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Udyr Build Guide by IIICloudIII

Tiger Udyr on Lane (tanky/DPS)

Tiger Udyr on Lane (tanky/DPS)

Updated on October 11, 2011
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League of Legends Build Guide Author IIICloudIII Build Guide By IIICloudIII 13 3 41,900 Views 17 Comments
13 3 41,900 Views 17 Comments League of Legends Build Guide Author IIICloudIII Udyr Build Guide By IIICloudIII Updated on October 11, 2011
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Introduction

*The stats on top are WRONG

This is my first guide, i hope it will help. It will be about how to successfully play tanky/DPS Udyr on a lane with focus on Wilding Claw with much MS and a very strong earlygame, if you do it right you will be fed as hell in mid/lategame and everyone will call you "OP Noob" (what you actually are when you play Udyr :P).

Some of you might say something like:

"Udyr is a jungling char, noob"
or "Lane Udyr is fail"

but it works. If you want to jungle, just choose an other guide.




Some important words:

CC - Crowd Control, mainly slow or stun
ArPen - Armor Penetration
mPen - Magic Penetration
AD - Attack Damage
AP - Ability Power
AS - Attack Speed
MS - Movement speed
MR - Magic Resistance
CDR - Cooldown Reduction
HP - Health Points
FB - First Blood
KS - Kill Steal
DPS - Damage per Second
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Pros / Cons

Pros:

    -Very strong early and midgame
    -Very high DPS while still very tanky
    -Extremely fast MS
    -can avoid harrassment
    -can harrass!
    -Able to tank teamfights and still fast disabling and taking out squishys
    -You cant get caught in the jungle :P
    -easy FB
    -"Primal Udyr" is the best skin in lol (just my opinion)

Cons:

    -Very weak against CC because you have no tenacity
    -Absolutely no range (except
Ignite. Because of this MS is very important for Udyr)
-might be not tanky enough to be the teams main tank
-can be stopped completely with snares and stuns

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Skill Explanation

Monkey's Agility (Passive)
Udyr's attack speed is increased by 10% and dodge chance by 3% for 5 seconds each time he switches stances. This effect can stack up to 3 times. Switching stances sets off a 1.5 second global cooldown.

Very useful in "longer" fights (no fight will last long with Udyr :P), to get some more AS and some dodge chace. Just keep switching stances when the Wilding Claw proc was used, or when you stunned your target with Blazing Stampede.

Tiger Stance (Q)

Activation: Udyr's next attack will deal magic damage over 2 seconds. Udyr has 5 seconds or until he switches stances (whichever gives more time) to proc this attack. In addition, Udyr gains an attack speed buff for 5 seconds, this stacks additively with his persistent attack speed bonus.

Persistent effect: Udyr's attack speed is increased.

Cooldown: 6 seconds.

Cost: 55 / 50 / 45 / 40 / 35 Mana

Magic Damage: 30 / 80 / 130 / 180 / 230 (+1.7 per attack damage)

Persistent Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %

Activation Attack Speed Bonus: 15 / 20 / 25 / 30 / 35 %

This is your main ability for this way to play Udyr. You AS is greatly increased for 5 sec and is still recognizable as persistent effect, but the main thing about this ability is the proc. On your first hit you deal great dmg over 2 seconds. I mean GREAT dmg. It benefits perfectly with Madred's Bloodrazor's extra dmg, Trinity Force proc and Lizard Buff. All that togerther makes you kill squishies like Annie or Ashe in less than 2 seconds although you are really tanky (it also looks funny when you get more than 4 dmg messages for one hit). With this skill you can harrass enemies by just hitting them once and you will dominate every lane against non-tanks, because you deal too much dmg with the proc, and they deal you too less to stop you from harrassing them.

Turtle Stance (W)

Activation: Udyr gains a shield, for up 5 seconds, that absorbs damage.

Persistent effect: Udyr's attacks cannot crit, but he restores a percentage of his damage as health and mana.

