Udyr Build Guide

UPDATED FOR NEW PATCH No ultimate? No problem. Phoenix Jungle (with some Tiger)

Updated 5 years ago
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
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  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
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Hello. As you can tell from the title, my nick is disbeAcerFools, my friends call me Acer. Last season I was 1600 on solo queue, peaking at about 1700. I currently play jungler on a team, and we do ranked 5's and scrim as much as we can. One of my favorite junglers is Udyr, and my love for Phoenixdyr has ever grown since seeing Jatt rock the house with his strange no-wriggle's phoenixdyr. Hope you enjoy my guide! Note: The runes, masteries, summoners, etc. above are for Phoenix. For more info on Tiger jungling, go to the chapters.

Phoenix: Now you may be asking to yourself: Whaa? AS marks? Are you crazy? Well, I take these because Phoenixdyr stacks off of Attack Speed, and Phoenix Stance does magic damage, making Armor Penetration unnecessary. If you don't feel like buying AS reds just for Udyr, Udyr understands. You can go with Armor pen. Dodge because his passive gives him dodge and it is such a good stat to have for all stages of the game, especially late game. If you don't feel comfortable jungling without flat armor yellows, take those instead. Attack Speed blues for the same reason as reds. Attack speed is great on Phoenixdyr (The persistent effect is that it flames every 3 auto attacks, the more auto attacks, the more flames) Movement speed quints because movement speed is so incredibly powerful, especially on Udyr. Charging in faster (as well as running away faster) is invaluable for the tankydps-initiator that Udyr is. Can't afford MS quints? Well, first of all, invest in them. Second of all, take whatever, there aren't many great choices for Phoenixdyr past that. Flat HP would be my 2nd.

