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GRANDMASTER ULLR ADC GUIDE!

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by TottiGR updated May 7, 2024

Smite God: Ullr

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Ullr Build

Starter Skill Build

Notes Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Bluestone Pendant Bluestone Pendant
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Bluestone Build

Notes Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold, also his power buff to the next basic attack after using an skill goes perfectly with this GOD (Insane choice).

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Notes

Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold, also his power buff to the next basic attack after using an skill goes perfectly with this GOD (Insane choice).

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Transcendence Transcendence
Build Item Hydra's Lament Hydra's Lament
Build Item Fail-Not Fail-Not
Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Choices

Notes Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Jotunn's Wrath.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

Jotunn's Wrath provides you of 20% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold.

Notes

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Jotunn's Wrath.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

Jotunn's Wrath provides you of 20% CD that fits perfectly in a skill based build like this one and also of a good ammount of power and mana sustain for not much gold.

Build Item Mantle of Discord Mantle of Discord
Build Item Titan's Bane Titan's Bane
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Soul Eater Soul Eater
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Phantom Shell Phantom Shell

Ullr's Skill Order

Bladed Arrow / Thrown Axe

1 X Y
Bladed Arrow / Thrown Axe
2 3 6 7 10

Expose Weakness / Invigorate

2 A B
Expose Weakness / Invigorate
4 15 16 18 19

Hail of Arrows / Glory Bound

3 B A
Hail of Arrows / Glory Bound
1 8 11 12 13

Wield Axes / Wield Bow

4 Y X
Wield Axes / Wield Bow
5 9 14 17 20
Bladed Arrow / Thrown Axe
2 3 6 7 10

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, Stun, Damage
Damage (Bow): 60 / 110 / 160 / 210 / 260 (+70% of your Physical Power)
Damage (Axe): 50 / 80 / 100 / 140 / 170 (+70% 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
4 15 16 18 19

Expose Weakness / Invigorate

2 A
Ranged: Ullr gains bonus Attack Speed for 5s.

Melee: Ullr gains bonus Move Speed for 5s.

Ability Type: Buff
Attack Speed (Bow): 20 / 25 / 30 / 35 / 40%
Move Speed (Axe): 20 / 22.5 / 25 / 27.5 / 30%
Duration: 5s
Cost: 50
Cooldown: 14s
Hail of Arrows / Glory Bound
1 8 11 12 13

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: Circle, Leap, Damage
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: 14s
Wield Axes / Wield Bow
5 9 14 17 20

Wield Axes / Wield Bow

4 Y
Ullr changes stance. He gains half of the stat bonuses when in the opposite 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
Physical Power (Bow): 20 / 26 / 32 / 38 / 44
Physical Lifesteal (Axe): 15 / 22.5 / 30 / 37.5 / 45%
Cooldown: 1s

Ullr Threats

Tap each threat level to view Ullr’s threats

Max
4
Major
1
Even
0
Minor
0
Tiny
0

Ullr Synergies

Tap each synergy level to view Ullr’s synergies

Ideal
4
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Ullr as an ADC.


Here are my socials:

Abilities

Ullr's Abilities


Passive - Weapon Master

When Ullr uses an ability in either stance his cooldowns in the opposite stance are reduced.


Ability 1 - Bladed Arrow / Thrown Axe

Ullr's fist skill. In bow stance you shoot an arrow that passes through enemies dealing damage. In axe stance you throw an axe that hits a single target stunning that target.


Ability 2 - Expose Weakness / Invigorate

The second skill's bow stance grants you bonus physical power for time period, and in axe stance you get bonus movement speed instead.


Ability 3 - Hail of Arrows / Glory Bound

Third skill. In bow stance you bring down arrows at a target ranged AOE location dealing damage. In axe stance you leap to a target area dealing damage as you land.


Ultimate - Wield Axes / Wield Bow

This is the ability where you change stances removing disarms every time, and when you are using his bow you get additional attack speed, or additional lifesteal when using the axes. This lifesteal can save your life in lategame teamfights.


Example Combos:

Thrown Axe > Bladed Arrow > Hail of Arrows > Basic Attacks

Glory Bound > Thrown Axe > Bladed Arrow > Hail of Arrows > Basic Attacks

Bladed Arrow > Thrown Axe > Basic Attack > Hail of Arrows

How to Play

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the purple buff, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 2 so will need level up your first skill Bladed Arrow / Thrown Axe so you will have an skill that can be used for pushing the waves quicker or for starting a duo lane fight by stunning them with your axe.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you spam your skills for securing the camp. Anyways, I do recommend as a hunter that if someone comes to contest, you should always try to fight them instead of securing the buff because you have a really good god for early fighting and an easy chance of getting some early kills that can make the difference during the early period of the game!

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly with your Bladed Arrow.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life so you can poke the enemy ADC by using your Bladed Arrow through the minions into the enemies, the will give you a lot of lane pressure because you will easily push the wave while poking the enemies hunter. In case you poke the enemies so much, use your Glory Bound into him and then use your ultimate to secure the kill or chase an enemies. I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you should play safe, you will have to position yourself in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Acceleration before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THE ENEMIES ARE DOING ENGAGE ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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League of Legends Build Guide Author TottiGR
GRANDMASTER ULLR ADC GUIDE!
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