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Jungle · Normal DraftMatchup guidePatch 16.20.1

Ivern vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

IvernVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JungleIvern

Ivern has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary role
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Utility jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and the movement-focused Jungle companion.

1
Ally utility

Redemption

2,300 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Ionian Boots of Lucidity

900 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Team heal

Moonstone Renewer

2,200 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Carry boost

Ardent Censer

2,200 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Cleanse

Mikael's Blessing

2,300 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. Ally utilityRedemption
  2. BootsIonian Boots of Lucidity
  3. Locket of the Iron Solari
  4. Carry boostArdent Censer
  5. CleanseMikael's Blessing
  6. Repeated spell rotationsCosmic Drive
AlternativeTeam needs movementShurelya's movement speed helps allies start or leave a fight.View full route

Best when: Shurelya's movement speed helps allies start or leave a fight.

  1. Ally utilityRedemption
  2. BootsIonian Boots of Lucidity
  3. Shurelya's Battlesong
  4. Carry boostArdent Censer
  5. CleanseMikael's Blessing
  6. Repeated spell rotationsCosmic Drive

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. Ally utilityRedemption
  2. BootsIonian Boots of Lucidity
  3. Locket of the Iron Solari
  4. Carry boostArdent Censer
  5. CleanseMikael's Blessing
  6. Repeated spell rotationsCosmic Drive
AlternativeTeam needs movementShurelya's movement speed helps allies start or leave a fight.View full route

Best when: Shurelya's movement speed helps allies start or leave a fight.

  1. Ally utilityRedemption
  2. BootsIonian Boots of Lucidity
  3. Shurelya's Battlesong
  4. Carry boostArdent Censer
  5. CleanseMikael's Blessing
  6. Repeated spell rotationsCosmic Drive

Runes and summoner spells

Runes and summoner spellsIvernJungle

Build value through repeated combat while keeping Smite for camps and objectives.

Normal Draft
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Domination

Sudden ImpactRelentless Hunter
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Ivern reminders

  • Try to help allies follow up a good Rootcaller hit with Triggerseed!
  • Use Brushmaker to set up future ambush spots!
  • Daisy can block skillshots and slow down enemies. Use her to peel for your teammates!

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Team gets burst

Locket of the Iron Solari

Locket gives nearby allies an immediate shield when enemy burst lands together.

Team needs movement

Shurelya's Battlesong

Shurelya's movement speed helps allies start or leave a fight.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Ivern

  1. P
    Friend of the Forest

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

  2. Q
    Rootcaller

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

    Cooldown 14/13/12/11/10 · Cost 60 · Listed range 1125
  3. W
    Brushmaker

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

    Cost 30 · Listed range 1150
  4. E
    Triggerseed

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

    Cooldown 11/10/9/8/7 · Cost 70 · Listed range 750
  5. R
    Daisy!

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

    Cooldown 140/130/120 · Cost 100 · Listed range 600

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Mistral Bolt

    Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
  4. E
    Looming Darkness

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

    Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
  5. R
    Shadow Surge

    Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Ivern Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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