Phoenix: [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png], [imgsmall=items/boots-of-speed.png], [imgsmall=items/heart-of-gold.png], [imgsmall=items/wits-end.png], [imgsmall=items/mercurys-treads.png] OR [imgsmall=items/ninja-tabi.png](against heavy AD), [imgsmall=items/randuins-omen.png], [imgsmall=items/force-of-nature.png] (If necessary, if not just get a [imgsmall=items/negatron-cloak.png], or don't get that if you're really confident. You can also build it into a [imgsmall=items/quicksilver-sash.png]), [imgsmall=items/trinity-force.png], [imgsmall=items/atmas-impaler.png] Final build should look something like this (rarely will this happen): [imgsmall=items/ninja-tabi.png]OR[imgsmall=items/mercurys-treads.png], [imgsmall=items/wits-end.png], [imgsmall=items/randuins-omen.png], [imgsmall=items/force-of-nature.png]OR[imgsmall=items/quicksilver-sash.png], [imgsmall=items/trinity-force.png], [imgsmall=items/atmas-impaler.png] You can sell wits-end later for something else if you so desire, but make sure it's something that can make up for your lost AS, as Phoenix stacks off of AS. Other good items: [imgsmall=items/frozen-heart.png], [imgsmall=items/eleisas-miracle.png](get a [imgsmall=items/philosophers-stone.png] early if you plan on getting this and [imgsmall=items/ninja-tabi.png]), [imgsmall=items/banshees-veil.png], [imgsmall=items/shurelyas-reverie.png](I know, sounds silly, but if you get a [imgsmall=items/philosophers-stone.png] early building into this really isn't a bad idea, especially if your support sucks and won't get one), [imgsmall=items/frozen-mallet.png], [imgsmall=items/madreds-bloodrazor.png](I rarely ever get this, I think over 100 games I've played with Udyr I've bought this maybe twice, and that's because their team was full of super annoying tanky-dps) And don't forget [imgsmall=items/elixir-of-fortitude.png] and (super-late-game "last fight wins the game" type of situation) [imgsmall=items/elixir-of-agility.png] [imgsmall=items/elixir-of-brilliance.png] (Phoenix stacks with AP) Mid game [imgsmall=items/elixir-of-fortitude.png] really does a lot for you. Once you finish Wit's End or so, don't count out the option of getting one of these guys next, they do wonders. Leave it in your inventory until a fight occurs, or if that HP is going to save your life. Tiger: Start with a [imgsmall=items/dorans-blade.png]. Reasoning stated in the jungling section. I don't take any one build for Tiger, however, early-mid game I usually get Tier-2 imgsmalls such as [imgsmall=items/wits-end.png] and [imgsmall=items/spirit-visage.png] with a [imgsmall=items/chain-vest.png] so I can be tanky enough to take AP burst as well as sustained AD damage, but still have a hefty amount of damage. Same as before, [imgsmall=items/mercurys-treads.png]OR[imgsmall=items/ninja-tabi.png]. Note: The chain-vest is not necessary, as Udyr has high armor-scaling and because... I TAKE [imgsmall=items/wriggles-lantern.png] on Tiger! The reason for it is that Tiger benefits from AD and needs the extra damage for jungling, or else you will be very slow. And, Life steal is more important on Tiger than Phoenix because your damage is from auto attacks more than anything. Then, pick and choose out of the imgsmalls above, depending on your situation. Need Magic Resist? [imgsmall=items/force-of-nature.png] or [imgsmall=items/quicksilver-sash.png]. Need Armor? [imgsmall=items/randuins-omen.png](get a [imgsmall=items/heart-of-gold.png] early if you anticipate this, e.g. they have AD bottom and a Talon top/mid) or [imgsmall=items/atmas-impaler.png](if you have enough HP for it to be effective. I usually get this paired up with a [imgsmall=items/phage.png] to maximize its efficiency). Damage? [imgsmall=items/trinity-force.png], etc. Note: Two very important factors in building are how much money you have at the time as well as what your TEAM needs. For example, you have 1.5k gold. You kinda need a [imgsmall=items/quicksilver-sash.png], but you also really need armor and MR. Instead of buying a [imgsmall=items/quicksilver-sash.png], you can buy [imgsmall=items/chain-vest.png] and [imgsmall=items/negatron-cloak.png] (just by chance they happened to both be 1440G. Good example is good) Another example: let's say that you have [imgsmall=items/wits-end.png], [imgsmall=items/mercurys-treads.png], and [imgsmall=items/heart-of-gold.png]. Your top lane is a Cho, you may want to consider getting a [imgsmall=items/trinity-force.png] instead of a [imgsmall=items/randuins-omen.png] if you are not the designated tank.

