Udyr Build Guide by Commander So_N_So
Not Updated For Current Season
Not Updated For Current Season
Hello everyone, I'm Cmdr Sweeps Aka:Sweeps this is my first guide hopefully I due it justice. Here is my take on a favorite champion of mine I've been playing since the start of my LoL career Udyr -The Animal Spirit. The build I use is built around my views and preferences I share them with you purely so that you may share my play-style or perhaps wish to play Udyr a little differently.(I've included other more common builds for him as well.) I play him as either a tanky burst team fighting boss and as a CC, pushing monster. Feedback is welcome please up-vote/down-vote after you have tried build.
Pros / Cons
+ Extremely durable even without items
+ Semi-spam able abilities early
+ Has a shield,stun,burst,and AOE!
+ Great team player
+ Fast jungler
+ great chase with Bear Stance
+ Man/Bear/Turtle/Tiger/Phoenix, Nuff said.
- Focused a lot all game.
- Poor late game without items.
- Prone to zoning, poor positioning.
I sort of play into a niche here so if it looks confusing let me clear it up. I play him 9/21/0 getting Brute Force and Arcane Knowledge in tree 1. then grabbing some standard melee jungle masteries like Summoner's Resolve along with Tough Skin and Bladed Armor while also grabbing Siege Commander is very useful when taking down turrets with a lane. Why get Arcane knowledge? well I tend to go for early ganks depending on lane status. Early 1-6ish most ganks are gonna be stun then chase with phoenix. we build Armor Pen with items mid-late game.
This build is to maximize your burst with Tiger Stance. Your main focus here is stun, burst, repeat! Using a standard 21/9/0 grabbing all the usual DPS masteries
Weapon Expertise and Butcher more damage on minions meaning faster jungle. while taking points into Defense as well getting Summoner's Resolve making your smite give 10g upon using it. Finally getting Bladed Armor so you can jungle faster.
The phoenix build is all centered around your tankyness. trying to maximize damage reduction while also making sure your sustain and damage are given thought as well. maxing both Resistance and Hardiness making sure whether its AD or AP your covered. Combinations like Veteran's Scars and Vigor synergies to make your health pool larger and sustained with increased HP regen. Indomitable and Honor Guard with Juggernaut giving you significantly reduced damage on all fronts, not only helping your ganks but your jungle speed and durability as well. finally grabbing some offense with Brute Force and Arcane Knowledge .
Like the phoenix were going for tanky here we want to make sure top is locked down and stays that way. Taking all the defensive picks from phoenix with some slight changes. We're not getting Summoner's Resolve "why, wouldn't it help our heal?" yes and I'm sure 10% sounds like a lot and it would help those "Big Plays!" everyone likes participating in. That being said its more of a preference I'd recommend using it when pushing and its not entirely unfeasible you make a big play with the heal you have, just saying. also dropping Indomitable to pick up Initiator you'll need the extra speed to secure kills and escape those pesky gank attempts(on Udyr of all people i know but they happen :) while also subing Butcher for Summoner's Wraith we may neglect our heal but we care about that exhaust boost :P
:These runes will guarantee you close the distance on ganks securing your team the kill. they aid in running away as well if that's you thing.. >.>
:These are gonna make your jungleing FAST! thus making it harder to counter-jungle you. stacks nicely with Tiger Stance's passive.
:Your early game is gonna need that extra defense so those AP nukes don't get those lucky kills costing you gold/buffs/possibly the game.
- :More armor so you can smack the other AD guys around without getting bursted into oblivion.
Viable Rune Substitutions
:Helps survive those hard team fights and lets you gank earlier due to increased health pool.
- greater mark of Desolation:Helps your burst with Tiger Stance to shred tanks and makes sure more of your damage is getting to everyone else.
:Better to plan ahead for when its you vs the enemy team and their fed as hell AP carry/Carries.
Sacrificing durability for significantly increased jungle clear and increased burst with gank/team fights.
paranoid your gonna get rocked? want to become that immovable wall? take one of these, with luck you might still kill somebody :P
these will make your auto-attacks that much more deadly your cranking out some serious DPS now! these drop off later and are countered with armor hopefully you'll be nice and fed and it wont matter :)
- I wouldn't recommend these but Ive seen them around it allows your stances to be spammed and making it that much harder for champs to escape your CC and burst.
