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    Infinite Crisis builds for Poison Ivy

    Comprehensive Poison Ivy Guide [Under Construction] -Eon_Blackcraft

    A Poison Ivy guide by Eon_Blackcraft
    Last updated: Nov 5th, 2013
    Link to guide: www.dawnbase.com/guides/8XEc4Pku
    3,019 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    --------------Currently in Progress!--------
    --------------Something happened in the Guide Update and I nearly lost my entire guide, I definitely lost all the links and coloring! Will fix as soon as I can---------------------


    Hello, and welcome to my Comprehensive Poison Ivy Guide!


    DC Wiki Link! Learn about the storied history of this Champion!
    http://dc.wikia.com/wiki/Pamela_Isley_(New_Earth)


    Skill Explanation and Breakdown: ----In Progress----


    ROOT STRIKE (Q) Poison Ivy fires a root that explodes when it reaches max range or the skill is triggered again. It deals 70 Power Damage to nearby enemies, and enemies in the center of the area are Knocked Up for 1.25 seconds.
    Damage:70/120/170/220+ 65% Power Damage
    Cooldown:13/12/11/10 
    Cost:50/60/70/80 

    Basics: Root Strike is Poison Ivy's control element. Once activated Root Strike fires in a slow moviing line along the ground. She can Q again to have it pop up early, or let it go the maximum distance . The Knock Up is effetively a stun, and a pretty good one at that. Keep in mind that even if you don't knock an enemy up with the center of the root it still does significant AOE Damage. Root Strike can be used as a 'first volley' or a zoning tool when starting team fights. Just beware, like most of Ivy's kit, it has a very long cooldown, and relying on it against agile or smart opponents can leave you helpless. 

    Advanced: Root Strike is a skill shot at best, and a hinderence at worst. Catching an enemy in the 'sweet spot' to knock them up is tough at long range, but is almost guaranteed at point blank. This is because the circle area to knock up an opponent only needs to collide with a portion of their Champion's area to knock them up. Meaning, you don't need pin-point precision, but close to it. Sometimes the fear of this knock up is enough to both scatter enemies and zone them out from other champions or minions. 


    BLOW KISS (W)Poison Ivy deals 75 Power Damage, and Blinds her target for 2.5 seconds. Blinded targets lose 80% Basic Attack damage.
    Damage:75/130/185/240+ 60% Power Damage
    Cost:70/80/90/100

    Basic: In my opinon, Blow Kiss is Ivy's Bread-and-Butter. It doesn't require much skill to hit (simply point and click as long as you're in range), it hands out decent damage, and gets more than a fair share of your invested Power Damage. When starting a fight, either as a team or by youself prioritze champions that focus on their Basic Attacks, such as Cyborg or Atomic Wonder Woman

    Advanced: I feel like Blow Kiss is sometimes the understated ability of Ivy's Kit (though many certainly disagree). Blow Kiss is what I tend to max out first unless the enemy team is severely lacking in Basic Attack Advantaged Champions (Cyborg, Atomic Wonder Woman, Gaslight Catwoman). Against a team chock-full of them, which may happen on PUG games of Gotham Heights, it becomes a terrorizing force for those players. Keep in mind however, that the Cooldown is long, way longer than the Blind effect that comes with it. So Good target selection is vital. Timing too, is just as important. If you or your team isn't commited towards a fight, or the enemy stalls for time, you may be stuck with a seemingly eternal cooldown on Blow Kiss, while the Debuff has long passed, and now the enemy is wreacking havoc on you/your team while you wait. 


    THORN SHIELD (E)Poison Ivy's target gains a Shield that blocks 70 damage for 5 seconds. Attackers who use Basic Attacks against the shielded ally lose 20% Move Speed for 2 seconds.
    Shield:70/120/170/220+ 70% Power Damage
    Cooldown:16/14/12/10

    Basic: Ivy's Shield is not for lacking, being comparable to Invulnerability and then some for protection. Chaining it with Invulnerability or a teammates' will significantly increase their survivablity, and slow enemys down for AOEs and potential clean-up. There isn't too much to say about it, other than occasionally you may want to spam it to get Healty Glow ticks up for the next engagement. 

    Advanced: If Ivy isn't the initiator, Thorn shield cast on who is will go a long way in team fights. Especially since by the time the engagement has ended, it can save a life or finish your opponnents off thanks to its modest slow. If your Power Damage is high, it becomes better than Invulnerability in most cases. Especially if Ivy is 'on level.'


    DEADLY FLORA (R)Poison Ivy creates an area of Deadly Flora that lasts for 5 seconds.

    Allied Target: Allies in the area gain 20% Move Speed and regain 50 Health per second.

