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Hello again smitefire, been having some down time so I thought I might as well make it productive. Turned out my thor guide did very well, so Ill share another diamond god build of mine, Ullr!
This is the ability you max 1st, mostly for lane clear. Since ullr is auto attack based this section will be simple :D. The only trick I can mention about this ability is the extra couple of feet range you get. So say if somebody is at 1hp just out of auto range, you can use this to give yourself just a little more reach.
Once you become comfortable with ullr, I'd recommend you set this ability to instacast. It will make your axe harder to land, however, whenever you are boxing someone, you can auto attack cancel with your Bladed Arrow VERY quick simply by tapping 1. This single button press will give you a quick burst of power without interrupting your autos. But like I said, it will make your axe harder to throw. So its not for the faint of heart.
This ability you max LAST. I simply put one point into it at level 6 just so I can get to lane quicker, but its not necessary, you can totally skip that if you want.
This ability gets maxed 2nd. It is a skill shot that is harder to land, and you want your 1 for lane clear, but damn is this ability satisfying to land. No tower camping for you enemy!
This is a skilled ability, you defenitely DONT want this set to instacast. LOL
This ability gets maxed 3rd. Basically free attack speed, thats all.
Death's Toll
Ive decided to remove bluestone from the build in trade for the newly buffed Death's Toll giving you better sustain, as well as 90 additional health that way you can outtrade in lane. Because of the 3 mana return per auto from DT, as well as 100 mana from our boots we are about to build, there is no need for transcendence.
Ninja Tabi
Basic adc boots for clear and boxing. Ninja boots will give you better sustain off Death's Toll as you will auto more, gives ullr the extra 100 mana he needs, as well as early game boxing. Autos from ninja boots are harder to dodge as they are more frequent. Warrior boots, while they hit harder, are more delayed and are easy to dodge. Both have relatively the same dps. The only situation you would want warrior boots on a hunter would be the case of overcapping attack speed, as in Artemis' Apollo's and Izanami's case.
Ichaival
Due to the nerfs of ichiaval, and buffs to devos, its advised to rush devos now and pick up crusher for attack speed and pen later in the game.
Devourer's Gauntlet
This is the best lifesteal item in the game at the moment (just got better). If youre gonna build crit, which is advisable, you will need lifesteal so that you dont refelct damage to yourself and kill yourself from things like thorns and nemean.
The Executioner
At this point in the game, enemies will start to have high base protections. Being able to reduce those protections is more important that critting, and is actually higher dps. The reason we opt for exe here instead of Titan's Bane, even though ullr is an ability based hunter, he has both an attack speed buff on his ult as well as a power buff on his 2, making his autos hit hard as well. This defines ullr as a "hybrid hunter". Since titans also had a price increase in line with exe, and because exe is slightly faster dps, its better to pick up exe in this situation. Not to mention, it will be doing more for your team, seeing how most of the time your solo laner and jungle will have titan's ban. Having 3 titans on the team isnt as useful as 2 titans and an exectuioner.
wind demon
Rage recently got buffed, making its crit consistency favorable over the attack speed wind demon gives you. This also helps lowers the cost of the build.
Deathbringer
Thanks to the pen and power Ichaival gives you, you will be critting for 650, 55% of the time but with more attack speed and pen. This all for the low price of $13250, which is VERY affordable, with benefits being also a better early game.
This item can be picked up last to increase dps as well as some cooldown. However toxic blade can work, as well as frostbound if you feel like being scummy.
Transcendence is just out of the meta. Charged Morningstar just gives you terrible level 1-6 laning sustain, and if anything is important this meta its early game pressure. Deaths toll gives you healing, mana regen, as well as 90 health on top of all of that. Its simply the better choice. Paired along with ninja boots, I dont find myself running out of mana hardly at all.
Less dps than Asi, also 1100 gold more expensive for the same lifesteal. Passive is a gimmick in my opinion. ' devourers gauntlet is the best choice here, giving the most lifesteal out of the 4, for only 2000 gold roughly.
