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Ymir is a strong Guardian with a kit that allows him to not only Peel, Zone and apply Crowd Control (CC) but also dish out a pretty significant amount of damage over all.
When push comes to shove Ymir is a god that excels at using the map as a form of CC with the use of Ice Wall to create dead ends, blocking enemies from objectives anf isolating them from the safety of their team.
One of the things that makes Ymir such a threat is his easily confirmable Hard CC damage combo with Frost Breath and Glacial Strike plus his potential ability to box and burst thanks to his passive, Frostbite, he also currently has the second strongest ultimate in the game when it comes to raw damage and scaling (Bested only by Anubis)
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To Close Distance for an Engagement
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To Block Incoming Enemies/Damage
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To Stop Retreating Enemies
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To Clear Wave/Camps
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To Damage/CC an Enemy
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To Setup Damage
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To Interrupt Enemy Damage
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To Zone Enemies
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To Deal a lot of Damage
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To Zone/Force Repositions
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To Avoid Incoming Crowd Control
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To Secure Map Objectives
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Travelers Shoes
Travelers Shoes | This is one of two shoes I would generally recommend on any Support. These suckers give a great boost to gold farming capability since Supports generally have a hard time keeping up with the rest of the team. It also gives you a nice boost to movement speed outside of combat so you can rotate faster. You will usually want to sell this item later for one of the other shoes. |
This would be our other culprit for recommended support items. Boasting a nice boost to Health, Damage and CC reduction. It also has a pretty nice passive that boosts your protections a fair bit. |
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Alternative Movement Items
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Of the other two alternative boots. I would call these the more "Support Friendly" since they give MANA and CDR in addition to power. However, they do cost 100 gold more than the ones above. | |
These are my least recommended shoes. I'd really only go them if you're trying to do a significantly extra amount of damage in the early game and even then you might want to pick up Shoes of Focus |
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Of the physical defense items at your disposal, (There are a lot). This item is in my opinion the most "Supporty" thanks to it's Aura which increases ally Physical Protections and HP5 when you're near them. | |
Unlike Sovereignty this item is a more personal item but still does a great job of helping your team since you're still gonna have a lot of protections and your cooldowns will be up more frequently. This will also help diminish any mana issues you might be having. | |
This item is a bit more of a luxury item in my opinion. But it has great stats and a nice passive that can be used to change the course of a teamfight especially when combined with your most-likely teamfight oriented relics. | |
This item does a fantastic job of making any basic attack oriented gods miserable. Boasting some nice protection stats and a passive that pretty much explains why basic attack gods are going to hate you. |
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Alternative Physical Defense Items
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This particular item doesn't often make it into support builds because it is more used as an item to run away with slowing pursuers. But since you're a frontline tank, people are going to be attacking you so it's not useless | |
I honestly don't know why Hirez put so much physical protection into this item, but they did, it's tied for first on the highest physical protection item in the game and has nice power to boot and a passive that works great against CRIT builders. This is a fantastic item if you're going for a more "tank/bruiser" approach rather than a "support". | |
This item is a VERY niche item, I would almost never recommend it unless you're going something called a "Siege" comp. This item has some reasonable stats but really shines while pushing/fighting under towers since it slows the attack speed of the tower thus reducing damage taken and allowing you to tank longer. Or if you end up fighting under your own towers it increases the damage output of yours. |
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Thid item is like the half brother to Sovereignty. It's by far the most "supporty" item on the magical side boasting some nice protections, health and a passive that gives Magical Protections and MP5 to nearby allies. | |
Similar to Breastplate of Valor on the physical side, this item isn't quite as team oriented as Heartward Amulet but still has some amazing states and by far one of the best passives in the game in my opinion. It's definitely not a bad item to pick up overall if you're looking to be beefy. | |
This item is definitely a more "Utility" based item but it plays a big role against a lot of gods. It has some great protections and health and reduces enemy healing just by standing around them. Pretty darn nice in certain situations. | |
This is a bit of a luxury item but it's overall fantastic, boasting some fantastic stats and a pretty nice passive as well. It doesn't have health though so be careful when building it! |
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Alternative Magical Defense Items
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This is like the magical defense side of Celestial Legion Helm in my opinion. If you're looking to be more of a tank/bruiser rather than a hard support you can pick this up to Increase Damage and reduce enemy protections while getting some of your own. | |
This item is pretty great in a niche environment working exceptionally well against burst mages. It's also got some reasonable, stats in addition to it's passive. If they have bursty mages, you might want to consider this pickup. |
