VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Ivern

the Green Father

Ivern is a spell-focused champion who plays around range, cooldowns and controlled areas. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly magic damageRanged attacks
Usual roleJungle
ClassSupport · Mage
DifficultyMedium · 7/10
Basic attacksRangedRanged basic attacks · 475 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Ivern does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does not depend only on personal gold.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Reduced income makes item timing and safe cooperation more important than on a solo-lane carry.

Riot ally tips

Use these while learning the champion
1

Try to help allies follow up a good Rootcaller hit with Triggerseed!

2

Use Brushmaker to set up future ambush spots!

3

Daisy can block skillshots and slow down enemies. Use her to peel for your teammates!

Riot opponent tips

What an opponent is told to watch for
1

Ivern can be deceptively slippery. Be careful chasing him too far.

2

Ivern's brush has a long duration. Watch out for ambushes!

3

Be careful when fighting Ivern alone if he has Daisy ready to help!

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Ivern in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Enable allies and control access

Protection, setup and information can matter more than personal damage. Position so the next useful spell can reach the ally or target that needs it.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Ivern?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
Reducible controlSlowsShields
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Ivern fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Ivern is normally played Jungle and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
MidUnestablished route

Historical reference. Recommendation review pending. Ivern is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Ivern is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportPlayer-chosen flex

Historical reference. Recommendation review pending. Ivern can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.

Review this roleOpen matchup

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Ivern abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Friend of the Forest

What it doesIvern cannot attack or be attacked by non-epic monsters. Ivern can create magical groves on jungle camps which grow over time. When the grove is fully grown, Ivern may free the monsters to receive gold and experience.

Practical readFriend of the Forest is the always-on rule shaping Ivern's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Rootcaller

What it doesIvern conjures a vine, dealing damage and rooting enemy targets hit. Ivern's allies can dash to the rooted target.

Practical readRootcaller contributes movement or repositioning and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown14/13/12/11/10 secCost60Listed range1125 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Brushmaker

What it doesIn brush, Ivern and his nearby allies attacks deal bonus magic damage. Ivern can activate this ability to create a patch of brush.

Practical readBrushmaker contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cost30Listed range1150 units
E
E ability

Triggerseed

What it doesIvern places a shield on an ally which explodes after a short duration slowing and damaging enemies. The shield refreshes if it hits no enemies.

Practical readTriggerseed creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

Cooldown11/10/9/8/7 secCost70Listed range750 units
Reset condition

Meeting the listed condition refreshes or reduces downtime. Missing that condition changes the next available cast.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

R
Ultimate

Daisy!

What it doesIvern summons his Sentinel friend Daisy to fight with him. Re-cast command Daisy to attack or move.

Practical readDaisy! is part of Ivern's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown140/130/120 secCost100Listed range600 units

Levels 1–18

Ivern · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1630 Health450 Mana
Level 3776 Health539 Mana
Level 61,021 Health687 Mana
Level 111,499 Health977 Mana
Level 162,063 Health1,319 Mana
Level 182,313 Health1,470 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityRootcaller

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 114 secRank 213 secRank 312 secRank 411 secRank 510 sec
W
Basic abilityBrushmaker

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
E
Basic abilityTriggerseed

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 111 secRank 210 secRank 39 secRank 48 secRank 57 sec
R
UltimateDaisy!

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1140 secRank 2130 secRank 3120 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1630450 ManaChoose the first basic ability
2701493 ManaAdd another basic ability or rank
3776539 ManaAdd another basic ability or rank
4854586 ManaSpend one ability point
5936635 ManaSpend one ability point
61,021687 ManaFirst ultimate rank normally available
71,110741 ManaSpend one ability point
81,202797 ManaSpend one ability point
91,297854 ManaSpend one ability point
101,396914 ManaSpend one ability point
111,499977 ManaSecond ultimate rank normally available
121,6051,041 ManaSpend one ability point
131,7141,107 ManaSpend one ability point
141,8271,175 ManaSpend one ability point
151,9431,246 ManaSpend one ability point
162,0631,319 ManaFinal ultimate rank normally available
172,1861,393 ManaSpend one ability point
182,3131,470 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

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