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prime

Udyr Build Guide by

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.



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League of Legends Build Guide Author

jungle

Last updated on December 20, 2011
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Ability Sequence

2
7
8
9
Ability Key Q
3
10
11
12
Ability Key W
4
13
14
15
16
Ability Key E
1
5
6
17
18
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Table of Contents
Guide Top

introduction

Hello Mobafire. After quite a while of using the site, this is my first guide. Recently I've been playing tons of Udyr. He's an amazing jungler and I've had alot of success with him. He's definitely my favorite jungler so far, and so I figured I would write a guide based on my experience with him. This is basically a solo queue build and is just what works for me, but I rarely have a game where I have a negative kdr and frequently get to roll faces.

(feel free to leave suggestions/constructive criticism)


Guide Top

Pros / Cons

pros.
•Extremely fast jungler
•Strong early game
•Good ganking potential
•Ridiculously tanky late game
•Seriously. VERY tanky late game. Doesn't afraid of anything.
•Respectable damage all game long
•Great at controlling teamfights
cons.
•No gap closer other than movespeed
•A bit weak damage mid game (after merc treads and before atmas)
•Hard to gank with if the enemy has warded river or is near their tower unless •No gap closer other than movespeed


Guide Top

Runes

I chose the runeset with 2 main goals. I wanted to add damage for fast farming and better odds when ganking, and I wanted to make sure I was extremely bulky early on. As another plus, the ArPen reds and AD Quints are good for basically any AD character and the Armor Yellows and MR Blues are good on anything that wants to be bulky, so they're all just good runes to have in general.

Quints
The AD quints are just nice early game. They can give you an edge in any level one fights. They let you jungle even faster at the beginning with even less risk. However, feel free to use basically whatever you like. Movespeed for chasing/running away or HP for even more bulk or even attack speed for more damage.

Reds
The ArPen reds are nice for all around damage. I've read a ridiculously long analysis about how they provide the best overall damage increase for AD based characters, so I went with them. As an added bonus, if you're playing solo queue, these are really good on any AD character, so if you have to switch, you have plenty of choices. Feel free to switch to attack speed or flat AD or whatever else you think would be best.

Yellows
Armor keeps you safe jungling. Keeps your HP high throughout the whole route. I probably wouldn't switch these out for anything else. If you are going to do so, just make sure you have it thought out.

Blues
Flat MR rounds out your overall bulk in the early game. I used to use MR/lvl, but those leave you somewhat weak to AP damage early game and can leave you dead after a failed early game gank. Feel free to switch to MR/lvl or something else though if that's what you prefer.