Ironically, what you guys hate most about him is what I love most about him: his flow and his kit.
Firstly, his flow. With Ullr, you really need a good understanding of his kit. A good poking mechanism is Melee Stance -> Thrown Axe -> Ranged Stance -> Expose Weakness -> Bladed Arrow. His zero cooldown on his ult makes this fluid as hell, and able to take a huge chunk of health away from the enemy. If his kit isn't fluid enough, if you're laning with a support with good understanding of initiating mechanics and communication, or if you're well enough to spot out when they will initiate, immediately switch to Melee stance for maximum crowd control efficiency; If a Sobek were to use Charge Prey, you can immediately follow up with a stun, change stances and deal damage. If a Ymir were to use Frost Breath you can stack the two stuns when the Frost Breath stun gets low, basic attack, and switch to ranged when unstunned and follow through. You can make your own flow.
His kit is also pretty fun. Sure it's not original, not to the fullest extent at least, but it's effective. To be honest, I'd much rather have a much faster, yet shorter ranged, Impale with no knock-back. It it's not broken, don't bother fixing it.
If you're really not having much fun with Ullr, try jungling with him. His camp-clear is fun and actually faster than most when switching stances, plus the additional lifesteal from his ult makes counter-jungling more effective if encountering the enemy jungler, and you already have the advantage with your high powered, fast ranged attacks.
I like Ullr. If I were to make him more balanced in anyway I'd just decrease the stun duration. Seriously, a tank stun on someone who doesn't even need to step close to him to deal damage. Initiation levels are beyond recognition.
2 games of Ullr. 1 solo and 1 duo. Was late for 1 minute on both because of "Problems" And still I ownd my lanes while I was like 3-4 lvls behind. So ya... OP much?
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