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
x
My Offtanks
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
Introduction
Welcome to a simple Udyr guide that I have come to use every time I play this champion. Udyr does a lot of damage even when built tanky like this. This damage comes from the sustainability that the build gives so that the Madred's Bloodrazor and Trinity Force hits will deal consistent damage. This sustainability is mostly gained from the Iron Mantle as it is the main stance that this build focuses on.
The runes that I use are focused around boosting my defenses early and giving the Madred's Bloodrazors and the Wingborne Storm bonus damage. Here we go:
9 Greater Mark of Magic Penetration I use these because it gives bonus damage to not only Wilding Claw, Wingborne Storm, but also to Madred's Bloodrazors.
9 Greater Seal of Armor This gives a nice boost to armour for the early game.
9 Greater Glyph of Magic Resist Also gives a nice boost to defenses, this time magic resist.
3 Greater Quintessence of Health A really nice boost to health for the early game.
9 Greater Mark of Magic Penetration I use these because it gives bonus damage to not only Wilding Claw, Wingborne Storm, but also to Madred's Bloodrazors.
9 Greater Seal of Armor This gives a nice boost to armour for the early game.
9 Greater Glyph of Magic Resist Also gives a nice boost to defenses, this time magic resist.
3 Greater Quintessence of Health A really nice boost to health for the early game.
I take 1/21/8 on Udyr focusing on boosting the power of the summoner spells that I choose: Ghost and Exhaust and then going into the defenses tree to increase the sustainability of your game. This mastery specifically gets the all important dodge masteries and the health regen from mana using
Strength of Spirit
. The utility points are used to get
Good Hands
and
Awareness
so that the sustainability in lane allows you to level up faster and get back to the fight quicker if you happen to die.
On Udyr I take Ghost and Exhaust so that you can get into battle quickly using Ghost and keep the enemy in battle because you can catch up to any stragglers to stun them. Exhaust is used as just another slow to keep even more enemies in the fight, and more importantly single out the enemy carry.
There are some other spells that work on Udyr, just not to the same effect as the first two:
Teleport is useful on most people and Udyr can use it as a quick ganking tool.
Ignite Also works as most champs, and Udyr is no exception, especially combined with Wilding Claw's DoT.
Flash Another very useful spell for everyone, Udyr is no exeption.
Cleanse Works on Udyr as an escape tool and as more sustainability in combat.
Clairvoyance Is another spell that I would take, mostly because I like using it and it is a good tool for every team.
Heal and Clarity are not as good on Udyr because of Iron Mantle
Fortify, Rally, Smite, and Revive are not as good on him, because your strength does not need to be supported by Fortify, Rally is out shined by other spells, Smite is not used because this is a lane Udyr build, and Revive is not as good as other spells again.
There are some other spells that work on Udyr, just not to the same effect as the first two:
Teleport is useful on most people and Udyr can use it as a quick ganking tool.
Ignite Also works as most champs, and Udyr is no exception, especially combined with Wilding Claw's DoT.
Flash Another very useful spell for everyone, Udyr is no exeption.
Cleanse Works on Udyr as an escape tool and as more sustainability in combat.
Clairvoyance Is another spell that I would take, mostly because I like using it and it is a good tool for every team.
Heal and Clarity are not as good on Udyr because of Iron Mantle
Fortify, Rally, Smite, and Revive are not as good on him, because your strength does not need to be supported by Fortify, Rally is out shined by other spells, Smite is not used because this is a lane Udyr build, and Revive is not as good as other spells again.
The items that I choose to build on Udyr focus on creating a tanky build that gives most of it's strength from the Madred's Bloodrazors and the bonus damage of the Trinity Force.
Seeing as early game most of the strength of the build will come from using Blazing Stampede to stun your enemies then Wilding Claw to burst down the enemies and therefore the Madred's Razors early game give you great burst and survivability, coupled with the magic resist and tenacity of Mercury's Treads.
Starting with a Cloth armour, 3 Health Potions, and a Mana Potion allows you to stay in lane a long time and get the Madred's Razors quicker.
Rushing the Madred's Razors will allow you to keep the minion farm up and go to get a possible blue buff from your enemies early. The Madred's also allow for bonus damage from the attack damage and armour to keep alive.
Next the Mercury's Treads early allows for your attacks and harass to keep alive and give higher defenses.
Following the early boots a good next item is the Heart of Gold for the later Randuin's Omen. This item gives a nice boost to health and the gold per 5 allows you to gank more efficiently.
Next is the Spirit Visage because this will allow your Iron Mantle to heal for more thus keeping you alive longer.
After the Spirit Visage comes your full Madred's Bloodrazors because it allows you to do more damage, even in turtle stance.
Next comes the full Randuin's Omen because it allows you to trap the enemy in your stuns with the slow and it gives a large amount of health, armour, and health regen.
The last tanky item to get is either a Banshee's Veil or a Force of Nature, although usually I get the Banshee's Veil because blocking one CC is all important.
Finally i get the Trinity Force to give a large amount of bonus to your attacks.
Seeing as early game most of the strength of the build will come from using Blazing Stampede to stun your enemies then Wilding Claw to burst down the enemies and therefore the Madred's Razors early game give you great burst and survivability, coupled with the magic resist and tenacity of Mercury's Treads.
Starting with a Cloth armour, 3 Health Potions, and a Mana Potion allows you to stay in lane a long time and get the Madred's Razors quicker.
Rushing the Madred's Razors will allow you to keep the minion farm up and go to get a possible blue buff from your enemies early. The Madred's also allow for bonus damage from the attack damage and armour to keep alive.
Next the Mercury's Treads early allows for your attacks and harass to keep alive and give higher defenses.
Following the early boots a good next item is the Heart of Gold for the later Randuin's Omen. This item gives a nice boost to health and the gold per 5 allows you to gank more efficiently.
Next is the Spirit Visage because this will allow your Iron Mantle to heal for more thus keeping you alive longer.
After the Spirit Visage comes your full Madred's Bloodrazors because it allows you to do more damage, even in turtle stance.
Next comes the full Randuin's Omen because it allows you to trap the enemy in your stuns with the slow and it gives a large amount of health, armour, and health regen.
The last tanky item to get is either a Banshee's Veil or a Force of Nature, although usually I get the Banshee's Veil because blocking one CC is all important.
Finally i get the Trinity Force to give a large amount of bonus to your attacks.
You must be logged in to comment. Please login or register.