Udyr Build Guide by Temio
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.
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.
Udyr is a very strong laner,but also a very (good,fast) jungler/ganker.
He is one of my favorite champions,cause he so much fun to play,you can deal damage but actually your pretty tanky.This combo makes Udyr to an good Tank/DPS Champ.
Entering a stance grants Udyr 10% attack speed for 5 seconds. This effect can stack for 3 Times.
A decent passive that becomes more important as the game goes on and you have mana to maintain stacks. It caps at 3 stacks totaling 30% attack speed.
Persistent Effect: Udyr's attack speed is increased by 20/25/30/35/40%.
Activation: Udyr gains an additional 15/20/25/30/35% attack speed for 5 seconds after activating Tiger stance. While active or for 5 second after Activation, Udyr's next attack deals 170% his attack damage plus 30/80/130/180/230 over 2 seconds as magic damage.
The larger part of this skill comes from the activation effect, not the persistent effect. The DoT that this skill can deliver has the potential to be devastating. The facet of this skill that makes it dangerous is pre-loading. You can maintain the on-next-hit effect of this stance for 5 seconds after changing stance out of it. This can result in massive spike from 2 consecutive tiger DoTs in close succession.
If you are running Laning Tiger, you should always be maxing this skill. However if you run Phoenix-Tiger, it is not always the smartest idea to max this skill. The AD scaling of the skill does not change with rank, and the ATS boost/rank is a pitiful 5%/5%.
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.
Activation: Udyr gains a temporary shield that absorbs 60/100/140/180/220 (+0.5 AP) damage.
One of the biggest things to take note of about the turtle shield is that it IS affected by your resistances, meaning that 220 shield will block 550 damage with a resistance of 150.
As of the 126.96.36.199 patch, the steal from Turtle Stance is no longer based on raw damage before reduction and is now calculated post damage reduction. Consider it lifesteal w/ mana
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.
Activation: Udyr gains 15/18/21/24/27% increased movement speed for 2/2.5/3/3.5/4 seconds.
This is your Swiss Army Knife of stances. Initiation, interruption, chasing, fleeing, this stance has its uses in just about every part of the game. However, it is important to note that movement speed has a soft cap at about 500; this means that any additional movement speed past this point will give diminishing returns. With boots, bear stance will bring you very close to this soft cap, making the use of ghost less effective. It is also important to note that ranking bear stance has no effect on the duration of your stun. The combination of these elements makes maxing bear stance not always the wisest decision.
Persistent Effect: Every third attack, Udyr engulfs enemies in front of him in flame, dealing (40 / 80 / 120 / 160 / 200) (+0.25 AP) magic damage.
Activation: Udyr sends out pulsing waves of fire dealing (15 / 25 / 35 / 45 / 55) (+0.25 AP) magic damage each second to nearby enemies for 5 seconds. In addition, Udyr's ability power is increased by (15 / 25 / 35 / 45 / 55) and his attack damage is increased by half of that amount.
This stance is rather self-explanatory. The larger part of the DPS of this skill comes from simply staying in this stance. Every third hit releases a burst of AoE damage. Unlike Tiger Stance, Damage comes from being in the stance, not activating the stance.
Start with Boots,when u have Armor runes.Other way is scepter or Cloth Armor
First Item u have to rush.Always good against AD/AS and jungling.
good against AP caster and always the little Bonus is the extra Damage.
this item is perfect against a DPS-Team,but always against AP cause Slow and Health.
Always good,but specially,when the game is bad,and u cant jungle u have to rush for this items. or
When ure fed u can always go for TriForce.
anyway nice Bonus the Healthreg and movementspeed.
Other items u can use there USEfull for Prodyr.
Against Fed AD/AS.
as an Example:ure Team is steady in Teamfights and u will help out so hard with shury.
Its a new Item and it works good with your AoE Damage of your Phoenix.
For tanky Enemys,works good with your Q.
Smite is a must-be.If u want a very fast jungle and Dragon+Baron Control in the Game u will need this anytime.
Flash is almost as necessary as Smite on jungle Udyr.Theres no other viable Spell.Ghost is useless caus u have our Bear-Form.Exhaust equally cause u have the stun every 6 seconds.
Its the best decision To go Tanky/DPS in the runes for jungle Udyr.In my opinion are the Movement Quints senseless,cause u start with boots=****ing fast.
Creeping / Jungling
Start at wolves,but ask for Pull. Attack the middle one first with our RYou have your AoE Damage so it will be really easy.
After the wolves you go for Blue,spawn at 1:55,u need a Pull,and dont forget to take a health Potion and Smite.
When u will be Level 2 Skill upMake your way to the third one,the three small Wraiths and the big.
Dont Forget your Health Potions.
Go for Double Golems,do them first,cause is very riskier to do Lizard first,cause no Smite.
When ure really low go Base and do Lizard than,but i do Lizard nearly after Golems,cause Smite is ready.
After base do Wolves/Wraiths and go ganking,u can always try ganking after Lizard,but its risky cause u are mostly low health.
Sorry guys,my English isnt pretty good.I try to gave my best ;)
Greetings and good playing with this Guide,Temio.