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Hi! I'm a noob who has fallen in love with Ymir, and wants to help others theorycraft a better guide for the Father of the Frost Giants.
I mainly play Joust and Arena, so my guide is going to be focused towards those gameplay modes. While only lvl 12 as of the time of writing, my win rate with Ymir is 54%, averaging a KDA of 1.4/2.5/8.2.
Am I going to be the perfect guide out there? Absolutely not! Am I out of my mind? Most likely. Do I have some good ideas? Maybe. Either way, I'm going to try to help out as best I can. Please leave comments offering ways to improve.
This Ymir build is fairly reliant on items to really get off the ground. As a result, you'll need to use your smarts to get yourself up and going. I'm going to take a moment to break down what items you want and when to get them:
Ymir's options for active abilities depend on how you play. Here's my four picks for best options:
Ymir's kit is very crowd control friendly, which plays nicely into this play style. Here's the breakdown of what you need to prioritize:
No, I'm not talking about that juvenile dancing under the table. Footsie is a very important concept for Ymir's abilities, especially for the play style of this build. Footsie involves moving back and forth, trying to trick the opponent into thinking they have a clear opening, when they really just trapped themselves. An example of footsie can be seen in this video:
(unknown embed type)/smite/skill/frost-breath-60you will need to lead your group, and make sure that they watch your lead. Early communication on your footsie tactic will mean all the difference. In Conquest, this means coordinating with your lane teammate early, letting them know your intentions and to follow your lead. If they're running someone who's a little squishy, have them back up at different intervals than you. The difference in timing will add another variable for your opponent to watch and be aware of.
Ermahgerd, this one is important! This Ymir build is very support oriented. Your main goal with this build is not to get the kills, but to help set up your Hunter or Assassin to make the kills happen.
Early game, plan on being in front of your team. Coordinate with them to ensure that they know when to strike. When engaging the enemy, you don't want to overextend. You'll be playing a lot of footsie, waiting for the right moment to drop a Frost Breath and start the team fight. Make sure your team knows what you're doing, so they don't think you're charging into battle, only to see you back up and leave them exposed.
Playing footsie with the enemy team is what's going to help your team the most when it comes to engaging the fight. You want to bait the enemy into overextending, then have the whole team converge Custer-style on the target. This can be difficult for random teammates to learn, but it wins games when the team works together.
You don't need to worry nearly as much about killing creeps thanks to your Watcher's Gift. Your goal is going to be supporting your teammates, setting up the best opportunities to team fight.
You're using your Frost Breath and Ice Wall to set up your opponents, then using Glacial Strike and Shards of Ice to soften the enemy while the Hunter/Assassin moves in for the kill.
Playing off of Team Work, here's a couple things to try with Ymir.
icon=odin size=100][/center][nextcol]Mr. Allfather can play nicely with Ymir's abilities. Have a teammate build a damage-oriented Odin, and drop [[Wall of Spears and Shards of Ice together. Odin's ability will prevent escapes, and you'll do a ton of damage to any enemies trapped inside.
|A well timed Frost Breath can set up for free attacks from your AD. Open with Frost Breath then use Wall of Ice behind the enemy to block their escape. You can set your team up for an early lead if you play your cards right.|
That's all I have to share. Hopefully you'll look at this build and find ways to improve it, make it better, or just tell me it sucks. There will always be people to drink the haterade.
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