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Big Blue [Physical Tank Ymir]

2 1 13,590
by Potluk updated December 16, 2012

Smite God: Ymir

Build Guide Discussion 2 More Guides
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Ymir Build

3+ Enemy Physical Damage

Build Item Mystical Mail Mystical Mail
3
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
3
Build Item Frostbound Hammer Frostbound Hammer
3
Build Item Breastplate of Valor Breastplate of Valor
3
Build Item Witchblade Witchblade
3
Build Item Voidblade Voidblade
3

3+ Enemy Magical Damage

Build Item Mystical Mail Mystical Mail
3
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
3
Build Item Frostbound Hammer Frostbound Hammer
3
Build Item Stone of Gaia Stone of Gaia
3
Build Item Qin's Blades Qin's Blades
3
Build Item Magi's Cloak Magi's Cloak
3

Ability Options

Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Cloak of Meditation Cloak of Meditation
Build Item Heavenly Wings Heavenly Wings

Ymir's Skill Order

Ice Wall

1 X Y
Ice Wall
4 15 16 18 19

Glacial Strike

2 A B
Glacial Strike
2 6 8 11 13

Frost Breath

3 B A
Frost Breath
1 3 7 9 12

Shards of Ice

4 Y X
Shards of Ice
5 10 14 17 20
Ice Wall
4 15 16 18 19

Ice Wall

1 X
Ymir summons a wall of ice out of the ground that blocks player movement.

Ability Type: Line, Wall
Lifetime: 2.5 / 3 / 3.5 / 4 / 4.5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Glacial Strike
2 6 8 11 13

Glacial Strike

2 A
Ymir smashes his club, doing damage to all enemies in front of him and slowing them. Applies Frostbite.

Ability Type: Line, Slow, Damage
Damage: 90 / 160 / 230 / 300 / 370 (+70% of your Magical Power)
Slow: 35%
Slow Duration: 4s
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 8s
Frost Breath
1 3 7 9 12

Frost Breath

3 B
Ymir uses his breath to freeze enemies in blocks of ice, doing damage and stunning them. Applies Frostbite.

Ability Type: Cone, Stun, Damage
Damage: 50 / 90 / 130 / 170 / 210 (+50% of your Magical Power)
Stun: 1.25 / 1.5 / 1.75 / 2 / 2.25s
Range: 35
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Shards of Ice
5 10 14 17 20

Shards of Ice

4 Y
Ymir begins to freeze the air around him, causing shards of ice to grow on his back and Slowing enemies. After a 3s channel, Ymir erupts out of his frozen state, causing shards of ice to do damage to all enemies in his range. Applies Frostbite. Cancelling the ability decreases the damage.

Ability Type: Circle, Slow, Damage
Damage: 500 / 650 / 800 / 950 / 1100 (+150% of your Magical Power)
Slow: 40%
Radius: 35
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction

Who am I?
I am someone who really enjoys playing smite among other MOBAs. I am not someone who enjoys the ranked style of play. However, I am competitive and like to do well in my games. This is my personal build I've developed from playing Ymir and I find it works very well for my play style.

What type of build is this?
The focus of this build is to embrace the big, fat, cc monster that Ymir is. Despite the recent change of adding more magical damage to Ymir's Frost Breath I still believe the best use of Ymir is as a Bruiser Tank. The key element here is doing enough damage and cc to get the enemies attention while building enough defense to survive once you have it.

Be the Fat
Ymir is one of the biggest gods in smite. Use that to protect your weaker teammates. Your job here is to get up in the enemy face, body blocking skill shots while you beat them down with your hammer and disrupt whatever plans they had going on.

Pros/Cons

Pros

    Strong melee presence
    Embraces being a tank
    Lots of cc and debuffs


Cons
    No magical damage increase
    Reliance on laning partner

Items

Core Items
vs. Physical
vs. Magical


Mystical Mark
Physical Protection and Health alone make this a great it but the real selling point is that damage aura. Once finished, this item guarantees no melee god is going to want a prolonged fight with you. Has the added bonus of helping push lanes early game, something Ymir is weaker at than other gods.
Reinforced Boots
The boots, everyone gets em. These combined with the recent base run speed buffs are why I place so little importance on magical protection. With a bit of skill and knowledge of enemy god's skills most magic damage can be avoided just by dodging. You cant be a tank if you cant quickly insert yourself into the thick of it.
Frostbound Hammer
This is the last item that I always take regardless of the enemy team composition. The main reason as you would expect is for the slow on melee hit. Ymir has no problem closing on enemy gods with his skills and this item makes sure they stick around even when those are on cooldown.
Breastplate of Valor
By now the enemy should be scared to get anywhere close to you and team fights are about to be a lot more common. Ymir is all about absorbing damage and CC. This item lets you do both better and the 20% skill cooldown is quite noticeable.
Witch Stone
Protection, physical damage, attack speed, and a very strong passive debuff to all enemies around you. This is an all around great item to bring to a team fight and give your side that little edge it may need. Less useful if someone on your team has already completed it. In that case I would recommend switching it out for an earlier Voidblade or maybe an Ankh of the Golem.
Voidblade
Honestly few games last long enough to get here but assuming mine do I like to finish with this against physical. It's a solid choice but by no means essential. If the enemy mages are starting to give me problems at level 20 I'll sometimes swap this out for a Magi's Blessing.
Stone of Gaia
A great regeneration item for health with a bit of mana regen as well. That combined with the magical protection make this a truly fantastic item. The protection from this will help you survive those hardhitting ults from gods like Zeus or Anubis that sometimes can't be avoided entirely.
Qin's Blades
By now you should have no trouble closing on those pesky mages and locking them down while you and/or a laning partner beat them down. But what about the tank on their team protecting them? This item is a gift for him. It will only take a few whacks with this item before he learns he cant stand toe to toe with you like he planned. As a side benefit that faster attack speed only makes your Frostbound Hammer even better.
Magi's Blessing
Not a bad way to finish off the magical build. The passive ability absorb on this can really mess with gods like Anubis or Agni who rely on a very predictable set chain of skills affecting you. And as always extra health and mana never hurt. Feel free to switch this one out for something that feels right for the current match.



