an enemy, you and/or your teammates can right-click on it to put themselves at AA range (if they are already in auto range nothing will happen). This is especially useful for champions that don't have gap closers (bruisers/tanks like Darius or Sion, immobile mages like Xerath or Malzahar or ADCs like Ashe or Jinx) or for those that can start a CC chain with it ( Poppy, Rek'Sai, Leona, Caitlyn...), but obviously the most advantaged are ADCs since they can start chunking the target down with their autos.
The second major function it has is for Ivern only: this skill is especially useful when you want to get to a camp to the other quickly since the root/self-pull works on jungle monsters too. This makes Ivern's routing really quick, but abusing this dash mechanic can deplete quickly your mana pool, making impossible the creation of another grove, so use it sparingly in the first and second clear.
PASSIVE: While in the brush, Ivern becomes ranged, his basic attacks have 325 bonus range, and deal bonus magic damage. These bonuses persist for 3 seconds after leaving the 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.
This is by far the most peculiar skill in Ivern's kit (and probably in the whole game) and the most difficult to master. The concept is simple: you create a patch of grass in the selected area, if there are more brushes nearby then it will merge to create a larger brush. This doesn't seem a great deal at first, but you have a really powerful vision tool and using it without thinking can backfire really heavily.
vision control with fog of war
pixel brush and targeting
Brushmaker passive is just a little good addition to the kit, the lack of range is balanced by the bonus magic damage and this inspired some builds to go more towards the magic duelist, with AP and AS. I mean, you can try, but you have to dance around your brushes a lot, so personally I don't like it that much. The Glacial Augment build makes use of this passive a lot since AAing an enemy from melee range isn't... your best option.
Ivern gifts a Triggerseed to the target allied champion, himself or Daisy!, shielding them for 2 seconds.
At the end of its duration, Triggerseed bursts, dealing magic damage to all nearby enemies and slowing them for 2 seconds.
Triggerseed is a really helpful skill, it gives a good amount of shield early and it has a magnificent scaling and CD, making it really strong during late game. Thanks to its dual nature (shield+damage) it goes well with Athene's Unholy Grail since you can proc Athene and then charge it immediately after for another heal; the Guardian build relies a lot on this since you'll proc the additional shield more often with Triggerseed than being near your teammate. Other than that it's a pretty linear skill, there aren't particular mechanics tied to it (luckily, this chapter is getting too long).
Ivern summons his sentinel friend Daisy! at his side, who remains on the field for 60 seconds as a controllable minion.
While Daisy! is active, the skill can be used to move her to the target location. If cast on Ivern himself, she will follow him.
Tibbers, but she's a rock and vaguely more useful. If you are already used to Summon: Tibbers or Eulogy of the Isles, then this won't be much different: you summon her, she has a summon time (of approximately ~1 sec.) and from there on you'll be able to control her with R (it will have a different icon) or with the Alt button (the main difference is that R is used to target someone, even yourself, while with Alt you can move her wherever you want). You'll be able to see who she is following thanks to a green line connecting her to her target, so you'll know when she'll get distracted or for some reason she doesn't follow your orders. She's a good friend, but... she's kinda dumb unfortunately. Even if riot tried its best to fix her AI, she is still pretty hard to control for the worst reasons.
Other than some specifics and the questionable AI, she is still a good meatshield to send inside a teamfight to start knocking up everyone thanks to her 3-hit passive or to siege a tower while you spam Triggerseed on her. Her CD makes possible to have an upkeep time of 100% in mid-late game, meaning that if she expires naturally you'll have her ready again to send on the battlefield, so don't send her to her death without a good reason or else you'll lose a precious ally.
Now let's talk about the skill order:
Usually I don't put a point in anything at level 1 since you could start with both Triggerseed or Rootcaller: Triggerseed is helpful if you get invaded in any point during your route, this way you won't die immediately and your laner can take his sweet time to notice you're in danger; Rootcaller instead can help you navigate more quickly the jungle or to lock down the enemy jungler if you and your laner collapse on him without him noticing you. In any case, I max first Triggerseed to lower its CD and to have a bigger shield (to be the most supportive possible), then Rootcaller and in the end Brushmaker since it's the utility skill of the kit. Obviously, put a point into Daisy! whenever possible.