Viable Summoner Spells
Smite: deals true damage to enemy minions, pets, and neutral monster based off level. a must for every jungler. Aids in stealing buffs/dragon/baron and jungleing efficiency.
Flash:Aids in ganks, escapes, zoning and positioning. Flash on top of the champ you want dead, stun so they don't pop flash or other escape methods, burst and done.
Ghost:Increases speed significantly. not as surprising as a flash gank since they will see you coming. great if you want more chasing or getting to that team fight in mid faster.
Heal:can get you back up to a comfortable health pool to safely go for that early gank. Perhaps heal your team when that make or break team fight engages.
Exhaust:So when your ready to go in for the kill slap this on him so he doesn't get away. Extremely helpful for shuting down that gank attempt or team fights for those ad/ap carries.
Ability Explaination. What does what now? Tips and Tricks included!
- Monkey's Agility:His passive rocks when combined with item/masteries/runes. When entering a stance Udyr gains a healthy 10% of attack speed! if that wasn't enough it stacks 3 times! 30% increased attack speed means you get that dragon before the enemy is even aware its up and leaving them demoralized. Easy Baron's before they're team can organize a counter attack.
- Tiger Stance (Q):When you just want to hit something a lot. Pop this granting you a sizable increase in attack speed 20/25/30/35 up to 40%! Also has a small dot to secure those kills if that really low hp champ got under his turret in time. making this spell Superior IMO to Phoenix Stance Phoenix Stance's aoe damage, Because of its secure.
- Turtle Stance (W):Mana for Mana nothing protects you more than Turtle Stance. Now with Stupid Forgiveness, Tower dive to early, leave it not soon enough, bout to take that ball of light to the face? pop Turtle Stance and all is forgiven! Granting you a temporary shield to take that damage leaving your health pool intact. also use in combination with Bear Stance when escaping to maximize survival.
- Bear Stance (E):Bear Stance is your chase ability. that poppy using Paragon of Demacia Pop Bear Stance combined with runes/items making it really hard to run without poping flash or other escape. also pop this to run away from surprise face checks gone awry, enemy gank attempts etc.
- Phoenix Stance (R):This is your cover lane, push lane, early ganking tool. combined with mastery Arcane Knowledge making it an ideal early gank ability. for those interested I've found phoenix stances damage and burst falls off mid to late especially if they're countering your build via Items e.g. Banshee's Veil Force of Nature this way they build MR but you swing into full DPS leaving them unprepared, exhausted gold supply, throwing off their game.
Skill Sequence. what to take and when!
The featured build has a role niche to fill and may take some practice to know what I'm talking about here. Take Phoenix Stance after this getting a point in Bear Stance means you could gank right now. I personally find these early ganks effective when successful, as in most cases lanes don't expect it a level 1-2 gank. getting one more point in Phoenix Stance means your officially branded a Phoenix jungler and if you've built up enough notoriety then they're probably building that MR item and you've succeeded in duping the enemy, GG! after this swing dramatically to full melee DPS maxing Tiger Stance Immediately! Followed by maxing Bear Stance to chase like the beast you are! then Turtle making it that much harder to hurt you, meaning with items you'll be full health after that Dragon/Baron/Golem run. finishing up with that last point in Phoenix Stance. Feel free to get it sooner if your covering lanes a lot or the enemy needs more proof your a Phoenix Stance Udyr.
:You need these, a lot! when going for a gank the enemy will try to CC you to secure escape these allow you to get back in the fight quickly. You will be focused it happens more than you think as Udyr
:Most junglers will rush this item, why? It provides survivability, Damage, Huge Life steal(making your ganking presence more dangerous, due to health back from jungle/creeps.) most importantly a free ward to use every 3 minutes!
:This item is extremely helpful early-mid game! Adds Damage helping with your burst. Giving you that little bit of Armor Pen which helps you deal more direct damage securing kills. What I like most about this item is the lowering of your cool downs allowing abilities that were already semi-spam able to "Full Spam Mode: ON"!
