Ymir

Undying Bruiser ymir

Updated by Anubis - 2 weeks, 1 day ago | Closed Alpha 6

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Support Support
Solo Solo

Starter Build

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Final Build

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Optional Items

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GODS ABILITY ORDER

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SECTION | ITEMS AND WHY

[ITEM:(1934)War Flag]

The war flag is because it's a support item that gives you protections, build stacks off of a cyst, but instead of selflessness it gives you movement speed and attack speed as well as your team so it's more aggressive.

[ITEM:(1918)Prophetic Cloak]

Prophetic cloak is the first item because they requires you getting Stacks that are going to take a while. And it's evolved form however you get 40 physical and magical protections, cool down rate which will go into the Bruiser part of this bill, and damage mitigation. By the end of the build you will have the 12% damage mitigation instead of the 6%.

[ITEM:(1916)Gladiator's Shield]

Or [ITEM:(182)Phoenix Feather]

Next.

Whether you use Phoenix Feather or Gladiator Shield is up to you and the team comp that you're going against, however if you want to lean more into being tanky you go with the phoenix feather for the healing and the magic protection. I personally go into Gladiator Shield for the extra physical protections that'll help Step up to duo Lane as well as against the jungler. This does not help if the Carrie or the jungle are magic damage which is why Phoenix Feather is an option.

Gladiator Shield will give you more damage based off your protections as well as Max health and a little bit of physical protections. This will get you into the Bruiser aspect of the build

 

Phoenix weather gives you 60 protections which when mixed with gladiator Shield is a decent bit of damage, it also gives you 275 Max health. If you built Gladiator shield first this will make it where you can stay in the fight longer to try and confirm kill and survive encounters that you normally shouldn't

[ITEM:(1917)Shield of the Phoenix]

Shield of the Phoenix gives 250 Max health, 30 physical protection, and 20 Health per second. This increases the max hell for the third time, gives you more health regen so that you're sustainability is better, and now you have more physical protections than magic protection which is going to be better for the late game. The main point of this item however is the passive. Whenever you hit an enemy god with an ability that deals damage, you heal for 2% of your Max health. We have three items to increase our Max Health as well as two pure defensive items and three hybrids. Two of the items also give increased cooldown rate making it where you can use your abilities more often and heal more.

[ITEM:(186)Amanita Charm]

This item gives few protections with 25 strings and 15 magical, but also gives 300 Max health and health per second the protections aren't the greatest however it will still help in the long run and will be a mild damage boost due to Gladiator Shield, the max health is the main benefit as you heal 2% of your max Health per attack now.

The Amanita Charm is an activated item that when activated dropped a mushroom on the ground that heals teammates in an area around it for 3.5% of their Max health for 5 seconds. In total that 17.5% Max health. This item is bought so now instead of just you being the one feeling your team is able to sustain as well. This will be towards the late game when the team fights are starting to happen more frequently and having it so that your team is able to recover quickly like that could change the battle into your favor.

[ITEM:(209)The Reaper]

This item is definitely unorthodox on Ymir however as a final item it works extremely well. This item gives 30 strengths and 25% life Steal. This item activates when you injure an enemy below 30% health. You gain 10 strength and 5% life still for 4 seconds. This helps you confirm enemies with your attacks as well as surviving the dive. Whenever you successfully kill an enemy your HP threshold increases by 10% up to three times, and you gain an additional 10 strength and 5% life still up to three stacks. This means that you'll have 30% more life with the max health items, as well as 40 total strength and an additional 0 20% life Steal on top of the 25% you already have. The strength will also increase your basic attack damage which will go well with ymir's passive. You'll have good ability damage from your other items and enemies damaged by your abilities take increase basic attack damage, so now you're basic attacks will be able to do some chunk of damage on top of your abilities. That combined with the lifesteal makes it where you're doing moderate damage while sustaining through the entire fight making it easier to confirm low Health targets

[ITEM:(1894)Blink Rune]

The blink room is being used because early game you can use it to avoid ultimate and save yourself, or use it to engage quickly and help your carry. Mid game you can use it to roam faster and get the locations quicker and late game you will be using it to dive enemy teams or Retreat from a dive

SECTION | BUILD NOTES

[ITEM:(1916)Gladiator's Shield]

And

[ITEM:(182)Phoenix Feather]

Can be built interchangeably depending on the situation. They should not ever be the fourth or fifth item they should always be the second or third items however the order in which you build these two items does not matter in the long term

[ITEM:(1917)Shield of the Phoenix]

This needs to be the fourth item as it's your main sustainability you too building mostly hybrid protection items

[ITEM:(186)Amanita Charm]

And 

[ITEM:(209)The Reaper]

Are also items that can be built depending on the situation. If you notice that your surviving well and not having any issues with dying but it's your damage that's not doing well, getting the reaper will increase your damage and survivability making it where you can start getting pills early and building up your stacks

However

If you notice that your team is losing the team fights because you're dying too quickly or the enemy team is doing too much damage, the amanita charm will give you a couple of protections to make you slightly tankier, as well as the max health to go with percentage healing, a little bit of Health Region and the ability to heal your team.

[ITEM:(1903)Health Chalice]

From the very beginning you will buy health chalices to increase your survivability. Health chalices are strong early game and have a decent impact of late game. Being support your main job is to take damage and have crap control so committing to health park early game makes it where you don't have to worry about spending that money later in the match. Support also tends to back the most by their job is to take damage meaning that every single time you go back to the Fountain you'll have more Health costs allowing you to stay in the fight longer

A key takeaway to this is to remember you are still the support So focusing on your team and keeping them in shape is always good for you. This support build is about being able to confirm kids similar to how solo Lane should be, but still makes you sustainable and tanky enough that you're a threat. Doing moderate damage lets you little people down as well as consistently healed back the damage and healing, and considering yamir can move quickly by bouncing with his walls, can walk people off to block that movement, has a slow with his line attack and a freeze with his comb, as well as his ultimate being a large area affect that slows and gives him damage mitigation. This build makes it so that you combine damage tankiness and sustainability into a unkillable unyielding ymir.

SECTION | POSITIVES OF THE BUILD

Misspelled means more into hybrid damage and works extremely well with [GOD:Ymir] 

Ymir is CC heavy meaning that you don't need to go to any of that into the items, visibility to moderate damage naturally and with the hybrid items are able to do decent burst of damage even against tank other tank characters. The build is also flexible with the second and third item as well as the 5th and 6th item being interchangeable depending on the situation anti-heel also has less of an effect as you will end up with 45% healing which is a large number compared to what would be expected as well as the concept and consistent 2% Max health the phoenix feather and the mushroom. This means that even if the enemy team builds anti-heal it will hinder you but not cripple you

SECTION | CONS OF THE BUILD

This build heavily relies on your ability to confirm kills, which will often be from you diving an enemy team and overextending, there's also two activated abilities work when not available do make you less survivable meaning that you need to use the activated items at the proper time or else you may end up using it and wasting it, this is especially so with the mushroom as if you use it only for yourself you won't get the healing potential on your whole team. I've already stated that Max Health damage is not much of an issue however you don't have the most protections that you can since a majority of the items are hybrid so characters who build heavy into penetration will be able to do a decent amount of damage. This is saying ability aspect is there to help however late game is when most people build penetration items which can make it difficult to survive if you're not good with hitting the activated abilities or your abilities in general.

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