Ivern, still not the best, but there are some tricks...
Still the newest champ.
Apparently banned to keep people from playing/trying him. (Something about winrate usually mentioned in these cases.)
Definitely has some quirks to how powerful his kit can be, but also definitely lacking a certain "Umph".
Daisy still has some issues with targeting and target focusing, though seems to have improved more from when I last played him.
But... I still want to play him myself more. I also realize other people probably want to learn about him, so maybe I can pass on some wisdom about Ivern. So, on my "learning journey" of playing a champ who's considered pretty crappy, here's some unknowns I can glean for someone who wants to try out the Green Father:
(ROOTCALLER) Q is best saved for enemies advancing on you. If they dodge it, it'll take them a second to get around it if your aim is good. IF they don't, they're rooted. It's a win-win. Save it for engages and defense only. (Bush scouting is also handy, since it gives vision of the rooted target.) Q's range and speed are deceptive. It goes about as fast as an Ez Q and has about as much range. Accuracy is definitely way too important for this skill, so brush up on your aim.
(BRUSHMAKER) W's Bushes can block vision, thus targeting cuts out, the same way you can cancel certain other attacks by using leaps. W's Bushes can provide a second of vision, like a hyper-short-burst clairvoyance. This means you can place bushes inside bushes to scout them from a really high range. Enemies can use W's bushes for their own uses, so it's best to place them slightly behind your offensive line. Give your ADC somewhere to dodge out of vision. W's Bushes can link you to permanent bushes, allowing you vision inside a bush that you've connected to yours.
Overall: W's bushes are a vision tool in more than the obvious. Remember that if you're playing him.
W's passive on-hit is probably the best DPS tool that Ivern has. With a bit of AP, it really becomes a bit more noticeable, making it a bit heftier mid-game especially. Though this also means that the best DPS items for Ivern are not really great items to build:
and
since they take too long and he needs other things long before he can have both of those. Once you do get both of those items though, it becomes a very enjoyable auto-attack spree. (Although again, not practical in the longer run.)
(TRIGGERSEED) E's shield is Ivern's obvious support tool, but sometimes it's best on the engaging tank, or Daisy. Whoever you want to engage should only be shielded as they engage. Combo this with an allied engage if you can. Use Daisy to engage if you can't. E's Triggerseed explosion is really hilarious in-lane. If the shield explodes while on an ally, all kills from that shield are attributed to that ally. Minion gold and all. It means pushing without stealing farm and the like. Don't overpush your lane while you use it, but use it to speed up lane-tax (if the jungler is that sort) or helping your ADC get last hits on groups.
(DAISY) Daisy is a tank. What's more, is that she can do a decent bit of DPS while she hits. Since I hadn't seen them, here's the stats listed from the wiki: Health: 1250 / 2000 / 3500 (+ 50% AP) Attack Damage: 70 / 100 / 170 (+ 30% AP) Attack Speed: 0.613 (+ 30 / 50 / 70%) Armor and MR: 20 / 60 / 120 (+ 5% AP) Daisy at rank 3 is pretty durable AND packs a heftier punch that you'd think. (3 hits would be 600 damage WITH 100 AP on Ivern, the 3rd being a knockup.) Unfortunately, that means actually hitting the enemy, which as anyone who has played her has noted, is not her strong suit. So, here's some things to know: Daisy gains 25% bonus movement speed for the first 5 seconds after spawning. Daisy when directed to attack a target who has been rooted with Q will jump to that target like any champ. (She's supposed to auto-focus champions hit with rootcaller too for the record.) A perfect Daisy>Triggerseed>Rootcaller is the best thing to land ever, but also very difficult. So saving Triggerseed to protect yourself as Ivern is advisable.
You want counter-intuitive gameplay? Focus the tank. With Daisy that is. As usually the slowest member of the enemy team, it means Daisy can more easily land 3 hits. Her third hit has bonus range against the target, in a straight line, while this can be dodged sometimes, it also means that in a teamfight, that you have a chance of hitting multiple enemies.
Downside to Daisy: You need to survive. If Ivern goes down, so does Daisy, so tanky AP items are the go-to ALWAYS. Zeke's and the like. Enemies will ignore Daisy and go for you if they see the opening, so don't give them one.
Daisy has a built-in Warmog's Heart. If she's disengaged from combat, she regenerates health at a very fast pace, you can shoo her away from combat and then bring her back in full health a bit later. While not practical for teamfights, the ability can allow you to gank bottom and then have Daisy tank the Dragon for example. Also good for defensive situations under towers. Probably some other nifty uses like tower sieges in the right circumstances, but nothing else springs to mind.