:This item isn't seen to often for those that don't know what it does it turns your burst, "Global!" What this means is 50% of the damage from your basic attacks is now hurting everything near your target. making you a terror in team fights and 2v1 ganks. also adds survivability with increases in Health/Mana Regen! Try it out, It might surprise you ;P
:You should try to get this every time, especially if enemy is heavy AD based. combined with your Tiamat you are a pushing monster phoenix+Tiamat+Thornmail= Dead Towers! Push if conditions are right you can take entire lanes with this combination. Feel free to substitute Force of Nature if they have heavy AP nukes like: LeBlanc Lux Ryze
:More Armor Pen means more damage getting to that tank/fed champion stacking armor to counter you. They didn't like dieing all those times, They want it to stop :'(
- :Increases your damage as an added bonus you get some crit chance but that's not what were looking for here. Upgrades your cool down and Armor Pen making this a nice finish to your build. also has an Activate:increases movement speed and attack speed by MV=50% AS=50%! use this when you need that extra burst to quickly finish a dragon before enemy is alerted. Burn through jungle. Get baron whenever you want! or just secure that gank using your extra move speed and attack speed.
Viable Item Selections
: This beauty is a nice item for Udyr because he benefits from all its states and effects. Armor,flat/regened health,cool-down reduction,chance to slow enemy upon being hit. has an active causing slows to move/attack speed.
: Great item for AD carries and Udyr if you wish it. Udyr always benefits from increased attack speeds, attack damage, with a bonus of armor. plus its amazing passive that shreds all enemies especially tanks its the "Tank Buster!"
: Gives a substantial boost of health with a side of attack damage. also makes your attack slow enemy movement by 40%(30%ranged) making that much easier to gank secure kills.
:Gives a large speed boost along with flat Magic resist. Its Passive makes your basic attacks deal bonus magic damage, also increase magic resist by 5 stacking up to 4 times.
:Getting this ensures you'll have a healthy portion of your health around at all times making it very difficult to pick up that ace off you. trade your spirit visage or other low rank armor when your prepared for late game.
: I like to sub this item for Thornmail when I need MR and their team doesn't have that crazy AP nuke. give you and your whole team a boost to key states like Armor,health,MR,attack damage making it great for team-fights and pushes.
: Great item for when your health pool is beefed up from items like Warmog's Armor Frozen Mallet making your attacked do 2% of your max health as damage. E.g. 4000hp=50 extra attack damage.
: Gives a health boost of 250, increased attack speed of 50%. the kicker being its passive every four hits causes a chain lightning for 110dmg up to 4 targets. with phoenix your doing a fire cone in 3 attacks and chain lightning at 4 attacks. in tiger gives another reason to love your fast attacks speed burst poping chains everywhere!
- Sight Ward : my stance on these items is this. Use at your own transgression typically your support's or lane should be warding themselves but don't let their stingy/ignorant decisions affect your game. Yeah it sucks you gotta do more work boohoo. Use common sense and judgement and use these items when you see your teammates making foolish decisions or you don't want to lose.
Solo Jungle path
Udyr "Without support": typically you'll start at Big Golem camp. Smite Big one immediately to maximize DPS. Use Potions appropriately. followed by wraith camp burst blue guy down first finish camp and move on. Then wolfs burst brown wolf then blue ones. Next your smite should be up by now and take down Blue Golem, using Smite when hes below 500hp. clean up camp then look for ganks. top/bot depending on which side your on is the closest, early ganks promote lane superiority and enemy attention. otherwise continue back to red Lizard clearing all camps down to him. get red buff. call out for ganks always watch lanes. otherwise Counter-jungle or base buy and repeat. Ping for ganks. ward your jungle if being counter-jungled. ward mid or lane pron to gank attempts. get dragon whenever available I cant stress enough how useful it is to "Hand" your team free gold to finish those core builds. cover lanes that are being pushed. Don't want them to feed now do we?
If your team allows it get Wolfs first since they pop sooner otherwise Start at Blue Golem Have mid/bot-mid/top cover jungle and leash when blue pops. Smite when below 500hp. Start clearing jungle to Red buff. once you have red buff watch lanes for gank opportunities. otherwise base get items spam Bear Stance To get to jungle/lane faster. keep clearing jungle until gank is available. Could counter jungle if your team has Clairvoyance, or you just feel bored/ballsy (Not recommended.) clear Dragon when it pops get Baron Nashor when hes properly warded and enemy has no map control. use smite vicariously, smite to steal and secure neutral buffs/minions. flash onto enemies as to not allow escaping.