Never gonna run around
Flash is mandatory for every champion that doesn't have any escape/dashes/any movement skill and Ivern is one of them. Yes, you have a dash on your Rootcaller, but only towards an enemy and it's not that much reliable too. Flash is excellent for multiple reasons: to run away, to reposition yourself maybe to hit said Rootcaller, to run away, to maybe clutch a final Triggerseed onto a teammate, to run away and... wait, how do you say when you want to be as far as possible from someone or from a possible danger?
Being a jungler locks you out of secondary options since Smite is mandatory for a good number of reasons: without it, you can't buy Hunter's Talisman (necessary during your first few clears and to gain a consistent amount of exp inside the jungle), you can't free immediately camps (so no quick buffs to your teammates) and you can't regen health in a clutch situation (by smiting a camp near you). There is no other option, I'm sorry, if you don't take it with you just be a support to the top lane and hope for the best.
And desert you
|An aggressive rune, gives more personal power and soft CCs for ganks. The tree is more utility centered and help you save gold to spend it for your most powerful items.||A neutral rune, it's more well-rounded and it does a little bit of everything. The tree is the classical one for an enchanter support, improving everything in your supporting kit.||A defensive rune, it's more team-reliant and it improves your ganks. The tree helps you counter the lack of self-defensive tools while giving you even more utilities.|
|Nullifying Orb:||Maybe you don't like using Nullifying Orb when there is only one AP champ on the enemy team, so let's see the alternatives: Manaflow Band is a good alternative, but unfortunately you already have a lot of things that give you mana (for example, dunno, your blue buff?) and it's a bit difficult to stack for Ivern, so meh it's not as efficient as it would be on a normal mage; Nimbus Cloak seems to be the weakest one for Ivern, the movement speed by itself isn't that helpful for a summoning ult, but it can help you to navigate the lane during a gank and to position yourself better maybe for a Rootcaller (helping Daisy! to stick to a target).|
|the shards:||I'm aware that the shard is really slow since it's based on level, so you can swap this for another shard. On top of this, you can keep the second shard or do a resistance+ shard combination or a double resistances shards. Change to if there are more AP champs than AD in the enemy team or if you are vs. an AP jungler that you think could be problematic.|
|Bone Plating:||We have both Second Wind and Conditioning here, both good runes in my opinion, but the second one is a better alternative than the first. While Bone Plating is useful to reduce bursts of damage (and it has a CD), Conditioning is good to reduce all damage in all stages of the game; there is a nice interaction between Shield Bash and Conditioning too since it amplifies the stats that Shield Bash gives. The problem of these runes is that one reduces a small amount of damage and it's more useful early, while the other has A/MR that is "counterable" by MPen or armor shredding, and it's more useful mid to late game (since you don't get it until 10 minutes).|
|Revitalize:||Even if I believe that Revitalize is irreplaceable, I can see a use for Unflinching too: thanks to the fact that your Smite will be down for a lot of time (mostly because you smite red or blue to give quick buffs to your allies) you'll have a small tenacity boost a lot of times, making you a bit more slippery and less prone to "burst without having even the possibility to react". I don't use it that often, but if you believe that the bonuses that Revitalize gives are forgettable, then you can't go wrong with this.|
|Cosmic Insight:||Approach Velocity is a great alternative to Cosmic Insight just because of its natural synergy with Glacial Augment: you slow someone, now you're faster towards him. This helps Ivern navigate even better the lane during a gank and the possibilities to land a Rootcaller increase drastically. Obviously it's helpul even to dodge skillshots or to get to a teammate in need for a Triggerseed|
|The Sorcery secondary tree:||Memeing with the runes apart (if you noticed what I did with them good job), you can replace the whole secondary tree with a Domination one: the main runes I would take is one from the vision row (one between Ghost Poro and Zombie Ward, I would prefer taking the second one since you'll be sweeping wards a lot) and Ingenious Hunter, this way you'll reduce even more your active items CD together with Cosmic Insight. If for some reason you are a mad lad you can run Sudden Impact or Cheap Shot, but I don't really suggest it.|
