Interesting Ivern Decision

Elite4Runner··2 votes·851 views

I was playing some ARAMs yesterday, and I was given Ivern on a team that was primarily magic damage (Ahri Annie Evelynn Lulu )

Apparently it's always the enemy team, and never mine, that notices things like "Hey, they all deal magic damage. Maybe we should just take some early MR and gg"

So I decided in champion select that I was going to do something different. I'm going AD!

AD Ivern? Wtf? .. Right

The thing that I did that I think really made this interesting was never putting a point into my W, Bushmaker. ... well, I accidentally did at the very end.

The reason for this was so I would always stay melee. Yes, I am losing out on the bonus magic damage, but I could get a Tiamat, and I would never lose the cleave passive from walking into a bush.

Using my Q to root, I drop my not-too-impressive-shield on myself, click on the rooted enemy to engage, and go to work.

Sadly, .... we lost ... BUT, I think I did a pretty good job filling the role that was missing from my team.

My end build was item 3748 item 3091 item 3153 item 3009 and I was working on item 3800 by the time it ended.

The Tiamat turned into Titanic Hydra because Ivern has a decent sized health pool and I needed to be the front line for my team. The active also works as an attack reset, and the AOE was very useful, .. and again, more physical damage. They also had mostly magic damage Yorick Soraka Lissandra Katarina Maokai, so I figured Wits End would help me with some MR and attack speed, more on-hit damage (more magic damage though :/ ) and the sustain below 50% health, which further supports the need to stay in melee form. Blade of the Ruined King was really helpful because Yorick and Maokai were beefing up. Even Lissandra was building some health. Plus the % health physical damage on-hit was very useful for my team, and the active helps with engage. The boots of speed were sort of a gut decision. I was engaging and disengaging again and again (lots of 'g's in that sentence) so the extra movement speed was useful in zoning and kiting. The enemy really didn't like dealing with my root, slows, and Daisy's knockups, so I could just walk at them and get some respect for my back line.

Speaking of Daisy, she was incredibly useful in tanking. As I mentioned, her cc, tankiness, and damage was still very useful despite not getting buffed by AP ratios.

I think Righteous Glory would have been helpful because I was occasionally having some mana issues and I had no CDR in the build. Plus Yoric was starting to deal a decent amount of physical damage despite building tank, .. and towers still hurt. And that would give me yet another engage / cc tool.


I feel like I've got a little more detailed that I intended. I don't expect many people to try this. I am certainly not trying to say that it is "good" .. but for the situation that I was in, I think it worked pretty well. I think there could be other situations where it might be useful.

I just like to try new things, and this was a great opportunity that I might pull out again sometime.

2 Comments

Saint Leønidas2 votes

why are people downvoting this it sounds like you had fun. this isnt trolling its just off meta.

Elite4Runner1 votes

RIGHT!? lol, I don't get it. People don't like to try new things.

I think people think I am trying to suggest that other people should do this, and if they were to actually read the whole post, they would see that I literally said that isn't the case.

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