Udyr Build Guide by Mmmmoooooooo
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-I am merely a 1200 elo person who's played Udyr for around 6 months.
-Basically, Udyr is this super fast junglers that rampages into your jungle, steals it, and runs away. Late game, he's tanky as hell and has the potential to stun an entire team. Since he also has low cooldowns, Trinity Force works ridiculously well with him and he has a wonderful attack speed steroid to boot.
-No armor penetration or attack damage marks. This isn't a mistake. Udyr's raw jungle speed comes mainly from Phoenix Stance and proccing the AOE passive as well as the active. This is all MAGIC damage. Greater Mark of Attack Speed helps proc this more as well as utilize all of his active effects. Armor marks just make you more tanky. Magic penetration marks for your phoenix.
Greater Glyph of Attack Speed
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
-I'd generally suggest running MR glyphs because it helps you not get nuked down from AP carries (or double AP), but if you want to run glass cannon, or for whatever reason, they have all physical damage, then I'd run AS or armor glyphs. (like if they have bruiser top, Lee Sin jungle, Talon mid, and Caitlyn bot.
Greater Quintessence of Armor
Greater Quintessence of Movement Speed
Greater Quintessence of Health
Greater Quintessence of Attack Speed
Greater Quintessence of Magic Resist
-AS quints again for obvious reasons. Armor quints work too if your team needs a tank and the enemy is mostly physical. MR quints again if enemy team is mostly AP; (like if they have a Fiddlesticks or are running double AP). Movement speed quints work really well on Udyr because he needs to close distance fast to gank and the movement speed buff isn't that significant. (basically, it's not a Powerball
-Runes of choice. Helps you sustain in the jungle and prevents you from dying in the jungle or being super low in the jungle.
-Go for early game sustain for dominating your and the enemy's jungle. Early MR and armor help with early ganks or running away.
- Bladed Armor clears faster
- Veteran's Scars and Indomitable again for early game.
- Initiator because you need to go VROOM VROOM.
- Juggernaut for obvious reasons
- Arcane Knowledge for extra Phoenix Stance power.
>Going 9 into utility for Runic Affinity and Swiftness is good too.
>Take Heart of Gold as soon as possible unless you're team needs heavy tank items FAST.
(>Building an early Chain Vest or an early Negatron Cloak is also acceptable. These can be upgraded later.)
>Build Phage, Wit's End, and Aegis of the Legion. You generally build these accordingly to the enemy's team comp, how well you're doing, and how well your own team is doing. For example, build Wit's End if the enemy AP is doing really well or they have double AP or whatever. Build Aegis of the Legion if your team is getting into some team fights (like contesting dragon, buffs, getting caught out, whatever the case may be). Building Phage is generally for when your team doesn't have much hard CC or your team is open or needs ganks a lot.
>Finish Randuin's Omen or build Force of Nature depending on how well the enemy AP or AD carry is doing. If they're doing equal, I'd just buy the Negatron Cloak and upgrade to Randuin's Omen for the massive slow and stats.
>Building Trinity Force or Frozen Mallet depends on the game as well. Building a TF early means your roflstomping the enemy and need damage. FM works well if you need to be more tanky or there's enemies that always get away. (and they don't have spammable escapes)
>Taking an early Oracle's Elixir is good if you know what you're doing. If you want to clear out wards for counterjungling or ganks, take this relatively early.
>Building Maw of Malmortius is also acceptable. Changing Randuin's Omen to Frozen Heart is also viable. Getting a Warmog's Armor is also good too. Stacking Doran's Blades also works if your team needs damage over tankiness. Basically just learn to adapt and build as you need to. Most items are viable on Udyr, but you just need to know when to buy them.
Why No Wriggle's Lantern?
- Udyr has built in sustain. Most of his clear time comes from Phoenix Stance and not from single-target damage unless you're going tiger Udyr. You should ALWAYS have wards on you no matter what. Wriggle's Lantern also delays items too much for it to be worth it.
-Take Ghost, Flash, or Exhaust. All work wonderfully well. I just like running Exhaust because it normally forces a flash, but flash into bear works really well too.
I haven't tried Surge, but I've heard that it's good, but then again, I never use Surge.
-You can use your own jungle route just because Udyr is so versatile, but you definitely need an early blue because early on, you're really mana-starved.
>My general route is:
-Of course, ganking before finishing a route is also acceptable.
-Early on, you are dominant in counter-jungling. Use this to your advantage unless they are also super dominant early game.
-For clearing camps, proccing the persistent effect from phoenix and switching to Turtle Stance works really well since phoenix will be off CD by then.
-You are a tank. You are much more tanky than you seem thanks to you're shield.
-Using Exhaust on a gank normally forces out Flash unless they're stupid or they're not overextended.
-PLEASE PLEASE PLEASE, IF YOU SEE THE ENEMY JUNGLER, RAMPAGE THROUGH HIS JUNGLE.
-Keep timers- on enemy buffs AND your buffs.
-Try to give second red to your carry unless he has a lot of CC or you need the CC more.
-Well, this is my guide. Udyr's 1vs1 capability, tankiness, raw damage and clear time all make him who he is. This is why he's such a popular tournament pick. There are few junglers who can straight up fight him 1vs1 and kill him. Even while building full tank, he still does ***-loads of damage thanks to Phoenix Stance and Tiger Stance.
-thanks to jhoihoi for the banners.