|the shards:||As I said previously, the shard is pretty slow, so if you want you can switch it to something else like shard. I strongly suggest it if you decide to go with a Domination secondary tree instead of Sorcery. You can take a or shard too instead of the shard for more resistances instead of health.|
|Between the two jungle items this is the only choice you have since, to proc the effect of the Hunter's Machete, you would have to attack the camp, thing that you can't do. This item has two major functions: first you can get more exp from jungle camps than what you would normally gain, second you have greater mana regen while in the jungle. If you don't want to wait 20 seconds only at your third camp and if you want to get enough exp to be relevant in the game, Hunter's Talisman is a necessary starting item. Remember to bring Smite or else you won't be able to buy it!|
|You could choose a Refillable Potion or 3 Health Potions, but here why you have to buy the first one: your passive is all frontend damage, this means that first you get all the damage, then you get what you want. This means that you need a consistent health source (since for mana we have Hunter's Talisman) without spending too much gold; the Refillable Potion comes handy thanks to the free refill when backing to base and you'll be able to use it even for the second, third or fourth clear.|
Additional notes: unfortunately you don't have many choices, these will be your starting items 100% of times, no exception. You can change them only when, for some reason, you are going support.
|This is a good item to rush (if you don't have Magical Footwear) since diminishing the time between a cast of Friend of the Forest and the other is crucial, so you can do a full clear in just a couple minutes. Fun thing is that the health and mana that you lose thanks to your passive is a cost and not damage, so you won't be counted as in combat and you won't need to wait its CD. The only draback is when you'll be actually in combat you'll be slower than usual.|
|Since CDR is so important for Ivern, taking Ionian Boots of Lucidity isn't a bad idea. It's useful early to reduce your skills' CD and, together with Cosmic Insight, it reduce even more your summoner's spells' CD (especially useful for Smite since you want it up the most possible).|
|Sometimes it could happen that the enemy team has a lot of AD champs or a lot of AAers and this... is a problem. Ok that you have a shield, but it can't sustain that much damage, so you can counter this with Ninja Tabi. The armor comes handy and it synergyzes with Conditioning(if you take it) and the AA reduction can help mitigate some damage (even only the ADC damage, this is already enough to be useful).|
|On the other hand we have the "too many AP champs on the other team" problem, with a sprinkle of "I can't move thanks to all this CCs". You already know what to do, right? No? Oh ok, you need to buy Mercury's Treads, it's simple. Some MR (that syngergyzes with Conditioning too) and CC reduction is all you need to do your work in peace.|
Additional notes: when using Magical Footwear don't buy Boots of Mobility since it's not worth it. About the other three choices, you can default to Ionian Boots of Lucidity and then change to Ninja Tabi/ Mercury's Treads if you start having problems.
|Athene's Unholy Grail does wonders together with Triggerseed thanks to his "self-refilling" heal: when you cast Triggerseed on someone, you heal them for the quantity that Athene's Unholy Grail previously stacked, then you charge it immediatly thanks to the explosion. You can stack easily this items thanks to your Brushmaker AA and the healing is improved by a lot thanks to things like Redemption or Revitalize. One nice interaction is, while you have both Hunter's Talisman and Athene's Unholy Grail and you are in the jungle, you'll have a greater boost to your AP, so try to fight while inside the jungle if you can.|
|This is a really good item to have for multiple reasons: first, it goes well with both your Triggerseed and your Athene's Unholy Grail (thanks to the amped up heal and shield); second, you have an additional teamfighting tool that can change the course of an entire teamfight if used correctly; third, in the worst case you have something that can reveal everything on the spot for 2.5 seconds. A multi-use tool that shouldn't be missing in your build.|
Additional notes: when going for the Glacial Augment build you can skip Redemption and go immediatly into Hextech GLP-800/ Twin Shadows.