Jungle Videos! Yaaay!
Too all those interested I'm afraid I personally cant upload videos, my internet is beyond ****py with a limit to boot sorry.(how will i boost my ego now! Damn..) so instead I will be featuring a wonderful two parter featuring the great jungle master of Team "SoloMid" TheOddOne and his general jungle guide which will teach you all the basics and some advanced stuff including a small section on warding. Their are clips of Udyr as well so its not a total unwarranted move on my part :P also it should be mentioned that these videos are "outdated" but the general techniques and thoughts behind them are still very much relevant so take that into account before skipping!
Counter-Jungling: what is it? How do I do it?
Counter jungling comes in many forms. the literal translation being any action where either you as a jungler or your team enter the enemy jungle and clear creep camps or taking buff monsters in an attempt to hinder their ability to generate gold and xp. Doing so increases your chances of gaining momentum and chances of wining your teams fight for dominance. This can be either really useful or a grave mistake, it can become a "me or you" situation. Some people consider killing the enemy jungler "counter-jungling" I don't necessarily agree with this notion but I can see where their reasoning is as a dead jungler cant jungle ;P Undeniably this method is the easier of the two in terms of safety, most cases you'll either be even or better. The enemy jungler will either be attempting a gank or coming out of one hurt and unprepared leaving you an opportunity to burst him down an kill him.(you should only do so when your confident you can win or have support.) Otherwise its a matter of knowing where the enemy jungler is and taking something form his jungle when hes not looking 2 methods of doing this safely either having a support with Clairvoyance or warding enemy jungle to track his movements. Once you know where he is its as simple as checking their buffs/creep camps if there clear them fast, if not go back to ganking/covering/clearing own jungle.
Counter Jungle Videos!
Once again featuring a two parter from the master of Team "SoloMid" TheOddOne in this video same logic applies as previous video section. The video itself is out dated and doesn't feature Udyr but the techniques and thought processes in the video still apply, especially nunu arguable the best "counter-jungler" in the game. Enjoy
Team Fights. What is your role?
Any build your primary concern is CC. stun AD carry, caster, tank, everyone that focuses either you or your carry. Burst their carries, with build two your attacking everyone else as well making it a bad idea to force a team fight while your around! Chase only when majority of their team has died/left cause you leaving means less CC and carry/support dies cause you saw little Annie running away with 32hp and you got all Blood Scent and broke off. maybe you get her maybe you don't, either way its going to hurt your team image. So in closing CC all, burst Carries, cover retreat/advance.
Solo Top what am I doing?
well the basis of this game archetype is this, farm-poke-defend-push-repeat. the early laning phases will be pretty much the same every time, last hit as much as possible try not to over extend while keeping your farm up. never initiate early as you never know if he is baiting for a gank as is very common since your lane is 1v1 giving an obvious advantage to the enemy 1v2. The following phase after you have a few items/kills/assists under your belt you can start getting more aggressive, bait for ganks push when you've warded the river and tri-bush. as long as you play smart and remain confident in your abilities and map awareness is confirmed your good to go. in the final phase hopefully you've destroyed first turret at this point your giving you a lot of leg room. your gonna be roaming more frequently ganking mid, helping with team fights and so on all the while keeping an eye on top. abandoning top is not bad like you'd think for you see the enemy will inevitably push if they remain top leaving a great opportunity to gank the **** out of them. come in river solo with mid or jungler and he'll go down every time, he'll think twice before pushing that lane so much. In closing as long as you keep farm up and be smart about positioning and map awareness your going to win your lane or at the very least complete your job of holding it unrelentingly.
We had a lot to cover but its over now. Hopefully you got some new ideas from my guide about Udyr and his beastly jungle-ness! This was my first time making a guide hopefully its not too bad. Comment any suggestions/advice you may have and I'll try my best to improve where I can. Up-vote if you liked it. Down-vote only if you find it significantly wrong as I said I play him into a niche so this may not be for everyone.
Shoutouts and Credits
To all the greats of the game that are keeping me inspired to do better and keeping me interested in the game I've grown to love. TheOddOne for his wonderful jungling videos so that all may learn from his wisdom. To all the Commentor's I hope to get (bad and good, mostly good :) and to all the future/present supporters of my build/builds.
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