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Udyr Build Guide by arimior

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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

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League of Legends Build Guide Author arimior

Solo top Udyr, immovable object

arimior Last updated on December 16, 2011
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Ability Sequence

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

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

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hello, and welcome to my Udyr guide.
Udyr is, atleast in my opinion, one of the most fun champions to play, and one with great potential when used right. Here I will show you how I play Udyr, and hopefully you will find him as rewarding and fun to play as I have =)

Please read the whole guide and try it a few times before voting. Also, If it's not too much to ask, i'd appreciate if you give me feedback on things I can improve and what you thought about it.

//Arimior
EU-NE

PS. Thanks to Jhoijhoi for her awesome guide to making a guide, it helped me a lot.


Guide Top

Pros / Cons

Pros

+ Great sustain with Turtle stance size
+ Potent damage with tiger stance size
+ Extremly versatile, many different builds
+ Have one on the strongest lategames
+ High movement speed with Bear Stance and items
+ Very tanky, almost unkillable if played right
SPACE SPACE SPACE SPACE

Cons

- Very farm dependant
- No range at all
- No gap-closer
- Vulnerable to cc
- True damage wrecks your Turtle Stance ahield
- Slightly weak in the early (1-5) levels


Guide Top

Masteries

Masteries
1/5
3/5
4/1
1/1
3/5
3/1
4/1
1/1
3/1
3/1
3/1
1/

I go for 9 in offence, picking up Summoner's Wrath to boost my Ghost together with some damage increasing masteries, mainly going for Weapon Expertise before i start looking for survivability. In the defence tree, i go for the early resists through Resistance and Hardiness , and some health with the Durability and Veteran's Scars . After this, i pick up some percentage damage reduction through Evasion and Honor Guard , picking up Enlightenment for the reduced cooldown on all your spells. For the last point, i pick Juggernaut , mainly for thecc reduction, but also for the bonus health.


Guide Top

Runes

Runes

Greater Quintessence of Lethality
3

Greater Quintessence of Armor
3

Greater Quintessence of Magic Resist
3

Q
u
i
n
t
s

___
  • Greater quintessence of Desolation Fantastic quints, unmatched in terms of damage if you can use them without losing lasthits because the enemies harass.
  • Greater Quintessence of Armor I usually pick these against physical damage opponents, to make my early lane phase stronger. They are good against most lanes, but against some, you will want the magic resist quints.
  • Greater Quintessence of Magic Resist When you fight magic based opponents, these will be incredibly useful, and combined with masteries and glyphs letting you start with slightly more than 60 magic resist.
___

Q
u
i
n
t
s

Runes

Greater Mark of Lethality
9

Greater Mark of Attack Speed
9

M
a
r
k
s

___ ___

M
a
r
k
s

Runes

Greater Seal of Armor
9

Greater Seal of Scaling Health
9

S
e
a
l
s

___
  • Greater Seal of Armor I pick these for the great laning power it gives, and i think these are the strongest, now when the dodge runes will be removed. They simply give so much; reduced damage from minions and auto-attacks, combined with the reduced damage from physical damage abilities, making them a very strong improvement to your staying power in the early levels, where you are weakest.
  • Greater seal of vitality These are an option too, but since you already have pretty high health, i feel these are just a waste of rune slots. compared with the Greater Seal of Armor.
___

S
e
a
l
s

Runes

Greater Glyph of Magic Resist
9

Greater Glyph of Scaling Magic Resist
9

G
l
y
p
h
s

___ ___

G
l
y
p
h
s



I use three different rune pages on Udyr, each with Greater mark of desolation, Greater Seal of Armor and Greater Glyph of Magic Resist, but i use different quintessences in them. The quints are, as listed above; greater quintessence of desolation, Greater Quintessence of Armor and Greater Quintessence of Magic Resist depending on who i will fight in lane.


Guide Top

Summoner Spells

I usually pick Ghost and Teleport as my summoner spells. I like Ghost since it gives amazing escapeability when ganked, and in teamfights the mobility you get by being able to run through enemies combined with the large movement speed buff, allows you to engage fights easily whenever you see an overextending squishy, and it gives you a great advantage when you're trying to chase the surviving enemies down, or escape with low health.
The reason I pick Teleport as my second spell since i go top lane, and it allows you to easily recall for items and get back to lane without losing any creeps. Also, it offers great dragon control mid-game, when you can just teleport down to the ongoing dragon fight, and hopefully, you are farmed enough to turn the tides of the battle in your teams favor.


