Udyr Build Guide by
Not Updated For Current Season
Not Updated For Current Season
pros and coins
farmer, and ganks whit bear stance.
and strong abilities
low armor in early game
and dont get so much kills in early game.
Monkey's Agility (passive) Entering a stance grants Udyr 10% attack speed and 3% dodge for 5 seconds. This effect can stack.
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 and 9% dodge bonus.
Tiger Stance (Q)
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-hit effect of this stance for 5 seconds after changing stance out of it. This can resut in massive spike from 2 consecutive tiger DoTs in close succession.
If you are running Pure-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%.
Turtle Stance (W)
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 18.104.22.168 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
Bear Stance (E)
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.
Phoenix Stance (R)
Persistent Effect: Every fourth attack, Udyr engulfs enemies in front of him in flame, dealing 50/90/130/170/210(+0.25 AP) magic damage.In addition, Udyr's ability power is increased by 16/24/32/40/48 and his attack damage is increased by half of that amount.
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.
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.
Smite - A must if you are going to be jungling
Flash - Has great uses offensively and defensively. It can make up for the lack of dash that Udyr has when ganking. Great choice for Pure tiger since you will have a rank 5 bear stance to make up for the lack of ghost. It will make landing both the stun nand pre-loaded Tiger DoT much easier. However, you need to take into consideration the long cooldown of the spell.
Tiger and Phoenix
Tiger and Phoenix
There is an ongoing debate about which stance is better, Tiger? or Phoenix? The fact of the matter is that the two stances are incomparable. The time where each stance has the strongest effect is different.
Imagine that there is a scale, and that on each side of the scale is a stone. However, each stone weighs differently based on the time of day. During the time that the sun is up, the first stone is heavier, and tips the scale. But, after the noon day heat has passed and the sun starts to set, the moon rises, and the first stone starts to lose its weight. When the moon rises, the second stone starts to gain weight and begins to tip the scale in its favor.
This is an accurate analogy of how tiger and phoenix operate. Phoenix Stance represents the first stone while Tiger Stance represents the second, and the point in the game is represented by the time of day. Yes, based on the analogy, there should be a time when the 2 stances should "weigh" the same, however, this moment is but an instant, and vanishes just as soon as it appears.
Most people think that Tiger and Phoenix are mutually exclusive, that if you decide to use one stance, the other is instantly useless because Tiger scales off AD while phoenix scales off ATS. This assumption is wrong. You must consider the fact that Udyr is an Auto-Attack champion, regardless of playstyle. The best way to increase your AA DPS is to hybridize AD and ATS. This is why Tiger stance has an ATS steroid, and why Phoenix stance has an AP/AD Steroid. Using items of both types will, in the end, be best for your DPS overall.
Looking at Udyr's cooldowns and playstyle, he looks like a prime candidate for the use of a Trinity Force. Good news, he is. Bad news, knowing when to get it, takes knowledge and experience.
The Trinity Force has an outstanding effect on Udyr's DPS, there is no doubting that, but some things must be accounted for before you should even think about getting it:
1. Base damage
The bonus damage passive of Trinity force is based on your base damage, nothing else. This essentially means that it is based on your level, as your based damage only increases when you level. Until you have a high enough base damage, other, cheaper, items will be able to do more than the trinity force can.
Do not EVER ignore getting survivability to finish building a Trinity Force. Without survivability you will not last long enough in team fights to be of any use to your team, meaning you will die quickly, gain no gold and experience, and in the end suspend the completion of the Trinity Force even more.
3. How will building it effect your game?
This is not about imagining having the completed item, but about building the individual pieces. Each piece is rather lackluster until the recipe has been completed, so you must think about what order you are going to build each piece, when you are going to need to fit survivability items in-between (you will, don't ever think otherwise), and how far back will this pull your DPS when compared to other items. Having a strong item for end game is pointless when you just feed the entirety of early-mid game. If you are having a tough game, go without the Trinity force for a while, focus on digging your way out now before it's too late.
Jungling (all in vids!) Phoenix Jungling
Suggested Path:Blue > Wolves > Wraiths > Mini Golems > Red > Blue Pill (boots + wards and potions) the blue buff is inporant.
Udyr and Laning
Udyr and laning, something I found baffling at first, but have grown to accept as a possible play-style. HOWEVER, this is only possible when two key conditions are met. First is that you get the top solo lane. This allows you to keep ahead on experience and the farm will allow you to be able to build both damage and survivability before teamfights begin. Second, is that your opponent in top lane is melee, enemies who are ranged will be able to poke at you at pretty much no risk, which inevitably leads to you getting zoned out.
The concept of this playstyle revolves around Tiger and Turtle. Using tiger whenever the enemy champion decides to get close to harass, and using turtle to maintain mana and counter his harassment. This build revolves around an early rush for a wriggle lantern for sustain and at least a sheen, and eventually a trinity force to be able to keep the enemy top solo at bay. afterward it simply comes down to building offensive/defensive as needed/desired.
Personally, I am not a fan of this build. Why? Simply because it's boring. When the conditions are met, it is easy to push back any melee who wants for farm while you are there, and they are pretty much left to twiddle their thumbs or pick daisies while you leisurely farm the day away. I have actually left the laning phase with a trinity force, wriggle's, and mercs before, with well over 150 creeps, while my opponent sat at just over 40 with 2 deaths. This way of playing just isn't fun for me.
ere i will list some techniques to handle certain dangerous champions. and other tricks to help you survive the battles.
Take a Bullet: Turtle Stance allows you to mitigate most of the damage from single abilities. You can also bodyblock skill shots for your allies as well. While your natural instinct will be to dodge it, if you see it will hit an ally, pop turtle and take a hit for your teammate.
Running away: If you are ever put in the position that you have to flee from the battle, the combination of turtle and bear will allow you to run away quickly and stop damage as well. Another trick is to actually run toward your enemy, bear stun, then continue to run, this technique is useful in stopping single chasers, or assisting an allied champion make his escape
Hemoplague, Requiem, Time Bombs, and DoTs: We've all seen these little buggers kill allies as they flee, only to realize that they were going to die anyway, and should have stayed to deal more damage. Well not for Udyr! Popping turtle right before the damage occurs can deny Vlad, Karthus, and Zilean, that kill. You will likely take some damage, but you could possibly take the edge off just enough to save yourself from a lengthy respawn timer. If you have a dot on yourself (i.e.: Teemo/Twitch poison, ignite, Children of the grave, malefic visions) pop turtle to mitigate some of the damage. They will likely eat through your shield, but you can stop just enough of it that you can survive, and blue pill out.
Initiation: For ganks during the laning phase it is okay to initiate ganks as DPS Soak Udyr, but when team-fights begin let the tank do his job and initiate, and absorb the initial burst. If you pull the foolhardy act of initiating in a team fight, you will likely soon be twiddling your thumbs waiting for your screen to have color again. On the other hand, as Tank Udyr, feel free to initiate team fights, just remember that while you may feel invincible, Udyr is still human. Denial does not make you immortal, no matter what Futurama says.
Beware of Bait: Due to Udyr's rather fast movement speed, you may be compelled to chase an enemy through half the map to get that kill. DON'T. Know when the running in fear stops, and the baiting begins. Also, don't leave a team-fight to chase that one low Hp champion, it often ends with you getting kited, and the rest of your team dying because you left.