Udyr Build Guide

Barehanded Badass

Uploader Endrance
Updated 3 years ago
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 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
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[center][imgext=http://i.imgur.com/Pj1lN.png][/center] [number]First of all[/number] I want everyone to understand that guides are variable guidelines for people who already understand the basics, not static doctrines for the desperate. You can only learn by trying yourself. It's the same thing with guides. They aren't meant to show you the most successful way when you're just starting to play the champion. You're supposed to play champions by yourself, understand that champion by yourself and then take a look at a guide if you're unsure about the efficiency of your own build or if you're just looking for fresh ideas. [title]Now, let's get to the core of this guide:[/title] [highlight]Despite the fact that almost everbody gets [imgsmall=items/wriggles-lantern.png] on any jungler that isn't pure AP, this guide will not recommend you to do so.[/highlight] Udyr already has his own mini madreds procs with [imgsmall=skills/udyr/r.png] and those are more frequent and reliable with more attack speed, which we will be getting through [imgsmall=items/wits-end.png] or [imgsmall=items/recurve-bow.png] in the beginning. You will be even faster in the jungle (because your mini madreds is AoE) and you will have a way better damage output on champions as [imgsmall=items/wriggles-lantern.png] could ever provide, as well as a significant amount of MR. If you don't believe me that Wit's End is a viable alternative to Wriggle's Lantern on jungle Udyr, you might as well try it, make a video and show me why it isn't. You may also do the theorycrafting on it and post it in the comments to prove me wrong.

[imgext=http://www.solomid.net/guide/runes/mark3.png] [highlight]15% Attack Speed[/highlight] There's a simple reason to get Attack Speed here over anything else and it's the same reason we get so much Attack Speed in our Item Build - [imgsmall=skills/udyr/r.png] only really gets stronger by raising Attack Speed. It doesn't have a good AP Ratio and although it's magic damage, frequent procs help you out far more than Magic Penetration, because Mpen only helps against champions (and it still does less than Attack Speed), not jungle creeps (those have no MR most of the time). [imgext=http://www.solomid.net/guide/runes/seal2.png][imgext=http://www.solomid.net/guide/runes/seal1.png] [highlight]2,3 Gold per 10[/highlight] OR [highlight]13 Armor[/highlight] Since the removal of Dodge Runes, the only way to go were Armor Seals until Gold Runes were released. With the Masteries used in this Guide, there's no absolute necessity to go for Armor Runes. Even without a leash, you should still be able to go through your route relatively save, so taking Gold Runes will not make you vunlerable to the point where it becomes a risk you shouldn't take. If you're not yet very confident however and you already own Armor Runes, feel free to use those. [imgext=http://www.solomid.net/guide/runes/glyph4.png][imgext=http://www.solomid.net/guide/runes/glyph3.png] [highlight]24 Magic Resist at level 18[/highlight] OR [highlight]12 Magic Resist[/highlight] I run MR per level, because I usually don't have much champion action early game, since I'm busy farming super fast. Alternatively, you can run flat MR if you plan on ganking alot. Flat MR is also probably better for organized matches, as it protects you better from ganks and helps you much more in possible level 1 clashes. Mixing them is possible, too. Like using 5 flat MR and 4 per level. Matter of choice here. [imgext=http://www.solomid.net/guide/runes/quint3.png] [highlight]4,5% Movement Speed[/highlight] OR [highlight]10,2% Attack Speed[/highlight] I find Movement Speed to be almost necessary on Udyr, because catching up to people can be annoying, since you have no natural gap closer other than [imgsmall=skills/udyr/e.png], which is also why we get Flash. They also help you jungle a tad faster and getting to lanes. Attack Speed is the second best option if you don't want to spend the IP on Movement Speed Quints and already have Attack Speed available. They offer less utility, but more damage and therefore faster jungling. They're generally not better than Movement Speed for ganking though, because reaching your opponent with your skills is what's the hardest for Udyr to do, not doing damage afterwards. Alternatively, you could run full Attack Speed Runes for a super fast jungle, but your tankiness mid game will be gimpy and you might tend to die more often, which is never a good thing. I wouldn't do it, but I've seen others do it.

[title][img=skills/udyr/p.png] Passive: Monkey's Agility[/title] [number]Entering a stance grants Udyr 10% attack speed for 5 seconds. This effect can stack up to 3 times.[/number] [title]Explanation:[/title] Good mid/lategame tanking passive and very useful as Jungle Udyr, as it gives 30% Attack Speed when stacked up. It's really sad though that it got it's Dodge removed without getting anything back for it. [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] Still OP on laning Udyr and also useful for [imgsmall=skills/udyr/r.png] Udyr, as it gives an attack speed buff. We wont get it earlier than mid game though, because we don't really have the mana to constantly switch stances all the time. It's a nice addition to our DPS later on and very useful for taking down towers. [number]Note:[/number] Despite the misbelief 90% of the community seems to have, this Skill only deals Magic Damage and triggers an AS buff. [number]IT DOES NOT DO PHYSICAL DAMAGE. AT ALL.[/number] [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 skill was nerfed by ALOT to balance lane Udyr, sadly it also nerfed jungle Udyr (especially [imgsmall=skills/udyr/r.png] Udyr, since you didn't have much AD to begin with) quite a bit and made you rely much more on blue buff early/mid. It doesn't hurt as much lategame (since your skills rather cost less mana and you have more AD and a bigger mana pool), but before that you will always have to take a look at your mana and manage it better. [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 probably the least impressive of Udyr's skills, but it still serves as a gap closer and provides you with a constant 500 movement Speed lategame. You shouldn't use this early in the jungle to clear it faster though, as it takes alot of mana on level 1. It really starts to shine while ganking and especially in team fights, where it sorta transforms Udyr into a pseudo Singed. [number]Note:[/number] If you're using it to get away while you're near an opponent, Stun him first before running. Also remember to always Stun targets who use channeling Skills, such as Malzahar's, Katarina's, Nunu's or Warwick's Ultimate for example to stop them from casting. [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] While [imgsmall=skills/udyr/q.png] might be better for laning, [imgsmall=skills/udyr/r.png] is better for jungling. Upon activation, it sends out damaging waves of fire as well as cone AoE Magic damage every third attack. Not only that, it also increases AD and AP, which makes all of your Skills except [imgsmall=skills/udyr/e.png] stronger in many ways. If you want to jungle Udyr, this Skill has the highest priority, always.

