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Ullr is a very old god of the northern lands, so old that by the time the Iron Age Norse myths were written down, not much more was known about him except that he was a god of archery, hunting, and the winter. His name occurs so frequently as part of Scandinavian place-names that he must have been a much more important deity at one time. He was shown frequently with skates or skis on his feet, and because of this he has been hailed as the modern God of Skiing. One story talks about him "crossing water on a magic bone", alluding to crossing the frozen ice on skates. He was also called God of the Shield, and the shield was referred to as his "ship", which may be a reference to using a shield or shield-shaped board as a sled … or to the ice of winter enveloping the world like a shield.
Ullr's name comes from wuldor, an Old High German word meaning "glory". It was pronounced "Ool" in ancient times, but today is generally pronounced "Ooler". The Anglo-Saxons called him Vulder; in some places in Germany he was known as Holler and said to be the husband of the Germanic goddess Holda. Some modern Pagans feel that he eventually took up with Skadi, the winter goddess and huntress, after she left her first husband Njord.
Victorian Ullr was said to be the son of Sif and the stepson of Thor. Some claim that he was the son of Egill/Aurvandil, the great archer who was Thor's hunting companion and the father of Svipdag as well. Some see him as Aesir because of his mother and stepfather; some as Vanir because of his food-procuring hunter's nature. He lived in Ydalir, the Yew-grove, referring to the fact that yew wood was the favorite for making bows even thousands of years ago. In Saxo Grammaticus's works, where the Gods are recast as human heroes, Odin is temporarily exiled for rape and Ullr is chosen to lead in his place until Odin's return, which is an echo of his former importance to the people of the North.
In Lilla Ullevi, Sweden, an actual shrine to Ullr was unearthed. In the earth around it were found 65 rings; old references to swearing on Ullr's ring indicate that he was one of the Gods who watched over a vow. The rings were apparently used for swearing oaths and then buried at his shrine.
Is there a better advantage than being Ullr? I would not think so. A well balanced god with the ability to fight at range and keep gods at bay, but also the ability to get up close and personal and be able to cause chaos for all. "You have my sword, and my bow, and my AXE!"
Build Description:
*WARNING* This is an experimental build that has worked for me. It may not work for you but have fun with it.
I start most games by purchasing Mark of the Vanguard to boost defenses early on, get an increase to health and all damage taken is slightly reduced.
*Only use starter items when you have a jungle to go into and take out camps or ambush gods*
*The relic/ active I start the game with is Sprint. It gives Ullr an escape ability that he greatly lacks*
After going into the jungle and getting XP camp and either Attack speed or Damage camp; then head to lane to get enough gold for the next item.
You will notice Ullr's attack speed and movement speed increase once you purchase Ninja Tabi.
The next item I purchase is my first offensive item in Qin's Sais for the additional power and speed.
*The nice part about Qin's Sais also is that they do extra damage to gods*
I get Hide of the Urchin to cap off my core items. It adds health & mana as well as magic and physical protection.
The next item I get is Rage. This build is more for critical damage so having the added ability to increase your chances of getting a critical helps with this item.
*Be opportunistic when going for kills and stay away from guardians or warriors unless you catch them by surprise. Use Guerrilla warfare tactics. Just hit and run unless they are near death.. That the helpful thing about a critical build*
Now go ahead and sell your start item Mark of the Vanguard and use gold from that to purchase Hide of the Nimean Lion to finish building your defense.
*The second relic/ active item I go with is Meditation. I prefer that because it gives you health and mana in tight situations*
The final item I purchase to cap off this build is Deathbringer for more physical power and additional critical chance and damage.
*All of the consumables are optional for this build*
Hunters are fun to play as but can be squishy so not running in the middle of conflicts and playing tactfully can win you the game in most cases and really be beneficial to your team.
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