There are plenty of Gods in Smite 2 that are extremely straightforward to play: their mechanics are all very simple, effective, and easy to pick up for a newer player. And then there are Gods like Ullr, who can be difficult to use, even for players who have played a fair bit.

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While Ullr might be difficult to use, he can also be wildly effective in the right hands. He's one of the most versatile Gods in Smite 2, capable of fighting from range or from melee, of dealing consistent damage, and able to self-sustain himself with relative ease.

How To Play Ullr

Ullr belongs to the Carry role, meaning in a standard lineup, he'll be playing next to the Support player, in the left lane. The job of the Support will be to keep the Carry alive, and the job of the Carry, Ullr, will be to deal as much damage as possible, especially to enemy Gods.

Ullr is an extremely unique God because he has access to two different basic attacks, each with their own unique abilities. Having this foregoes an ultimate ability, but Ullr can be capable enough, when used well, that he doesn't necessarily need it.

Weapon Master

Weapon Master is Ullr's passive ability, and it reduces the cooldown of the abilities for the weapon that Ullr has stowed, when an ability in the opposite weapon type is being used.

This means that if Ullr uses an Axe ability and switches to his Bow, then uses a Bow ability, the cooldown on the original Axe ability is going to be reduced.

This can be extremely effective for helping Ullr put out a ton of damage in a limited amount of time, but it can also get him in trouble with his mana. Time the most effective use of this passive, or you're going to be low enough on mana that you might have to take a trip back home before you want to.

Wield Axes

Ullr's Dual Axes are one of his two weapon types. Both weapons come with their own effect, but using the opposite weapon type still provides half of the bonus of the other.

The Wield Axes stance gives Ullr additional Lifesteal on his attacks; at maximum level, that Lifesteal is 11 percent of the damage dealt. That adds up to quite a bit over the course of a match, and is particularly useful for regenerating health while taking down a group of minions.

When To Use Ullr's Axes

Ullr is best used as fluid throughout the match, but there are certain times when using his Axes is going to be the most effective play.

When attacking minions without any enemy Gods around, you should generally be attacking them with your Axes. This grants you as much Lifesteal as possible and is going to keep you much more healthy than you would be otherwise.

When an enemy God has pushed into melee range, switching to your Axes is usually going to be the more beneficial option. The additional Lifesteal will give you a longer amount of time to fight.

The Axes are also good when ambushing an enemy God. If you jump into the Jungle for a flanking route and get behind enemies, immediately getting into melee range can force them to panic much faster.

Thrown Axe

Thrown Axe tosses an Axe that stuns and damages the enemy that comes into contact with it.

When To Use Thrown Axe

Thrown Axe is most valuable due to the stun effect, but the damage that it deals can be considerable, too. The range it provides would not be as beneficial for Ullr as it would be if he couldn't so quickly switch to his Bow, but it's a great utility, and can lead to an enemy taking lethal damage because they couldn't escape.

Invigorate

Invigorate increases Ullr's Movement Speed for five seconds.

When To Use Invigorate

Invigorate has a twofold utility:

  • Offensively, Invigorate will enable you to keep up with a retreating enemy, helping you finish them off before they're able to retreat. You can use this ability and then switch to your Bow to maximize your opportunities, in that regard.
  • Invigorate can also be used defensively to get you out of harm's way quicker than an enemy can follow.

Glory Bound

Glory Bound allows Ullr to leap forward a considerable distance, dealing damage when he lands. Phantom Axes persist on the ground for three seconds after this, and if Ullr switches to his Bow inside three seconds, the Axes create a radius in which Physical Protection is reduced for enemies.

When To Use Glory Bound

Glory Bound is a fantastic opener to a fight, allowing Ullr to get into range much quicker than enemies expect. Switching to the Bow immediately after will create that punishing field, allowing him to maximize damage immediately after.

This ability is another fantastic way to get Ullr out of trouble, as well. Few enemies have an ability that's going to allow them to catch back up with Ullr after leaping away, making for an easy escape from danger.

Wield Bow

Ullr's Bow gives him a ranged Basic Attack that gives him additional Strength. It will still keep half of the Lifesteal bonus that the Axes provide; it won't be as noticeable, but any healing is helpful, particularly stretched out over time.

When To Use Ullr's Bow

Ullr should generally have the Bow equipped in situations where a friendly Support is filling in a tank-style role, taking the brunt of punishment from enemies and trying to keep you out of harm's way. The Bow can deal exceptional damage, particularly with smart use of his abilities.

Having the option to switch to ranged attacks affords Ullr so many possibilities he wouldn't otherwise have, and can do a lot for extending his lifespan.

Bladed Arrow

The Bladed Arrow ability fires an arrow that passes through all targets in front of it, dealing damage to all of them.

When To Use Bladed Arrow

Bladed Arrow is best used as a multi-target ability. While it does do decent damage, it's going to be a little bit lackluster on a single-target, especially a single enemy God. But, if you launch it through a group of minions and/or Gods, it can improve the overall damage it does considerably.

Expose Weakness

Expose Weakness increases attack speed by a considerable amount for five seconds; 20 percent increased at the lowest level, and 40 percent increased at the highest.

When To Use Expose Weakness

Expose Weakness does an incredible job improving Ullr's overall damage, without disrupting his usual attack flow. Enemies also might not anticipate the damage increase because, from their point of view, you're just hitting them with your Basic Attacks.

Hail of Arrows

Hail of Arrows fires a volley in front of Ullr; the arrows stay in the ground for three seconds, and switching to his Axes inside that period creates a field that slows enemies.

When To Use Hail Of Arrows

Hail Of Arrows is a great ability for damaging a group of minions, and the slowing effect that it has can be a great way to limit an enemy God's options. Put in the right spot, it can make a retreat difficult for them; combined with Glory Bound, and it makes it nearly impossible for them to escape.

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