Simply not as good as wind demon. Less attack speed, no crit chance, meh passive, it might give you better boxing mid game slightly over crit (RNG), but I dont like it at all late game. Skip it.
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Truthfully I'm a bit lost as how to max his skills too, on Joust that is. Sorry if I'm asking too much but you are the only one who updated his guide for season 4 :3.
Anyway if you need help with guide content or aesthetics I can help a bit even tho I'm not the best at bb-coding :P
I will be including a "when to picked in ranked' section later, but for now hes a solid A tier god.
Sure I could use some decoration on the guide, as well as my thor guide, etc. If you could find some deviantart or reddit photos done in the similar to how I did https://www.smitefire.com/smite/guide/unexpected-power-ymir-support-10281 that would be great!
@Branmuffin
Late game I dont find ullr to be very mana hungry. At that point you are auto attack reliant, not using abilities to poke anymore, but instead to cc and get closer to the target or escape. Your abilities become utility late game, rather than your main source of damage like in skadi's case.
Early game, potions do the trick. I dont waste abilties poking in lane unless I think there is kill potential, then ill full combo someone. But returning to lane to poke the full health enemy hunter repetitively is a waste of mana imo. Because of bluestone, you full clear wave with just 1 ability, meaning laning is also very efficient as well. If you play ullr conservatively, using abilities on the enemy when there is full combo kill potential, then backing right after, then there shouldnt be any mana problems.
@Bullfrog
To answer your first question, Im Gold V (although avoid ranked like the plague) and diamond Ullr with 800+ kills on him. I do play him in conquest as hes the only hunter I like if Im not supporting or jungling.
Now for the rest of your questions. Once you back to base and return to lane for the first time, you will 100% clear wave with 1 abiltity from ullr. That makes bluestone very mana efficient, not only that, but you will have finished boots, something that is poorly understood when it comes to boxing. The difference between finished boots and trans is that, I can hit you and dodge autos, while the only advantage you have is slightly more physical power. The problem is, that physical power is pointless if you cant put it to use. I have boxed several high kill diamond hunters in duo lane, and every time they rush trans, I win the trade because I can out dodge them.
Trans does NOT give you a minion clear advantage, trans is actually worse until you start stacking, by then clear is irrelevant. Its gives slightly more power, but boots outtrade because of mobility, by the time you finish boots, Ill have lifesteal online and outtrade you there as well. The longer the game goes, the less the mana from trans matters, the higher base mana pool ullr gets, and in my opinion is enough.
As far as build cost, youre wrong. Assuming we agree and both of us build Warrior Tabi Asi Titan's Bane wind demon and Deathbringer
The only things that stand different between our builds are Rage Transcendence and Bluestone Pendant.
Rage is 200 gold cheaper than trans, and bluestone gives 533 gold back when you sell it. Meaning your build is only 77 gold cheaper than mine, benefits being more mana and base power, but slower build progression, less crit chance, and being outboxed in lane.
I am actually thinking about replacing wind demon with Ichaival earlier to overall keep the attack speed (slightly increase actually) but cheapen up the build cost. However late game I do value the crit chance, and am not a fan of selling items late game because its inefficient. I do not like Malice either, as its basically a mid game crit item, with wind demon and Deathbringer both being better late game. Mid game crit focus is kind of an oxymoron, at least for an ADC.
I'm not really used to Conquest, so I'll have to test it.
But I know that in Arena, he needs 2 abilities to clear until you have at least 4 points in your 1.
I understand your point about the advantage of early boots for boxing.
That could be very significative on other hunters, who have decent boxing tools.
But Ullr, you said it yourself, is more ability based early game, so you don't really box more than you burst with your combos.
In that, power and mana is more significative than mobility I guess.
Lol, I forgot to take the refund price of Bluestone Pendant into account, my bad. Ignore that.
My comment about Malice was mostly because you included 3 crit items in your final build ( Rage, Wind Demon and Deathbringer).
I don't really like Malice, but for it's raw stats (50 power + 20% crit chance), it's still better than Rage once you already have 40% base crit chance.
