The official unoffcial Ivern main's discussion on Ivern

Ivern and Irelia··3 votes·1,266 views

Boy this has been a long time coming.

Since his release, Ivern has been the topic of many discussions on the rift has even reached the likes of Lee and Yasuo when it comes to consistent demands for nerfs. Whether its his insane counter jg potential, his high efficiency low cost build, or his above average win rate, It seems as if Ivern is always being complained talked about here on the boards.

I think its safe to say that ive played a bit of Ivern and kinda have some knowledge and insight on him, so im here today to talk about the reason people want to see this tree guy cut down, as well as listing my ideas of potential changes that can be made to him to make him more fair for everyone.

Being the first jungler in the game who doesnt actually have to fight the jungle monsters, Ivern instantly had the potential to be a powerhouse of a champ. And that he was, since day one. Only there was a small problem. Very few people understood how to play him to his full potential. Everyone complained about him and how weak he was. So riot came in and buffed him. At that time, and only at that time, Ivern was overpowered. This was soon followed up by a couple nerfs. And thats where he's at today, currently sitting at his weakest state. So now on to why people dislike him.

-First up, his passive, or to be more specific, the smite qualities of it. Being able to smite marked camps to clear them instantly has led to Ivern being one of the best counter junglers in the game. Near instant clears with seemingly no form of counterplay is a rather toxic mechanic that is exclusive to Ivern. The second part of this is the buff sharing. While you might appreciate this when Ivern is on your team, it kinda sucks when youre doing your thing midlane as Anivia when you watch your lane opponent wander off, only to comes back with a free buff mere moments later, meanwhile, you start looking at your fiddlesticks with hungering eyes as he claims his blue buff for himself.

-The second part of his kit that garners alot of hate is his E, his shield. A shield with guaranteed dmg as well as a slow, on a relatively low cd. When you put it into words i see why people may not like it. But hey, if you break it before it detonates, the dmg is lost right?.......oh....

-Lastly, his build path. As many many people have put, Ivern is a champion who uses a Support build, with the gold income of a Jungler. Due to the nature of his kit, Ivern can skip any dmg items or even a jungler item and just go straight to building support items. This means Ivern can have a high impact on fights very early into the game. Turning fights around with Redemption before anyone else has even finished their first item. And unlike many other builds, his go-to supporting jungler build does not fall off late game. Ivern may be an incredibly nice guy to the world and its creatures, but behind closed doors........he abuses support items like no other.

Due to these issues many people have given their thoughts on what to do about him, usually it being "Remove X from his kit" . So now its time for the self entitled Ivern enthusiast's thoughts on what to do with his kit.

-Lets start with some ideas for the passive

  • Instead of instantly clearing marked camps with smite; smite will do 25% of the monster's maximum health as true dmg every .5 seconds, freeing the camping over the course of two seconds. This will give the other jungler a chance to outsmite Ivern in order to secure their own buff, while still allowing Iverns to quickly steal camps from unwarded or unprotected enemy jungles.
  • When sharing a buff with a teammate, the buff said teammate receives only lasts 33% as long as the buff normally would. This percentage would increase based on the IVERN'S level, starting at 33% at level 5 scaling up to 100% at level 18. This change would trim down some of what Ivern has to offer early in the game while still maintaining his late game utility. (It will also make anivias a little less envious of their lane opponent)
  • The time it takes for marked camps to mature speeds up based on Ivern's ap instead of level. This change would encourage Iverns to build ap instead of rushing support items. (This is my least favorite idea as it would pretty much snuff out those tank Ivern players out there.)

-Q is up next

  • Reduce the follow up dash window shorter for Ivern and his teammates. Frankly, the window for the dash is too large. If Ivern lands a Q on Corki, then the support, Alistar, knocks Ivern away, Ivern should not be able to still dash all the way to Corki like nothing happened. This change would give players more potential to actually disengage from Ivern.

-Not much to say on the W after the recent change. Riot did well enough on their own with this.

-Here we are with the E. The abilility that gets the most hate. Let me start off by saying, no, taking away the dmg and slow if the shield is broken is not a good idea. Let me explain why. For starters, The shield actually gets broken way more than people actually realize, especially mid to late game. So if this change were to happen Ivern would end up losing a big chunk of his dmg the majority of the time. And as i stated earlier, Ivern is already sitting at his weakest point ever. Secondly, because the shield is broken the majority of the time, implementing this change would only further encourage players to strictly build support items on him to help support his team, as it would be pointless to build ap if your E dmg (your main source of dmg) is barely going to actually go off. Now for my ideas on changes.

