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For Glory! Ullr Conquest S2 (updated 5/19/15)

12 1 91,218
by FemFatalis updated May 19, 2015

Smite God: Ullr

Build Guide Discussion 14 More Guides
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Ullr Build

Starting Build

Build Item Bluestone Pendant Bluestone Pendant
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion

Normal Build

Build Item Heartseeker Heartseeker
Build Item Asi Asi
Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Que's Locomotive Build

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Heartseeker Heartseeker
Build Item Hastened Fatalis Hastened Fatalis
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Alternative Build

Build Item Transcendence Transcendence
Build Item Asi Asi
Build Item Ninja Tabi Ninja Tabi
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer


Build Item Greater Sprint Greater Sprint
Build Item Greater Purification Greater Purification

Ullr's Skill Order

Bladed Arrow / Thrown Axe

1 X Y
Bladed Arrow / Thrown Axe
2 3 5 7 9

Expose Weakness / Invigorate

2 A B
Expose Weakness / Invigorate
14 15 16 18 19

Hail of Arrows / Glory Bound

3 B A
Hail of Arrows / Glory Bound
1 4 6 8 10

Wield Axes / Wield Bow

4 Y X
Wield Axes / Wield Bow
11 12 13 17 20
Bladed Arrow / Thrown Axe
2 3 5 7 9

Bladed Arrow / Thrown Axe

1 X
Ranged: Ullr fires a bladed arrow in a line, dealing damage and passing through all targets it hits.

Melee: Ullr throws an axe in a line, hitting a single target dealing damage and Stunning it.

Ability Type: Line
Damage (Bow): 80 / 130 / 180 / 230 / 280 (+70% of your Physical Power)
Damage (Axe): 50 / 80 / 100 / 140 / 170 (+65% of your Physical Power)
Stun Duration (Axe): 1 / 1.1 / 1.2 / 1.3 / 1.4s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Expose Weakness / Invigorate
14 15 16 18 19

Expose Weakness / Invigorate

2 A
Ranged: Ullr gains bonus Physical Power for 5s.

Melee: Ullr gains bonus move speed for 5s.

Ability Type: Buff
Physical Power (Bow): 25 / 30 / 35 / 40 / 45
Move Speed (Axe): 20 / 25 / 30 / 35 / 40%
Cost: 50
Cooldown: 16s
Hail of Arrows / Glory Bound
1 4 6 8 10

Hail of Arrows / Glory Bound

3 B
Ranged: Ullr fires a volley at his target location, dealing damage.

Melee: Ullr leaps to his target location, dealing damage in an AoE on arrival.

Ability Type: Ground Target
Damage (Bow): 80 / 120 / 160 / 200 / 240 (+100% of your Physical Power)
Damage (Axe): 50 / 80 / 110 / 140 / 170 (+50% of your Physical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15s
Wield Axes / Wield Bow
11 12 13 17 20

Wield Axes / Wield Bow

4 Y
Ullr changes stance.

Ranged: Ullr uses his yew bow, removing Disarms and gaining additional attack speed.

Melee: Ullr uses his axes, removing Disarms and gaining additional Physical Lifesteal.

Ability Type: Buff
Attack Speed (Bow): 10 / 15 / 20 / 25 / 30%
Physical Lifesteal (Axe): 10 / 15 / 20 / 25 / 30%
Cooldown: 1s


Hi, I'm FemFatalis, I've been playing Smite since the Agni remodel patch, and this is my first guide. I main ADC in conquest, and I'm here to tell you about one of the best ADCs in the meta: Ullr, the Glorious One.


Ullr was released near Smite's release. He is the first hunter to have a stance change, and was initially recognized as a potent ADC. However, since his release, Ullr has been used in other roles, most recently by TSM's TheBoosh in mid lane during the Spring Split. Obviously, Ullr was made to be a carry, and I believe he works best in the duo lane.

