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Obsidian Ullr ADC GUIDE

Carry Conquest
7 2 4,774
7.7
by TottiGR updated February 25, 2025

Smite God: Ullr

Build Guide Discussion 0 More Guides
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Ullr Build

Starter Build

Notes Bumba's Golden Dagger it is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Transcendence.

Purification Beads will save you during early game giving CC immunity for 2 seconds.

Notes

Bumba's Golden Dagger it is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Transcendence.

Purification Beads will save you during early game giving CC immunity for 2 seconds.

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Hammer provides several advantages, including enhanced jungle clear for faster buff and camp clears, increased structure damage to push towers and objectives more effectively, and sustain through health and mana regeneration from jungle monster kills.

Transcendence (Evolved) you should always look to build this item with skill based ADC's, it gives you high power, CD and infinite mana sustain during the game.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good amount 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.

Tekko-Kagi can be particularly beneficial due to Ullr's stance-switching mechanics and reliance on abilities, it also allows more frequent ability usage, aligning well with his playstyle.

The Crusher fits perfectly with this build, giving Ullr strength, attack speed and the cooldown reduction needed to be full CD's.

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

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Notes

Bumba's Hammer provides several advantages, including enhanced jungle clear for faster buff and camp clears, increased structure damage to push towers and objectives more effectively, and sustain through health and mana regeneration from jungle monster kills.

Transcendence (Evolved) you should always look to build this item with skill based ADC's, it gives you high power, CD and infinite mana sustain during the game.

Hydra's Lament provides you of 10% CD that fits perfectly in a skill based build like this one and also of a good amount 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.

Tekko-Kagi can be particularly beneficial due to Ullr's stance-switching mechanics and reliance on abilities, it also allows more frequent ability usage, aligning well with his playstyle.

The Crusher fits perfectly with this build, giving Ullr strength, attack speed and the cooldown reduction needed to be full CD's.

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

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Build Item Bumba's Hammer Bumba's Hammer
Build Item Transcendence (Evolved) Transcendence (Evolved)
Build Item Hydra's Lament Hydra's Lament
Build Item Tekko-Kagi Tekko-Kagi
Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane

Alternative Actives

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. Yoy should always but it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. Yoy should always but it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Alternatives

Notes With Ullr you will be spamming skills so Serrated Edge's passive will fit perfectly with the an aggressive playstyle in duo lane. In case you want to try this item you should buy it instead of Tekko-Kagi.

Notes

With Ullr you will be spamming skills so Serrated Edge's passive will fit perfectly with the an aggressive playstyle in duo lane. In case you want to try this item you should buy it instead of Tekko-Kagi.

Build Item Serrated Edge Serrated Edge

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 20
Bladed Arrow / Thrown Axe
2 3 6 7 10

Bladed Arrow / Thrown Axe

1 X
Bow: Fire an arrow that passes through enemies and deals Physical Damage to all targets hit.

Damage: 70 / 120 / 170 / 220 / 270
Damage Scaling: 75% Strength
Range: 11.2m
Radius: 48m
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14

Axe: Throw an axe that Stuns and deals Physical Damage to the first enemy it hits.

Damage: 50 / 80 / 110 / 140 / 170
Damage Scaling: 70% Strength
Stun Duration: 80 / 90 / 100 / 110 / 120
Range: 11.2m
Radius: 48m
Cooldown: 14
Cost: 50 / 55 / 60 / 65 / 70
Expose Weakness / Invigorate
4 15 16 18 19

Expose Weakness / Invigorate

2 A
Bow: Gain bonus Attack Speed.

Attack Speed: 20 / 25 / 30 / 35 / 40%
Buff Duration: 4
Cooldown: 14
Cost: 50

Axe: Gain bonus Movement Speed.

Movement Speed: 8 / 10 / 12 / 14 / 16%
Buff Duration: 4
Cooldown: 14
Cost: 50

Additional Notes:
  • The buff persists after switching stances.
Hail of Arrows / Glory Bound
1 8 11 12 13

Hail of Arrows / Glory Bound

3 B
Bow: Fire a volley, dealing Physical Damage. The arrow remains in the ground for 3s. If you activate Wield Axes while the arrow is deployed, the area around it becomes snowy for 3s, Slowing enemies.

Damage: 80 / 120 / 160 / 200 / 240
Damage Scaling: 100% Strength
Slow: 30%
Range: 12.8m
Radius: 160m
Slow Field Radius: 2.4m
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 15

Axe: Leap to deal Physical Damage. The axes remain in the ground for 3s. If you activate Wield Bow while the axes are deployed, the axes tear open the ground, reducing Physical Protections of enemies hit.

Damage: 50 / 80 / 110 / 140 / 170
Damage Scaling: 55% Strength
Physical Protections Reduced: 5 / 10 / 15 / 20 / 25
Debuff Duration: 4
Range: 8.8m
Radius: 2.4m
Cooldown: 15
Cost: 50 / 55 / 60 / 65 / 70
Wield Axes / Wield Bow
5 9 14 20

Wield Axes / Wield Bow

4 Y
Change stance, remove Disarms, and gain benefits depending on which stance you are in.

Bow: Ranged Basic Attacks and additional Strength.

Axe: Melee Basic Attacks and additional Lifesteal.

Strength: 10 / 15 / 20 / 25 / 30
Lifesteal: 3 / 5 / 7 / 9 / 11%
Cooldown: 1s
Cost: 0

Additional Notes:
  • You also gain half of the benefit of the opposing stance.

Ullr Threats

Tap each threat level to view Ullr’s threats

Max
2
Major
0
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. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. 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


Weapon Master (PASSIVE) - CLICK FOR INFO

How to play Ullr

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2 so you should look to upgrade your escaping skill to avoid dying because of getting ganked early by the enemy jungler, in this case Glory Bound and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • 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 the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • 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). 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, neutral camps 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 Pyromancer 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 neutral buff camp 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!)

  • 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 Pyromancer 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)


[*] If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned 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 able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell 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 THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As Carry

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive 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 Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy 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]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

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 "backlaners" (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.

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