|A lot of CDR and a lot of AP, both of these will help both your damage and your Triggerseed; getting overboard with CDR will give you even more AP thanks to Transcendence, so you don't have to worry about it. The active effect can be used during a gank to slow the enemy and have more chances to land Rootcaller, this is the perfect item to have more personal power.|
|A cheaper item that doesn't give as much stats, but it has its great uses too: thanks to its homing effect, you can use the active to see where are the two closest enemy champs (to then reveal them to your teammates) or to help one of your buddies to stick to a target that is running away; you can pretty much help from distance revealing enemies and slowing them greatly.|
Additional notes: while you should build these items only when running Glacial Augment, Twin Shadows is a good choice to build with Summon Aery/ Guardian too thanks to its base active effects.
|Ardent Censer meta is back boiii. Yeah, no. Even if this item isn't like it was in its golden age (luckily, it was the most boring meta imo), this is still a good item to get mostly when a good part of your team is AA based or when your ADC is a late game hyper-carry monster. The usual healing/shield boost is nice for Athene's Unholy Grail and Triggerseed, but the attack speed buff is particularly good thanks to your Brushmaker AA.|
|Now we are getting really deep into support territory. The only thing that Ivern is missing is a cleanse and Mikael's Crucible gives you this additional feature. It's good both when peeling for your carry (it will happens a lot of times) or for escaping CCs that could lead to your deaths (this happens a lot of times too). The only drawback is that you lose a little bit of gold after buying it since one of its passive gets deactivated by Athene's Unholy Grail.|
|Great resistances and good shield, this item is a good start to become a little bit tankier. Even if the shield isn't great by itself (since you won't build great amount of health), it will be amplified by all the runes and items passives making it a good secondary option when you want some additional team protection other than Redemption.|
|Fun enough, this item stats are the opposite of Locket of the Iron Solari, I never noticed that. Anyway, you'll spam Daisy! a lot thank to her low CD, making Zeke's Convergence a great item for self-peel (the slow aura) and additional damage (the burn magic damage). Link this item on your ADC or on your engager, this way they'll benefit a lot from the additional damage.|
|Knight's Vow seems a strange item for Ivern since he isn't that tanky, but there is a reason to it: other than a great boost to your armor, you can counter the health loss thanks to your Triggerseed (it's counted as true damage, so it doesn't bypass the shield) and you get healed in the process if your target starts damaging someone in the enemy team. Great item for more AD-heavy enemy compositions.|
Additional notes: never keep a fixed target with Knight's Vow and Zeke's Convergence, always change them to someone that you think is better in that situation than your current target.
|Sometimes everything doesn't go as planned and people start focusing you for unknown reasons; quite a coincidence, those people are AD champs, what do you do? Zhonya's Hourglass, obv. Other than great stats (armor and AP are always a nice addition), the active can save you from potentially dangerous situations and it could give time for your teammates to come and save you. Just don't use it when you are isolated from everything and everyone.|
|Sometimes everything doesn't go as planned and people start focusing you for unknown reasons; quite a coincidence, those people are AP champs, what do you do? Wonder what you did to them to make them so angry, people can't get that mad just because you are Ivern. Or become a spooky ghost yourself by buying Banshee's Veil; again, great stats both defensively and offensively and the CC-protecting shield can help you to not get engaged every five seconds by a herd of buffaloes. Spooky scary ivernton send shivers down your spine|
|Usually I can't write too many things about Rabadon's Deathcap, mostly because it's a simple item in its core. It gives you more AP, this means more damage on your Brushmaker AA and a bigger shield on Triggerseed. Nothing more, nothing less.|
|Mejai's Soulstealer is a great item to get an early lead and then start snowballing. When you get a great lead, obviously you won't start killing everybody like everyone else, but your supportive capabilities will be greatly enhanced; mejai's helps you doing so, but it's a "go big or go home" item that means it could be the best purchase of the game or a 1400 gold waste. I don't like it that much for its nature, but if you like to gank a lot then you can't go wrong with this.|
Additional notes: don't build both Zhonya's Hourglass AND Banshee's Veil, build only one of them based on the enemy composition and specific champs. If you plan on building Mejai's Soulstealer, you can buy Dark Seal on your first back to start stacking it immediately.