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This item is a fantastic hybrid tank item especially if you're winning fights. Boasting Health, Mana, Physical and Magical Protections and a permanently stacking passive, this item is no joke! | |
This item is another fantastic hybrid tank item that can be a great asset in teamfights and other areas.. Boasting Physical and Magical Protections as well as cooldown reductions and a passive that unleashes a stun when you reach low health. You can definitely look to pick this up whether you're winning or losing, it just works. | |
This item is another good item for a support, it doesn't offer nearly as much in the stat department. But it does gives Cooldown/Crowd Control Reduction as well as boasting a passive that increases your mitigation when hit by a Hard CC. You might want to give this item a shot. | |
Magi's Blessing
Magi's Blessing | This is my least recommended hybrid defense item mainly because it offers VERY poor stats over the other three. However if you're having trouble managing CC this item can help keep you in fights with its passive alone, which absorbs a hard CC effect and makes you immune to new ones for a short time. It also has a great health stat so that's another plus |
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If you're playing Ymir you're playing a pretty slow god. The last thing you need is to get slowed even more. This item helps solve that problem and turn the problem into an asset, and even gives you some nice stats to go along with it. | |
This is a pretty questionable pickup if you're going support. But it doesn't have totally bad stats for a tank and also boasts a nice slowing passive that stacks with the ones already present in your kit. I'd be very careful to make sure you can get away with purchasing it before you do. | |
Ritual Dagger
Ritual Dagger | This item is pretty controversial when it comes to how useful it is. I personally think it's a very Niche item. But if you have time-based relics, you can pick this up to increase their duration by 50% which can be nice in teamfights, but make sure that you can actually get away with building it, not having enough protections can kill you. |
You really don't see this item much anymore, but my team has recently started experimenting with it again to good success. So if you're looking to get a bit of extra sustain in the Health/Mana department, you might want to give this a shot as a mid-lategame pickup and I'd love to hear how it works out for you in the comments. |
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Blink
Blink | So as a low mobility god, it can be somewhat difficult to close the gap between you/your team and your enemy team to engage. This relic can help reduce that issue by allowing you to teleport a short distance when you are out of combat. It's on a long cooldown though so watch out! |
Curse
Curse | This relic is a fantastic Anti-Healing item. And even if your enemy team doesn't have much in the healing department you can still use this to apply a nasty AOE slow to your enemies making it easier for your team to kill them. |
Meditation
Meditation | This relic has been one of the most controversial relics ever since it became a thing. However it's recently made a strong appearance in the Meta and allows you to have a more significant presence in lane, as well as keep your team in a fight on short notice. |
Shell
Shell | This relic is a teamfight relic and if you're using it for anything other than that, you're doing it wrong. This provides an AOE buff to your teammates increasing their protections for a short time. Since it's kind of your job to help keep your team alive this is a very nice "Supporty" relic. |
Sprint
Sprint | This relic is a fantastic teamfighting/retreat relic. Upon use it applies an AOE buff to your team increasing movement speed significantly for a short period of time. It also cleanses and provides slow immunity for the duration. If you have a low mobility team overall or the enemy team is heavy on the slows you might want to invest in this. |
Wrath
Wrath | This relic is another one that has just recently come back into the meta after a long period of useless nights. It's great for securing/stealing objectives such as the Gold Fury and also can be used to apply a quick stun to an enemy or enemies to help secure kills and save teammates. |
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As a Ymir jungle you're generally going to be looking to do as much damage as possible with your burst. These shoes allow you to do that; giving you the highest Magical Power plus an additional +10 Magical Penetration which will scale very nicely throughout the game. This provides a fantastic early power spike. |
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Alternative Movement Items
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If you're not feeling the pure power route, these boots can be a great alternative to Shoes of the Magi. They don't have as much power and don't give penetration. But they make up for it with a nice boost to Mana and Cooldown % Reduction. This allows you to use your abilities more frequently. | |
Travelers Shoes
Travelers Shoes | These, (while I don't usually recommend going them on a jungle Ymir) do serve a function if you do decide to take this path. They don't really do much in the damage department although it does provide a slight boost. The good part about this pair of shoes is that they increase your Gold Farming Potential and provide an even greater boost to Movement Speed outside of combat so you can rotate more. With these shoes you actually want to try and be more aggressive so you can get the extra gold passive from them. |
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This item is a fantastic and inexpensive early game item on Jungle Ymir providing Power, Penetration and Physical Defense. It's especially good to pick up items like this on a jungle Ymir because it allows you to fulfill the role of a Bruiser/Tank which is important for a guardian jungle. The low cost helps a lot too! |
Travelers Shoes
About this Build
This build is my standard issue support build that works in just about every scenario. Now this doesn't necessarily mean that it's the best build for all situations because that would be a lie. But if you're just starting out and are looking for a great build that gives you a bit of everything, this is what I would recommend. It has great auras from Sovereignty and Heartward Amulet and the passive on Mantle of Discord leaves some room for both mistakes and outplay. The pickup on Hide of the Urchin early also scales very nicely into the lategame. Hide of the Urchin can easily be swapped out for Spirit Robe to create a more popular build. Just make sure you sell Travelers Shoes lategame for something else.
