Now I haven't been watching a whole lot of Worlds - in fact, I haven't watched any at all. I've been instead playing, both on live and on the PBE, with the latter having an upcoming champ enabled for testing. That's what I've been watching - Ivern play. But why would I just watch? I've got a couple of Ivern games under my belt, so here are some initial thoughts. Ivern's Niche Mage-jungler who transitions to a full support later into the game. Pairs very well with Melee champs like Darius. Pros
Impressive AP scalings
Tons of utility, including an immensely powerful slow on a basic spell
Doesn't need a leash at level 1
Deceptively powerful early game
The perfect complement to "punish" characters like Darius and Blitzcrank
Controllable, tanky-ass minion draws aggro
Two blue buffs (Just don't let one fall into the wrong hands!)
The character's goofiness makes him fun to play
Cons
No sustain. Reliant on red buff for health returns
No immediate escapes
Poor counterjungling
Long base cooldowns for rank 1 spells
Does only magic damage with no % health bonuses
Very tricky/awkward character to play at first (not confusing, just...really weird)
Ivern's Damage Outside of his own autos, everything Ivern does - including Daisy's autoattacks - is AP-scaling magic damage. That said, both Rootcaller and Triggerseed have 70% AP scaling on their damage portions, which will really leave a mark if Ivern gets ahead. It makes sense to buy AP for this whenever reasonable, as Daisy's damage, Health, Armor and Magic Resist all scale with it. Maturing and freeing camps This is the most confusing part of playing Ivern, but is pretty easy once you figure it out. Ordering a basic attack on a monster camp instead expends a portion of Health and Mana to place a grove on it after a short channel. This grove matures over a time (40 seconds, but it gets gradually shorter with level), and once the grove is ready, your team will be notified with a silent ping on the minimap. Simply right-clicking a "mature" camp frees the monsters, which is the equivalent to clearing it out, granting all the camp's gold and experience. Once you learn how to harness this passive, the possibilities are endless. After Smiting down the red camp to gain level 2 (which I would only recommend doing in specific situations), you can do something like drop a grove on blue, go gank mid, then come back and kablammo, the camp's ripe for the picking. Alternatively, you can go along and grove the camps, then after a recall or something, you can pick them one by one as you go along. Ivern is extremely flexible in the early game because of this; it's going to take a lot of time to get used to, but once you figure him out, you'll come to appreciate this champion's extreme gameplay flexibility.
You have to wait until the grove has matured to free the camps, but the impatient can always Smite one to free it immediately.
Power spike
Despite all the power that Ivern possesses being (on paper) very powerful in teamfights, don't be fooled; this champion is an early-game monster. He simply is not limited in things to do pre-6, combined with ganks that are devastatingly powerful, especially in the top lane. The dearth in power that Ivern feels is through the mid-game, when it's harder to successfully use his control skills, but it's not difficult for him to enjoy success in the late stages of the game simply due to his AP scalings and all dat utility.
Ivern in other positions
I would not be surprised if Ivern entered the competitive meta as a dedicated support. Utility, base damage, mind games, Ivern's got it all. He is also a huge help in jungle ganks, applying Rootcaller for a free dash, and Triggerseed to provide some extra muscle for going deep. Paired with a champion like Corki or Graves, the two can combine their immense burst to punish a positional mistake so hard that you'll make the enemy ADC cower in fear. And if you get the lead and take out a turret, Ivern can prove crucial in seizing control of the enemy jungle, as well as providing an escape for his teammates simply by throwing a Rootcaller at a nearby monster to help your mates nope.avi straight the hell out of a bad jungle fight. Example build 1 Ivern can take numerous item build paths, but here's one build, all of which being items you should take into consideration.
Tracker's Knife w/ Runic Echoes ench.
Ionian Boots of Lucidity
Athene's Unholy Grail
Hextech Protobelt-01
Liandry's Torment
Dead Man's Plate
Runic Echoes is almost a must on Ivern; he's not a tank, he's a mage! Runic Echoes applies to the already pretty high base damage of Rootcaller, making Ivern's Q hurt a ton in ganks. Ionian Boots of Lucidity is a great buy, due to how heavily Ivern hinges on Cooldown Reduction, as well as the Flash CDR being a huge boon for a rather immobile champ (not to mention how much the Smite CDR helps his clear). This is about where Ivern's build core ends.
After those two items are built, you can change your build up quite a bit from game to game. One very notable item is Athene's Unholy Grail; Ivern loves Cooldown Reduction, and the shield works well with the passive from Athene's. Hextech Protobelt-01 is an interesting move that can give Ivern a little extra burst, an extra escape, or a tool to help him get in range to land the slow from Triggerseed. Next, given Ivern's high base damage and the amount of CC he has, Liandry's Torment is an item to consider, and finally, Dead Man's Plate gives him much-needed mobility out of combat and an autoattack buff that complements his Brushmaking ability very well. I might add to this later, but for now, here's his Champion Spotlight, which will teach you a lot of Ivern tricks provided you can deal with the tree or four bad puns...