That's why I said if you really want to go triple crit, to replace Rage to Malice (at very late game, after switching boots).
You could include Ichaival as well, but it would be better to pick it sooner than 4th item, and if you do so, you'll delay your crit.
I assume it's not in your mind.
And Ullr cannot clear the wave with only 1 ability until he has Bladed Arrow rank 5.
It was around the 8:00 mark (really situational though). So prior that time mark, you would need to do many basics or use a second ability.
Also, after your second item is built, I noticed that sometimes, I was not able to clear the wave with your build, while it never happened with the trans build.
Also, while testing, I noticed how often I ran out of mana with your build compared to the Trans build, even late game.
I'm not saying your build is bad, it's just it is not for everybody.
Ive tried the build in both ranked an casuals recently and did not have 1 problem clearing wave. I even laned against man lane Odin Chaac and was able to outclear 2 warriors. So that shouldnt be a prolbem, unless you got first blooded and died again, in which case that person deserves the bad clear.
Mana should not be an issue if you start with the right amount of pots and back every 2-3 levels. If you are running out of mana, then either you are wasting abilities on poke, or using full combos on enemies you dont have full kill potential on.
Now, with Ichaival instead of Asi as second item, it's probably enough to clear the wave.
I'm still not convinced about skipping Transcendence, but at least you have strong arguments, so I have to agree that it's a good build.
Also, even though you changed your build for a more early game focused one, with a cheaper total price, I think you should still include some replacements for the very late game.
Most likely, you are going to switch Warrior Tabi for Ninja Tabi and replace Ichaival. Maybe you could include a list of replacement options.
However, I'm wondering if you played Conquest very often with him, or if you came with this build only after tests on Jungle Practice.
Because, there is 1 major point that you seem to forget (or just ignore) : mana sustain.
Ullr is really an ability based hunter early game.
He has no steroid on his basic attacks because you level up his ult and his 2 only late game.
Therefore, if he wants to "match up" the enemy ADC, he needs to use his abilities.
And, how wonderful, he has 4 damaging abilities.
The problem is that you will run out of mana very quickly if you use them.
Transcendence solves your mana problem early game AND offer you the most damage early game.
Yes, you are slowing your build and you won't get boots and lifesteal soon, but at least you can now fight and be more aggressive.
If you did your test only in jungle practice, you can't really tell how long this early game phase can be when you are constantly out of mana.
Also, don't forget that minions spawn faster in jungle than in Conquest, therefore it's easier to kill them than in a normal game.
Transcencence really helps with your wave clear, way more than Warrior Tabi and Asi combined (and cost 730g less).
So, let's compare 2 Ullrs fighting on the duo lane, 1 with your build and the other with the Transcendence build
At start
Bluestone Pendant + Boots
vs
Charged Morningstar
same number of potions, although your build can afford 2 more pots.
- Trans build : 5 more power, 50 more mana and 4 Mp5.
- Your build : Bluestone passive can help for clearing and pokes.
First back (estimated level : 7)
Warrior Tabi for 1250g
vs
Transcendence for 1400g
- Trans build : 4 more power (and increasing) 200 more mana (and increasing) and 6 Mp5
- Your build : Bluestone passive + movement speed
Second back (estimated level : 10, estimated stacks : 25)
Asi for 1780g
vs
Warrior Tabi for 1550g
- Trans build : 59 more power (and increasing) 575 more mana (and increasing) and 6 Mp5
- Your build : Bluestone passive, 15 penetration, 20% attack speed and 15% lifesteal
Penetration is useless for minions, so its only worth for boxing.
Attack speed is good, but again you will still use your abilities to clear minions, so it's most likely for boxing.
Lifesteal is not that useful yet, because your basics are doing only 117 dmg (before mitigation), with a maximum of 17hp per hit.
Third back (estimated level 13, estimated stacks : 50)
Rage for 2000g
vs
Asi for 1780g
- Trans build : 44 more power, 950 more mana
- Your build : 20% crit chance with Rage passive.
At that stage, Mp5 and bluestone passive are negligible.