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About this Build
This is another great support build that's a bit on the greedy side for the early game in that you aren't getting any extra protections for your team. But you're still going to be very tanky and get 30% CDR online very early. The passives from Bulwark of Hope and Mantle of Discord will do a great job of keeping you alive. Mantle of Discord can easily be swapped for another hybrid defense item.
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About this Build
This particular build is pretty nice if you're looking to take a ridiculously low amount of damage. The Pestilence can easily be swapped out for something else if the anti-healing is completely unnecessary. This build is great for pressuring objectives and teamfighting. And gives some great early game protections to allow some riskier plays.
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Coming Soon.
11/17/2016 - Minor spelling changes.
12/06/2016 - Insignificant wording edits, added in that Sprint cleanses and provides slow immunity. I'll get around to finishing segments and writing the Jungle/Solo sections in a while.
12/25/2016 - Begun writing/coding the jungling section, still have a lot of work to do.
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Alright, now that the contest is over, I wanted to comment a bit more in depth with my opinions. You likely know better than me, so if you think I'm stupid, just give me the middle finger =)
"Meta Build": Is that really meta? I'm just curious, I don't know. Seems interesting for a meta build. I guess if I was incorporating Sov/Heart, I'd probably get them 2nd and 3rd, with maybe Mantle of Discord 4th for CDR or Hide of the Urchin if we were steamrolling, as it would be easy to get stacks. One thing I will say I did like was your preference for Travelers Shoes, along with your explanation for it...I like all of your explanations actually.
If you get Travelers, I don't know how essential Winged Blade is, especially as last item, except in situational cases where the enemy team has lots of slows. Maybe it's still great to have.
In your build 2, you're overcapping CDR when you get Mantle of Discord. It's just one of those things I don't like doing...I feel bad when I overcap, lol. Maybe you can still get Travelers instead of Focus? Or get Spirit Robe instead of Mantle? Just suggestions.
For builds 2 and 3, how useful is getting Sovereignty and Heartward Amulet that late? I usually feel that they're much more functional early than late. Maybe instead of those you can offer situational counter items? Things like anti-ADC (e.g. Witchblade, Midgardian Mail)?
Actually, having a section for situational items (listing all of the items at the top that you discuss in the items section below) would be nice. Possible to add?
Regarding skill leveling, how important and good is it for you to focus on Glacial Strike first? By that, I mean maxing first...his strike is so strong, you don't want to kill the Duo lane minions so I guess you'd only focus on the melee minions and not touch the archers? Yeah, it's great for hitting camps when you rotate...but I guess my preference in a Support role would be to alternate Frost Breath and Strike.
One last thing...I'm god awful with Ice Wall...I mean, sometimes I'm spot on, but I tend to try to put the wall right in front of a retreating enemy, and end up undershooting, letting them get away while blocking my own teammates...stupid. It CAN be a negative, so a mention of this in cons and/or the skill section would be good.
Anyway, would love your feedback on the above. Great job on the guide.
While I'm still a bit bitter over my loss since I don't particularly agree with it (Perhaps some personal bias somewhere in there). I'm glad you stopped by to drop your opinions and suggestions. Now to try and answer/respond, beware, this is gonna be a long one.
In regards to the Meta build. The awkward thing about Ymir "Meta Builds" is that there are like 3 right now for support. I simply listed that one as my Begginer's/Meta build because it's the easiest for Beginner's to pick up and do well with while still being meta oriented. Builds 2 and 3 aren't necessarily meta cookie cutters like build 1 which I plan on changing soon.
Meta 1 = Build 1, seen throughout all levels of smite play in various shapes and forms. It's the more "True Support" build.
Meta 2 = Mildly experienced Smite players sometimes rush Shoes of Focus into Breastplate of Valor for heavy early CC reduction because IMO Breastplate of Valor is a better item on him than Sovereignty but Sovereignty is a better team item.
