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Udyr Build Guide by QWERTYkeys

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League of Legends Build Guide Author QWERTYkeys

TigerDyr the Correct Way - Patch 6.13 (Version 1.2)

QWERTYkeys Last updated on July 4, 2016
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Ability Sequence

1
4
5
7
8
Ability Key Q
2
6
9
10
13
Ability Key W
3
11
12
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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 6

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 6

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Udyr with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Karma Karma really can't do anything to you. She can maybe root you for a few seconds if you run at her, but once that is down her slow will do nothing because of your Boots of Swiftness and movement speed build. Invade early, countergank, do whatever. She falls off harder than you and has a really bad clear.
1
Karthus No escapes, poor sustain, mediocre clear speed, kinda blue reliant, bad ganks. Just don't get low enough to get killed by his ult and try to countergank him as much as possible. There is really nothing he can do if you play your cards right.
1
Kindred A nerf of seven armor. That is a lot. She can now be auto attacked to death by Soraka. Kindred needs her stacks to get going, so just look at who she has marked and stay near that lane, because pre-6 she has no chance but to run away from you, giving you a free kill or at least her flash. If you see a camp that is marked, you can ward your jungle entrances and ask for laners' help to kill her (and yes, it's "they" but wolf is only a particle effect in the LoL files so I am talking about the actual champion here). Do not let her get to lategame. If you do, she is a red difficulty champ as you will have a very hard time killing her.
1
Leona Leona has a really bad clear and no kill pressure without her teammates. She is a setup champion, so if there is no one to follow her up she becomes useless. Counterjungle and invade to kill her early and to deny farm. Lategame you're more useful than she is.
1
Malphite Malphite is really tanky, but his clear speed is really bad and he has no escapes so I suggest invading him early and whereas he needs level 6 to gank, you can gank as early as level 3. Use that time to snowball your team so heavily that you win no matter how good his post-6 ganks are.
1
Nasus If you lose to Nasus jungle as any character... I don't know what to tell you. Just take all of his big monsters and leave one small one in every camp and ward his jungle. Try to get your teammates to invade him with you. There is nothing he can do against you and your Boots of Swiftness will keep you pretty safe against his Wither slow. Just don't leave him alone in his jungle and you should win. Either snowball lanes or farm his jungle. I often play Nasus jungle myself and for some reason people fail to counter it.
1
Sion Sion is a tank jungler with okay sustain, but his ganks are really bad if his moves get outplayed. As a semi-mobile champion Udyr can dodge Sion's knockup and sidestep his slow. Udyr also should have enough damage to pop Sion's shield in fights before he gets to pop it, making Sion pretty much worthless. Udyr is also tanky enough to eat a Sion ultimate for his carries. Walk in front of Sion when damaging him, as his ult ignores all CCs and allows him to escape sticky situations unless he hits a wall or a champion with it, meaning that you should be trying to bodyblock his way out. Sion has no real damage lategame and is just a big wall of defensive stats, so ignore him and go for the carries. When Sion dies, you should run. Remember that he comes back alive after dying for a few seconds, dealing hugely increased "percent of your max HP" -damage.
1
Skarner Skarner is not useful at any point in the game. It's not that Udyr is better, it's just that Skarner is terrible. He is a tank you run past. A good Skarner won't use his ultimate ability on a bruiser and his one slow/stun move is on a long cooldown. He jungles relatively safely, so just go for ganks. You are better than him at any given point in the game from my experience.
1
Yorick Yorick clears jungles excellently, but sadly that is the only redeeming quality about this character in the jungle. It's currently not the right metagame for him and he isn't too useful in teamfights unless the enemy has a fed carry (usually a fed ADC). Camp assassins', ADCs' and mages' lanes so that you negate Yorick's ultimate ability's value. Yorick is kited easier than you and falls off in the lategame harder than you do also, so take your time against him. His ganks are horrible with just one soft CC move. Don't stand there and tank his blows and you'll be fine.
Guide Top

Introduction

Hello, I am QWERTYkeys, a Gold IV Udyr jungle main with 140k+ (and counting) mastery points on him. I play on the Europe West -server and I live in Finland. I'm by no means good, so don't be fooled into thinking that I know what I am talking about. Please leave any angry comments or complaints in the comments-section, so I can fix the many mistakes I have inevitably made.

There's nothing much to it, I made this guide after many people on my friends-list were asking how I managed to climb four divisions in a week. If you're looking for a diamond level guide then there's the door, feel free to leave. If instead you are bronze, silver, gold or even platinum tier: Welcome! This guide should help you climb the ladder.

Any questions can be left in the comment section of this guide, I'll try to keep it up-to-date as much as possible, but right now I'm just making a short guide where I'll be telling you how to play AD Udyr (or Tigerdyr). I hope you enjoy this guide as much as I enjoyed making it and will find it useful.


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Pros / Cons

Pros:
-Great solo carry if you know how to play and get ahead
-Semi-tanky later on
-Great damage
-Spells stronger than most other champions' pre-6 spells
-Great dueling potential
-Basically infinite HP sustain in the jungle with W (Turtle Stance)
-Now has waveclear with the new Ravenous Hydra -centric build

Cons:
-Can be useless when behind
-Needs kills to scale as TigerDyr
-Blue buff reliant
-No dashes
-Countered by hard CC and lockdown
-Easily peeled off and kited
-All damage is auto attack -based and deal physical damage


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Skill Sequence

Udyr has little to no mechanical skill involved in his gameplay. You can quite literally play him 100% efficiently with one hand. It's all about knowing what Stances to transition to and how to "stance dance" efficiently.