[title][img=skills/udyr/p.png] Passive: Monkey's Agility[/title] [number]Entering a stance grants Udyr 10% attack speed and 3% dodge for 5 seconds. This effect can stack.[/number] [title]Explanation:[/title] Dodge is one of the most underrated stats in the game. Dodge is not flat mitigation of damage, but rather scaling mitigation. What I mean by this is that it isn't [img=skills/sion/p.png] passive where you just get 40 damage mitigated, end of story. If auto attackers hit 300 per auto attack late game, your dodge will mitigate a % of that damage, rather than a flat amount. This is especially good when they have red buff and the slow and burn will not be applied to you. And more attack speed = more damage = faster jungle clearing = faster stuff killing. Try to have 3 stacks of the passive during fights, when killing dragon, when killing baron, and even when jungling (assuming you have the mana). [title][img=skills/udyr/q.png] Q: Tiger Stance[/title] [number]Activation: On his next attack, Udyr swipes at his target, dealing normal attack and dealing 150% of his attack damage + 30 / 80 / 130 / 180 / 230 extra damage over 2 seconds as magic damage. In addition, It increases attack speed 5% less than passive for 5 seconds. Persistent Effect: Udyr's attack speed is increased by 20 / 25 / 30 / 35 / 40%. Half of this is persistent, the other half is activated for 5 seconds. Cooldown 6 seconds Cost 55/50/45/40/35 mana[/number] [title]Explanation:[/title] A lot of burst AD with a nice AS buff. Good for single target damage, but is more bursty in that you won't be doing an exceptional amount of damage until you activate your Q again. [title][img=skills/udyr/w.png] W: Turtle Stance[/title] [number]Activation: Udyr gains a temporary shield that absorbs 60 / 100 / 140 / 180 / 220 (+50% of ability power) damage. Persistent Effect: Udyr's attacks cannot crit, but he restores 10/12/14/16/18% of his damage as health and 5/6/7/8/9% of his damage as mana. Cooldown 6 seconds Cost 55/50/45/40/35 mana[/number] [title]Explanation:[/title] This spell is great. The shield is great, the HP gain is great, the mana gain is great. I am in love with this spell, helps you run away, helps you tank damage, helps you regen, helps you sustain in the jungle. Use this between R/Q to maintain stacks on your passive and to tank damage. Coupled with [img=skills/udyr/e.png], you can run away from almost anything. To run away from literally everything, all you need is a [item=randuins-omen] and use one of your summoners. [title][img=skills/udyr/e.png] E: Bear Stance[/title] [number]Activation: Udyr gains 15 / 18 / 21 / 24 / 27% increased movement speed for 2 / 2.5 / 3 / 3.5 / 4 seconds. Persistent Effect: Udyr mauls his target with such force that they are stunned for 1 second. This effect cannot occur on the same target for 6 seconds. Cooldown 6 seconds Cost 55/50/45/40/35 mana[/number] [title]Explanation:[/title] This is why Udyr has great ganks. Unlike many other melee junglers, he doesn't need Red buff to gank. Landing a stun, especially if you're ganking for a high-burst mage like [img=champ/anivia.png][img=champ/annie.png][img=champ/brand.png][img=champ/cassiopeia.png][img=champ/gragas.png][img=champ/kennen.png][img=champ/malzahar.png][img=champ/morgana.png][img=champ/swain.png][img=champ/veigar.png][img=champ/vladimir.png][img=champ/zilean.png], and probably others, will lead to a kill 9/10 times. Great for initiating, don't be afraid to use flash to land one of these in a gank or in a fight. [title][img=skills/udyr/r.png] R: Phoenix Stance[/title] [number]Activation: Udyr sends out pulsing waves of fire dealing 15/25/35/45/55 (+25% of ability power) magic damage each second to nearby enemies for 5 seconds. In addition, Udyr's ability power is increased by 16 / 24 / 32 / 40 / 48 and his attack damage is increased by half of that amount. Persistent Effect: Every third attack, Udyr engulfs enemies in front of him in flame, dealing 40 / 80 / 120 / 160 / 200 (+25% of ability power) magic damage. Cooldown 6 seconds Cost 55/50/45/40/35 mana[/number] [title]Explanation:[/title] Unlike Q, this spell has more sustained DPS and allows you to clear the jungle out very quickly. All in all, Udyr's kit allows him to be a crazy strong initiator, while also being tanky, a quick and sustained jungler, do a lot of damage and run away from any situation.

Phoenix: [imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/q.png] I go this to maximize damage by maxing R first, and then maxing W for the amazing stats that it gives. In the order I show getting E at level 4: That's if you do a blue-twins standard clear without ganking. You can choose to gank mid at level 3 after Wraiths and get E at level 3 instead. This is the skill order for Tiger: [imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/q.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/w.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/e.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/r.png][imgsmall=skills/udyr/r.png] The reason I go [img=skills/udyr/w.png][img=skills/udyr/q.png][img=skills/udyr/e.png] first will be discussed in the "jungling" section of the guide. Past that, I then prioritize [img=skills/udyr/q.png] then [img=skills/udyr/w.png] then level [img=skills/udyr/r.png] when I need it (clear waves, more damage, etc.) and level that to 5, but making sure to get 3 on [img=skills/udyr/e.png] before. If you want, you can go 5 on [img=skills/udyr/e.png] and 3 on [img=skills/udyr/r.png] for the longer-duration and higher-speed MS buff.