Cooldown: 6 seconds

Cost: 55 / 50 / 45 / 40 / 35 Mana

Shield Strength: 60 / 100 / 140 / 180 / 220 (+0.5 per ability power)

Damage to Health Restored Ratio: 12 / 14 / 16 / 18 / 20 %

Damage to Mana Restored Ratio: 9 / 10.5 / 12 / 13.5 / 15 %

The active of this ability is great for absorbing less dmg from enemy harrassment or can even save your life by absorbing Ignite or even Requiem or any other less dmg that will finish you. Also good for entering teamfights but it might be better to use Blazing Stampede to enter teamfights. With this skill you almost can't be forced to leave your lane because you just dont take much dmg and you can regenerate your HP and mana. The mana-leech, which is very good in earlygame, allows you to spam other abilities as long as you regenerate it sometimes by farming. When you put some skillpoints into Iron Mantle you will be able to map control or lane as long as you please, because you can just go into the jungle and regenerate HP and mana in the jungle or on the lane, while the mana-leech lets you fill up your mana extremely fast since you dont have much mana at all.


Bear Stance (E)

Activation: Udyr gains increased movement speed for a few seconds.

Persistent effect: Udyr mauls his target with such force that they are stunned for 1 second. This effect can only occur once every 6 seconds on the same target.

Cooldown: 6 seconds

Cost: 55 / 50 / 45 / 40 / 35 Mana

Movement Speed Bonus: 15 / 18 / 21 / 24 / 27 %

Movement Speed Duration: 2 / 2.5 / 3 / 3.5 / 4 seconds

This ability is great for chasing enemies, get away fast if you're low HP and intiating ganks or teamfights. Also the stun is good to stop enemies from running, casting or attacking. This skill is one reason why you should focus squishys, because they usually do much dmg and while they are stunned you can kill them easily with Wilding Claw without taking dmg. You also can stop towerdives by stunning your foes while the tower attacks them.



Phoenix Stance (R)

Activation: Udyr sends out pulsing waves of fire dealing magic damage each second to nearby enemies for 5 seconds. During this time Udyr's ability power and attack damage are increased.

Persistent effect: Every third attack, Udyr engulfs the enemies in front of him in flames, dealing magic damage.

Cooldown: 6 seconds

Cost: 55 / 50 / 45 / 40 / 35 Mana

Activation's Magic Damage Per Wave: 15 / 25 / 35 / 45 / 55 (+0.25 per ability power)

Bonus Ability Power: 16 / 24 / 32 / 40 / 48

Bonus Attack Damage: 8 / 12 / 16 / 20 / 24

Magic Damage Per Third Attack: 40 / 80 / 120 / 160 / 200 (+0.25 per ability power)

I won't say much about that skill, because I dont use it on this playstyle. Since this is not his ultimate ability (becausse he has none) and I cant see much use for this skill than farming and dealing some AoE dmg in teamfights, I dont use it at all. OK the AP and AD buff is nice but you still dont deal that much dmg like with Tiger Stannce. You might want to max this skill but I think if you're not jungling you wont really need that AoE, you can farm with Wilding Claw too (maybe not as well as with Wingborne Storm but good enough). For this playstyle you really wont need this skill.
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Runes

Greater Mark of Attack Speed (9x)

The AS marks suit very well to Wilding Claw and you can have up to 1.07 AS at lvl 1 when you activate Wilding Claw and 0.92 only by its passive. You can also get Greater Mark of Attack Damage if you like it because you will do slight more dmg with your Wilding Claw proc

Greater Seal of Health (5x)

Just essencial for a piece of tankyness in earlygame.

Greater Seal of Armor (4x)

Same thing but i think some AR is better than only HP because you will always have some AD enemies and it lowers minions dmg against you.

Greater Glyph of Magic Resist (9x)

Also for some earlygame tankyness and because Udyr only gets 1.25 MR per level, which means that you will have too less in earlygame and I preferr them to flat ones because you will get some MR in any case later with Force of Nature.

Greater Quintessence of Health (3x)

For even more HP. You will have 799 at level 1 and that's pretty tanky together with 40 AR and 46 MR at lvl 1 so you will get around 30% less dmg from both AP and AD


I didn't take any flat runes, because I focus on strong earlygame.