[title][center]Standard Skill Order[/center][/title] [center][imgext=http://s1.directupload.net/images/120216/istgmp2p.png][/center] [highlight]Explanation:[/highlight] This is what you'll use if you decide to follow the standard jungle path I recommend in the jungling section. It provides you with the safest jungle possible and works well against being counter jungled. It's also the most forgiving option if something goes wrong/your screw up at some point. [title][center]Level 2 Gank/Counterjungle Skill Order[/center][/title] [center][imgext=http://s14.directupload.net/images/120216/mpgq7ntv.png][/center] [highlight]Explanation:[/highlight] Getting [imgsmall=skills/udyr/e.png] at level 2 is the best option if you decide to gank top after doing blue buff, because the lane was pushed very far into your teams tower. It's also a necessary option if you intend to counter jungle on the enemy Red Buff after doing your Blue if that person either has a summoner or a skill to run from your jungle gank or a channelling skill (such as Fiddlesticks' Lifedrain). [title][center]Aggressive Early Skill Order[/center][/title] [center][imgext=http://s1.directupload.net/images/120216/32642wup.png][/center] [highlight]Explanation:[/highlight] This one is pretty unforgiving and should be used with caution. Getting one point in Tiger at level 2 allows you to jungle even faster (although it's not much - around 4 seconds on the first path) and do even stronger early ganks. It should usually be used if you know you probably wont be counter ganked. For example, it's good to use against Warwick or Amumu (weak early ganks), but probably a risky option against Shaco or Rammus (strong early ganks), where the Turtle shield might safe your life. I generally don't recommend going a full Phoenix/Tiger build though, because a maxed Turtle shield becomes a necessity mid game, since Udyr is a true melee champion that's usually up front. Not having the shield to block poke or take less damage when being kited for your team to arrive is an advantage you don't want to give up on. It's natural for Udyr to take huge amounts of damage due to his lack of range, regardless of how you skill him.

[center][title]I'm only going to list Items here I personally find worthwhile to get on the current Udyr in the current meta, as well as my personal Core Build. What you're going to get afterwards depends on your opponents and the situations you're in (so actually, even the offensive and defensive options I list are already situational), but in general you want one big defensive Item first after core (which is often Randuin's Omen). I'm not going to bother listing all the bad Items with explanations about why they're bad.[/title][/center] [title]Starting Items:[/title] [item=boots-of-speed][item=health-potion3] This is my new Item choice over Cloth Armor, because the jungle changes make it no longer necessary to stack more armor through Items. Boots offer you a 405 movement speed right at the beginning of the game with the new masteries and even more once you get Bear Stance. Early Udyr ganks become much more proficient this way. Vampiric Scepter is not an option, because most of your damage is magic based and it also doesn't make you tankier early. [title]First Back:[/title] [item=mercurys-treads] OR [item=ninja-tabi] You probably don't have money for anything else and even if you can't buy advanced boots right away, don't worry, just get one part. The potions are barely a suggestion. If you managed to keep some potions at the beginning you don't really have to buy any. I'm personally not a fan of buying many wards or supporting on a jungler at all, like TheOddOne tends to do. My mindset as a jungler is more like CLG's saintvicious - farm and carry. So I will also not recommend you to do it, although of course I'm warding Dragon, Baron or another spot if needed, I'm just not playing a supportive jungler. I don't get Wriggle's so I don't have a free ward like most junglers. [number]I also don't think that warding is a necessary part of a champion guide, as it's basic knowledge.[/number] If you like being the source of map control rather than the actual support, read guywithglasses' Udyr Guide or some jungle guides of TheOddOne. Or Xpecial's new Generic Support Guide (probably the best option), which you can find here: http://www.solomid.net/guides.php?g=6097 Mercury Treads are usually the boots you will get, as most matchups require you to have that 35 Tenacity. In rare occasions you might encounter an almost full physical based enemy team or just 3 or more Auto Attackers. If that is the case (happens around 3,14159% of the time), Ninja Tabi is the natural choice. If you're going all the way to a lane, you want every advantage you can get to reach your enemy or at least force a Flash. Almost nothing is less intimidating than a slow Udyr. [title]Second back:[/title] [item=recurve-bow] OR [item=philosophers-stone][item=heart-of-gold] Get 2nd boots at this point if you haven't yet and either make your ganks stronger by getting your Recurve Bow now or build Gold Items first. I personally prefer to always get the Attack Speed, because it makes your ganks just that much stronger and allows for faster clearing times, which results in more Gold as well. I generally don't recommend getting Gold Items, but more about that in the Situational Items section. [highlight]Oracles Elixir[/highlight] [img=items/oracles-elixir.png] If your Elo is high enough for people to understand most of the basics about the game to ward thier own lane and Dragon early game on a regular basis (1400ish?), I recommend getting this after Merc's. You're not supposed to run around constantly and only destroy wards, but rather checking typical warding spots while you go past them for farming, ganking or counter jungling. Learn key spots from Xpecials Ward picture and screw up enemy vision when you find them. [title]Core Items:[/title] [item=wits-end][item=negatron-cloak] OR [img=items/chain-vest.png] OR [img=items/kindlegem.png] Wits End is the main core Item and pretty much the reason why I am posting this guide. It replaces Wriggle's Lantern and it's a worthy one at that. Your jungling will be just as fast as if you got Wriggle's, if not faster (you don't rely on the 20% procs) and you will be dealing far more damage to your enemies. The early MR you get with this Item is very strong against the current meta and will protect you from incoming harm. Get Negatron Cloak or Chain Vest depending on the impact either your enemy AD or the enemy AP has to the game. Do not get both at once though (unless the damage type of your opposing team is really even, considering matchup and kills + farm), since you want either Force of Nature or Randuin's Omen/Frozen Heart as soon as possible for insane mid game tanking, while dishing out tons of damage with Wits End. Kindlegem is an alternative if your team is ahead and/or your enemies don't have high damage burst champions that would kill you too fast without Negatron Cloak or Chain Vest. It builds into Shurelya's Reverie, which was a really nice Item before and is an awesome addition on the current Udyr ([imgsmall=skills/udyr/w.png] nerfed, so the Regen is very welcome), as well as Spirit Visage which can be an option if you're going for Gunblade after your first big defensive Item and Madred's Bloodrazor isn't needed due to the absence of high HP targets. Note that it doesn't give you as much defense as Negatron Cloak or Chain Vest would give you against the specific enemies you buy them for. [title]Offensive Items:[/title] [highlight]Trinity Force[/highlight] [img=items/trinity-force.png] Some people call it the best Item in the game, because it gives the most stats for it's money, as well as very useful effects. That might even be true and even more on Udyr, because you constantly switch stances and therefore permanently trigger that strong 150% AD extra physical damage (physical damage is a good way to partly counter people that build MR against you). And since you already have alot of Attack Speed through Runes, Wits End, your Passive and [imgsmall=skills/udyr/q.png], you'll trigger that 25% chance slow as if you had bought Frozen Mallet. [highlight]Ionic Spark[/highlight] [img=items/ionic-spark.png] The implementation of Ionic Spark was the reason I've been playing Udyr more lately after the hard nerf on his passive. I've been using this in my experimental build just recently, which goes like "Mercs/Ninja Tabi > Wits End > Glacial Shroud > Ionic Spark > Phage > Frozen Heart > Choice" and it's been working out pretty well for me. Your damage output is similar to getting Trinity Force instead of Ionic Spark, but you get it much earlier. I'll be looking into this for awhile and possibly update my core build in the near future. [title]Defensive Items:[/title] [highlight]Randuin's Omen[/highlight] [img=items/randuins-omen.png] Even after it's nerfs, it's still the best tanking Item against physical damage Udyr can get. The 75 Armor on it are magnificent for countering physical damage. The 20% chance of slowing an Auto Attackers MS by 20% and their AS by 35% is insane, makes you never lose a 1v1 against Yi and shuts down any ranged AD that dares to focus you. The active is very good on Udyr, because you do not have your own slow. [number]JUST DON'T FORGET TO USE IT WHEN NEEDED.[/number] The 350 HP, as well as the 5 HP Reg per second and 5% CDR are also a welcome addition. Most of the time, this or Frozen Heart is what you're probably going to buy after your Core Items. [highlight]Frozen Heart[/highlight] [img=items/frozen-heart.png] Whether you get Randuin's Omen or Frozen Heart depends on the need of blue being on mid lane. If there are mana dependant champions in the middle who live by their mana pool (Zilean, Brand, Kassadin, Cassio... the list goes on), you probably rather want blue buff on them than on yourself. Frozen Heart is an acceptable replacement for Randuin's Omen (and blue buff) in that case, although it doesn't tank physical AD's as well as Omen and doesn't offer as much utility in slowing power. Then again, you're getting alot of CDR to use Turtle Stance more often, so I guess the difference isn't too big. Keep in mind to still take the first blue buff in your path though, because you'll need it due to your stances being the most mana inefficient at the beginning of the game. [highlight]Force of Nature[/highlight] [img=items/force-of-nature.png] In my opinion the best defensive MR option for Udyr. While QSS is situational, Banshee's Veil is a bit of both and I rather have mass MR as well as more movement speed and more HP Regeneration against pokers than a little HP, a little Mana and a Bubble that doesn't serve much of a purpose on Udyr, because we are true melee and get it popped as soon as we're trying to engage or even just get it poked off us before we are able to engage. [highlight]Shurelya's Reverie[/highlight] [img=items/shurelyas-reverie.png] Ever since I bought this on Nasus as core Item, I'm in love with it. Since the [imgsmall=skills/udyr/w.png] nerf, some Mana Reg is useful, as well as more HP and the 30 HP Reg. Stacked with Force of Nature you're practically immune to Gragas/Heimer/Nidalee poke. And the active is godlike if used in the right moment. If you stack some more CDR on top of this, you can also permamently hold your passive stacked by using just one skill, as well as using [imgsmall=skills/udyr/w.png] and [imgsmall=skills/udyr/e.png] constantly. [highlight]Aegis of the Legion[/highlight] [img=items/aegis-of-the-legion.png] This Item is the best choice for fast resistances against balanced compositions (Physical/Magical about 50% each) if nobody else on your team has plans to buy it. If you like getting it early instead of a Chain Vest or Negatron Cloak, you might as well do so. I personally often skip it, because it gives a little of everything and therefore