Phoenix: Evaluate your level 1 game. Most of the time in solo queue people won't really care, but if they do, evaluate it. Have alistar (AoE stun)? Have Taric (single out a target)? Good level 1 damage (Ashe crit + Volley)? You may want to go for an invade (At my Elo this doesn't have to be said, but I know that at lower Elo's you may not have CV. If you don't, don't invade. Period.) If not: Start at wolves. Kill those at 1:40, go over to your blue. Get a leash (not necessary, but helps a lot) and then kill it with phoenix (USE SMITE ON BLUE). Kill small lizards, go to wraiths. Activate [imgsmall=skills/udyr/r.png] in the middle of the wraiths, switch to W when R has 1 second cooling off (to maximize time in R) so you can stack your passive, and then switch to R, etc. They should go down pretty quickly. Now you have two routes: Get [imgsmall=skills/udyr/e.png] and go for a gank in mid, or get another level in [imgsmall=skills/udyr/r.png] and proceed onto red and then the twin golems, using the same technique stated above to maximize DPS, or maximize life-gain (R then W as soon as it comes off cool down, R when it comes off CD, W immediately-- basically so you can spend the most time in W as possible while still keeping stacks of [imgsmall=skills/udyr/p.png] and doing decent damage with [imgsmall=skills/udyr/r.png] These are the two most standard routes you will take. More variation will come in the next section, Adapting your route. Tiger: The standard route for Tiger is blue -> wolves -> wraiths -> red -> golem. However, as said in the intro, I will not go into detail with that route -- I only added in Tiger for one specific route that I like to take. Briefly, take the standard route as aforementioned, and you may choose to have the same variation: Go to gank mid at level 3, or continue jungling. And, since this route is just quickly added in for your convenience, I'll do a small runes/masteries section right here. Runes: armor pen reds, dodge/flat armor yellows, choice blues (I like AS and MR, scaling or flat), and MS quints. Masteries: Doesn't matter, you can go aggressive with 21/0/9, tanky with 1/21/8: Just make sure you take 4 in experience gain and smite mastery is a must 99% of the time. Start [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png]. This is the path that I take with Tiger: I'd try to explain it in words, but a video by Sycho Sid does this route beautifully. In champ-select and quickly need a build? Well, first of all, I wouldn't do this build if that's the case, but if not: Golems (get a good leash), red (SMITE), wraiths, gank mid. [youtube]http://www.youtube.com/watch?v=f2JpaGFKqNw[/youtube] An important thing to look at is how Kayle leashed. She did not only leash it, but she also hit it to get it low by continuing to attack it, while making sure that the golems will start attacking Udyr so they don't reset. The reason why you do this route is to get an early gank middle at 3:00, while middle will be still level 2. This route especially shines when their mid does not have an escape at level 2 and is a high-priority target, and your mid should have either some sort of hard CC or at least enough damage to kill a stunned level 2 target along with the burst of [imgsmall=skills/udyr/q.png]. Annie is a good example of this, at level 2 she has a hard CC ([img=skills/annie/p.png]) and burst [img=skills/annie/q.png][img-skills/annie/w.png] The reason for taking is that with [imgsmall=skills/udyr/w.png] and [imgsmall=items/dorans-blade.png] you have 15% life steal, 100 extra HP, and 10 AD which scales with auto attacks and [imgsmall=skills/udyr/q.png], allowing you to clear this difficult route. In general: Remember to use smite, even when not killing blue/red! 5 gold is 5 gold. Just don't use it if you know that dragon is coming up. Speaking of which: Time buffs! Dragon is 6 minutes, Baron is 7 minutes, and red/blue is 5 minutes. I always time dragon and baron and remind my team when it is close to being up. I time red/blue if I steal it so the team can converge when it's up, especially if their mid is a blue-reliant champion, such as [img=champ/nidalee.png][img=champ/anivia.png][img=champ/swain.png], denying that blue is huge. Likewise, if your mid is blue reliant and the other team continually attempts to steal it, time it so you can get it right when it's up, hopefully before the other team can steal it (or at least when they try to, you'll be ready). Learn about how much your smite does so dragon/baron isn't stolen from you. When beginning, you can look at the health bar and see when to smite, but as you progress as a jungler you should learn how to eyeball it, so you can pay attention to other things, such as a 5-man team running at you, challenging baron. Smite damage: [imgext=http://na.leagueoflegends.com/board/attachment.php?attachmentid=274129&d=1316214773]

