Udyr Build Guide by Brandon Magnificent
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Udyr Jungle Guide
Waiths > Wolves > Mini Golems > Blue Pill(Longsword) > Blue > Wolves > Wraiths > Red > Mini Golems >Blue Pill (madred's + wards and potions)
Blue > Wolves > Wraiths > Mini Golems > Red > Blue Pill (boots + wards and potions)
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.
Persistent Effect: Udyr's
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%.
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 184.108.40.206 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
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.
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.
One Second Wonder
One Second Wonder
This section is devoted to the various uses of the bear stun.
This 1 second stun can end some of the most dangerous skills in the game instantly. Nunu, Galio, Malzahar, Katarina, Fiddlesticks, Caitlyn, even Master Yi's Meditation can be cut short with this trust stance. Make sure your stun to stop these ults in their tracks.
A team fight didnt end as you had hoped, and you are fleeing the scene with a low health carry beside you. The enemy Annie is close on your tail, hoping to pick off your friend. You could use bear stance and ditch your poor friend here, but possibly save your own hide OR, you can turn around and stun Annie and let your ally get a bit more distance with your close behind. I have used this tactic dozens of times to get an ally out of danger.
Using bear stun to stun nearby targets just because they are within arms reach can be the bane of an enemy team. Disrupting their natural flow with this small little stun can prevent a suprising amount of damage. Say in 5 enemy champions all have identical DPS, and throughout 6 seconds you managed to stun all 5 of them. You just mitigated 1/6 of their damage within that 6 second unit of time, do this repeatedly and you can cripple an enemy team's damage output.
Here 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.