Pros / Cons


  • High early damage with skillshots
  • Late game damage with Expose Weakness
  • Utility with both stances
  • Can escape with Glory Bound
  • Transitions well from ability to auto-attack damage



Weapon Master

Spoiler: Click to view

Bladed Arrow / Thrown Axe

Spoiler: Click to view

Expose Weakness / Invigorate

Spoiler: Click to view

Hail of Arrows / Glory Bound

Spoiler: Click to view

Wield Axes / Wield Bow

Spoiler: Click to view

Core Items

The ADC build for Season 2 has settled, especially with the advent of the Summer Smite Pro League. The agreed-upon build by most pro players, notwithstanding particular circumstances or matchups, is Heartseeker, Asi, Warrior Tabi, The Executioner, Rage, and Deathbringer. After Heartseeker's price decrease and base power increase, it beats out all other options for sheer cost efficiency and kill potential.

Start the game with Bluestone Pendant for mana regen, Morningstar for early power and a jumpstar on Heartseeker, and a Healing Potion to increase your survivability. Then build Heartseeker, Asi, and Warrior Tabi.

After the first three items are complete, the build becomes much more typical. The Executioner is just...perfect. Attack speed, power, and passive penetration are all a hunter needs. Then buy Rage, and Deathbringer for an effective crit package.

Greater Sprint and Greater Purification should be your actives 99% of the time. Greater Sprint allows you to stick to low-health targets and escape dangerous situations with slow immunity. Greater Purification is arguably the best universal active in the game, since some characters like ADCs and mids should not get Hand of the Gods. If your opponents have extreme burst potential, such as a Loki and a Poseidon on the same comp, Aegis Pendant can save your life. Now comes the controversial active: Achilles' Spear. This active has been useless since its creation at the beginning of Season 2, but in the upcoming patch, it will be buffed. I don't recommend purchasing it right now, but I'm going to keep my eye on it after the buff.

Alternative Builds

I'm still in love with Que's Locomotive Build: Devourer's Gauntlet, Heartseeker, Hastened Fatalis, The Executioner, Rage, Deathbringer, but with the rise of Heartseeker, this build is too risky to perform in competitive Conquest. If fed, you can go for it, but otherwise, especially in ranked, stay away.

The hipster build for Ullr has always been Transcendence, Asi, Ninja Tabi, The Executioner, Rage, Deathbringer. Personally, I find this build strictly inferior to the new Heartseeker builds, since Transcendence comes online longer. If fed, you can buy Transcendence from your starting Morningstar, but even if you get a double kill in the first 2 minutes, there's no reason to not buy Heartseeker.

Early Game

Start by clearing the red buff for your team's mid laner and clearing the purple buff for yourself. This is rather self-explanatory, and has been a part of ADC play since Season 2 began. Your abilities will have higher damage early game than most ADCs, so use them to pressure the enemy duo lane and push the wave. Ullr has no power spike at level 5, so be careful around ADCs with potent ultimates like Anhur's Desert Fury or Medusa's Petrify.

Once you have 1140 gold, back immediately to finish Heartseeker. This is the most efficient way to start building stacks, especially since building stacks on Heartseeker is risky. Then, at 1780 gold, back to buy Asi, and at 1550 gold, back to finish Warrior Tabi.

Mid Game

Mid game for Ullr begins when Warrior Tabi is finished and Bladed Arrow and Hail of Arrows are maxed. You'll want to farm your lane whenever possible; leave only to participate in teamfights and objectives like Gold Fury. Otherwise, farming your lane will get you to crit items quickly, which is what you want.

Late Game

Late game starts when Rage is finished. Rage is your second power spike, when Ullr's auto attacks become more powerful and his kill potential increases. You're a carry now, make sure to hit your autos and you will kill people.



  • Apollo sucks right now. His clear with So Beautiful is lackluster, so you can pressure the lane early. The only thing he excels at is rotations with his ult, but you can force him to stay in lane by pressuring the tower.
  • Artemis is not hard for you. Her clear is also inefficient and she does not have lane pressure without an aggressive support. She turns into a hyper carry in the late game, but Greater Purification will counter her ultimate and Ullr can become as efficient of a hyper carry if played correctly.
  • Medusa is not competitively viable after the recent patches. Her decreased range on Acid Spray and bad damage on Viper Shot leaves her lesser in early clear, Lacerate's weakness to bodyblocks leaves her unsafe, and her lack of late game scaling makes her inferior to other carries. As long as you never, ever, ever look at her, you'll be fine.


