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This is my first guide for a champion in Smite, I did however make a guide for Aatrox in League of Legends that is very similar to this one. For this initial version, I basically just hit the main points from Quick Chapters. I will add some matchups, or alt builds, or something at a later time.
http://www.lolking.net/guides/259028
But, Ullr has been my predominate champion since I started playing Smite. I picked him purely because I liked the idea that he could switch between melee and ranged attacks, giving him a lot of versatility, and his blue default outfit was pretty cool.
The Awesome Pros:
-His ult passive in melee gives a lot of lifesteal when combined with the 2 life steal items (like 65% late game) for when you leap over to get the squishier ranged champs/adc. The attack speed is good since you're technically an ADC role, although I make him more a jack of all trades assasin/adc/lifeteal tank thing.
-He is extremely versatile due to different 1,2,3 abilities in each stance of his stances allowing for alternating between pure damage and useful utility skills and CC/initiate.
-He has a lot of chase to secure kills to snowball (MS buff and Leap ^^^)
-He has a lot of ranged poke for damage and outlaning (arrow rain/arrow shot ^^^ )
-He has fast cooldowns due to Champion Passive, as long as you have the mana to use oyur skills and switch stances often!
-He's a sexy beast and OP, and his blue and gold skin brings me joy.
The Almost Missing Cons:
-He still is sorta squishy in this build for trying to melee, focusing more on outsustaining through his massive amount of lifesteal than resisting the actual damage, basically like Aatrox from League of Legends. But thats more the build than the champ.
-He goes through soooo much mana. You basically require starting with Transcendence right after your spend 1465/1500 initial gold on cursed gauntlet.
- Thats literally basically it
I'll do skills before items as it prepares you for why his build path focuses on massive amounts of Physical power, Lifesteal, Attack Speed, Physical Penetration, and sadly Mana, but only one smidge of physical resistance and health. So, the skill path is pretty simple in my opinion in terms of order, at least once you've played Ullr. This champion essentially has two battle stances + passives instead of a regular Ultimate. Also make sure you master switching your stances, because his actual character passive makes it so any skill used in one stance, reduces the cooldown of all skills in the opposite stance by 1 second. You can spam your abilities fairly well without any cooldown reduction, although Transcendence is required for this champion.
The first one, and main one you'll use (unless giving chase/trying to stun or lifesteal heal champ), is the bow stance. This obviously gives you ranged attacks that focus primarily on pure damage. In this stance, your #1 is a sorta-wide linear arrow blast that pierces units, your #2 empowers your basic attacks, and finally your #3 drops arrows from the sky at a long range. The ult passive in this stance is +5/10/15/20/25% attack speed.
The second stance is your dual sxe stance. This is a melee stance that while also still doing good damage, all of your skills focus more on utility now. (What I meant is bow skills get more damage with physical power than your axe ones, its a higher percentage bonus). In this stance your #1 throws a linear axe that hits a SINGLE unit, but stuns on hit, your #2 is a movement speed boost, and finally your #3 causes you to leap into the air a good distance, landing in an AOE spash circle. The ult passive in this stance is +5/10/15/20/25% Physical Life Steal.
You'll notice quickly that the #1 in bow stance will become your main poke, with #3 being another awesome one for needling on turrets. Your #2 is better only for when youre strictly engaging champs, I wouldnt use it otherwise until you get Transcendence. Stunning them with an axe throw, switching to bow, and hitting them with #2 empowered arrows is effective. Just make sure you get used to Ullr's leap, and realllllyyyyy landing his skill shots reliablly, especialy the stun and "arrow mortar"
I don't believe the order needs an explanation, once you'll play him you can tell it works pretty well. However I play him very pokey then bam burst them down. Leveling his 2 over 3 would make dueling much more onesided towards you, so dont keep everything completely in stone. You may need to change items slightly, although typically ive always done well with this general path. Although you can modify the order of these items, i feel these are the best choices for his 6 slots though.
So my item path may look really confusing, but I broke it down into pretty much an iitem by item path. Although, I dont go back just to buy a tier 1 item, just skip it and go to 2 if it means laning and getting more xp and gold. You can place and actives/consumables anywher in there that you feel they are needed. I placed the ones i typically only get although you can get what you wish. If you dont get an opportunity before (by dying or going ot heal) then once you get the gold for the level 2 Transcendence go back, you NEED THE MANA) If theres more questions on the items post a comment and I will reply to it, or elaborate in this section.
