[S11 GM] Skirmisher Ivern Does Not Like Treehuggers
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+10% Attack Speed
Threats & Synergies
Pretty irrelevant threat. Can be counterjungled pretty easily but you should not try to fight with him head on because you will probably lose unless you have red buff and a health advantage. He can ignore your Q if he Q's through it. Pay attention to the map so you can know if someone is possibly coming to help him kill you. Dangerous with allies.
Pretty scary. Capable of counterjungling you pretty easily. Don't throw out your Q until she uses her Rappel or is directly on top of you. She can easily dodge it. Her burst is strong at all phases and she is a force to be reckoned with. Invade her red early if you start blue side.
Pretty scary champion. It's very hard to counterjungle her because you don't know where she is until she's on top of you. Try to stay in your own jungle and don't take unessesary risks. You can outduel her after you get 3 items and she isn't outrageously fed.
Pretty annoying champion but not particularly dangerous in his own right. His power comes from teamfighting. In a duel with him, stay far away from Daisy because he can bounce his E off of her and you resulting in a lot of damage. Save your Q for his ultimate and don't get too close when he has W up. Invade his red, he will almost always start blue because Drain has such a high base cost.
Interesting champion because he can do both a blue and a red start and do well. His dueling ability is considerable if he can land his E. Your Q will not interrupt it, he will continuee to the end of his trajectory and then be rooted from moving when he completes it. Try to bait out his E and then go in on him. Be wary of where you are in relation to turrets because he can knock you into one. He can be dueled in the early and mid game but he becomes unkillable late.
Dangerous champion. Starts red usually, can probbaly take blue. Will most likely try to counterjungle you so do it back to him. He is unduelable for you at all points of the game and can dodge your E every time, so only throw it out wheen you know his E is down or he is stunned by Daisy or an ally.
Dangerous after itemization. In the early game he is susceptible to an invade and can be killed pretty easily if you land everything. Come mid and late you will not be able to do much to him. Do not Q until he has ulted, because he will ignore it.
He can start blue or red. Do your best to get eyes on one of the buffs to see if he starts there or not. He is a good duelist and can ignore your Q by dashing through it. Wait until mid game, you can outfight him then.
Not a counterjungler. Regardless, her damage is strong and she is hard to fight. You beat her 1v1 if she doesn't have any MR. Look for this opportunity!
Do not duel him, you will lose at any point in the game. Susceptible to CC and getting dogpiled, so look to win this way.
Difficult to catch out with Q, but not too difficult to duel with Grievous wounds. Otherwise, stay away from her.
All champions with guaranteed hard CC or large slows will make Ivern's job a lot easier due to the way his kit works.
All champions with guaranteed hard CC or large slows will make Ivern's job a lot easier due to the way his kit works.
|I only pretty recently started playing Ivern and I fell instantly in love with the champion. I experimented around a lot with builds. While the traditional full support build proved somewhat enjoyable, I felt that it didn't actually exploit Ivern's inherent strengths as a champion. As a result, I started developing an idea for a build that revolved around the abuse of Brushmaker and Daisy!, two abilities of his that benefited very little from the traditional supportive build which led me to create this build. The fact that his autos will proc Rylai's Crystal Scepter and Liandry's Anguish is part of what makes this build so disgusting to play against.|
Below you'll find a comprehensive guide on playing Ivern as an AP duelist/off-tank. This is my second guide on MobaFIRE and I have put a lot of work into making it as good as I can with the knowledge I have. Thanks for taking the time to read my guide, please leave feedback so I can make it better for everyone.
I hope to see you all ingame!
+ Shocking burst and sustained damage
+ Very strong ganks at all phases of the game
+ Ability to hold his own against many junglers means he can deal with invade attempts once he has some items under his belt
+ Stickiness is disgusting, rylai's is almost constantly applied which means it is easy to land Q's and E's and for Daisy! to land her third strike
+ Daisy becomes a lot harder to kill and can be used to dive turrets more easily
+ Out of meta pick - your enemies will have no idea how to deal with you and will not expect your damage capability
+ Still has large shields which partially makes up for the team utility he is trading for damage
+ Level 2 cheese at 1:50 almost always results in first blood, completely unexpected strategy
- Susceptible in very early game, level 1 invade is dangerous to pull off against wary teams
- Not the best farmer, will usually always be behind the other jungler
- Has a lot of trouble if he cannot snowball himself or his allies
- His spike takes a little while to reach
- Gives up considerable team utility, important to have an ardent support in place of you.