  • Nerf the base dmg and base shield of his E, while increasing the Ap ratios of them. This would hurt the Redemption/Locket rush Iverns while encouraging Iverns to build more ap.
  • Breaking the shield before it detonates prevents it from slowing those hit. This would trim some power Ivern (his guarenteed slow) while letting him maintain what little dmg he actually does.
  • **Breaking the shield before it detonates prevents it from dealing dmg, but not from applying a slow. Buff the slow from 40%-60% to 60%-80%. ** This change will strip some frustrating dmg from Ivern while letting him maintain the utility.

-I love daisy. She's a big part of Ivern's identity to me. And it hurts me to say....she sucks. She just really sucks. With the MR/ARMR reduction, the removal of the out of combat hp regen, and her flat out pitiful dmg, Daisy is more than underwhelming. So here are some potential changes for her.

  • Increase her cd at all ranks. This is one of the few upsides to this ult. It has a low cd if you can keep her alive throughout the duration. (Which is fking hard now)
  • Either Give her back her out of combat hp regen or buff her base Armor/MR. Daisy dies far too quickly now. Thats just a fact.
  • Increase her Ad from Ivern's Ap ratio. On top of blowing up so quickly, she actually does little dmg as well.
  • **When Ivern casts his E on Daisy, she gains a movement speed buff for the duration. However, when the shield is casted on Daisy it will not deal any dmg when it detonates. ** DAISY STAMPEDE! I think this would give the player more of an interation with Daisy and give her more to offer than just being a knockup/tower tanking bot. it will also help her feel less outclassed by a certain giant teddybear

Well there you go guys. Ive been thinking about this for a while now as well as gathering thoughts from the community. I feel like with the right combination of these ideas, Ivern can be a much more fair champ for all. I hope i helped at all and didnt just make Ivern haters more angry. Id love to hear some of your ideas and discuss potential changes.

Thank you for reading ^_^

11 Comments

SwiftKitten882 votes

Ivern "Main" still sounds weird to me... but i guess he has been out long enough for people to "main" him

sorry i didnt read your thread not really interested in ivern... just wanted to say that... but here is a bump i guess XD

Ivern and Irelia2 votes

pleased to have you here anyway my friend ^_^

SwiftKitten882 votes

i actually read your thread now... it is VERY well written... and although i dont know much about hp regen or armor/ mr and therefore cannot made any sort of opinion with any validity on. the rest of your data (that i can personally verify) and all your idea's seem great. overall VERY well done... we dont see enough posts like this... i am glad i took the time to read it... and i only did so because u were so polite.. its' a real pity we don't get more forum member's like you

Ivern and Irelia1 votes

Ty so much :) I guess 4 years of being a creative writing major is useful for something

SwiftKitten881 votes

[{quoted}](name=Ivern and Irelia,realm=NA,application-id=3ErqAdtq,discussion-id=xEcuPAmP,comment-id=00020000,timestamp=2017-04-27T00:57:35.996+0000)

Ty so much :) I guess 4 years of being a creative writing major is useful for something

i took a creative writing call for a semester in high school.. i loved it. i sometimes re-read one of my old story and absentmindedly think...this is good, i wish this author would write more stuff. then i instantly realize.. oh right I'm the author... [zombie-brand-facepalm]

but as of your post, i have been thinking about the idea for the 2 second smite 25% per .5 seconds... and although i love the idea, i can see "potentially" some issues with it... the first one being his first clear. as a normal smite is instant it would make Ivern HIMSELF very susceptible to invades, and although i dont know at what point a normal smite is more than 25% of the jungle camp's hp.... but once it is... it would be impossible to "out-smite" an invading jungler for his own camp.

i do love the idea.. but it works both ways... what is your opinion on this?

RenownedWheat421 votes

Here we go. Passive

  • I personally think smiting a camp should scale based on the timer of the camp. Maybe scale it with ult levels? So, it'd need to be 75% done at level 1, 50% at level 6, 25% at 11, and he can insta-smite at 16.
  • I like the idea of the shared buff being shorter. Though, to clarify, I think it should be whoever picks up the buff second. So if someone takes one of Ivern's buffs while he's away, they get the full one, and he picks up the shorter later.
  • I really don't think timer needs to scale with AP. Camps are fine imho. The only problem is his instant counter-jungling.