doesn't counter certain champions as good as I want it to be, but as already mentioned, if the enemy team composition is balanced, this Item is most likely the perfect choice. Aegis is certainly stronger earlier in the game than big Items which you get later and it's one of the most gold efficient (stats for gold) Items in the game. [title]Situational Items[/title] [highlight]Hextech Gunblade[/highlight] [img=items/hextech-gunblade.png] I admit it, I'm a huge fan of this Item, not less on Udyr. It basically makes you invincible lategame (after you've bought your first big defensive Item) due to the Lifesteal and Spell Vamp. More AP for [imgsmall=skills/udyr/r.png] and [imgsmall=skills/udyr/w.png] also doesn't hurt, although I'm not one to recommend true AP Items on Udyr, because I don't see him in that role. I'm often just buying this before or instead of the two strong options above against matchups with little CC, because you'll really become unkillable, since you're constantly attacking, dealing alot of damage + leeching and tanking really well due to 180ish Armor or Magic Resist in combination with [imgsmall=skills/udyr/w.png]. It also works really well together with Spirit Visage (increases the percentages). [number]The active[/number] is useful for slowing down opponents and possibly saving a Flash, as it's a ranged ability. It can also be used as effective counter against the Banshee's Veil bubble, to allow for a Bear Stun. [number]Note:[/number] After the recent nerf I've placed Gunblade under Situational Items for the moment. It's not as cost efficient as it was before and although it's probably still the best lategame sustain/tanky option against little CC comps, it's not a main choice anymore and should only be considered against the fitting team compositions (little to no CC) as lategame Item as 2nd last or last choice. [highlight]Spirit Visage[/highlight] [img=items/spirit-visage.png] Much like Aegis and Malady, this is a budget Item. It really doesn't do as much as many people think on [imgsmall=skills/udyr/w.png] (practically nothing early game - more to that below) and I find getting Negatron Cloak just as effective for it's purpose, while being cheaper and building into something bigger, not wasting money and a slot. It might be worthwhile getting early if you plan on getting Hextech Gunblade early as well, because the Lifeleech and Spell Vamp are actually affected by it's passive. [number]Note:[/number] The first fact you need to understand about Spirit Visage - the +15% Healing effect [number]does[/number] work on [imgsmall=skills/udyr/w.png], [number]BUT[/number] it's calculated with the percentage already there, not just being added on top if it. So it's actually alot weaker than many people assume. It's worthy of being a core Item on laning Udyr, due to the fact of Wriggle's/Doran's being a viable choice there, so the passive actually does synergize quite well. Here's the results to Spirit Visage and it's impact on Level 5 Turtle Stance (I've used 95 Attack damage for the calculations): 95 AD [number]WITH[/number] SV = [number]19,67[/number] HP [number]9,83[/number] MANA 95 AD [number]WITHOUT[/number] SV = [number]17,10[/number] HP [number]8,55[/number] MANA That's [number]2,57[/number] HP more and [number]1,28[/number] Mana per hit. 95 AD + Vampiric Scepter = [number]11,40[/number] HP per hit. That's the exact numbers if you get your full attack damage off. I've tested it ingame and they're true numbers. Of course, the difference gets even less if you attack something with armor. You decide if it's worth spending gold on it for it's effect on [imgsmall=skills/udyr/w.png] without buying Gunblade. Negatron Cloak and a Vampiric Scepter have a much greater impact on both defense and leech plus it's cheaper. [highlight]Madreds Bloodrazor[/highlight] [img=items/madreds-bloodrazor.png] The stronger version of Wits End or [number]"mini Kog'Maw"[/number], although far less gold efficient. I like this for damage instead of an early Trinity Force in general, but that's a matter of choice and situational. Trinity Force is better against squishy matchups. If you have enemies with lots of HP and without resistances, Bloodrazor is the way to go. Since that isn't very often, you'll find yourself skipping this Item most of the time. Turns Udyr, who already is a [number]Tank[/number] into a [number]Tank Destroyer[/number]. Get the joke? Hah. Me neither. [highlight]Quicksilver Sash[/highlight] [img=items/quicksilver-sash.png] This is a must get against Malzahar, Warwick or Urgot for anyone who'd die to them if they used their Ultimate on you, which should rarely be the case. [number]Do NOT get this just because the enemy has mass CC if they don't have champions that suppress you.[/number] It will only help you against one of the 4 or 5 hard CC's and then be overpriced MR for a long time. [number]And it's even situational if they have those champions.[/number] Only get it if they're really fed, too farmed or both and would kill you too fast otherwise. You're never the first target to kill, which is why your squishies have to get QSS rather than you. It's actually a good thing if they use it on you when you already have countered them with MR or Armor, because it will be mostly wasted and your team should be wrecking your opponents. [highlight]Zeke's Herald[/highlight] [img=items/zekes-herald.png] Since Stark's Fervor was remade (and renamed), Udyr actually synergizes rather well with it. The new Cooldown Reduction and Health are more useful for Phoenix Udyr than the -20 Armor Aura. The only downside of it is that half of the Attack Speed was taken away (the AS only you get). I personally think that Shurelya's Reverie still is the better supportive option on Udyr and getting both is sorta wasting some of the CDR on it. And since Shurelya's doesn't need an alternative, because having two Speed Up buffs has no downside, I don't really see a spot for this Item. I'm actually