All in all you have:
    +5.6 AR
    +105 HP
    +13.4 MR
    --> very good tankyness in early laning

    +15% AS
    --> fits great to your passive
Bridge Between and Wilding Claw
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Masteries

Just max out Defense with increased MR, AR, Dodge which stacks with Bridge Between, the little MS boost because you will often have some minions attacking you when you attack somebody so even that little percentage will give you an advantage when charging. Then of course more HP and I put some points in Ardor too for some more AS and its really better than only 2 less dmg from minions.
Then i put the rest in utility, because I dont use Exhaust, you really dont need any AP and you wont get the full AS increase with your points left, so I use increased regenerations and better Ghost, increased EXP and a little more buff duration because i always get the lizard buff, wich is very powerful on tiger Udyr.
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Skill Sequence

Start with Wilding Claw for extremely high dmg at lvl 1, even more than Xin Zhaos Three Talon Strike. Put the next point into Iron Mantle to shut down their harrassment and to regenerate your mana and HP. For the nxt point choose Wilding Claw or if you feel like need the stun get Blazing Stampede. Just max out Tiger Stacne first, then Iron Mantle and at last Blazing Stampede, but i recommend to put at least 2 points in tiger earlier. You won't use Wingborne Storm so don't put any points into it.
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About Earlygame Laning (or laning in general)

Try to get any champ with range skills as lane partner, who can cover you while you harrass your enemies with Wilding Claw or regenerating you health with Iron Mantle.
You are VERY strong at lvl 1-5, because you don't need items for early tankyness and DPS, so FB or an early kill should be easy.

Go only back when you have at least 1,45 k gold but you should always keep in mind that you should only go back in earlygame when you HAVE to buy items, because your enemies dominate the lane too hard and you need better items to control the lane, or hen your'e extremely low HP (which will not often happen because of Iron Mantle), and that you will loose EXP when you go back so just try to stay in your lane as long as you can. I usually stay until im either about lvl 10, extemely low HP with no chance to regenerate myself or dead. If you have a very good carry as lanepartner, let him get the kills.

Necessary kill priority (who needs kills more):

AD/AP Carrys (I prefer AD)
TankyDPS (you)
Offtanks
Tanks and Supporters
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About Jungling

I recommend to always get the Lizard buff and the Golem buff too if you feel like getting out of mana but you should be able to regenerate enough with Iron Mantle and only get it if you don't have a teammate with more mana problems than you. Kill the Dragon as early as you can. You should be able to kill Baron Nashor at lvl 16 with 1 or 2 teammates but get a Vision Ward to look for Sight Wards, because you will die for sure if they see you killing Baron Nashor when you are only 2 or 3.
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Items

Core items:

Trinity Force is a great item for Udyr, because it gives you all what you need:
-More MS, HP, some mana, AS, AD, and the proc suits perfectly to your Wilding Claw proc for even more damage

Madred's Bloodrazor is good because of its passive and AS. With Wilding Claw you will have a lot AS so 4% of someones HP per hit is very much.

Core items (tankyness):

Randuin's Omen is a great allround tank item. A lot of AR, some HP, a great passive and active, which allows you to cc the enemy team in teamfights, since it's your task to run into them and scatter them, so this is a good choice, because they will focus you and their AS will be slowed and you can use the active to slow them all and even some CDR. The CD of the active is very short so you can use it in random situations to disable enemies.

Force of Nature just gives you very much MR and some MS

Buying order:

First start with Doran's Shield and go back when you have at least 1,45 k gold.

Then buy Boots of Swiftness and a Vampiric Scepter and buy Wriggle's Latern if you can. Wriggle's is just a great underrated item. You get 6% more LS than only with Vampiric Scepter, extra AR and AD and a nice proc which lets you push very fast.

Then you should start building Trinity Force. Start with Phage for some more health and the slow works great whith your AS bonus from Wilding Claw. As next get Zeal for some more MS and AS, but if you want you gan get Sheen before Zeal for even more dmg after activating Wilding Claw.

If you need some more tankyness you can decide to buy Heart of Gold earlier but Phage and Iron Mantle together with your runes should be enough in early/midgame.

Your next itme is Madred's Bloodrazor for its great passive, which fits great to Wilding Claw

Later you will need some tank items:


Against AP:

or

I prefer Force of Nature but Banshee's Veil is a good choice too if you need more HP and you feel like you need the shield (like against Requiem) but i think it's not that good anymore because 45 seconds is way too long for the recharge and Banshee's Veil does not give that much MR than Force of Nature.

