Udyr Build Guide by sodapoppa
Not Updated For Current Season
Not Updated For Current Season
This is a guide for Udyr in Dominion. Although this build was created during my search for the best Udyr solo bottom setup, it can also be used very effectively for group fights up top and even roaming the map because of the excellent 1v1 and 2v1 viability of this build. Keep in mind however, that you will absolutely crush anyone else trying to solo bottom against you. I consistently reel off streaks of ten straight wins using this strategy and I am confident in saying that it is currently quite OP.
This build relies on attack speed and tankiness which couples nicely with Udyr's natural skill set to turn your champion into an unstoppable, always pushing forward, force to be reckoned with.
The recommended rune build seen in this guide gives Udyr very strong survivability which, as a melee dps, Udyr needs both early game and late game to be a dominating champion.
The Greater Seal of Evasion are, imo mandatory in any defensive tree Udyr build. They pair so nicely with the masteries we've taken. With Evasion and Nimbleness Udyr is very difficult to chase down. Occasionally I'll sub these with armor or even attack speed. This gives a decent, but not quite as powerful a build.
The Greater Mark of Attack Speed and Greater Quintessence of Attack Speed are pretty essential to this build and will give your Phoenix Stance and Turtle Stance quite a powerful beginning. This pairs nicely with the Ardor and Archmage's Savvy Masteries to make you a seriously strong minion pusher right out of the gate.
The Glyphs I am the most flexible on, but imo the Greater Glyph of Scaling Magic Resist is so strong mid and late game that they edge out flat AP Glyphs, which are only nice for some better damage and healing early game. They also edge out flat magic resist and attack speed glyphs. But, any of those are workable.
I have tried every Mastery combination possible on Udyr and this one just clicks right for the setup I have here. The defensive tree, incredibly gives you a powerful 4% attack speed and ability power boost at the bottom of it while reducing your damage intake considerably. Then, the offensive masteries give you some more AP as well as a touch of CDR and the all important 15% magic pen to make your Phoenix Stance really hurt your opponents.
I am completely inflexible on this mastery setup. If you find something better, please let me know. I have long felt that with this build, these masteries are Udyr's "Sweet Spot".
By far the most important part of this build is the Item sequence. The above item sequence is just a rough guide.
For bottom lane, here is a rough idea of ways to start out.
Are you against an AD character like Yorick or AD Sion?
If so, then life is good. Buy Ninja Tabi, a Dagger and a Health Potion.
Are you laning against an AP champ like Anivia or Lux?
If so, life is also good. Grab Boots of Speed and a Negatron Cloak, then add 3 or 4 Health Potion and save the rest of your gold for your followup items.
What about a hybrid champ like Kayle or Kog'Maw?
In this case, you have some options. Against most hybrid champs who do their damage as AD early and then progress to do more and more AP damage, I usually will go with Ninja Tabi and a Dagger and immediately grab either a Negatron Cloak or a Null-Magic Mantle before starting on my Trinity Force.
If you cannot tell who on the enemy team will take bottom, then it can be best to just grab Boots of Speed a Ruby Crystal and a Dagger with some Health Potion. Try to push your enemy minions back a little once you get enough gold to buy some defensive items and hide in a bush, press "B" and grab some armor or a magic resist item. This is crucial. Once you have your defense set up properly, your opponent will not be able to kill you and in some cases, they cannot even hurt you.
What about starting out top?
Well, if the enemy team is mostly AD, Ninja Tabi a Dagger and some Health Potion is a very nice start.
If they are AP, then I usually start with Berserker's Greaves a Dagger and Health Potion. For a more defensive start against a mostly AP team, go with boots, MR and pots. You could start with straight Mercury Treads, but I don't do this usually because I find that rushing Quicksilver Sash negates the need for Tenacity in most cases.
Work in Progress.... I'll be adding more later.
Ok, on bottom you are usually best served to start with 2 Turtle Stance and a Phoenix Stance. Grab Turtle Stance every chance you get for tankiness and Phoenix Stance every chance you get for pushing power and damage. If you like, grab one Bear Stance as early as you want, but sometimes I find myself waiting quite a while to grab it. I wouldn't bother with it until level 4 at the earliest. 2 Turtle Stance and a Phoenix Stance is the best start nearly always on bottom.
