17302
Build ID
Build Overview
This is an utility-focused Support
Ivy build, with layering massive Area of Effect crowd control and spirit damage. This build prioritizes keeping your team alive and crippling enemy movement, while still doing some respectable damage yourself.
Build Items

































Ability Points
Early Game Explanations
Your gun is very powerful early on for denying, last hitting, poking and taking down the Guardian, you should always try to deny and control the wave as that gives you a more consistent advantage in the laning phase.
Monster Rounds improves this even further, but can be skipped and/or swapped for a
Titanic Magazine rush if you plan to go for the
Healing Tempo path later.
Rusted Barrel is not mandatory if you feel like your lane is way too passive from both sides, or if you're not experienced with using multiple active items.
Healing Rite into
Healing Nova is essential, healing both you and your allies and can easily turn the tides of an early skirmish.
Extra Charge is great for
Entangling Thorns, can be used both offensively while at their guardian, and defensively when they engage you, but more importantly, again, to have wave control and lane pressure.
Mid Game Explanations
You should skirmish as much as you can after
Slowing Hex and
Healing Nova, Ivy can build a lot of tempo and map presence during this stage of the game.
Air Drop usage can be tricky to learn but it can make
Ivy an absolute menace, it allows you to roam the map easily, escape from a doomed fight, secure the urn, or simply to throw your
Abrams in front of a clueless enemy
Rem.
Imbue
Air Drop with
Mystic Expansion.
Vortex Web can completely break the enemy team if used correctly, a big part of the game is movement and this really disrupts the positioning of anyone caught by the web, great synergy with the other items and abilities.
Lightning Scroll is amazing considering how big the area of
Air Drop is and how important Urn fights are in the current patch.
You can purchase more support-oriented or defensive items whenever you please from the optional tabs, some games will warrant that or simply if your play-style matches that better.
Late Game Explanations
Your Crowd Control (and Spirit Damage) reaches its peak at this point, with the range and duration on all abilities being considerably higher, making any clumped fight very favorable, you can cover entire chokepoints with the
Air Drop area-of-effect, combined with
Vortex Web and
Entangling Thorns.
Do not underestimate
Kudzu Connection, the buffs scale with spirit and can really support your team’s movement and damage output so always keep it up near your carries.
Healing Tempo is a viable build path if you enjoy using Ivy's gun even as a support, you can purcahse
Alchemical Fire +
Capacitor and you should have
Titanic Magazine already purchased. Maximize
Kudzu Connection right after 2 points in
Air Drop if you go for this.
Indomitable is a very good item against most team compositions but it can be replaced by other options like
Divine Barrier,
Diviner's Kevlar or
Spellbreaker.
Refresher is a fun and very strong item, you can apply the silence and the
Lightning Scroll stun two times in a short period, and refresh the barrier.
Situational / Luxury Explanations
Counterspell is the best defensive item in the game if used correctly. Its proactive spell parry allows you to completely block telegraphed CC or highly damaging spells.
Knockdown,
Silence Wave and the premium
Cursed Relic are good options if you need more aggressive CC instead of raw damage.
Rescue Beam can be self-cast for healing or used to save your team from tricky situations.