This chapter is weird. Why? Because there is no formula to adapting your route. Knowing how to adapt your route under certain situations depends on knowing the capabilities of your champion, which you can only get through experience. However, I will give you some examples (these are both for Phoenix). Example 1: You just stole their blue, and you left a small lizard there so it won't respawn. Well, now you're not level 2, and you can't simply continue your route as per usual because you're in the enemy jungle. However, you can go to wraiths, get level 2 (phoenix has high AoE damage, making wraiths easy to do). Now, you should have enough HP to do red, and if you don't, use a [imgsmall=items/health-potion.png] and go for it (300~400 hp is enough for Udyr to do red at level 2). Example 2: You just tried to steal their blue, but it failed and now you're nowhere close to your blue and you won't be able to get their in time. Instead, you can go wraiths -> wolves -> blue -> red (Udyr can do anything with blue and HP pots, even without smite) -> golems, and you're level 4 again. The difference between a mediocre jungler and a good one is not depending on a cookie-cutter route; being able to adapt.

Why no wriggle's on Phoenixdyr? First of all, Phoenix Udyr doesn't really benefit from Lifesteal as much as Tiger does as most of his DPS from his magic damage. Second of all, the wriggle's proc is unecessary for jungling as Phoenixdyr is already an extremely quick jungler. Not having it you will only sacrifice some clear time on the bigger buffs (red, blue). And, the early-game armor that Wriggle's provides is made up for the fact that you will start cloth armor anyway, to be later built into a [imgsmall=items/randuins-omen.png] or [imgsmall=items/frozen-heart.png]

Look for ganks when they are presented. Note that even if you can't kill someone, applying pressure to lanes is always good. However, don't overdo it. Make sure to constantly be farming your jungle, as this build is very farm-oriented. If one of your lanes need to back and you need to cover for them, make sure to CS (as long as it's safe to) because what I see a lot of junglers do is cover and they just sit there at they tower, not taking creeps. Gold is gold. Gold is good. Greed is good. Greed is gold. What was I talking about again? Now, something that I see a lot of junglers do is to push the lane relentlessly. While this is good in many cases, it depends on the situation. A made a post about it on reddit a while ago and I dug it up. Copy paste: When I will push your lane: - You're losing your lane and the other person based/is low and I am able to push it to the tower relatively quickly AND the wave will normalize by the time you get back. I do this for the following reasons: - Pushing to the tower, regardless of if they are there or not, will make them lose at least GOLD, if not XP too. - If I can't push it quickly enough, all I will be doing is denying you XP and gold when you come back, and putting you in a gankable position, which is why I only push if I can. - If you are losing your lane and I push it to the tower, and by the time you get back the wave hasn't normalized yet, I will again be putting you in a gankable position as before, therefore being denied. Note: This is especially important if your lane is losing. I won't push your lane if: - I can't push it fast enough (same goes with the wave normalizing here) - You're zoning your laning counterpart and the lane is relatively pushed in their favor, so that you will be able to zone when you come back. - You're losing hard and even the lane normalizing is not good enough; you need it to be pushed so that the wave is near your tower. - Their jungler is fed / constantly ganking you so I want the lane to be pushed in their favor as much as possible There are other cases, too. In general knowing core laning mechanics will help you as a jungler to decide when to push and when not to. And, one final note about pushing: If your lane tells you to push or not to push, listen to them. There's no reason to piss off your laner, even if your instinct may be right (and guides your steps :P). Summarized: Gank when you can. Ganks = blowing summoners, putting pressure, not necessarily a kill. Farm farm farm. Farm your jungle. If you have to take over the lane, farm minions. Farm. Farm farm. FARM! When you take over a lane, decide whether or not to push it based on the situation, but if your laner tells you to not push it or to push it, listen to him or her.