Tiger Stance is also awesome, but I usually wait until I finish my Trinity Force build to start putting points here. Early game survivability is key, while late game, with lifesteal, your damage will become your survivability. Late game is when you want your Tiger Stance maxed out in most cases.
Ghost and Exhaust are my go to summoner spells. Ghost is incredibly useful to run away, chase someone down, or get to a spot on the map more quickly. Exhaust is very useful in getting away from someone or getting a 1v1 or even 2v1 double kill in mid to late game. You can experiment with other summoners like Promote or Garrison if you like, but these are the spells I choose to roll with most of the time because they are the most effective.
Udyr is my favorite champion by far. He has the ability by late game to completely dominate the enemy team, taking on 2, 3, or even 4 opponents and either killing them or wasting their time by leading them on a chase while your team capitalizes by capping some undefended points.
I'd like to give an example of one way you can play this build to great effectiveness. In the following example, we take bottom solo.
First, we cap our bottom turret, then run to the minion waves midway between the two bottom turrets. Hit "R" for phoenix and begin to attack the large minion. Once our GCD is up, we hit "W" for turtle. The phoenix passive is very strong and will continue to deal massive amounts of aoe damage. We are careful to be sure our phoenix aura is hurting all 3 minions, repositioning if necessary. We also completely ignore the enemy champion. Once phoenix is up again, we hit "R" and then immediately "W" to keep our monkey's agility maxed out. This will burn mana quickly, but will also keep our health topped off quite nicely.
The enemy player will usually target us and not your minions. This is a mistake and they nearly always make it. When the enemy player starts hitting us, our minions will begin attacking that person. Minions in this game are fairly powerful early on and we notice the other player's health decreasing rapidly. We continue to ignore them and rack up minion gold. Because our minions are no longer attacking our enemy minions but only attacking the enemy champion, there is no need for us to last hit, we always get last hit because we are the only thing attacking the minions. Once the enemy champion gets low enough on health, we go in for an easy kill. Sometimes waiting for a level and tossing a point in bear to make sure they cannot run.
One nice thing about phoenix is that it will damage our opponent without the enemy minions targeting us. This is huge and we use it to our advantage quite nicely here.
Now, every chance we get run up and grab the Health Pack. Once we push a little past middle, we start grabbing the enemy champions Health Pack as well. Sometimes we have to stun them and run around them to get it. These Health Packs are crucial and we fight for every single one of them. All Health Packs are ours and we let our opponent know it.
Any time our health gets down to half or so, we use a health pot to top us off. We keep pushing bottom, neutralizing their turret with minions and maybe even capping it once we get a kill or two.
When the enemy team sends a couple people to help out, we retreat, but some new items and defend until they leave us alone. At which point, we begin overpowering our opponent once again.
One thing I like to do is push minions to my enemies turrets this way and then camp the enemy minion spawn. I literally stand right on it and just kill them when they spawn. Grabbing the health/mana buffs as soon as they appear. This gives my minions unimpeded access to the enemy turret at which point they will lower the turret's health. If my opponent gets frustrate and comes after me, I usually have no problem focusing them, killing them and taking their turret.
Now, just like in Summoner's Rift, outfarming our opponent in this manner will give us a huge edge later in the game. Once we get your triforce, we will be able to 1v1 anybody. The slow on that thing always surprises them once they try to turn and run.
Good Luck and Have Fun!
Team 1 Build 1 is Phoenix for bottom lane against an AD opponent.
Team 1 Build 2 is Phoenix for bottom lane against an AP opponent.
Team 2 Build 1 is Phoenix for top lane.
Team 2 Build 2 is my newest Phoenix build for top lane, also viable with some tweaks bottom lane. The synergy with Guinsoo's Rageblade and Udyr is phenomenal and rushing one is a perfectly viable strategy. Even giving it priority over Trinity Force. Try it, you'll like it I'm sure.
Team 2 Build 3 is my newest build and first TIGER build. This is for top or roaming and will underperform Phoenix in almost all spots bottom lane. Warning! This build is beastly damage and very squishie compared to my other builds. It was created because of the new masteries which give a ten percent crit damage bonus that works very well with IE and Phantom Dancers. The runes I use here are AD per level and really shine late game. You can two or three shot squishies with 2.5 Attack Speed... so yeah, it's fun. It's also my only Tiger build on this guide. Tiger is really starting to shine again with the new masteries. Enjoy!