    Enemy Target: Enemies in the area lose 20% Move Speed and are dealt 65 Power Damage per second.
    Damage:65/75/85/95+ 25% Power Damage
    Heal:50/60/70/80+ 15% Power Damage
    Cost:90/110/130/150

    Basic: An AOE of siginificant size, Deadly Flora, like most of Ivy's kit, is devestating when timed right. Obviously you want to catch as many targets as you can, but it can sometimes be used as a deterent for enemies (if an expensive one). Often, dropping this on someone who has just been knocked up by your Root Strike will bring the pain to them; Just beware of Enemy escape ablities like Gaslight Batman's Bat Flight, especially in 1v1 fights. 

    Advanced: When to 'pop' Deadly Flora is up to the situation at hand, but ultimately it depends on where Ivy is and the game plan. If Ivy is initiating against a team, you may rather open with a Root Strike, then lay a Deadly Flora down on the sucker you just popped up. If a teammate has initiated (such as a Wonder Woman's Lasso, or a Doomsday Charge), you may want to drop the flora on your initiator, to slow their target and to give your friend some sustain in the teamfight. 



    HEALTHY GLOW (PASSIVE)After 6 skills used, Poison Ivy creates an area of healing at her location that lasts for 5 seconds. Allies in the area regain 15 Health per second.
    Heal:15/20/25/30+ 10% Power Damage

    Basic: A little healing goes a long way, and in Lane with a partner, keeping them in the fight longer for 'free' will win the day over less healed opponents. Get used to not controlling when Healthy Glow pops up or not; and making the most of it. Obviously having a game plan for when Heathy Glow drops is going to go far; and having Ivy overlapping Deadly Flora and Healthy Glow makes for some serious healing that will turn team fights. 

    Advanced: Just get used to not always being able to take full advantage of the healing area when it pops up.
    Sometimes you can't control the situation and the Thorn Shield was needed to save your Flash or something. So it didnt come up according to plan. Or if your ally saw an enemy coming and decided not to join you in the healing area. There will often be more times where you will need to start moving elsewhere leaving many seconds left on the Healthy Glow. Whats important is the Game, not a few bits of health.


    Skill Build Priority:
    Blow Kiss R>W>Q>E>(P)
    Root Strike R>Q>W>E>(P)

    To start, always pick up your ultimate when you can. In terms of locking down or scattering enemys for each of your builds its very important. When starting out I generally pick up 1 point in each of my ablities (except your passive). I start with either Root Strike or Blow kiss, pick up the other at level 2, and Thorn Shield at level 3. After that I prioritize Root Strike or Blow Kiss depending on enemy team composition. 


    Stolen Powers Breakdown: ----In Progress----
    Because of Poison Ivy's Versatility as a support or a more Burst-oriented 'Mage' she has a variety of Stolen Powers to choose from. 
    Stolen powers are Marked with M for 'Mage', S for Support, T for Tank, or A for All to denote what build they are most applicable for. Stolen Powers also make a considerable difference depending on Map, and would be noted in their explanation. 


    Super Speed:A
    Enhanced: Flash's Super Speed: 

    Teleport:A
    Enhanced: Cyborg's Teleport:

    Healing Wave:S,T
    Enhanced: Poison Ivy's Healing Wave:
    Enhanced: Arcane Green Lantern's Healing Wave:

    Surveillance Camera :S
    Enhanced: Gaslight Batman's Surveillance Camera:

    Invulnerability: M T
    Enhanced: Shazam's Invulnerability: 

    Psychic Assault:M S 
    Enhanced: Zatanna's Psychic Assault:

    Trap:MS
    Enhanced: Batman's Trap:

    X-Ray Vision:S
    Enhanced: Gaslight Catwoman's X-Ray Vision:


    Items Explanation and Breakdown: ----In Progress----
    The Item purchases above are what I regularly purchase for Ivy when playing.
    Ultimately Poison Ivy wants Will, Power Damage, and Cooldown Reduction when playing the 'Mage' or Support build.
    When Playing the Tank Ivy wants to focus on Health , Power Damage, and Will. 


    Roles:
    'Mage' ----In Progress---- Short Version: Damage and Initiation. You use your surprising burst to apply massive Damage before your opponent can react. 

    Support ----In Progress---- Short Version: Control and Supportive. You use your knockdown on [Root Strike] to control enemies attacking your teammates, and further shield them from attacks with [Thorn Shield] . [Healthy Glow] provides healing for lane sustain, and a minor boost to longevity in fights for you and your team. 

    Tank ----In Progress---- Short Version: Control and Initiation. Using [Thorn Shield] as well as [Healthy Glow] allow you to take punishing amounts of damage in fights and surivie. Proper use of [Blow Kiss] to nerf enemy Attack Damage Carry is key.
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