- Very risky pick, failure to snowball or farm will almost always certainly result in a loss for your team
- Hard to master fully
- Will almost always irritate your teammates if picked, considered the "wrong" build path
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 192 - 248 (based on level) health and 149 - 111 (based on level) mana, and cannot be cast if Ivern lacks the resources.
The grove matures over 40 - 6 (based on level) seconds. When fully matured, Ivern can click on the camp again to instantly free the monsters, sending them away while receiving their full gold and full experience bounties. Smiting 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 Red Brambleback or the Blue Sentinel 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.
- Excellent tool for invading. Smite sensitive camps that you don't want to be stolen, and use smite to pull off early invades.
- Early, the amount of health and mana it costs to place one of these timers is very high. Don't make yourself overly vulnerable to early ganks!
- You must channel it for 2.5 seconds without taking any damage. Take this into consideration when stealing enemy buffs.
- You may share buffs at level 5, meaning your mid laner may have a blue buff whenever he/she likes. Be generous! It doesn't cost you anything.
Ivern throws a vine in the target direction, dealing magic damage to the first enemy hit and rooting them for a short duration.
80 / 125 / 170 / 215 / 260 (+ 70% AP)
1.2 / 1.4 / 1.6 / 1.8 / 2
Ivern and his allies can target enemies Root icon rooted by Rootcaller to dash to them, placing themselves at their attack range from the target.
- Primary gap closer. Also helps your allies, who may or may not have a gap closer get to the target you hit.
- You can press Q again to instantly pull yourself to the targeted champion.
- Can be used as a disengage mechanism if there's an enemy minion or champion ls in the jungle if you target a monster camp.
While in brush, Ivern becomes ranged, his basic attacks have 450 range, and deal bonus magic damage. These bonuses persist for 3 seconds after leaving brush.
BONUS MAGIC DAMAGE:
20 / 30 / 40 / 50 / 60 (+ 30% AP)
Ivern stores a charge of Brushmaker periodically, up to a maximum of 3 stored at once.
Ivern grows a patch of brush at the target location for 30 seconds, Sight icon revealing the area within and around it for 3 seconds. Brushmaker spawns more brush if used near terrain or other brush.
- Save at least one charge of Brushmaker for duels, otherwise, a lot of your combat power is nullified.
- Use Brushmaker to cover the entrance to baron and dragon pit to deny enemy vision, so that they actually have to ward or go into the pit to see how much health it has.
- Ability has a fairly long range. You can use it to spook an enemy laner into thinking you are walking from the other direction, actually making him run towards a certain direction.
Daisy!: Ivern summons his sentinel friend Daisy who remains on the field for 60 seconds as a controllable minion.
While Daisy Daisy is active, the ability can be can be used to move her to the target location.
- Daisy outputs serious damage, and every third strike will knock up targets in a line. Use Triggerseed and Rootcaller to keep people still and helpless!
- Pressing R again and clicking on a champion will cause her to attack that champion while pressing R on a target location will cause her to move to that location. Pressing R on Ivern makes her follow him.
- She will draw turret aggro after cannon minions, meaning it is important to be careful she does not take too much damage since she can't regenerate it with the exception of Redemption and Janna's Monsoon.
- Press the Attack is a very solid choice for Ivern. It features both DPS and burst and makes a target increasingly vulnerable to damage. This means both you and your laner can inflict increased damage, which is super helpful in almost any situation.
- Triumph helps you get the ball rolling a little faster. The increased gold and health sustain are helpful in both team fights and 1v1 situations. Since Ivern's clear cuts into his health severely, any form of health sustain is quite helpful for him.
- Legend: Alacrity is great for Ivern. Attack speed! What more can be said?
- Coup de Grace is quite nice for that extra burst of damage to finish off a low health target. The extra flat stat reset is also nice. Depending on who you are going to be gunning for, you can optionally take Cut Down or Last Stand, all three options are useful.
- Transcendence is great for helping Ivern reach the CDR cap for more ability spamming. Celerity is also a good choice for extra roaming power, but the CDR benefits him more.
- Water Walking is excellent for quicker lane ganks and river dueling. It is overall a pretty useful rune.
Flash is standard on most summoners and Ivern isn't an exception. He doesn't really have an escape nor does he have a gap closer after Rootcalleris down. In addition, the combos Flash Rootcaller and Flash Triggerseedare very powerful ganking tools for pulling off early kills. While Ghost has its own benefits, it is outmatched by Flash for its early game power.