Disclaimer: The items from these two builds are meant to be mixed and matched depending on the flow of the battle. Using common sense over blindly following any guide will always yield better results. That is all.

Skills

Frostbite(Passive)
This is why a physical Ymir is such a beast. A straight up 50% damage boost to any enemy for several seconds after you hit them with a skill. Honestly one of the best passives in the game right now and most people don't even know about it.

Ice Wall
While it lacks the flash of a big skill this may be one of the best moves in the game. The range is great and with clever placement you can divide up the team fight anyway you choose. The wall can be a little iffy about what skills it blocks sometimes but knowledge of that just comes with playtime. If you're quick enough you can use the wall to cancel out many movement based ults that are immune to standard cc such as He Bo and Guan Yu. Another great wall tactic is to Freeze Breath, throw up an Ice Wall behind the enemy, and then Shards of Ice next to them. This gets most gods every time unless they have a jump off of cooldown.

Glacial Strike
This can be a hard skill to land on enemy gods. That's why most Ymir players will chain Frost Breath into this. Once you have have Frostbound Hammer you should find this a little easier to hit with. If you set up a wall in front of an oncoming enemy creep wave the enemy archers will bunch up with the soldiers and you can hit them all with a single strike. Keep in mind this tactic is really only effective mid to late game when mana isn't an issue.

Frost Breath
This single skill has won many a team fight. I almost always max this skill first. Now that this skill damages on top of the stun I can see a strong case being made for a tank/mage hybrid Ymir build. The stun from this will chain should be what you use to chain into your other skill sets. If you can hit a god with this as he jumps in to initiate its gameover for him. Even very strong gods like Sun Wu are susceptible due to the slight activation times on some ultimates.

Shards of Ice
Don't miss.

Laning/Team Work

At the start of the game you want to pick a side lane and play very passive, hitting enemy creeps from behind your line of swordsmen. Frost Breath will allow you to scare off enemy melee gods or sometimes even set up an early kill if they aren't paying close enough attention. If the enemy god such as Anubis or Freya has an easy to spam ranged AOE skill early it may require you to play even more passive. The reason I get the wall at 4 is so when I get my ult I can set up a quick kill that much easier.

I personally enjoy laning with ranged "fighters" or any god that I can chain stuns with. I've had great luck laning with Anhur, Artemis, Loki, and Anubis. Assuming you're not in vent/mumble with your laning partner the best thing you can do is just to learn quickly how they play and adapt your style. You can't play the same way every game. This seems like common sense but far too many people get mad at laning partners because they don't act how one might expect them to. Its hard to lane with someone who hates you because you yelled at them for being "bad"(read as: not how I want you to play).

Once you get out of the laning phase try to insert yourself in every team fight. Always looks for the maximum payoff for Frost Breath. It may be tempting to Frost Breath the enemy team's initiater when he jumps in but take a look and see if you can get his 3 teammates coming in behind him instead. By the time they get free your team can kill the initiater without his backup. I realize this is all common sense stuff to most people but honestly, I assume if you're still reading at this point you may have found it helpful in some small measure. I appreciate you taking the time to check out my guide and I hope you found something here to take away from it and adopt into your own play style.

Summary

Do This

    In team fights look for maximum payoff on Frost Breath, not first available
    Use wall to divide team fights in your favor or block escaping gods
    Protect the squishy mages
    Chain your Frost Breath into your Glacial Strike
    Use your wall to block enemy movement reliant ults
    Embrace your big fat blueness


Not This
    Spam the wall at enemy gods or block chasing teammates
    Use ult on a god with a jump skill off cooldown
    Leave squishys in the lane for that shiny jungle buff
    Stand still when fighting enemy mages
    Think about going on a diet

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1
Potluk | December 16, 2012 10:52am
Thanks for the comment. In response to the first part about the builds if you notice I have a distinct note at the end of the items section suggesting not to follow either build completely but rather to mix and match as the game dictates. The two builds are more a list of suggested items based on the opposition than a set path to blindly adhere to. Also this build is not intended to make Ymir a serious melee threat, there are much better ways to build for that. This build is to make him tanky while still being able to harass. I place a lot more emphasis on physical than magical prot, because most magic is easily dodged by knowing the enemy gods skill set. Secondly, I do take creeping curse on a lot of my gods but for Ymir I find its not just the slow, but the combination of that with health and AD bundled together that I like. That said, I'll try a couple games with Creeping Curse and see how I like it.
1
blinks | December 16, 2012 10:05am
You are on the right track, a good first attempt with the layout. But I would never ever build your first build anymore, it just has no magic defence besides boots and focuses WAAAY too much on armor, with all the items in your first build you would be at around 300+ armor, you really do not need that much. And it does not have enough power to make ymir a serious threat, the enemy would just ignore you after your stun and ulti. Replace either witch stone or voidblade with qin's blades or ankh, and replace frostbound hammer (since it is now nerfed to the ground for it's cost) with creeping curse, does the same job but often better.
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League of Legends Build Guide Author Potluk
Big Blue [Physical Tank Ymir]
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