Against AD:

or

Randuin's Omen is the better choice but if the other team deals much more physical than magic dmg I would use Thornmail instead, but Randuin's Omen gives better allround defenses.

As last item I prefer Bloodthirster because you have to sell [Wriggle's Latern]] and you need some LS to stay longer in combat in Wilding Claw or Blazing Stampede if you need to deal some dmg or CC your enemies. I thought about using Phantom Dancer for more MS, Black Cleaver for some more AD and AS or Warmog's Armor for more HP instead but I didn't test it yet and you are usually not the team's main tank so I dont use it and I think LS is a must have as Udyr, since you can't stay always in Iron Mantle while fighting.
I recommed Bloodthirster but if you think any other item will give you more use in your situation feel free to use it instead.

If you play against a team which deals HEAVY magic or physical dmg and very less of the other you can buy both defense items of one type but this is very situational.


Other situatinal items:

if your team has too less CC

if your enemies are all stacking AR because your team has too much AD

(instead of your anti ap item or Madred's Bloodrazor) if your enemies are AP only or if you like it more than Madred's Bloodrazor but it's not that effective. You can also buy it early if your enemies are extermely AP and for some AS but this is very situational.

can be used instead of Bloodthirster or Randuin's Omen if you can't hold focus on you, so this will decrease the deaths in your statistics.
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About Wriggle's Latern

I use Wriggle's Latern, because there is a little bug with Iron Mantle. Wriggles was nerfed in patch 1.0.0.115:

Wriggle's Lantern
Combine cost increased to 150 from 75
Life Steal increased to 18% from 14%
Changed proc to magic damage from physical damage


because they thought players with Wriggle's healed themselfes way too fast on a lane since it did physical damage, so you could get healed 18% of 500 dmg. That was too much so they changed it to magic dmg. But Iron Mantle was changed in patch 1.0.0.120, so:
Turtle Stance now heals Udyr based upon the actual damage dealt (instead of the raw damage dealt), but the heal is not reduced if the damage is shielded.


This means that Wriggle's Latern still heals Udyr with the proc, when you use Iron Mantle

As you can see the standard heal is about 35 but sometimes more than 108 what is caused by the proc of Wriggle's Latern. I didn't use Sheen or Trinity Force but you can't see the 500 dmg because of the delay of the dmg display, sorry for that. This bug gives you a great advantage on your lane.


UPDATE: THE BUG GOT FIXED :(
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Summoner Spells



I think Ghost is better than Flash on Udyr because your MS is just crazy with Blazing Stampedeand You travel much bigger distances with it, but it's your choice. Also your task is to run in teamfights and scatter your enemies and stun a targer to make it easy for your team to focus a carry or anything else. I like Ignite because you really get more kills on enemies which would get away with extremely low HP but don't use this to KS because thats not teamplay and LoL is a teamgame.

Other good choices:

to disable strong AD champs (you should have it at least once in your team

if you like it more than Flash

if you get used to it and for some map control

sice you don't have any tenacitiy

can't hurt if nobody else in your team uses it

Possible choices if you like:

if you don't have it in your team and like this spell (I wouldn't use it because I don't use it im my masteries)

can save your life in critical situations or in teamfights, but you have Iron Mantle to block some dmg that would kill you, so it's not really necessary

Do never take:

which is useless, since its cooldown is too long

because you can regenerate enough mana with Iron Mantle

seriously this spell is a big joke

which is only useful if you go jungling from begin
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Warding

This is a very good guide about warding by Panglot. I recommend you to take a look at it, it helped me and I think it could help you too!

http://www.mobafire.com/league-of-legends/build/warding-helper-more-than-your-eyes-can-see-54337
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Summary

You will:
    -deal extremely high damage with
Wilding Claw
-soak up damage with Iron Mantle and your tank items
-be able to scatter enemies in teamfights
-be OP
-be able to get away very fast or chase enemies
-be Chuck Norris in animal costumes
-dominate your lane


Thanks to Kamikazecat, Er13rech13aby and BuTTerKeKs95 for some help with translations

Sorry for some wrong grammar and bad english i'm german :P

Pls vote and commend if you like it!
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Changelog

17.7 Added Changelog :P
17.7 Fixed some spelling, grammar and icon mistakes and added "(tanky/DPS)" to the name
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