Ghost is another option for Ivern to use. Due to the increased movement speed it grants, it allows him to more easily chase down a target, making it a more useful option later in the game after he has his core items. However, it is not superior to Flash due to the fact that it does not grant useful early game power. The unpredictability of Flash is simply too good to pass up.
Smite is kind of a no-brainer. Without it, you can't jungle! Non-negotiable.
I have much less experience with playing Ivern in ranked, although I have a large amount of experience with playing in ranked games other than this one.
- The most important thing I can tell you is to have fun. You're playing a game and you should treat it as such! If you fixate on how poorly your team is doing and how hard you're going to lose, you definitely will lose. If you just play to have fun, you will do really well and you might turn around that game that you thought you would have lost!
- If you're nervous about your ranking (everyone gets nervous when they're in a precarious position), you should be stop playing after your second consecutive loss. It may seem like a weird thing to do, but your state of mind and mentality after losing declines, even if you convince yourself you're not. This is the most dangerous thing as you can lose many games in a row with your damaged state of mind, damaging it and your elo further. If you win a couple of games in a row, stop at a point where you feel satisfied and happy. Don't let your winning streak get to your head, or find yourself losing a game when you least want to, such as a series. Be graceful in victory or defeat, whether you carried or got carried. Take each game and ask yourself how you could improve your performance.
- Think! If you want to be smart about how you approach a team fight or initiate a gank, things will go better for you. Before you jump on that Lux with 100 health left, think about where her teammates are, and if she has enough mana to combo you down. If you analyze the situation with enough care you might realize it's not worth the risk and back off, avoiding giving the enemy team a free kill. The ability to think about how to approach a situation is what separates great players from good players and will almost certainly decide your ranking.
- Ward. This is incredibly important. As the Jungler, you should always play as though you do not have a support. Work to keep both objectives warded. If your support has proved competent and is doing a good job warding objectives, you can instead focus on warding enemy buffs and camps so you can get information on what he is and where he's going so you can steal his camps! :^) Also, keep a Control Ward or two handy in your inventory. You should always have one down somewhere in the enemy jungle.
- Always be doing something. You should always be farming or ganking. Knowing when to do when takes some macro and I will discuss that in more depth. You should never be caught dead sauntering around a lane unless you're clearing a wave or assisting your team in pushing it out. Always use your time well. As Jhin would say, every moment matters!
- Be nice. If you are nasty to your teammates after they mess up, you will damage their state of mind and their precision, making them worse players. If you congratulate them on a good double kill, dragon steal, gank, etc, they will play better and respond to you when you ask for help. There's nothing worse than pissing off your team and having them not be there when you need them most.
- Ping. The second you see an enemy disappear from your field of vision, you should ping to let the team know in the case that they're too busy to notice it. Ping if you're roaming and intend to gank so your teammate can respond. Ping when you're coming into lane so your jungler can react if he doesn't check his minimap. Instead of pinging where the enemy is missing, ping directly in your ally's field of vision so they won't miss it. It's an extremely good habit that may save your teammate's lives and score you your team kills.
- Watch the minimap. It gives you valuable information. You will have better response time while taking camps and performing ganks, which is imperative to your success as a Jungler.
- You get what you get and you don't get upset. If you are playing draft and you don't get the role you want, improvise. Any good player should have skill in at least three roles, although more is always better. It is highly uncommon that you'd have to take your last choice, people in ranked are usually flexible and will let you have a role if you are kind and convincing.
- Ask nicely. If you want help with a dragon or for someone else to give you their role, it doesn't hurt to say please and thank you. It may make them more responsive to you that game and later when playing with others!
- Know when to duel. If you think you can take someone 1v1 (you probably can), you should make sure their team won't interfere to save them. If you think you can kill that person before the team gets to you, make sure you have a warded escape route that you can reach before the other team can. Always take into account who is on the enemy team and what spells they have available to catch you out.
At level one, you will generally want to invade the enemy blue buff if you're on red side, and the enemy red buff if you're on blue side. After you take this buff, you will want to immediately walk towards the top lane. You will be level two, and you will have your two main ganking tools available to you.
You should always gank every lane depending on whether or not they have any crowd control.
Crowd Control: Ping that you are nearly there. Let your laner land his CC, then follow up with your Rootcaller so you may both gap close. Afterwards, follow up with the rest of your abilities.
