Ivern Balance Suggestions

Stacona··1 votes·250 views

Ivern I feel has too much thrown into his kit which makes him difficult to balance. Also his counter jungling is very low risk and high reward, this can be fixed as well.

For his counter jungling: If Ivern is channeling for an enemy jungle camp the duration is 5 seconds instead of 2.5 seconds, remains 2.5 seconds for his own jungle to create a larger risk for counter jungling and not affect his own clear times when he is in his own jungle.


Other Changes:

Seedcaller (Q): Renamed from Root Caller No longer roots, but Ivern and his allies can still click on the target to dash to them to their maximum attack range; Ivern can still cast it again to dash within melee range.

This should remove some of his power to be less oppressive and obnoxious, but keeps him to where his core identity is at with shields, brush, and Daisy.

Triggerseed (E): Slow increased to 80% from 40/45/50/55/60%; this is because he no longer has a root, it makes his Q reliant on his E rather than be independent of each other and no longer has Ivern permanently CCing you with roots and slows and knock-ups. These changes still has Ivern being strong, but it removes fatty power that is making him TOO GOOD.


Brushmaker (W): Passive: Ivern gains 425 bonus range [up from 325; 550 total from 450] to his basic attacks when standing inside brush, lingers for 3 seconds upon leaving brush [bonus damage removed]. Champions and Daisy inside Ivern's brush are healed for 10/20/30/40/50(+10%AP) health per second, doubled for Daisy.

{Brush active would be left alone.}

This would tune him to be more about being a support and helping his allies, and make his brush more special than just brush, and less about being a true support with a dueling passive. Do not worry about its maximum heal potential over the full 30 seconds, because 30 seconds is a really long time and involves sitting in the same spot for the maximum value - it is more suited for an out of combat heal that scales with AP rather than its in-combat potential, so helps against poke mitigation.

2 Comments

dolphinosplash241 votes

Have you even played ivern?

His Q is pretty hard to hit so not having it snare would make the ability almost useless.

His shield once slow for 70% at all ranks and was much stronger in power and shield strength. Riot sure as heck aint gonna buff it to more than it was before the nerfs.

I actually kinda of like what you did to w but thematically it makes no sense.

Also Ivern already got nerfed this patch with his bushes not being able to hide epic monsters.

I'm sorry. I realize that some of what im saying might be somewhat rude and condescending. I dont know how to make it sound like constructive criticism.

Stacona1 votes

A team dash wouldn't make the ability useless at all because it makes his allies and daisy to get in range for triggerseed's slow, removing the root takes away power from him because he has a little too much going on right now.

You can make the slow stronger if Ivern doesn't have a root, that is a majour difference that you missed out.

A heal makes sense, Ivern nurtures and takes care of his animal and forest friends, plus a heal makes sense as a support as well. The on-hit damage is what doesn't make sense to be honest.


I think making him have a much longer channel time and remove and change where the power lies within his kit will make him more fair and balanced to play against, the constant root and slow rotation does make him pretty obnoxious to play against. Also yes his Q lands as often as a morg binding, good players know how to land skill shots though, but the dash does the job to get the slow into range and he doesn't really need the root at all to function to be perfectly honest.

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