Never gonna say goodbye
We'll start talking about Ivern's routing from his usual route and I'll break it down in two parts for two reasons: first, the map would be a mess, second the first part is fixed (so you always have to do it) while the second one is more flexible.
This is the first part of the route:
Red → Raptors → Blue → Gromp → Wolves → Raptors → Red
Blue → Wolves → Red → Krugs → Raptors → Wolves → Blue
The route is pretty simple since it's a cycle, so if you just keep the shape in mind it's easy to remember. Between Blue and Gromp use a charge of Refillable Potion, so you can keep up with the health losses from Friend of the Forest (since Smite gives you back enough health only for a couple more groves). To make the route quicker, use the blast cone to get to Blue when you are on the red side.
Ok, why do you always start bot side? Couldn't you mirror the red side into the blue one to start always with red buff?
Yes, I could always start with red buff (and you can if you want, your choice), but I prefer to start always on bot side for only one reason: invades. You're Ivern, a lot of people will think that you are invading their buff so they do the same with yours, so expect to see 5-man invades a lot. Being on bot side gives you the possibility to call both mid (if they aren't sleeping in lane) and bot to help you and I think you can understand that 4v5 is better than 3v5. The disadvantage on blue side is that when Smiteing you'll get the red buff and not the blue one, so mana regen will be slower and it could take a bit more time (~10-15 seconds) to complete this first part of the route.
The second part of the route starts when you get back to your first buff you placed a grove on:
* → Krugs → Wolves → Gromp → Scuttle crab
* → Gromp → Krugs → Raptors → Scuttle crab
This part is pretty much "get everything back and go towards the scuttle", this way you'll find yourself at Scuttle crab exactly when it spawns (more or less). With this route you'll get always the top side Scutte crab, but if you prefer more the bot side one and you feel lucky, then there is another option: when you are at Krugs/Gromp you'll be nearly at lvl 3 (really few points from reaching it), so you could do a quick bot gank (if possible) and leech some exp from them, getting to lvl 3 and giving some breath to your laners. This way you'll be already near the bot side Scuttle crab when it'll spawn.
Why there is a Patrick there?
That will be either your laners' reaction on giving first blood to your enemies or your laners' reaction on seeing that you successfully ganked them at lvl 2.
The same goes for the other side
The same goes for the other side
The enemy team successfully stole you a buff, what do you do? Steal theirs, obvious. When stealing a buff camp the route changes drastically, since you'll have to skip one of your buffs. It becomes something like this:
Wolves → Blue → Enemy Red → Gromp → Blue → Wolves → Raptors → Krugs
When Blue buff is missing:
Raptors → Red → Enemy Blue → Krugs → Red → Raptors → Wolves → Gromp
After Krugs/Gromp you have two choices: gank lane or go to the oppposite Scuttle crab. The first option puts you in the same situation after the first part of the normal route, you'll be near level 3 when ganking so you need to be extra careful with both health and mana; in the second case instead you are in a more safer situation, but your routing will be much slower since you'll have to walk all the way to the other Scuttle crab. Try your best to not lose other buffs or else your routing will be a complete mess and you'll have problems later in the game.
Can't I always invade? You said that Ivern has a strong level 1 invade
Yes, but did you see the mess your route becomes when invading? It's not worth it. Moreover, this way you are more prone to get counter-invaded, lose more camps and maybe die in the process. Invade only when necessary or when you are 100% sure of what you are doing and you want to set back the enemy jungler from level 1.
Then there is this secret route that only challenger players can use.