While clearing the jungle you want to alternate between Q (Tiger Stance) and W (Turtle Stance) and not waste mana on anything unnecessary or you'll run dry without a blue buff before long.

When ganking you should walk up to the enemy and as soon as they see you, pop the E (Bear Stance) and stun them. Then you should quickly switch to Q (Tiger Stance) and keep hitting the enemy until they are dead. Walk with the enemy, clicking on the ground between auto attacks to move side-by-side with the enemy while dealing damage. This basic combo is used in every fight. Don't use R (Phoenix Stance) to do anything but clear minion waves in the lategame and use W (Turtle Stance) whenever you need a bit of sustain in the jungle or a small shield in PvP combat. Do not stay in E (Bear Stance) while fighting unless your next attack stuns the enemy, use Q (Tiger Stance) instead.


When running away from enemies or chasing one, there are two philosophies: using Bear Stance to get in or out as fast as possible, popping Turtle Stance whenever Bear Stance is on cooldown to mitigate damage and to keep up Monkey's Agility. The second one is to pop Turtle Stance first to mitigate any damage so that you have a chance to get to/away from your targets with Bear Stance, as movement speed doesn't help you when you're dead. I alternate between the two, using either Turtle or Bear Stance to run away. If you can, stun an enemy that is in attack range. do not run backwards to stun anyone, of course. Decide where you want to go and go there.


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Jungling

When you start your clear at Krugs (and you pretty much always start there), you will be using your Q (Tiger Stance) to take them down. Remember to smite the big one, since Udyr's passive and Q's (Tiger Stance) activation give attack speed to stun other camps' monsters and keep yourself healthy without having to use up too much mana. Udyr has a very limited mana pool, so start Red buff with Q (Tiger Stance), swapping between that and W (Turtle Stance). Do not switch stances until your Passive (Monkey's Agility) is almost about ot expire, or you will run out of mana before you can get to the Blue buff. If you let your passive run out you will miss out on attack speed that helps you clear faster.

So after taking blue buff you should be at least level 3 and able to gank any opponent that is on your team's side of their lane. I find top lane to be an easy place to gank as it is the longest lane so you have time to run enemies down, but depending on the champion picks, mid lane and bot lane may be easier to gank.


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Farming

I don't suggest you play lane Udyr. Instead in this chapter I want to drill into your head the idea that if you and your laner get a successful gank off (you kill the enemy), then you should shove the lane (push it under the turret) and take some of those minions no matter what your teammates say. If the enemy laner has Teleport as one of his summoner spells, you can ask your laner if he wants to push the wave under the turret and kill the enemy again via a lane gank when he Teleports in. If the enemy doesn't have Teleport you can get some damage off on their turret, but don't overextend or die for it. It's not worth it.

Additionally, you can just farm it up and try to get into the same headspace as your enemy jungler, look out for possible counterganks (usually where your teammate fills the requirements so that if you were the enemy jungler, you'd gank them) and keep getting that income. There is no reason to force a gank and possibly get killed.


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Runes

Because I am going to max out Q (Tiger Stance) first, I go for early game runes with 9 flat armor seals (as is commonplace), 9 flat attack damage marks (or 8 and 1 mark of critical strike chance if you're feeling lucky), 9 flat cooldown reduction glyphs and either two Movement Speed quintessences or two flat attack damage quintessences. In any case you need a flat cooldown reduction quintessence to reach 10% at level 1, so that you can keep spamming the same stance after acquiring blue buff without letting your passive's times run out.

This combination gives me earlygame pressure and helps me get to my targets. These runes are really nothing special. You can run whatever runes you want just as long as you have either flat or scaling armor seals. You need the early damage reduction from those to clear the jungle camps without having to back.


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Masteries

I take movement speed (which is generally really good on Udyr if you were wondering) and work my way down the Cunning-tree to get Thunderlord's Decree since when invading, the burst damage comes in really handy. As a bonus, the damage is magic damage and many junglers run scaling magic resist glyphs so it is better than most other keystone masteries. Other than that I take all masteries that give me increased damage or otherwise help me in combat except for double edged sword, because I don't like taking extra damage on my first clear. I spend the rest of my points on the ferocity-tree, taking increased attack speed and damage to targets that have impaired movement. This helps me get First Blood easily with red buff. If you are not confident in your clearing, you can take the two first rows of the defensive-tree instead of going too deep into the ferocity-tree.


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Items

The core items on TigerDyr are Boots of Swiftness, Ravenous Hydra and Trinity force. Once you get these items you should be able to act as an assassin, turning into an off-tank bruiser in the lategame with your three last items. Remember to buy a jungle item, but don't worry about buying the enchant to it, you are better off spending your money on other actual items until later on.

The most important thing is to build whatever works for you. You can try out the build I have provided or try out something else like building an Infinity Edge, but remember to build at least two tank items (one for AD one for AP), unless the enemy team is quite literally full attack damage or ability power focused.


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Conclusion

Udyr is a great pick in the jungle if you like to split push and to be your own carry. He has clearly defined strengths and weaknesses that you have to play around. I suggest you try his clear in a few custom games before deciding to play him in any PvP game mode. Once you get the feel for him, it's hard to stop playing him.