only listing it here, because I'm currently testing some experimental builds. [highlight]Gold Items[/highlight] [img=items/philosophers-stone.png][img=items/heart-of-gold.png] Gold Items add a fixed amount of gold every tic, while the gold Wits End gets you is completely dependent on how efficiently you make use of it, so it's save to assume that they are more gold efficient the worse you're making use of Wits End in comparison - successful ganks, effective farming, counter jungling, Dragon or even an early Baron and [number]not dying[/number]. Then again, these are barely assumptions based on the fact that you're stronger if you skip gold items. On top of that there are variables I personally cannot calculate accurately enough. [number]Gold Items will make you noticeably weaker in the beginning[/number], which causes less effective ganking power and slower farming, because you're denying yourself your primary farming/ganking tool Wits End. I'm only mentioning them here, because I don't have mathematical information on their gold efficiency compared to rushing Wits End. There's also alot of variables in these calculations, so it's kinda hard to get information out of theorycrafting I could actually call "facts". It's obvious that rushing Wits End is the better choice in making your early/mid ganks stronger, hence probably more kill/assist gold (variable), but it's not so obvious if gold items actually get you enough gold to make them worth the hassle if you buy Randuin's Omen and/or Shurelya's Reverie rather early, because Wits End also makes you farm faster. Plus Wits End provides you with far superior Dragon control, while Gold Items contribute nothing in these terms. If you want to get them though, you'll have to rush (first after boots) one or even both of them if you're buying Randuin's Omen and/or Shurelya's Reverie later. Buying them [number]after[/number] Wits End is highly unrecommended. I'm not listing Averice Blade or Kage's Lucky Pick, because their upgrades do not contribute enough to Phoenix jungle Udyr. [highlight]Objects of Noob Hunting[/highlight] [img=items/sword-of-the-occult.png][img=items/leviathan.png][img=items/mejais-soulstealer.png] Best Items in the game if you're better than everyone else. Very risky and generally not worth it if you're evenly skilled. Worst Items in the game if you suck. Pro Tip: Get these if you're 1,9k Elo and starting a Smurf in ranked. Herp Derp.

First off I'll post a video here of Stonewall008 showing a few paths with his FUGLY PRIMAL SKIN to entertain you for 11 minutes and 24 seconds (it's new!), because I don't have Fraps installed. Then I'll explain in detail what I do in certain situations and what my exact jungle path is, why and how I do the spots, while you're probably still listening to his silly music. [highlight][center]Here goes:[/center][/highlight] [center][youtube]http://www.youtube.com/watch?v=7cKmgKXYccA[/youtube][/center] [center] [highlight]Jungle Path:[/highlight] [imgext=http://img14.imageshack.us/img14/5748/udyrjunglepath.png][/center] [highlight]First Step:[/highlight] Be at wolves camp at 1:40 with your Boots and 3 Pots, then start attacking the middle one by using [imgsmall=skills/udyr/r.png]. Pay attention to the right positioning to hit all 3 wolves with the cone AoE damage of [imgsmall=skills/udyr/r.png] by standing face to face with the wolf in the middle. As soon as [imgsmall=skills/udyr/r.png] is off cooldown, use it again to finish the creep spot. Use a Health Potion when you're finishing the camp, not at the beginning. [number]Note:[/number] Always have a Potion running after popping the first one for the safest possible jungle until you're done. You may be able to safe one or two potions if you make no mistakes, don't get counter jungled and have your Golem pulled and damaged by team mates. But don't hesitate to use them when they're obviously needed. Don't risk dying for maximum efficiency. [number]Explanation:[/number] There's a simple reason you start at wolves and not just directly blue. Wolves spawn as soon as 1:40 into the game, while Golem spawns at 1:55. Because you're using [imgsmall=skills/udyr/r.png], you can kill the wolves in no time at all. Although you'll probably still lose some time (around 3-5 seconds) by having to run to the Golem, you still save time overall. Using a Health Potion at the beginning would make you waste alot of it's Regeneration, because the Wolves camp is really weak against our Udyr and wont do much damage at all. [highlight]Second Step:[/highlight] As soon as you have finished the wolves, head to the Blue Golem as fast as possible. Have someone pull the Golem and use [imgsmall=skills/udyr/r.png] whenever it's up. Kill The Golem with [imgsmall=summoners/smite.png] when it's at 445 HP or slightly below (always try to last hit Golem, Lizard, Dragon or Baron with [imgsmall=summoners/smite.png]) and then the small creeps with normal attacks. At this point, you'll ding Level 2. Skill up [imgsmall=skills/udyr/w.png]. [number]Note:[/number] You do have the option to steal the big one of the enemy Double Golems and go for an early top/bottom lane gank (depending on the side your team is on) if [number]you know[/number] the opposing jungler started at his Blue Buff. You can also try sneaking into the Red Buff bush and wait there until the opposing jungler arrives to gank him. To do this, you can either wait until he almost finished his Red and steal it if your [imgsmall=summoners/smite.png] is up or just attack and try to kill him. Depending on whether he checked the bush or not, you can also try to wait until he has lower HP (but hasn't killed the buff yet). Afterwards you'd recall, buy whatever you can (probably Boots, possibly even 2nd Boots) and just finish your jungle. [number]Explanation:[/number] It's best to have someone of your mates pull the Golem, so you lose less HP. It's not entirely necessary, because you wont die even if you don't get a pull if you do