Ivern Rework[The Real Friend of the Forest] V1.1
This is just meant to be cleaner and slightly updated version of my initial concept post
Keeping Q, W, and E mostly the same, possibly with slight tweaks for the sake of balance.
Passive - Grove placement, maturity times, resource cost, Smite clear, and Buff saplings all remain largely the same. Again, potential changes for balance. Adding - groved camps (doesn't require full maturity) respond to defend Ivern when he is attacked within their vision. Monsters do not gain additional stats and only move within their normal range.
Ultimate: When Ivern frees a camp, he gains favor with one of his 7 Forest Friends that corresponds with that camp. The Forest Friend currently to be summoned will display on the ultimate ability icon. When Ivern is not being played on Summoner's Rift, his Ultimate will summon one of his Forest Friends on a rotation.
For example, when the last camp he has freed was the Blue Sentinel, he can use his ultimate to summon Daisy, but she is tuned down some.
There are other Forest Friends though, and they serve different roles. The idea is that Ivern continues to function as a supportive character, but instead of only supporting a lumbering front line behemoth, Daisy, he can adapt to the situation.
All of the monsters can get their own unique names, personalities, models, .. they can all get new skins based on Ivern's skin. So for Dunkmaster Ivern, Instead of just having two players, Ivern and Daisy, there are 8 players on the team. There is only 1 monster per summon though, so when Ivern has last freed Wolves, Raptors, or Krugs, he summons a single larger Wolf, Raptor, or Krug with bonus stats and abilities.
All monsters have unique stats that scale based on Ivern's ultimate rank. Flower Power - All monsters have a special ability when they have attacked the same target 3 times and the effect of each scales with Ivern's Ability Power
Blue, Red, and Krug serve as tanks, but they do so in different ways. Their stats are relatively similar. They have more defensive stats than offensive stats. Daisy is the CC tank Daisy Flower Power - linear pass-through knock up (damage scales with low AP ratio) Red is the Bruiser Red Flower Power - AOE burst (damage scales with high AP ratio) Krug is the meat shield Krug Flower Power - Heal (scales with high AP ratio)
These 3 monsters have better offensive scaling stats than their defensive stats Wolf is the assassin Wolf Flower Power - jumps behind the target and deals bonus damage (% target's missing HP per XXX AP) Raptor is a DPS fighter. Raptor deals bonus on-hit magic damage Raptor Flower Power - Gains bonus attack speed, stacks Gromp is a marksman. Gromp gains attack damage based on a percentage of Ivern's AP Gromp Flower Power - Critical Strike
Lastly there is Mr Scuttle Crab. He is not aggressive, so he will function more like another support. He can not be commanded to attack an enemy, but he can be commanded to move to a location or follow an allied champion. Without a destination or a champion to follow he will curiously explore the immediate area and will move away from anyone who has recently done damage to him. When commanded to move / follow a champion toward an enemy that has dealt damage to him recently, he moves more slowly. He passively has a small bubble shield around himself. Damage to allies within this bubble will be taken by him instead.