  • Ah Muzen Cab is good, but counterable. He relies strongly on his Hives which are easily destroyed. However, his damage and clear are both high, and his Stinger can kill you if you're not careful. Stun him with your Thrown Axe and punish him if he tries to attack you.
  • Cupid is a good early-mid game ADC. Fields Of Love is an effective ultimate for zoning and damage, and Heart Bomb is good poke. However, if he uses Heart Bomb on you, his clear will suffer. You don't have much kill potential since he has a good escape with Flutter and unlimited healing with the combo of Bluestone Pendant and Share The Love. This lane should be played safe and careful so that neither ADC dies. Late game you'll dominate Cupid with your more powerful auto attacks and better cc. If his cooldowns are down, you can box him with ease.
  • Hou Yi is an interesting matchup. His clear with Ricochet doubles as a cc-poke when shot correctly. However, not many ADC players play Hou Yi correctly. This matchup will evolve when ranked players work out the details of Hou Yi's kit, but for now, it's even.
  • Neith's clear is effective is one-shot with a Spirit Arrow-Backflip combo, and her early game is helped drastically by the new Heartseeker meta. Stay safe, use your Bladed Arrow's increased range to clear the wave from near your tower, and try to survive the early game. Soon, your basic attacks will outdamage hers, and your actives will counter her cc package.
  • Rama is an even matchup. He's an effective ADC, and goes even vs everyone in the current meta, directly countering only Xbalanque. You'll have a decent time against him if you play it well.
  • Xbalanque is strangely even with you. He doesn't have the best clear, so Ullr should crush him, but he survives well and can poke you safely with Branching Bola. The best way to keep him even with you is to stay safe, freeze lane, and stop him from getting kills for his passive.


  • Anhur is hard for you. You rely on outpushing the enemy ADC with your better clear, and Anhur is the Jungle King of the early game. His power spike at level 5 with Desert Fury is insane, and Impale is overtuned. Be careful around the lion; your only hope is to somehow get an early kill or keep him in lane so he can't rotate for kills.


Ullr is an effective, efficient, and underrated ADC. He will always have a spot in the meta, and I believe he is particularly powerful now.

Thanks so much for reading my first guide! ^^ Ullr is my favorite hunter, and I realized this site has a lack of full guides for him. If you enjoyed, please upvote! Constructive criticism is also appreciated!


May 19th:

Spoiler: Click to view

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Stuke99 (56) | September 6, 2015 3:22pm
She's on vacation or something. She isn't very frequent on this site but I know she's alive; I think.
Moonsyne (1) | September 6, 2015 2:16pm
This guide hasn't been updated for a couple of months, and so isn't up to date with the current patches. Virtually everyone agrees with the Transcendence start now over Heartseeker for sustain and power. I haven't seen Fem post in a long time, but I'm newer here, so I wouldn't know. Perhaps ask Zilby or some of the other smitefire veterans.
aderwolf | September 6, 2015 2:08pm
Hey i love Ullr to death and i like you build. But since the changes to Heartseeker (10 stacks for god kills/assists loosing half on death) do you still think it is a viable item for Ullr? I think transcendence gives you now more of sustain and power.
Salehaza | July 8, 2015 2:56pm
Hey!. first time posting on here so cut me some slack... Used the alternative build for ullr you posted and loved it to death. rushing transcendence makes his mana problem a non issue. It allows you to infinite poke them out of lane. and have mana left over for confrontations or escaping a gank.

Ive never played such an interactive, enjoyable, and versitile character. The fact that he has 6 skills that you can chain together in 20 different ways.

I don't think i'm ever using another ADC, and i'd like to know how he matches up against other characters in the duo lane.

Also interested in how well he fares as a solo laner. or even a jungler.. I think i could bully the solo lane with the range/life-steal axe passive if i got the right items.