So, this is just a really short section on what I feel your goal on a team should be. You have so much sustain, you should never really NEED to go back, you should just be like damn, I need to go spend this monttteeeyyyy! This should allow you to, theoretically, push out your lane fairly quickly and get early turret kills to give you a slight early gold advantage. You have a lot of chase and movement, so dont be afraid to build boots sooner and assist your teammates with ganks, sometimes you cant count on that jungler!! I view your goal similar to Aatrox in Leage. Try not to be the engager, wait for it to start, then move in and leap into the back. GET THEIR CARRY! you have a stun and 5 other abilities you can slam them with! after that just go from easiest/best to hardest/worst kills to choose their champions. (In leauge i typically wen priorites likes this ADC/Carry > Mid/AP/Magic champ > Jungler (unless Super Tanky) > Top Laner/tank/fighter > support.
Mostly a statement, you can definitely probably do this champ jungle, however I would lane. But, don't be afraid to get some XP camps or a Damage/Speed buff. If you play this champ right you should carry your team to victory
Ullr is a bomb, predominately ranged champion, that has amazing adaptability and misleadingly large amounts of lifesteal (no idea how many lucky lucky turret plays ive gotten). Dont be afraid to give chase, just dont be greedy and stupid. You want to get fed and snowball to the win, but getting killed a lot early will set you back a lot. Practice landing his axe and bombard arrows and you will rack the kills up!
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All that aside, everything about this build is sub-par. And by sub par i mean terrible. Youve got ONE core item correct in Warrior Tabi.
Transcendence is a good pickup if and only if you are double stacking it with Devourer's Gauntlet.
General Actives for hunters tend to be Greater Purification and Greater Sprint with the latter removing the AA penalty while active, I would consider this absolutely core.
If youre going with Transcendence and double stacking with devo's youll remove Titan's Bane.
You're also lacking the Death's Toll starting item. This is an incredibly important item for any ADC to start with, especially a mana hungry one like Ullr. You get mana back for every basic you land. This will help you sustain in lane longer as well as helping in low mana boxing matches early on.
The reason ADC's in smite rarely deviate from the Warrior Tabidevouerer's gauntletexecutioner Rage Deathbringer Titan's Bane build is due to the state of the Burst Meta and the power/lifesteal this build gives for its cost. It is a very very efficient build.
The Skills progression, imo, is off as well. You want fast and efficient clear early. Most upper tier ullr players dont put a single point into his 2 until way late, think level 12+.
Ullr's poke comes from his 3 while his clear comes from his 1. spam leveling these two abilities is what makes a good ullr terrifying.
The guide itself is poor. No BBCoding. Walls of Text.
I seen that Sov and called you're level 10. You just don't get Sov on anybody but a tank.
He is even lower probably
oh and if you get a matchup against a magical god (what happens in solo) I would reccommend Ancile more or Runic Shield
it's possible but what I was questioning was mostly was if ability passive things also count for the cap (because LS has a cap of 60% if I'm right) going over the cap leads to a loss.
well out sustaining them in smite is in this case maybe 1 hit more and you need to do 2-3 hits more (also because you have 4 items that bring power and the normal adc has 5-6 items that bring power (compared with pen) can heal up with almost the same amount as you do with double LS and they deal more damage.)
ah okay so this is more for the solo lane part (red left lane. blue right lane) still that part isn't to clear for me (supports need to rotate so sooner or later it's adc vs adc).
Also because the support takes Sovereignty you make the item wortless when you reach the teamfight fase. because the passive doesn't stack.
I would recommend to take Void Shield which gives you some pen and power too.
or Hide of the Nemean Lion it gives more standard protection but les health and the passive is a reflection of basic attack damage (30%). this is usefull when the other team is aa dependent.
or shifter shield for some protections against phys and mag damage and abvove 50% more power below more defense.
or for some heavy defense Hide of the Urchin which give you a max protection of 65 magical and physical (include your support's sovereignty you have as much as you had with your own sovereignty but with an extra 65 for magical.)