Finally it's here. Sorry it took me so long to post it.
This is pretty much THE UB build and the only one you'll ever need because it's the best one. While UB is the most overpowered Demigod, people mistakenly overestimate how overpowered he is and do whatever they want. UB is only overpowered if you know how to use him - if you don't then you don't pose much of a threat. The funny thing is, even though UB is overpowered, not many people (even the experts in the game) can actually use him well. I'm not the best with him myself because he's not really my type of DG, but if you want a good example, check out Orcun's replays.
Note: In all the guides I post, I'll be using the word "Armour" to refer to HP unless specified otherwise.
Favour item: Blood of the Fallen
Some people like to pick Blade of the Serpent instead, for the mana and the extra weapon damage. The extra mana will mean you won't have to purchase a mana helm, so you can use that extra slot for another hp item. It's fine if you know you're going to win anyway, because if a BotS UB gets early kills, it makes it much harder for everyone else to catch up.
However, that's the caveat. You need early kills with a BotS UB, which you won't always get. If you don't get any kills at all you're in big trouble. With BotF, your build is still viable even if you do or don't get any early kills. If it's a UB vs UB match and both of you are equally skilled, BotF is a better choice.
Level 1 - Spit I
Level 2 - Ooze I
Level 3 - Save
Level 4 - Spit II & Ooze II
Level 5 - Foul Grasp I
Level 6 - Save
Level 7 - Spit III & Ooze III
Level 8 - Inner Beast I
Level 9 - Save
Level 10 - Spit IV & Ooze IV
Level 11 - Inner Beast II
Level 12 - Inner Beast III
Level 13 - Post Mortem
Now you have a choice.
a. To push creeps (My personal choice)
Level 14 - Plague I
Level 15 - Acclimation
Level 16 - Putrid Flow
Level 17 - Plague II
Level 18 - Enhanced Attributes I
Level 19 - Enhanced Attributes II
Level 20 - Enhanced Attributes III
b. To beef you up
Level 14 - Save
Level 15 - Acclimation & Putrid Flow
Level 16 - Enhanced Attributes I
Level 17 - Enhanced Attributes II
Level 18 - Enhanced Attributes III
Level 19 - Enhanced Attributes IV
Level 20 - Enhanced Attributes V
First, I know some people like to get Diseased Claws so their opponents have a harder time running away, but the thing is you're going to be faster than them anyway with Inner Beast that it doesn't matter. Inner Beast also helps for getting to places faster and running away. The other argument is that Dieased Claws helps you run away - but it only helps if the other opponent does not have a slow, speed aura, stun or a jump - which means it doesn't help you at all. Another argument is that Diseased Claws helps your teammates catch up to your opponents, but that's only really useful if your teammate doesn't have a slow, speed aura, stun or a jump to catch up to your opponent by themselves - which eliminates all the DGs.
Now Orcun himself doesn't get plague, I think because he doesn't want to lag up the game. However, plague is one of my favourite skills because if the game is tight and neither team can quite get to the portals, plague itself can win you the game. If both teams have giants, the UB with plague will be at a much bigger advantage since their creeps will have their health reduced by 300-450hp, making your creeps stronger. It can also make up for some distance if your team is behind in the game, because it kind of acts as an early armoury upgrade. Yes it lags the game, but you can at least take the moment to absorb plague's beauty. Plague also helps if your opponent fights long enough so that their sigil runs out while they're running away - their hp might drop drastically enough that plague will kill them.
If your team is dominating, then there's no point getting plague. Beef yourself up and keep pwning. If you have teammates with heavy AoE damage (Occulus, TB, & Rook), you also wouldn't need plague because they'll do your job.
- Banded Armor
Note: Scaled helm is not useful because it gives you 1-2 extra spit, and early spits don't do any significant damage, priests can heal the the damage. You'll be getting Spit II at level 4 - and by then you should have money for a Plenor Battlecrown, which is enough for spits and grasps.
Saved up at least 1750 gold & at level 5:
- Plenor Battlecrown
- Teleport Scroll
Whenever you have the money (in this order):
- Unbreakable Boots (1500)
- Nimoth Chest Armour (1500)
@ this point, it's time to carry sigils - I would not recommend getting sigils any earlier because it won't be worth it, but if you feel like you need a security blanket, buy a potion instead.
Next set of items (order based on the circumstance):
- Orb of Defiance (3750)
- Narmoth's Ring (4000)
Sell your Scalemail first, and then your Banded Armor
Note: Do not get Orb of Defiance if one of your teammates has it - Orb of Defiance takes up one slot, leaving you with 2 slots: one for teleport scrolls and the other for sigils. This means only 1 person will be locking flags, which is not a good situation to put yourself in.
Endgame (pick one):
- Journeyman Treads (6750)
- Gorffling Warplate (5200)/Godplate (10000)
Sell your Nimoth for either of these items.
