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Swap Asi for Brawler's Beat Stick or Odysseus' Bow for Toxic Blade if you need Anti-Heal.
Can swap Heartseeker for Berserker's Shield or Titan's Bane or Fail-Not or Silverbranch Bow.
Swap Jotunn's Wrath or The Crusher for Brawler's Beat Stick if you need Anti-Heal.
Can swap Jotunn's Wrath for Fail-Not (get it after Crusher though).
Can swap Titan's Bane for Atalanta's Bow.
Don't get Jotunns/Bloodforge/Heartseeker if you need consistent AA tank shred, instead get items like Atalanta's Bow and Qin's Sais.
Can also swap Odysseus' Bow for Qin's Sais, Asi, Berserker's Shield, or Bloodforge.
Can sell The Crusher late for Odysseus' Bow or Berserker's Shield.
Swap The Crusher for Brawler's Beat Stick if you need Anti-Heal.
Can swap Qin's Sais for Wind Demon or Odysseus' Bow.
Ullr Conquest Builds.
I recommend using his 1/3 on quick or instant casting on Console. Set ground targeter to on, maybe consider putting the crosshair targeter on as well.
Pandacat's Ullr Guide:
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Does crit build make his ability not hit hard or something?
You can also just throw an O-Bow late into an ability based build when selling your boots if you want, to help with structure dps, and the AoE proc shred.
Pandacat (Pro ADC) does mention a crit build for Ullr here on his guide for him: https://www.youtube.com/watch?v=WhqHPm_jwko
Mage's Blessing gives:
+10 Bonus physical Ability Damage
+10 Physical Power
+2 MP5 Per 10% Missing Mana
and +10% CDR when it's evolved.
So if you hit someone with his 1 and 1+3 combo if you have Mage's Blessing you're getting +10 physical ability damage added to each hit, for a total of 3 times, that's not including the 10 power from Mage's Blessing that also is added to your ability scalings and basic attack damage (which is 100% of your physical power), as you typically AA-cancel when performing the combo.
Ullr can also easily apply Mage's Blessing to the whole wave with his bow stance 1 and at least 3 minions with his 3 (more if you group them up with autos).
And of course with the evolved version giving 10% cdr you will have your abilities up more often. The "2 MP5 Per 10% Missing Mana" gives some mana sustain during laning phase but only really when your mana is low, which is a drawback compared to Hunter's Blessing's constant 10 MP5.
Hunter's Blessing gives:
+15 Basic Attack Damage
+10 MP5
and when evolved gives 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.
So before being evolved, compared to Mage's Blessing, Hunter's Blessing is only giving an extra +5 physical damage to your autos, as it's +15 basic attack damage, while Mage's Blessing has 10 physical power and as hunter's have 100% of their physical power scaled to their autos, Mage's Blessing gives Ullr +10 physical damage to each of his autos.
Of course though, Hunter's Blessing does provide the constant 10MP5 compared to Mage's Blessing which is better consistent mana sustain compared to Mage's Blessing unless your mana is really low, as Mage's Blessing gives 2 MP5 per 10% missing mana which would result in 18MP5 at 90% missing mana.
When evolved, you're going to be getting that extra 15 basic attack damage to make a total of 30 basic attack damage compared to the max 10 from Mage's Blessing's physical power, plus the 15% attack speed which will enhance your basic attack dps. At this point, Hunter's Blessing will be much better for direct boxing with auto attacks, but at this point we're counting the evolved version. The non-evolved version won't be that strong on him compared, and perhaps will reduce the chances of first blood compared to an early Mage's Blessing paired with a full combo of his axe 1, bow 1 and bow 3, with perhaps some AA-cancels in between depending on your skill.
Finally, we're left with Charged Morningstar. Tier 2 version of Transcendence.
It gives:
+20 Physical Power
+150 Mana
+4 MP5
This start of course contributes +20 physical basic attack damage + lends 20 physical power to your ability scalings. The 150+ mana will help you cast 2 or 3 extra abilities before your mana bar is empty (If we forget MP5). The +4MP5 is quite small, but it's still more MP5 than Mage's Blessing if you have only 10% of your mana bar missing with Mage's Blessing, but is equal (or less) if you have 20% missing mana (or more) with Mage's Blessing.
Generally, Charged Morningstar will be a weaker lane start than going Mage's Blessing and Morningstar except for raw basic attack dps (and not by much) and will be outclassed eventually by evolved Hunter's Blessing and Morningstar, but is stronger before being Hunter's Blessing becomes evolved.
We also need to consider that it's more gold efficient that going a starter item, as instead of "wasting" 700 gold for a starter item, you're giving 1200 gold for the tier 2 of Transcendence, which allows you to get the tier 3 version when you have 1400 gold (as opposed to 2050 gold if you went either blessing and Morningstar.
So really, Hunter's Blessing is only something I would consider on Ullr if I was going to be boxing an ADC with autos often once it's evolved and/or I paired it with Spiked Gauntlet if I wanted to build Devourer's Gauntlet as the lifesteal it gives only applies on basic attacks (and lifesteal heals the more damage you do) for physical gods (only Soul Eater gives physical gods ability lifesteal). But of course, Devourer's Gauntlet isn't really built on an ability-based hunter like Ullr, so really gives less of a reason to build Hunter's Blessing on him.
In most cases I go with Charged Morningstar start unless I needed extra clearing or poking potential or just want more sustain in lane for the early game, in which case I go with Mage's Blessing - especially useful in the mid lane with the cdr it provides which assists with camp and wave clear due to having your abilities up more often, improving your farming.
However, so far I haven't factored in physical protections from gods, which of course will reduce the damage received from abilities and autos from any of the starts. If you really wanted to test the early game level damage you could use a DPS calculator or test it in jungle practice on the god bots.
For other ability based adcs, you should factor in how many abilities you can use for wave clear, their size, and what their base cooldown is as to whether you decide upon Hunter's Blessing or Mage's Blessing, for example, on Skadi there could be more of a reason to go Hunter's Blessing on her than with Ullr (ignoring the stats that Kaldr borrows from Skadi and how it factors overall). For Auto-Attack based ADC's you generally have some sort of AA-stim or better Auto Attack damage (due to base stats or passives) which encourages Hunter's Blessing.
Personally, I just rush Transcendence.
You didn't mention Charged Morningstar start either.
Edit: Changed my stance on this.
That unorthodox jungle build looks interesting.
Solid builds overall. Explanation of when to use which build, or what advantages each gives would be nice.
Yes you do
Not as bad as I do with Jing Wei.