Assuming you farmed well, you should now be tanky enough to stand in the front line. Go for dragons when the time is right (their mid just had to back and their jungler is holding top? Go dragon), basically whenever you have a person advantage or their jungler ganks top. If your top has teleport and their doesn't you can basically secure a dragon at any time, just be careful to not lose top tower (if you do, not the end of the world). You should still be farming jungle, farming lanes, but you should also start grouping together and going for objectives other than dragons, such as 4-man ganking bot to get a tower. Note that in some cases it's better to just stay farming. If their [imgsmall=champ/missfortune.png] has an [imgsmall=items/infinity-edge.png] and your [imgsmall=champ/kogmaw.png] has only [imgsmall=items/dorans-blade.png][imgsmall=items/dorans-blade.png][imgsmall=items/dorans-blade.png][imgsmall=items/bf-sword.png], you should probably just stay farming. They are stronger, and Kog scales off of farm way better than MF does.

By now, you're a monster. You have 200 MR and Armor, but also hit very hard. How to use your power will be explained in the Team fight section. Late game, you want to keep farming, but buffs such as Baron and pushing should be of the highest priority. Realize your team's potential to do each thing. Do you have a [imgsmall=champ/nidalee.png]? You should probably just give her blue, sit mid, and poke. However, if you have a [imgsmall=champ/karthus.png][imgsmall=champ/cassiopeia.png], etc., and both your AD carry and your top has[imgsmall=items/wriggles-lantern.png], you should be considering getting baron and then pushing more than anything.

I made a seperate chapter for this because you should be giving them away at all stages of the game. Every blue (past the first one) should be donated to your AP, unless they're not going mid (so they can't go to blue just to get a buff) or they're one of the few casters that don't need blue ([imgsmall=champ/annie.png], for example, does not require blue for the laning phase). However, I believe that, past laning, for all mana-using casters, blue-buff is necessary. Casters that especially benefit from blue: [img=champ/anivia.png][img=champ/gragas.png][img=champ/karthus.png][img=champ/swain.png][img=champ/zilean.png][img=champ/nidalee.png] With red, it's a different story. You should still prioritize red on your ranged AD (unless it's [img=champ/ashe.png]), but if your ranged AD is okay with it, don't feel terrible about taking it for yourself.

Your goal is to tank as much damage as you can for your carries, while also disrupting theirs. Note that by carries, I don't necessarily mean the [imgsmall=champ/ashe.png] with 5 phantom dancers and an infinity edge. By carries, I mean anyone who is important to target (basically, not [imgsmall=champ/amumu.png]) To do this, you should try to rush for their carries with your high movement speed. Don't be afraid to use [imgsmall=summoners/flash.png] to get to their AD, HOWEVER, know your limitations. If you know you're not tanky enough to do so, don't do it. If you are tanky enough, realize the position of your teammates in accordance with you. Will they be able to follow you up, or will you just sit there, in the middle of their team, dying 1v5. Also, you should protect your carries. If the enemy [imgsmall=champ/nocturne.png] uses [imgsmall=skills/nocturne/r.png] on your AD carry, you can't continue to rush into the enemy team. You have to stun the nocturne so your AD carry doesn't completely die (pro tip: if they die, you will probably lose that fight). This shouldn't be a problem if you built the way I said, but just in case you didn't, you have to build damage as well as tankyness. You're not disruptive enough to only be a tank. If you only built tanky, then their team can effectively ignore you and clean up yours and then save you for last. However, if you only built damage, you won't be tanky enough to do anything as a melee fighter.

Well, thanks for reading the wall of text that was my guide. Feel free to ask questions in the comments, and I might be adding more details into jungling with Tiger stance. If something needs to be edited, feel free to tell me. Formatting, etc. And, above all, have fun being the freaking beast that is Udyr. I know I've had a great experience playing him, and I hope you guys can, too. 10/10/11: Released guide 10/10/11: Formatting 10/10/11: Created "Item Builds" chapter and moved what used to be under "Item Builds" there and added a new, much shorter section going over good items. 10/15/11: Added new itemZ somewhere late october: approved guide! Thanks for all your support guys! 10/23/11: The icons are too damn big! Fixed.

Comments coming soon!
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