The Green Father is a support that enhances the power of his laners and relies on other champions to carry the game. Ivern is not a champion you should pick if you need to carry the game alone since he doesn’t have that much damage built into his kit. Ivern fits perfectly in the meta where you have at least one carry you can camp and snowball to ensure that they can take over the game. \nRunes \nSorcery \nSummon Aery: This is the best keystone for any utility-oriented jungler. You have plenty of ways to activate it in your kit, doing extra damage to enemies during ganks or giving a little bit more effective health to your teammate. Summon Aery is easy to use and has a huge impact throughout the game. \n \nManaflow Band: Manaflow Band is a great rune to solve your mana issues since you will be spamming a lot of abilities the entire game. Having an extra 250 mana helps a lot and gives you the necessary resources to throw that extra shield in the teamfight to help your allies. \n \nTranscendence: Ivern relies on having a lot of cooldown reduction to ensure he can spam shields and bushes as often as possible. This 10-percent cooldown reduction is great, but the second part of the rune which converts extra cooldown reduction into ability power is even better. It allows you to buy whatever items you want without worrying about over-capping cooldown reduction. S \n \nGathering Storm: Gathering Storm offers scaling ability power to make your shields stronger as the game goes by. Ivern isn’t the best scaling jungler, so this rune compensates a bit for this weakness. \nInspiration \nHextech Flashtraption: This is a great rune, allowing you to gank from unexpected angles by using the channeled Flash. You can set up some clever ganks, especially in the bottom lane by using the Hextech flash to get in the next bush in the bottom lane without being spotted. \n \nCosmic Insight: Cosmic Insight ensures you can use your abilities and summoner spells more often. Ivern benefits from this perfectly, especially with Transcendence. If you go above the 45-percent limit of cooldown reduction, you’ll get extra ability power. \n \nBonuses: +10-percent cooldown reduction, +6 armor, +15-90 health \nStarting items \nHunter’s Talisman \nHunter’s Talisman is a required item to start in the jungle. It helps you clear camps without losing too much health by giving you a healing and damaging effect, and regenerates your mana while you are located within the jungle. While you won’t upgrade it to the traditional jungler items later on, it is a requirement to have in the beginning. \nRefillable potion \nYou’re going to take damage from monsters while clearing your jungle. Having this potion allows you to regain 250 health over 24 seconds, which can be refilled by going to the base. It’s a small gold investment for such a bargain. \nCore items \nMobility Boots \nThese are one of the best boot options for a utility jungler who wants to be where his teams need him as soon as possible. They allow you to cover huge distances over a small period of time, which is perfect in this roam-heavy meta. In a couple of seconds you can cover the entire map, assisting your allies if they require your aid in the blink of an eye. \nAthene’s Unholy Grail \nAthene’s Unholy Grail is a great utility-oriented item to ensure that your shield gives your ally a small heal. The passive is easy to stack with the damage from your kit so that every shield will have a small healing effect on top of it. The item is very cheap and the stats are great.