Note: If it's time to take portals, sell your Orb of Defiance to get your Journeymans quicker, and you'll also have a slot for flag locks - but this pretty much only applies to Cataract. You need to realize that while you have money for these boots doesn't mean your teammates do. Most likely they are buying the citadel upgrades (as they should) to keep you strong. Getting these boots instead of armour means you can run out of fights quicker rather than tanking, but doesn't mean your teammates can run away with you and you might just be leaving them to die. If your teammates are often getting ganked (Rooks are often the most popular targets for ganks), then I'd suggest getting armour instead of Journeyman so you can tank better. Most of the time though, if you have the money for Journeymans it probably means you're winning anyway. In very close games where there are lots of group ganks, armour is a better choice.
If you're really dominating, the best artifact for UB is Bulwark of the Ages (16000).
Common faulty item choices:
Boots of speed - Some people get boots of speed, but boots of speed will only help you run away from opponents without any slows. If you are facing an Oak or an Erebus (which you probably will be as a UB), boots of speed becomes meaningless, because bite and pent will both slow you down enough so that they can catch up to you or run away from you. Also, Inner Beast will do the job with the speed buff - you need the armour.
Attack Speed Items (ex. Mageslayer) - You will be doing enough damage. Mageslayer and Cloak of Flames gives you a pretty attack speed buff, but you will be sacrificing your hp. This means if you're stunned for 2-3 seconds (which you will be with Mass Charm for example), then you'll probably die because of the low hp and you won't be doing much damange anyway because you're not able to autoattack. The same logic applies to Lifesteal items. Get armour so you can actually stay in battle longer.
Crits (ex. Slayer Wraps, Ashkandor) - Do the math. At level 10 you'll probably be doing around 200 damage to your opponent (since your opponent will also have some armour). Slayer Wraps gives you a 10% chance of doubling, so which means with 10 AA's you will get 1 2x crit. 200/10=20, so essentially, you're spending 3300 for an item that gives you +20 Weapon Damage and +10hp/s. Save up, get armour. I know the yellow number looks pretty, but when you do the math it's not worth it.
DO NOT spit excessively at the start. Be more conservative until you get your plenor. Always try to save one spit incase you see an opening for a kill. The BotF trick is done quite often, so if you see a Demigod with lower hp than you expect at the start, they're probably saving BotF or have picked another favour item. Try to pay attention and guess what they chose - it will help greatly. The only DG that rarely gets BotF is Reg, so that's probably the only DG you won't have to worry about the BotF trick with. I don't recommend doing the BotF trick with a UB, because the extra +8hp/s is crucial for you to be able to use ooze without worrying about health.
DO NOT spit towers until you have Spit III. Spit II is passable although I wouldn't do it myself, but at Spit III, you can tear down a tower quite quickly. Save your mana for ganks.
Remember how much damage each level of Spit does, so you know exactly how low you need to bring your opponent's hp down before you can leave. Don't worry if you think they'll have a sigil or whatever, you'll at least make them waste one.
KNOW when to commit. UBs don't have an escape route like the other DGs, so if you are planning to attack, then go for it, don't look back, ping your teammates to tp in and help. If you are running away while being ganked by all 3, it probably means you'll die unless your teammates come in to save you - but if your teammates tped in and you're running away, your teammates will probably die and they also wasted their ports. That's why a bad UB player is quite dangerous. Don't run away unless you KNOW you'll make it.
KNOW when to orb. Don't orb when you're not being focused on, just because your hp is going down doesn't mean they're focusing on you, it just means you're getting hurt with the AoEs. If you orb at the wrong time, you won't be able to help your teammates out, and at the same time, after your teammate dies, you're just there as a snack for your opponents.
Against another UB: People don't typically enjoy UB vs UB fights. I hate mirror matches myself. But the trick to winning a UB vs UB fight is to carry a potion (not the juicy one that take forever to cast). That extra potion will give you that extra mmph to beat the other UB. If the other UB also carries a potion then carry a potion and an elixir, or carry 2 potions. Obviously don't spam these consumables or else you'll just be wasting gold. But having one or two can give you that big advantage over the other UB.
Against a Rook: I do not recommend you to fight in the tower farm obviously. You don't have any AoE that can attack towers, so have your other teammates occupy him for a bit. Lane on the other side of a Rook and push that lane HARD. Get rid of that tower, and then harass the portal towers - force the Rook to TP in on you and leave his tower farm. When a Rook TPs in, it's pretty easy for you to run away because he's so slow. Another trick is to follow your creep waves and continuously spit at the Rook at level 7-10. Spit III and Spit IV at that time is pretty strong and after a few spits you will force the Rook to leave. However, if you're a good Rook, you can guess when the UB will spit and actually stun spits - I stun about 50% against average UB players because they make it quite obvious that they're spitting. Try to delay your spit for a bit so he'll waste his boulder roll, and then spit after. But I will not lie, as a Rook player myself who've faced my share of UBs, I can tell you that UBs have the most trouble with a Rook, but here is one trick that I've noticed that seems to annoy me to death. If you're going to 1v1 against a Rook. It's to "dance" or so they say so that you continuously spit and walk through Rook's fat legs. It actually takes time for a Rook to turn around because he's so fat that he will never be able to successfully catch you in a boulder roll to stun. Most Rooks get independent weapons that do quite a bit of damage, but by mid-end game you will have enough armour to tank it. Your Ooze and Spit will eventually drop is hp low enough that you'll force him to retreat. The cooldown on the towers is long enough that he'll probably be able to put up 2-3 towers before his health is way too low.