Guide Top

Items

I start with either Boots of Speed and 3 Health Potions or a Cloth Armor and 5 Health Potions., depending on the enemy you're facing in solo top.
Your goal in the early laning phase is to get enough to buy a full Wriggle's Lantern (and Boots of Speed if you didn't start with them) on your first trip back. If you can stay in the lane and farm some more gold for your Mercury's Treads without any danger of dying, great. if not, you'll just get them next time you go back.


I rush Wriggle's Lantern for the exceptional lane control it gives, with a little bit of everything you need, with main focus on the lifesteal and the free ward. The lifesteal give you ridiculous sustain power combined with Turtle Stance, and you can now stay in the lane forever. The ward will make it impossible for the enemy teams jungler to gank you without you knowing in advance, and knowing that can be used to get away safe, or maybe even letting you killing him!
The attack damage makes it easier to get lasthits, and makes you much more of a threat to the enemy laner, while the armor will give you even more tankiness, which is always useful, especially against an enemy who deals mostly physical damage, like Talon or Renekton.

Your next item is Mercury's Treads, which are, atleast in my opinion, the best boots if they have atleast one cc effect. the only thing that can keep you from killing them all in teamfights, is that they cc you. problem solved! (atleast to 35 %.) They also give a bit of nice magic resist, making you even tankier.
If they don't have any cc effects at all, you might want to look after another pair of boots. Do the enemy have any auto-attackers? buy Ninja Tabi. The scenario that the enemy have neither cc or auto-attackers is so unlikely it's almost impossible, but IF that happens, Ionian Boots of Lucidity is probably your best choice for increased damage and survability with more Tiger Stance/ Turtle Stance spamming.

Now, you will want to get a Chain Vest and a Negatron Cloak, in whatever order that wll help you the most against your lane opponent. These will boost your resistances to around 150 of each, depending on runes and your level, which makes you extremly hard to kill.



Now you'll want to start building towards your Trinity Force. I feel that Phage is the most useful of the three parts, since it gives you more health, which is even more useful with your high resists, attack damage, which will boost your damage and sustain from lifesteal, and of course the slow, which is great whenever you get it to proc.
It is possible to replace Phage with Zeal, but I feel you'll lack health then, and that slow is really useful. You can also skip buying any part of Trinity Force at this point, and just rush your armor and magic resist items if you feel that is needed.

After this, Atma's Impaler is my choice. it builds out of your Chain Vest, and gives you massive crit chance and more importantly, a high amount of attack damage that will just keep raising through the game.

I usually build Force of Nature out of the Negatron Cloak, since it's the highest magic resist in the game. It also have some awesome movement speed for chasing and escaping. I prefer this one over Banshee's Veil since Udyr have no real gapcloser, and thus need all the movement speed you can get. It also gives more magic resist than Banshee's Veil, which is great.

Here, I continue building a Trinity Force from the Phage before, buying a Zeal before finishing it. Trinity Force gives you a little bit of everything you need at this point in the game, but mainly the sheen proc, health, attack damage and movement speed is very strong on Udyr.
I wouldn't replace Trinity Force with anything, since you really need it for your mid- and late-game damage, without it you are barely even a threat for the enemy, even less the killing machine you become with it. I would almost always priority Phage > Zeal > Sheen, but it's just personal preference, and the build order of Trinity Force is completly your choice.

For the sixth item, what you buy depends entirely on yours and the enemies team comp. If they have a Vayne or Kog'Maw, who both have brutal percent-based damage, you might have to build a Randuin's Omen or a Frozen Heart for the attack speed debuffs. Against attack damage based enemies like Caitlyn or Tristana, a Thornmail might be more effective. Against pokers, a Banshee's Veil is a good choice, while a Quicksilver Sash is excellent against Mordekaiser, Malzahar, Warwick and Skarner, as it completly counters their ultimates. Against a cc-ing channeler, like Galio, it might save your teamfight by freeing your whole team from his taunt if you manage to pop your Quicksilver Sash active and stun him. Also, remember that it removes Exhausts and ignites, which are the most crippling spells in teamfights. Guardian Angel is a great item against a balanced enemy team comp, with the high armor and magic resist from it. The extra life is just a bonus, although a great one, and may give you just enough time for your team to arrive and help you.

Of course there are damage options as well, but they should only be considered if the enemy are being unable to kill you, and are very situational. Madred's Bloodrazor, Zeke's Harbinger and Youmuu's Ghostblade is what I would say are some of the more choices, depending on what you need to get the upper hand in the game.