No Crowd Control: Walk up to the person with Triggerseed active. Once they are slowed, toss your Rootcaller to lock them down. If they flash, immediately back down if your laner has no way to follow.
You should get the first blood off of this first gank pretty frequently if you and your laner both play it right. Afterwards, you should proceed to your blue buff, and begin your normal jungle clear, ganking when necessary. Keep track of the enemy jungler and steal a buff whenever possible. Use and abuse your kit to its fullest extent!
In teamfights, you are often unable to access carries, meaning you will need to rely on your enormous cc potential and ability to negate damage to excel. Keep bushes up so you can always have your passive damage available, as it is your primary source of DPS. Keep your carries shielded, and try to make picks with Rootcaller. Try to end fights before they begin!
Flex Queue has its own section because it's pretty complex and very important to understand if you want to excel in this ranked queue. I will briefly explain Flex Queue before I talk about how to take advantage of it the best in Ranked.
Exploring this system is extremely important to doing well in Ranked, and I will help you to understand the most efficient method in my opinion to winning the most games possible.
The first thing to note: DO NOT PLAY RANKED AS A GROUP OF 5 UNLESS YOU ARE TOTALLY PREPARED TO DO SO. This is an excellent way to tank your elo 80 or 90% of the time unless you have carefully assembled a group of 4 or 5 people that you trust and are prepared to communicate verbally with.
Have you noticed all the gold and platinum people in mid to high silver? That's what I'm talking about. These gold and platinum players will generally group up and queue in groups of 5 to most quickly and efficiently climb back to the rating they were at previously. These groups are almost always in direct communication with one another. This generally spells death for you, unless you are a member of one of these groups, in which case you should ignore what I'm saying. You will almost always lose games with a group of 5 people in ranked unless you are as prepared as the people you will likely be facing.
Now that you know not to do this, it's time to understand the positives and negatives of queueing up alone, or with a group of players.
Solo queueing is when you just click the button and don't bother to make a party. When doing this, you will almost always get put with 9 other people who are solo queueing, but you can be placed with or against any size team comp below 5. The other team will almost always mirror your team comp.
Example: 2 groups of 3 people and 3 groups of 2 people queue at the same time. The team comp will be 2 + 3 = 5, 3 + 2 = 5 to ensure the most balanced team experience. The last group of 2 will have to wait until another game can be found for them.
- You are confident in your ability to carry despite the skill or lack thereof of your teammates.
- You are able to take advantage of the likely disorganization of the enemy team.
- You do not need or want the extra IP.
- You want to have lightning fast queue times.
- You play solo carry champions well. ( Ivern happens to be one!)
- You want to play with friends
- You need/want the extra IP.
- You work well with others and have a method of verbal communications.
- You can TRUST your fellow teammates.
- You are good at champions that require their team to excel.
- You don't mind the extra queue time.
- You are prepared to deal with a coordinated enemy team.
2 ∞ Duo queueing is the most frequent type of group, and it is also, in my opinion, the most effective. Some effective duo queue comps are:
- Mid and Jungle ∞ This is the best duo queue set up in my personal opinion, allowing insane roaming potential and coordinated 4 man ganks.
- ADC and Support ∞ The most common duo queue comp. Pretty effective but only due to the fact that the two likely trust one another and are good at working together, but not as globally relevant as Mid and Jungle.
- Top and Jungle ∞ This comp is rarer but only effective if both players are highly map aware. If they aren't, the jungler will just camp top and let the other lanes sink while top gets ahead, resulting in a probable loss. If both players are map aware, it can result in deadly and effective ganks that are often more successful then Mid/Jungler ganks.
- Finding one partner is pretty easy.
- The really good players who are desperately trying to get back out of silver or bronze stay in larger groups, meaning you will see much less of them.
- Coordinating large groups can be a challenge while coordinating closely with one person is much easier and can be done at a high level without verbal communication.
To sum it up, queueing with 2 people ensures a nice balance where you have someone to work with but you aren't in any risk of facing groups of 4 or 5 coordinated people, maximizing your win chance.
- You're more likely to face large groups of skilled players.
- There are not a lot of triple comps that are very effective.
- Coordination between 3 people can be challenging if the 3 don't know one another very well.
To sum it up, the new dynamic queue system only works in your favor at either extreme. Queueing with a group of 4 other people is very effective if you all know one another and know how to work as a team, and queuing alone or with one other person is very effective because it means you won't have to face these titanic groups and causes the course of the game to depend more upon your personal skill, rather than the cooperation of your team members.