This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Hello! I am Ωmegadon, and this is my Ullr ADC guide.
Firstly, I would like to explain the God. Ullr is a ranged ADC (Attack Damage Carry), and unlike most gods, he is a "Stance Dancer". This means his "Ultimate" doesn't do any damage. What it does, is changes your first 3 abilities entirely, which I'll explain in the "Skills" section. But to clarify, if you learn to play Ullr well, you will be an absolute terror the entire match.
The Pros
Ullr is a massive damage carry.
His early lane clear is definitely in the top 3 for adc's.
His ganking potential even before level 5 is amazing.
The Cons
If not warded properly, or with poor awareness, he can be shut down from an early gank.
It takes a bit of talent to play any "stance dancer".
There's many ways to build any ADC, but I prefer no crit, and flat pen. I very much dislike being in an "Oh ****!" moment, and having to pray for crits. The idea just isn't enough for me to rely on. I prefer solid damage I can rely on. The above item set is my absolute go-to on any ADC, with a few exceptions. And you can build them in the order you see them. Ullr has enough power built in, and with his kit, it's acceptable to buy Ninja's over Warriors. Ninja's grats more mana (the use of more abilities), and attack speed, which comes in useful later. You can always swap out late game. Last item, Qin's is more of a tank shredder than anything. If going up against a healer, then it would be suggested to build Brawler's.
With Ullr, you always want to max your 1 first. Its your strongest lane clear in Bow Stance. In axe stance, your 1 will actually stun your opponent if landed. The higher the rank of your 1, the longer the stun. Your 3 is maxed second. Your 3 is an amazing snipe ability in bow stance. In axe stance, your 3 is a leap. Pretty basic. Your 2 will be last, but always get a point in early. In both stances, your 2 is a 5 second buff, either a physical power buff in bow stance, or a mini-sprint in axe stance. Most guides wont have you put any points into your 2 until after level 12. I find it to be a necessity early. The 5 second physical power buff isn't particularly amazing, but the 5s sprint is essential. Either as a chase, or to assist in escaping a well timed gank. As for your 4, what would normally be an Ultimate ability. It progressively increases the attack speed of your bow stance, and progressively increases physical lifesteal in axe stance. Immediately at level 1, you have the use of this ability, but it doesn't provide the benefits until you put a point in at level 5.
This is a very basic run through of how I lane. Awareness and circumstances can always change at a moments notice, which is why I'm keeping this very basic.
I will clear the first wave, and straight to red buff. Because of the current meta, the support is in mid lane with your mid laner. It would be nice if they met you are red buff, since most likely both waves will be cleared, and them helping gets you back in lane fast. While you clear wave 2, the support and mid laner should've cleared mid harpies on adc side, the mid laner should be back in lane, and the support should be on route to assist you in clearing purple buff. At this time, you go back to clear wave 3, and the support and mid should be on route to clear back harpies. At the earlier chance, the ADC, the Support, and the Mid Laner should all group to take the 2 gold harpies.
While laning, you will be alone most of the time. Wards are absolutely essential for you specifically. One early gank can shut you down hard. And even as amazing as Ullr is, you do NOT want to be underleveled to a good Hou Yi or Medusa.
Team fights are almost always a complete mess, unless you have an exceptionally coordinated group. And since that rarely happens in randoms, were going to focus on what YOU can do. Firstly, use your 3 to poke back line gods, which is usually your opponent adc's and midlaners. Try to save your axe stun for channeled abilities, like an Artio's 3, or if a squishy steps just a little too close. As an Ullr, the enemy team should know you are dangerous, therefore they will do what they can to down you as fast as possible. So stay on your toes with positioning. You slip up, chances are you're going to be dead.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
We get it by now. You're ignorant about many things in this game, doesen't mean you need to spread misinformation on outdated builds. Especially considering "we" had to fix your damn Merlin "jungle" builds.