I agree with Q and W.

Triggerseed

  • Only major problem I see with this is that it procs both it's damage and slow on breaking. I don't mind the scaling, but being on either side of the shield (fighting it, or having it on me), I think it's TOO safe.

I don't know about Daisy fixes atm. I feel like she's the least overbearing part of his kit. While it can be annoying that she can tank objectives/block skillshots/etc, she's immune to all forms of CC, can be smote, and there are plenty of match-ups into Ivern that just overall shred her. MAYBE longer CD at higher ranks, same at lower. Cut the decrease a tad.

Raxistaicho1 votes

What's the most efficient clearing strategy as Ivern?

Ivern and Irelia1 votes

It depends on what you want to do.

When i DONT plan on invading I mark my blue, mark my wolfs, mark raptors, take blue, mark and smite gromp, take wolves, take raptors, mark red, then look for a gank. if theres no enemy overextended i will mark and smite golems, then take red and if theres still no one to gank i will mark scuttle if possible then B. Im sure there are more effecient routes, but this has become my routine

When i DO plan on invading and im on the bottom half of the map, I will start Q, mark my blue, q to the enemy red, mark and smite it, lvl up my E, then immediately gank top. (when this is my plan i will let my top know and tell them not to push so i can come top at lvl 2 while they are lvl 1 and get my top an easy kill or at least burn the enemy flash.) Then i will go back to my jg and mark whatever camps i can, take blue then b. I rarely ever invade when im on the Top half of the map, but if i do, i just do the same thing.

If you want more/better help, here is a link to one of my favorite youtubers, Lone Coyote's (Who i had the AMAZING fortune of playing with the other day http://i.imgur.com/Yi5UFwK.jpg ) video on Ivern. He made a good in depth video on ivern, as well as other champs. https://www.youtube.com/watch?v=GZseLeUIZuo

Troll for Trump1 votes

His whole passive gimmick, which takes up almost all his power budget is unique but just unhealthy for the game. There's no way to balance Ivern without a rework.

Skins Project1 votes

Hello! Instead of smite dealing damage, because it is unthematic to Ivern's identity, it might be better so that when Ivern smites a jungle camp (at least on the opposing jungle) he is revealed and temporary slowed.

It would also be nice if the buffs could be taken by either team, adding a bit more counter-play/agency to when Ivern takes the buffs, there's little more infuriating to be chasing someone through the jungle, for them to pick up a buff & receive the mana/cdr/health regen to escape, and knowing you had no way to take the buff for yourself.

Moving on ability by ability now.

#Q

As I mentioned on my thread it might be ideal to increase Ivern's root duration from 1.5-2.5 instead of 1.2-2 (I think) and then reduce remaining time based off dash distance. I.E if someone dashes 600 meters to get there the remaining root duration is decreased by .3 seconds. (/2000)

#W

The bush changes were quite nice. Not too much more to say.

#E

Decreasing base stats would def be great, then increasing the ratio to encourage more of an AP build

I.E. Shield from 70-190 with 80% ap to 40-150 with 150% ap ratio - 100% ap (Cannot go below 0) I.E. 600 ap = 500*1.5 = 900 hp shield instead of 670. 670 (actually real question, does redemption & ardent censer stack????) Buffed up to 800 with 20% shield/heal buff.

Damage kept the same in order to prevent 1 shot ap Ivern builds

Then slow change from 40-60% to 37-57% + .01 AP (100=1%)

Then finally update the shield so it builds up damage over time. Because normally if Ivern is chasing you, it doesn't reward him for popping it early to chase, and if your attacking him he doesn't lose all his damage/slow but rather just part of it.

#R

Finally, as something I personally would enjoy, daisy's attack speed should = .5+50% of Iverns. (Plez, show me dis mercy) maxing at 1.75

Realistically tho a good change would daisy's summon spot giving everyone in a radius 1-2 stacks dependent on their distance from daisy. & then % max hp healing constant based off Ivern's health regeneration. I.E. 5 hp regen per second = 2.5% max healing per second. (Bringing up a new tank Ivern build?) (also a potential warmog's synergy. xD

Oh 1 last comment, one easy easy nerf for Ivern would be reducing the income he get's from non-smited camps by 50%-150% at levels 1-18 100% at level 12

(Feel free to correct me. This is just what I could think of)

Ivern and Irelia1 votes

I started playing a couple weeks before Velkoz was released

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