as I say, but your jungle will be more dangerous due to you having less HP and potential counter jungling after getting a successful [imgsmall=summoners/clairvoyance.png] on the enemy jungle probably wont be possible anymore. Don't bother finding the right position to hit all of the creeps with your AoE, it'll probably make you lose more HP than by simply attacking it, as the small creeps don't really matter damage wise. [highlight]Third Step:[/highlight] Make your way to the third creep spot, the three small Wraiths and the big one. Attack the boss wraith first, as it does the most damage. Use [imgsmall=skills/udyr/w.png] before you arrive at the camp for the Shield and switch to [imgsmall=skills/udyr/r.png] as soon as you attack the boss wraith. After two Auto Attack, position yourself before the small wrath in the middle and try to hit all mobs with the cone AoE. Then proceed by using [imgsmall=skills/udyr/r.png] again, finishing the big wraith and the small one's. [number]Explanation:[/number] If you don't seem to be able to position yourself right to hit all mobs with the cone AoE of [imgsmall=skills/udyr/r.png] don't force yourself, as this will only cost you time and HP. The active waves of [imgsmall=skills/udyr/r.png] will do the job just fine while you're smacking the boss Wraith, too. Only do this for maximum efficiency after trying it out in some custom games. [highlight]Fourth Step:[/highlight] Run by the Lizard (you'll do it later) to the double Golems creep spot. Attack the nearest one as soon as you arrive and this time try positioning yourself so that you hit both of them with your cone AoE, as they both have alot of HP compared to the other jungle creeps and do the same damage. Positioning yourself should also be very easy, as they're only 2 enemies, so I'm not giving specific instructions. You'll ding 3 at this spot. Level up [imgsmall=skills/udyr/r.png]. [number]Explanation:[/number] Most people do Lizard before double Golems for a faster jungle. It may be a few seconds faster, but it's also the riskier path, as you will have no [imgsmall=summoners/smite.png] to finish it, which would make that Shaco's life much easier if he's trying to gank you or steal your buff. Doing the Lizard last will also make you have the buff for a longer actual duration. In the end it's your decision. [highlight]Fifth Step:[/highlight] The next step in my path is doing the Lizard. Get there asap and attack it by using [imgsmall=skills/udyr/r.png] until you get a proc after 3 hits, then switch to [imgsmall=skills/udyr/w.png] attack a few times and switch back to [imgsmall=skills/udyr/r.png] and last hit it with [imgsmall=summoners/smite.png]. Don't worry about positioning, just take the Lizard head on and kill the creeps with an Auto Attack if they're still being annoying after the Lizard is done. You should be finishing at around 3:15 (faster with damage on Golem) if everything went as planned. [number]Explanation:[/number] As already mentioned, we do Lizard last, because I think it's the better way overall. This is just my jungle path I've been most successful with. If you want to use your own, because you like it better, then go ahead and do so. I'm just giving a guideline based on my experience. This goes for all of my guide. You can tweak things as you wish, although I doubt you will find many openings, at least in the current patch. [highlight]Sixth Step (optional):[/highlight] Lastly, after doing the Lizard run up to your (cleared) Wraith camp again and wait 5-10 seconds until it respawns and clear it once more to reach level 4. [number]Explanation:[/number] This is only recommendable if you didn't gank or get ganked yet, so you don't have level 4. This last step in the standard path will give you just that. Afterwards, in case you have enough health left for it, you might want to consider ganking the middle lane or bottom. If it doesn't seem like they're gankable - Recall now, buy your Boots and possibly a few Potions, so you have 2 in your Inventory. [number]One more important info at the end of this section: Do not give away your own buffs to mates, unless you stole one. Udyr is one of the only junglers in the game who relies alot on Blue Buff until midlate/lategame and he also needs the slow from Red Buff probably more than anyone. If you're running Frozen Heart or Shurelya's Reverie however, giving blue buff to mid lane (if needed) is preferred.[/number]

[center][title][number]Note: Section is now updated for the new jungle and masteries![/number][/title][/center] I've been getting questions about the possibility of jungling if you aren't level 30 and therefore don't have all Runes and Masteries. Although I've already responded to one person brave enough to ask in the comments, I feel that it might be useful for alot of people reading this guide to give that it's own section. Because I like what I wrote in the comments, I'll be copying most of that in here, to give it a more organized look and making it more obvious. [number]So, let's get to the substance.[/number] [title]Explanation:[/title] Jungling at lower levels is definitely less effective compared to level 30. That is because you actually have to kill your EXP source from full HP to zero, while laners only have to stay in range to get EXP. All creeps have the same stats if you're level 1 as if you were level 30. Naturally, if you're stronger through Masteries and Runes, clearing goes much quicker and therefore you gain EXP faster. [number]Although you're weaker, it's still not useless at all. I wouldn't recommend jungling for beginners that haven't reached level 15 yet, though.