Ymir

Solo Bully Ymir

Updated by Eden - 3 weeks ago | Closed Alpha 5

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GODS ABILITY ORDER

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SECTION | SOLO BULLY YMIR

2,3,1 should be prioritzied with 4 upgrades when available for reference throughout this. 

 

This start encourages early invasions of the enemies blue camp, should you have the ability to coordinate with a jungle. Invasions are not all that common now, usually resulting in a kill if the solo pursues blue buff. Should they go right to lane, you gain a free blue buff and gank as well. [ITEM:(177)Medallion] vs. [ITEM:(197)Shield] comes down to your percieved opponent, Intel solo vs. Strengh solo respectively. 

 

Early laning phase consists of trapping poorly placed enemies within wave to hit Frost Breath and Glacial Strikes both at once, neatly secured by your Ice Wall. This may require baiting out certain movement options, such as [GOD:Neith]'s backflip. [GOD:Ymir] can trade with most gods when trading basic attacks because of Frostbite and strength recieved from [ITEM:(1013)Warrior's Axe]. Getting a kill in this phase is easy should you find that key moment where you can trap the enemy. It's important to engage after diminishing the minion wave fully, as minion's damage can easily turn the tide in the enemies favor should you time your engagement poorly. [GOD:Ymir] has poor mobility, so it is important to be patient and not overextend. This sounds contradictory to "bullying", but when you do engage you will stick. This is why [ITEM:(1924)Mystical Mail] is key for first item as well. The passive aids in finishing off minion waves whilst also allowing your aggresion to punish the enemy simply for being in their space.

 

At this point in the game, once you have reached level 5, war horns become more prominet. [GOD:Ymir] excels in securing these with his Ice Wall, being able to close off enemies access to the war horn entirely. This adds more pressure to the enemy earlier, allowing yourself and buffed minions to make swift work of waves whilst focusing aggresion further on the enemy solo lane. Repeat this, ward as neccesary, and feel free to gank the carry lane should you build a decent lead. [ITEM:(146)Stone of Binding] is key for added protections, as well as it's ability to shred the enemies' protections once hit with Frost Breath. This leads to Frostbite and Glacial Strike doing massive damage, as both scale off of strength and intelligence. Add on [ITEM:(153)Chronos' Pendant] and your Glacial Strike will really start to chunk. 

 

[ITEM:(170)Jotunn's Revenge] allows basic attacks and Frostbite to hurt even more whilst keeping your abilities up further. [ITEM:(1928)Spear of Desolation] provides a big boost to Glacial Strike, as well as a bit of pen. These two items provide useful stats on their own, but combined their passives are devestating in a teamfight. So long as you stay in the fight, both will shave time off of your abilities with [ITEM:(153)Chronos' Pendant] already providing it's own benefit as well. In the team fighting phase, [GOD:Ymir] excels at locking down key targets, shredding them down, and gaining cooldown on kill to move on to the next target. Ice Wall is also incredibly useful for blocking off enemies escape routes, securing allies escape routes, and boxing in objectives. 

 

[ITEM:(174)Leviathan's Hide] is the least consequntial item here really, but it still provides the important benefit of trading better in the laning phase, as well as neutering the strength of enemies in the team fighting phase. Optional items fit best in this slot given situaional struggle with a magic heavy enemy team, and [ITEM:(210)Triton's Conch] is really here for fun if you wish to do a little more damage whilst providing your teammates with some of the benefit during teamfights. 

 

I have not mentioned Shards of Ice, as I feel it is the easiest ability to use, as well as misuse equally. It is best used as a combo ender if you have scouted out the enemies abilities. If you blindly fire off a Shards of Ice without scouting out the enemie's abilities, you are subject to being punished heavily. Try to use one of these in a huge cluster of enemies that is preoccupied already within a teamfight, as you are likely to be priortized less as a tank. Enemies will have to shift focus, leading to openings for your heavier hitters, or flee which does the same. If they stay within, this deals massive damage after full charge and can likely be cleaned up. [ITEM:(1929)Glorious Pridwen] is fun when combined with Shards of Ice, providing some survivability, radial damage, and slowing. Shards of Ice does not feel as useful in the laning phase because it requries scouting out an enemies escape and ultimate in most cases far more precisely than the teamfighting phase. However, the CC immunity and huge damage does serve purpose in heavily punishing an enemies ultimate involving CC, such as [GOD:Mordred]. An enemy must react to Shards of Ice, making it also useful for securing war horns and potentially netting a kill if an enemey doubles down in staying.

 

 

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