DPS wise, both builds are similar (8 more DPS from your build), so it's a matter of preference at that point.
However, your build cost 630 more gold, plus the extra mana pots you had to buy to sustain your abilities.
After that point, builds tends to diversify, so I won't cover.
Basically, by not picking Transcendence you sacrifice your mana pool, mana sustain and about 70 power in order to access to your final crit build earlier.
In terms of cost, your build is more efficient.
However, your power progressions are week until late game, so your early game will suffer from this.
On a final note, while very fun, technically triple crit deals less DPS than 2 crits and more attack speed, but at that point, you are already destroying everything anyway.
If you are using triple crit, you already have a 60% base crit chance.
With a base crit chance that high, Rage passive becomes less efficient.
Therefore, you can replace it by Malice for a better damage output.
Yet again a straight build with no options (at least at the top). It's good that you at least explain why you don't suggest some other items, and in some of those cases I'd agree...I'd personally go Trans, but this is your guide and your preference, so I won't complain about that one.
So, no build variation combined with going triple-crit, with Rage as one of the items. I'd say that's crit overkill. If anything, I can see an early Rage being functional (it's got the best single crit item DPS boost out of all crit items, I believe (Bullfrog confirmed this I think), but late game, I'd personally suggest an option of replacing with Malice or something, if you're dead set on 3x crit. Personally...I probably wouldn't want to go 3x crit on a god like Ullr who essentially can use 6 damaging abilities (rather than standard 2-4). At that point, I'd at LEAST consider/mention options for Brawler's Beat Stick, or The Crusher, or something else to get your pen up even higher.
Now, I do want to say that I don't play Ullr...I WANT to play him, and I probably will delve into getting my skill level up with him sometime soon...so these comments are all based on my general preferences for hunters. I know he's got a bit of assassin kit in him, which means maybe he has a bit more potential for variety than other hunters.
And that gets me scared about his mana consumption. If you're blasting all of your abilities and then stance changing and blasting the others and finishing with basics...don't you run out of mana really quickly??? I'd be getting Transcendence just based on that concern...
Finally, why don't you even put 1 point into stance switching until level 12?!? You realize that by switching stances, he's got a whole 3 extra abilities he can use, AND his melee stance gives him a stun and a leap you can use to initiate, chase, or escape? This makes no sense to me...*edited, my bad*Anyway, if you can tell, I'm not sure how I'd build Ullr without further thought, but I'd be a bit skeptical about this build getting the most out of his kit.
Also, with regard to the SmiteFire Needs Help initiative...I'd consider this guide outdated. Last updated July 4th.
Would like to hear your thoughts on these points.
So, putting 1 point in ult means 5% attack speed with Bow and 5% lifesteal with Axe ... so not a big "humph" compared to leveling your 1 and 3.
So my bad, I rescind my comment on the ability leveling order. Editing that out of my OG comment.
6? I believe his 2 is merely a buff and the 4 is a stance switch. So that's still 4 damaging abilities... unless you count the buffs/stance switches as damaging abilities..
And either way, 6 abilities that you can use consecutively gives more strength to the idea of using Transcendence.
in what World ?? Also Maybe you should make something like (Basics Based Ullr), He is an ability Based Hunter, but you build him as a Boxer, No problem in that but just maybe CHange the title to (Boxer Ullr) or something
Forgive me if i sounded Rude or anything!
Ive said this before, but Ill repeat. Starting trans delays getting boots and lifesteal, as the game goes on ullr becomes more auto attack based, having high crit chance equals more consistan crits meaning 625 damage per auto 60%+rage of the time, vs unicorn build 300 something damage per auto late game. Sure you have abilities, but abilities are only used against 1 god most of the time. Besides, we still build titans which means abilities still hit hard without trans as well.
Its overall more late game carry focussed, with better build progression, better sustain early, and devastating crit chance.
I have put hours into jg practice and have done the math, if you like assassin-like hunters, there a better hunters like skadi for that. But because ullr has good auto attacks and abilities, this is why we build him this way.
Unless it has been fixed after he posted his comment.