[/number] If you can't have at least 0/15/0 in Masteries and half your Runes, it'll be pretty hard for you to even clear your jungle under certain conditions. And well, players at that level usually don't really know much about the game yet. So if you're doing a good jungle and good ganks, most of them will be completely unprepared if a jungler suddenly shows up in their lane. If you're an experienced jungler though, you might be able to jungle earlier. But if that's the case, you probably don't need this part of the guide. You're also much more vulnerable to interruption, as in ganks, counter jungling or not getting help from your mates at the start. Level 15 seems to be relatively save, assuming your team covers you at the beginning and possibly helps out with CV's (safer in any case) if the situation seems fishy. I wont say it'll be easy, but it's definitely possible to do a pretty save and decent jungle at level 15 on Udyr. [title]What to do (based on level 15):[/title] [number]Masteries (15 in defense):[/number] 1 Summoner's Resolve 1 Hardiness 2 Tough Skin 4 Durability 1 Veteran's Scars 2 Indomitable 1 Bladed Armor 3 Initiator [number]Runes:[/number] All the level 1 or 2 Attack Speed Marks, Armor Seals, Magic Resist Glyphs (get flat, per level isn't worth it unless they're level 3) and Attack Speed Quints (level 1-2 Movespeed Quints aren't worth it either) you can afford. As for starting items, you don't necessarily need Cloth Armor + 5 Pots, but you can go with that if you don't seem to be able to do the path safely with Boots + 3 Pots. Then just do what I wrote in the Jungling - Jungle Path section. As long as you get some help on blue buff, you should be able to safely do your jungle if you don't mess up. Practice the path alone (if it seems possible) or with a friend (for a blue buff leash and possibly some damage on wolves without him last hitting them) a few times in custom games before you use it in a real game. Optionally, you could also use level 1 or 2 Armor Quints for a safer jungle, but I'd recommend getting level 1 Attack Speed Quints (level 2 are probably too expensive and not that much better) over that if you can clear your jungle safely enough.

[title]Early Game:[/title] [highlight]Other than your jungle path, there's some other things worth mentioning.[/highlight] Gank the lane that calls for one - either because your mate is pinging it, or because it's overextended - which is usually what you should do. Clear the jungle creep spots that are in your path to the lane you're ganking or if you're not ganking, because your mates overextent like a boss, just farm Wolves > Wraiths > Double Golems and possibly gank then. If you cannot gank mid or bot lane after finishing the Double Golem camp, just recall. [number]You can go counter jungle if you know or are pretty sure where the enemy jungler is.[/number] This can be accomplished by getting the opposing jungler [imgsmall=summoners/clairvoyance.png]'d or just checking the minimap for his presence. Don't waste time doing this if you can't find out in a few seconds though, just keep on farming or gank lanes which are gankable (overextended). If neither seems to be possible, you can try invading with caution/watching other lanes - If the opposing jungler shows up far away from you on a lane, you can try taking parts of his jungle in that time. It's also possible to gank lanes by letting one of your side lanes push and hiding in the bushes. This must be done with caution though (if you do it too early, enemies can see you through creep vision) and is generally not that effective on Udyr. It also takes alot of time if executed poorly and puts you behind in farm, which'd be really bad. [number]Anytime you see an opportunity to take Dragon if the opposing jungler shows up top lane and you're near Dragon, you should try it.[/number] This can be accomplished rather safely as soon as you reach level 6 with just Boots, Cloth Armor and a few Pots, but you'll need Blue buff if you don't have a Recurve Bow yet. You will lose around half your HP with that setup if you do it solo, so be sure you're either full HP from the beginning or ask for help, which you should always do, unless your bot lane is really low and pushed. In that case, you should probably refrain from soloing Dragon, as the possibility of a ward being there is too risky and you'll take quite long to solo Dragon without some extra Attack Speed in Items. [number]For that you should ping Dragon and type a message regarding your intentions, so your team knows about it and possibly comes to help if the enemy team has warded it.[/number] [imgsmall=items/oracles-elixir.png] [number]Getting Oracle's Elixir[/number] early (after Merc's) can also help you secure Dragon and screw up enemy lane safety. I've started buying this more frequently in higher Elo (where people actually get wards), because Udyr is pretty beefy rather early. It'll deny your Wits End a little, but it's generally worth getting if you don't die until it paid at least half of itself back (that's about how many wards you should destroy to make it worth it's money). [title]Mid Game:[/title] [number]As laning begins to break up at this point of the game, warding becomes even more important.[/number] As I've already mentioned, I'm not a mass ward buying supportive jungler (I don't ward lanes for others - that's their job), but warding key spots is still very useful for your team and yourself. I'll not go into detail about this, because there is already a Generic Support Guide done by Xpecial with a detailed enough section about warding and general supportive behaviour. I posted the link already, but I'll do it again, so you don't have to scroll up: http://www.solomid.net/guides.php?g=6097. It also contains information about where to CV, which is useful information for us as well, because if your support doesn't seem to know much about CV'ing, you can ask him to CV certain spots, so you can counter jungle. For this it's useful to know jungling routes, so watch Stonewall's path video for some possibilites. You could watch all the jungling videos he made (pretty much all viable champions) for maximum knowledge, but I guess I can't expect anyone to do that. So I'll just recommend playing other junglers as well and finding out over time while practicing what champions do what parts most of the time. [number]If you happen to push a tower, because you've successfully taken out a champion or pushed him back really far and nobody else seems to be near, you should always remember to keep up Phoenix Stance, because it gives you bonus AD.