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Last Update: 04.03.2014
Hi everyone, you can call me Etakse, and welcome to my Ymir guide. I've been playing this god since September 2012, and I'm currently a Masters support player myself (and doing pretty well in the challenger cup too). This guide however is dedicated to new players. Sure there'll be some tips and tricks that some of you more experienced in SMITE might not know about, however most of what you'll find here is going to be pretty basic.
Also, regarding any sort of build controversy; it's important to realize that the same build might not work in every single match. I have added a list of other items below, so feel free to check out your alternatives, if you don't feel you're getting what you need.
As said in the introduction; this build will help you deal with most teams, and I find myself using the same one for most support gods in most of my ranked matches and tournament games, that's just how the game is at the moment. However, if you feel in need for something very situational, then go for it, give it a try.
|In terms of early survivability this gives you health and sustain. It's great overall because it gives you extra gold, even if you're pushed under tower.||Penetration boots are back! Ymir is one of the heaviest damaging guardians in the game, adding pen to all that damage makes you a real threat!||Physical protection tends to be more valuable than magical protection, so looking into that, Sovereignty is still the best for supports.|
|New item around the block, and really nice to. Together with Sovereignty you get the S1 Sovereignty aura, as well as it being good in general.||You're pretty tanky by this point, this item will make sure it's more difficult to pick you off, makes you faster! Plus some CDR is always good.||Speaking of CDR, this almost caps it for you, which makes for a lot of freezes in fights. You also get some physical prot. to tank objectives with.|
Now talking about every active in SMITE, and how well Ymir does with each and every one of them, is a waste of time for both you and me, instead let' talk about the ones you'll be and should be using.
Blink is an ability you'll see on most Ymirs. With it you gain the ability to gank efficiently to apply a surprise stun, or to blink in on a chased ally to save him with a freeze and wall. In other words it's for initiation, which is the reason we don't get Combat Blink.
Heavenly Agility is always good. There's never a match that wouldn't benefit from having an heavenly agility on. It's a huge area speed increase and slow immunity, super strong for both offense and defense. Oh, and some healing increase, but no one really remembers that.
Weakening Curse is really good against healers, and although Enfeebling Curse is really good against auto attackers, they're not as obnoxious that you need to invest into an active for them (most of the time). You don't get blink if you do this, so only pick it up if no one else can.
Shell of Absorption is one of the strongest team fight actives in the game, and can decide the entire battle if used correctly. I think blink is one of the reasons Ymir is as strong as he is, but you can try it out and see what you think, sometimes it's better.
I while back when I started playing League of Legends I read guides on supports and they showed me a map of where to ward. These maps were 'doted' out really well, but they didn't really help me. A lot of times I would ward somewhere just because the guide told me to, not paying any mind to why I would ward there in the first place. Because of that, I've decided to not include a 'doted' map myself.
So let's begin with; "why do we ward?". While in lane you should ward in order to know if you're being ganked. Junglers don't have a lane they need to be in, so they could be on their way to gank if you don't see them on the map. Warding the closest purple buff is generally a good idea, because that's where they're the most likely to pass by. If you want to be extra safe, then ward both. If you're very new to the game however then the enemy team might not even have a jungler, in that case you can probably be a little lax on the early wards and save yourself some gold, you'll have to assess that yourself.
Another standard type of ward you'll need is the Gold Fury ward, and later on, the Fire Giant ward. When warding the Gold Fury you generally want to use a Sentry Ward. These wards lets you spot out enemy ward and destroy them, stripping away vision for your opponents. You can then either sneak a Gold Fury attempt, or bait the enemy support over for an easy kill.
In the case you want to bait the Gold Fury, or especially the Fire Giant, ward the path your enemy has to take in order to contest either. This'll make it easy for you to set up and ambush to first get kill, then the objective.
These are the most general guidelines for warding, it's basically; if you want to know where your enemy is, ward. Also be aware that some wards needs to be placed very specifically, versus for example Thor and Mercury, who can ult from great distances, where you might not have any wards placed.
is the first god we'll concern ourselves with. This god will try to help clearing the minion wave with shockwave. You should avoid being hit by this, and the most effective way to do so is standing on Gebs side of the lane, and then just move past your own melee minions in order to not get hit. Your lane clear will mostly be comming off of Glacial Strike. Hit the entire wave, and you will have more push. Also remember that when playing versus Geb, unless you decide to focus him down, Stone Shield will cleanse a single target off your stun.
has a clear about as good as yours, what you need to concern yourself with is staying on the opposite side of the lane as your carry in order to avoid both of you getting hit by Confound, putting you in a bad spot. When she tries to engage on your carry, try to freeze both of your enemy's, and if you can only hit one, hit the carry, just don't dive so deep that you die. After the laning phase she'll have more global pressure than you, if you see her rotating over to solo lane, try and look to do the gold fury, your ultimate does a lot of damage to it!
has alright clear with his Sickening Strike, but his strength lies in Charge Prey. Hide yourself behind minions if he tries to go for you, or stand far enough back to make it awkward for him. If he goes for your carry, then try to freeze him before he reaches there, this'll put him in a really bad spot. If he does hit however, then you can use your Ice Wall to stop your carry of being flung too far and also block sobek's escape route. This move is a bit tricky and outright difficult to pull off though, and so is the match up in general. Your ganks should be more effective though!
is a good and a bad match up for you. During laning phase he might get the better off you. If he roots you at the melee minions you'll take a lot of damage from his aoe auto attacks. Also beware of Nature's Grasp which'll put you in a really bad spot. It's a good match up because your clear is still really good, and if you buy Weakening Curse you'll be able to pick him up with only one assisting god if you catch him out, using your Frost Breath -> Glacial Strike -> Ice Wall -> Weakening Curse -> Shards of Ice combination.
does a lot of things really well, one of them being damage. He's an aggressive support that benefits from dealing more damage than he tend to receive. Luckily for you, Ymir is the counter! All of Ares' damage is dot damage (except for ult), so Mark of the Vanguard is really good in order to mitigate it. In lane he'll try to use Searing Flesh to clear, you can cancel that however by using Frost Breath on him and the melee minions. However, it might not always be the smartest option, it depends on your laning partner. Sometimes you just want to contest the clear with Glacial Strike and then stun him when he goes aggressive with his chains instead. Also, always remember that your Frostbite passive deals a lot of damage early, and is great for returning a hurting.
Lastly I'd just like to give a few more tips before you go out on the battlefield to give you enemies the chills. Ymir has long cooldowns. You can build a lot of CDR, but it'll still be the case. It's perfectly ok to use them all at ones, and it's usually what you should do, however it's what comes after that's challenging. After using your skills there's nothing really more to do, no matter how much you feel like you should. Try not to stay in the middle of the fight too much and take poke damage. That's why we have say .. Hercules. Basically, stay around for body blocks, and item auras, but distance yourself properly so you don't get hit by the big area mage ability meant for your carry.
What differs a good Ymir from a bad one is his positioning. Spend the time your skills are down on getting ready to help again, don't just stand there and take poke damage.
Good luck, and have fun Smiting!
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