Thanks for the awesome guide
FemFatalis (15) | May 26, 2015 5:00am
If Expose Weakness was an attack speed steroid, I would definitely be taking it sooner than Hail of Arrows. However, in the laning phase, which usually lasts at least through levels 13-15 for hunters, poke is very important. If you can land your Hail of Arrows and you're maxing it, the damage is fairly good, and Asi is not as effective at lifesteal as previous hunter builds, so poke matters more. I honestly don't think an increase of 10 power for a few seconds is worth a point early, and Invigorate is fairly useless until late game in my opinion. You can definitely max Expose Weakness second, especially in the solo lane for sheer push, but in a normal duo lane, the poke from Hail of Arrows is more important, so practice landing those skillshots. Thanks for the comment!
Wolfman5665 (6) | May 25, 2015 1:14pm
Since everything else I wanted to say has already been said by others, I have one question.

Why do you get Expose Weakness / Invigorate way later in the game? As an Ullr player I find myself maxing it second for its utility in taking down towers and quickly killing the enemy duo lane early and mid game. I would at least get it to level 1 to secure kills and destroy towers early on.
FemFatalis (15) | May 20, 2015 10:49am
In the late game, when I'm using Que's Locomotive build ( Devourer's Gauntlet Heartseeker Hastened Fatalis, which is what I assume you're talking about), I tend to keep Heartseeker after a death unless my build is finished. If my team is not in a terrible position, I can usually go from 25 to 40 stacks on a couple waves, which is enough to put out serious damage in teamfights. Plus, the power bump from Devourer's Gauntlet keeps my damage viable. However, if Rage and Deathbringer are done, I can usually buy at least a Short Sword by selling Heartseeker, which will eventually build into the Malice to finish the crit trifecta.

Edit: these builds are also viable on most if not all ADCs. Ullr benefits the most from the Transcendence build due to his mana-hungry kit, but you can use the Locomotive build on any ADC, and you should be using the Heartseeker Asi build on them all.
Stuke99 (56) | May 19, 2015 8:13pm
What do you do when you go with the first build and you die in the later game, do you try to build up your stacks on Heartseeker again or do you sell it for a different item? On a side note the builds and guide looks awesome and hope to use it in the future when I play Ullr again.
FemFatalis (15) | May 18, 2015 11:09am
JakeCWolf wrote:

This is quite a nice guide, but one thing I think you overlooked is how potent the lifesteal on Ullr's Axe Stance is. 25% at max rank is nothing to sneeze at, it can let Ullr box heavy hitters or quickly heal off of Harpies while taking a breather in a big push on the enemy before his team re-engages.

I also tend to build some lifesteal on Ullr anyhow, mostly as I play him solo lane, so the amount of healing I can get from melee basic attacks, which have the same base attack speed as he ranged attacks, is very startling.

Thanks for the comment! I agree, Ullr's passive Axe Stance lifesteal can be quite potent, especially when retreating from the Titan and quickly clearing a camp of harpies. However, it's simply not as useful as a power/speed steroid in Expose Weakness late-game, since the only time you need that lifesteal will usually be after level 20. Also, the build I use already builds Devourer's Gauntlet instead of Asi, so you'll have plenty of lifesteal.
I like Ullr in the ADC role, but players like CycloneSpin and TheBoosh have shown his potency in solo and even mid lane. However, I main ADC and haven't tried Ullr multiple times in either of those roles, so this guide focuses on using him as a traditional ADC. If I grow more comfortable with him in either of those roles, I will add a section or two in this guide.
JakeCWolf | May 17, 2015 7:04am
This is quite a nice guide, but one thing I think you overlooked is how potent the lifesteal on Ullr's Axe Stance is. 25% at max rank is nothing to sneeze at, it can let Ullr box heavy hitters or quickly heal off of Harpies while taking a breather in a big push on the enemy before his team re-engages.

I also tend to build some lifesteal on Ullr anyhow, mostly as I play him solo lane, so the amount of healing I can get from melee basic attacks, which have the same base attack speed as he ranged attacks, is very startling.
FemFatalis (15) | May 11, 2015 5:35pm
Thank you both! Zilby, I looked to your guides for pointers on how to make mine, and it's sick getting an upvote from you! Thanks for the points on Greater Sprint and Malice, I'll update the build soon. Hastened Fatalis has been super effective for me, I've boxed Rama and Xbalanque with Ullr since juking is so much better when you're moving full speed. Again, thank you both! It's a great welcome to the Smitefire community ^^
Zilby (132) | May 11, 2015 3:26pm
Just to confer, I agree with both of Arvorus' points.
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