[/number] If you have blue buff, you can use only Phoenix Stance to get the maximum AS out of your passive. If you don't, switch between Phoenix and Turtle or if you already have Tiger (post level 11), switch between Tiger and Phoenix for maximum efficiency. Do not do this if you wouldn't have enough mana to back out if an enemy shows up though. Try to always have at least 1/3 of your mana up. [number]Protecting lanes in a team mates absence is also important.[/number] If you see one of your mates backing out and blue pilling while his lane is getting pushed, you should immediatley head there to protect it if you're near/not in the middle of a fight. Don't push it out too far though. Just push waves away from the tower, so it doesn't take damage and try to last hit creeps until your team member gets back to his lane. Of course without getting killed by the enemy laner. [title]Late Game:[/title] At this point of the game you're probably the beefiest person in your team who still does at least the 3rd most damage behind the AD Ranged Carry and AP Burst Mage. [number]Split Pushing can also be done rather effectively by Phoenix Udyr, because your pushing ability as a jungler is at least as good as Nocturnes, while you take towers down even faster.[/number] To do this successfully, you should buy a few wards (at least 2) and place them at dangerous jungle entrances. Just push as far as you can until you're either unsure or know that two or more enemies are coming for you. If you're unsure, you can pull back a bit and hide in a bush. If you see the people that were coming for you elsewhere, just continue pushing again. If they show up in your lane and start pushing back, don't risk too much. [number]Warding Baron and important key spots is self-evident, so if nobody else seems to do it, you should.[/number] Always have around 2 Wards with you until you don't have the space for it anymore lategame. It's also possible for you to solo Baron rather easy and fast if you got Bloodrazor and Gunblade. I wouldn't recommend doing this most of the time though, because it's usually warded and people will be very cautious. If you have Oracle's Elixir on you and have very good vision around that area plus you know where most enemies are at (as in, far away), you could try clearing the Baron Ward, fake moving away from Baron and start doing it alone after around 3 seconds of moving away until your mates arrive.

First of all, another video done by Stonewall008. I could have done this myself, but everytime I tried I got a phone call and had to leave immediately. Never got it done. Then my computer imploded and I had to buy a new one. That was yesterday. Sad story. But well, Stonewall's a cool guy and has an acceptable voice but pronunciation issues sometimes (to Stonewall - just kidding dude! You're great!). You must be thinking "that guy has nerves insulting someone doing his work for him..." and you're right. I'm sorry. From the bottom of my 2775g frozen heart. Hail Stonewall008! Don't do his build though, listen to me and do what I say! [center][highlight]So here we go (all credit goes to Stonewall008):[/highlight] [youtube]http://www.youtube.com/watch?v=zcWiNJ78H3I[/youtube][/center] [number]As for the text version of this[/number], I'll keep it short - you're not an initiator, you're a follow up. The only way you could ever initiate on Udyr would be to Flash > Bear, and that doesn't really work well. It's only worth it if you 100% know there's going to be a follow up by your whole team right after you Flash, but that doesn't happen in solo queue. I mean, you can see Jax in Stonewalls video initiating with Flash and his AoE Stun and even that didn't do anything much. Plus it killed him. Think of yourself more like you were Singed or Irelia. Not entirely - you're not supposed to just run into your enemies, as I said, you usually shouldn't initiate. But you can be way more careless than other people and little mistakes will usually be forgiven. Beware of tunnel vision though. As Udyr, you should always be aware of what's going on and considering to change tactics faster than you can switch stances. If you ever get to make at least 2 heavy damage dealer of your enemies focus you and maybe even get to shut them down, your team should be winning the fight. If they don't, well... you know there's a reason why nobody has a 100% win rate. So remember this: You always want to focus the squishy targets, which is first of all the Burst AP (usually middle lane) and the AD Ranged (usually bot lane). Even if you cannot kill them, your job is to literally draw them away from teamfights by pressuring them with your manly bear growl and undefeatable 1v1 prowess.

[highlight]Some facts about Udyr:[/highlight] Udyr is as tanky as Singed. Udyr does as much damage on tanks as Kog'Maw. Udyr does as much damage on squishies as Master Yi. Udyr needs no weapons. Udyr is a badass. Udyr has a cool beard. Udyr has a cool hat. Udyr is shiny while using Phoenix stance. AND [highlight][center]UDYR PRIMAL SKIN SUCKS IT'S BLASPHEMY HAS A SHITTY ART STYLE AND IS NOT BADASS AT ALL I WISH IT WAS JUST CHUCK TESTA!! [imgext=http://img84.imageshack.us/img84/6438/udyrcrapskin.png] NOPE! PRIMAL UDYR! [title]I CALL FOR A JACKIE CHAN SKIN![/title][/center][/highlight] [center][highlight]Thanks for reading. I hope you enjoyed the guide and could use some of it to improve your gameplay. If you found any mistakes or have constructive ideas to improve my guide and don't want to write your own guide, because you're not as awesome as I am, go ahead and leave me a comment.[/highlight][/center]

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