Meta 3 = Highly advanced Smite players within organized teams often rush Shoes of the Magi into Winged Blade and try to be an early game harasser.
In regards to build 2 and 3, Getting those items late is still very useful because of the passive/stats it gives. But I'd definitely say it's not super important, I particularly like the idea to include the situational items as alternative up above, I'll have to get to that later. But builds 2 and 3 on the first tab are going to be swapped out soon.
In regards to the late pickup on Winged Blade even with Travelers Shoes. That's kind of the point, since you're going to be selling Travelers Shoes late game for Shoes of Focus or Shoes of the Magi (Or even Reinforced Greaves) the additional movement speed from Travelers Shoes is going to disappear so the extra movement speed wont be overkill, nor do I believe that it would be overkill with Traveler's Shoes still built.
Overall I'm going to look to drive some of these points home more now that the contest is over. But right now I'm focusing on getting my Awilix guide updated with new formatting and content before I move back to fully completing this guide.
In regards to your skill leveling section. I tried to make it clear that you don't have to max Glacial Strike first to be useful with him, in fact we've seen him played excellently with Ice Wall maxed first in the SPL. But when it comes down to it, I personally think maxing one ability first is important on him it gives enemies something to fear, you're either afraid of his CC or afraid of the burst damage from his 2 early. Glacial Strike scales very nicely which is why I recommend it as the general first max because the fear of damage is one of the best forms of CC and when that damage comes in the form of CC, that's a double whammy.
But in regards to split leveling on him I generally wouldn't recommend it, but to each his own.
On Ice Wall I included in the cons that he can block himself and his teammates so I think I'll leave it at that since what you described is a specific player error scenario that leads into that con.
Thanks again for dropping by, hopefully this information helps you better understand what I was going for.
Had a thought...FYI I forgot that you mentioned selling Travelers later...so, if you get Winged, what about replacing Travelers with Ritual Blade?
I just want to make it clear that my thought with regard to skill leveling is normally not splitting the leveling...for most gods, there's an extremely clear skill that you should max first. With Ymir in Jungle, it definitely makes sense to go for Glacial Strike first...but as Support, I don't see it hurting his effectiveness much...more individual damage, or still good damage plus a somewhat longer freeze to lock the enemy down for teammates...a good balance...one that's better than most.
Finally, with the negatives on Ice Wall, the specific reason I mention that is because the vast majority of skills don't have the potential to screw things up...they're either straight damage or they lock a god down in some way. One of the best ones I can think of is Freya's Banish...bad timing and choice on when to use it can really hurt, so I feel it's worth mentioning...but again that's just me, and it's because I screw both up more often than I'd like. Then again, even a well-placed wall can screw a team's chase potential. Say it's used well, but then the enemy has a jump that gets them past it...and your team just used a Sprint to catch them. So...that one's not necessarily player error, right? Anyway, just thoughts.
Anyway, thanks again on the response, and look forward to seeing the adjustments you're making for your Lunartic guide!
If so, which Gods should I tackle?
I don't think it's even needed to say that the guide itself is very solid as you know a good deal about making such already; lots of helpful information, well thought-out build options and the whole looks really pretty in the chosen color theme- more than happy to see that the main text color you used throughout the guide doesn't hurt the eyes as it's quite subtle.
As for the suggestions; there were just few things that I thought might be worth mentioning:
"In the teamfighting phase, Fafnir really shines, he just does a lot of damage so you might want to look to interrupt him when he goes into his ultimate to interrupt the extra damage coming out from there."
~maybe I'm reading it wrong, but how I understand it the way it's typed, is that you should interrupt his ultimate (?); which wouldn't be possible due to him being untargettable and immune to damage for the duration of the cast- sorry if I'm missing the point there though
-"Ability Combos", first one:
"easiest damage combo in Smite History; you simply use a giant cone stun"
-"Support Matchups", Ares:
"god that can do a LOT of damage; I think any of you that have played against even a decent one have learned that"
So hey that'd be it from me I think; your guide didn't have any major flaws so I had to stick to some smaller ones :P
Anyways, great job on that one already, definite upvote.
To everyone else...you can ignore the BBcoding (it's definitely eye-catching, but that's not the most important part). However, you definitely need to consider the level of detail that's being displayed in this unfinished version.
*edit* oops, fix the ability leveling, Estidien.
That said, the content is going to weigh much more heavily to me. A true guide should be able to help not only beginners (by providing basic info) but also possibly help veterans improve their gameplay, or teach them a trick they might not have known before.
Hence my comment to Estidien pointing out the info on the abilities, and why I specifically said BBcoding is NOT the most important part.