The map describes the level of danger of a possible gank in those areas: while it's perfect to gank in both the yellow and the green area, it's a lot riskier to go into the red area since you are exposing yourself to some possible counterganks and/or possible retreats from the enemy under his tower, making you waste precious time and health in the process. Other than the enemy position you have to mind the minion wave too: if your laner has been managing well the wave you'll be in a numerical superiority in lane and minions can dish out a good amount of damage early on; if the wave instead isn't in your favor, with a lot of enemy minions damaging your laner, then it's not a good idea to gank since you could lose health for nothing and navigating between them can be really difficult.
While you are doing your usual route in the jungle, check the other lanes (thanks to a handy tool keybound from F2 to F5) and see if they need some help or if they are in a position to be ganked. If yes then start going to your selected lane, if there isn't anyone that needs help or they are in a bad position then take your time to back, buy some items and resume your route.
Remember to do this mental examination both when you are deciding if/where to gank and when you are about to gank! Always think twice before doing anything.
On top and bot side the most used routes are the ones that use the jungle entrances; use them based on the enemy position, if possible always try to be perpendicular or behind them since you could have a clearer line of fire for your Rootcaller. The dotted line is a more unconventional and difficult route to take since it relies on your Rootcaller to hit someone: since the projectile goes through the terrain, you can hide it in the wall and when someone gets too near to the wall, you can dash to him and start the gank. Obviously you won't be able to do it always, but the gank that derives from this gives fewer opportunities to the enemies to react. In midlane you don't have any wonky route, they are all simple and again use them based on where both your laner and the enemy are. A fun thing you can do is to use Rootcaller from the brush if the enemy is near enough so you'll have again the surprise element on your part.
Remember to use your Oracle Lens (on the marked points) to go through wards undetected, so the enemy won't be alerted by your presence and you'll have more chances to do a successful gank. Always be careful about enemy Control Wards since they won't be disabled and they'll show you to the entire team!
In the first case there are various options to go for: go for an objective (that can vary based on the lane), help your laner push so he can go back to base or just do nothing and return to farm. The possible objectives you can go for are for example rift herald (when you are in the toplane area), the various drake s (when you are in the botlane area) or just go for the tower with the help of the laner.
Excluding the toplane objective since it has a precise timer (it spawns only once at 10 minutes), the decision in botlane can be a little bit harder since the various drake s have different effects and they give a bigger advantage to certain team compositions: casters can benefit more from ocean drake thanks to the improved health and mana regen, splitpushers can benefit more from mountain drake thanks to the bonus damage to objectives, scaling champs love infernal drake (because stats) and cloud drake is just fluffy (jk champs like divers and assassins than need to get to their target quickly will be surely happy to have some additional MS). It's always nice to have one more drake buff, that's sure, but their priority changes game by game. If there isn't any objective ready in the area or you don't feel like doing it (for a lot of reasons like health, the possible proximity of the enemy jungler...), then denting the tower plating/health is a good idea, this way you'll gain a bit more gold to buy more items.
If nothing has come out of it, then... return to farm, there isn't much you can do here. Backing is an idea too since you'll need health and mana to create your groves.
If you or your laner died, bad luck, it'll go better next time. If it's your laner that died, then it could be a good idea to stay in lane and push back the wave, to not waste both mana and gold, but only in really safe situations or else you could end up dying too. Prepare to be flamed too.
Never gonna tell a lie
The river is your kingdom and you need to look out for every trespasser that wants to steal your precious resources. Warding is important for the jungler too since having vision on every movement of the enemy team (on top of everyone the enemy jungler) can give you an advantage and it gives you a chance to answer correctly to their movements (like, if they are ganking you can countergank, if they are trying to do an objective you can interrupt them or steal it etc.)
The map shows the possible locations of your Control Wards since you have to deny as much vision as possible while illuminating the area around it. As you can see your area of work will be mostly the river since it's the easier one to control and the most common way taken to gank, this way you can stop possible roams from mid too. There are a couple of exceptions and those are the objectives and the external wards; the last one is mostly to help your laner to not be surprised from possible enemy ganks (even if you know that he'll die anyway), try always to cover the brush that your laner didn't cover with his wards. The objective wards are important when there is an objective there (so don't go waste a ward if there is nothing), so you can react properly if the enemy team tries to take it.
You can use Warding Totems too, but personally I prefer to switch to the Oracle Lens after my first back so I can start removing every enemy ward in the area. If you feel like it, you can keep the Warding Totem and just ward even more.
And hurt you
The early game is pretty much what every jungler does: farm and gank, farm and gank, farm and gank. The more you farm your camps, the less you'll have to wait to get your items, the stronger your Triggerseed (mainly) will be. Remember that with the right setups your ganks can be really powerful, so always look out for your lanes. Your two personal priorities are to get to level 5 and 6 as soon as possible: with level 5 you can start generating buffs for other lanes, giving them an advantage even if you aren't present there, while with level 6 you obtain Daisy! that is a great gank and sieging tool thanks to her high health (that can tank a lot of skillshots or quite a lot of tower shots if constantly shielded by Triggerseed) and long knock-up.
Ivern doesn't have a clear item/level powerspike, he's pretty linear during all game, so the line between his early and mid game is pretty blurry, we can identify it as the moment you buy Athene's Unholy Grail (and Redemption if you are really doing good, but often this item is bought nearly at the end of mid game). Now you are starting to generate heals too, so try to go a bit less for farm and more for ganks, this is the moment to consolidate every lead that your laners have. Ganks are more important too since you have more objectives to go for ( drake s and rift herald ) and you need to get the most number of advantages you can. About the jungle start giving more attention to buffs since keeping the buff advantage for your lanes is important (mid will have a lot of fun with all those free blues); use Daisy! as a meatshield and send her under tower if you see that the enemy abandoned lane and your teammate is there to help you.
You need to keep pressure in all lanes, directly or indirectly, more pressure means more possibilities for rotations towards other lanes or objectives. Keep everything warded, even if you gather a significant lead nothing stops the enemy team to get back on track and start getting objectives by themselves like towers or drakes.
Ok, late game starts to become a little bit more chaotic for Ivern: since you are a support you'll need to provide peel and protection for your carries, both with Triggerseed and its big shield (at this point it starts to soak a lot of damage) and Triggerseed and his route (you'll have to worry a bit less about minion blocking since they'll probably be deleted from the face of earth before you even say a word); Daisy! will be particularly important since her knock-up is AoE and it can change the entire teamfight if used at the right moment and the golem herself will have even more health, becoming an additional frontline (if you have one) to rely on; just be caution since her armor and MR is really nonexistent, so she'll have to tank every hit with her own blood.
Other than a support you are still a jungler, this means that you'll have to pay particular attention to objectives like baron nashor or elder drake and take them at the right moment. The same rule of thumb of ganks goes well even here, but on a larger scale: now instead of ganks you have to win teamfights and the stakes are higher; a baron could close the game or flip it upside down, so you need to be a good conductor for your team. Try to Smite less buffs, your Smite is particularly important now and not having it when you need it the most can be a fatal mistake.
When being around the map, never be alone, you are still pretty squishy even with a thousand shields and heals, so if possible be always together with someone. Focus your sweeping on the baron nashor / elder drake pit and enlist the help of your support to amp up the ward production on the map.
The chorus finished, I don't know what to add :<
And here we are at the end of the guide. I hope it was helpful and I'll try to keep it updated with all the new stuff that will roll out in the future. Every kind of feedback is always appreciated (even about grammar/syntax mistakes!) and I'll try to answer every type of question you have, don't be shy!
But for now, I'll see you in the rift!
- Here is the grass template (and a couple more)!
- Here is the ground texture!
- The base for the divider is this one!
- Maintained, from whom I "borrowed" the ganking map (that I took here)! :^)
- the entire Mobafire Discord for a lot of feedback and for being just great people!