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Spells:
Ghost
Exhaust
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
Notes
The patch in June greatly helped out udyr's early and late game, dropping his lvl 1 mana costs by 20 points
As you lay in wait, you see your prey walk unsuspectingly nearby. Suddenly you rush out of the brush at intense speeds. Bypassing your foes allies, structures, and creeps without a second thought. When you reach your target, they see their death in your eyes for the split second before they black out. Seconds later, as the stupor wears off they realize what is happening. You have torn through their defenses and killed them without mercy.
Udyr is a very adaptable character. Because of the ability to switch up the way he is played using his stances, he can be anything from a tank, to a jungler, to a straight up bullet. The latter is what I focus on in my build for Udyr. Udyr's Blazing Stampede gives him incredible speed at a small price. Stacking speed on top of this, both movement and attack speed, gives Udyr the capabilities of a bullet mixed with a boomerang. In this build I stack movement speed and attack speed for an incredible mid to endgame result;
600+ ms without a second though.
2.5 atks per second, without even trying.
40% life steal and high damage to boot.
Udyr is a very adaptable character. Because of the ability to switch up the way he is played using his stances, he can be anything from a tank, to a jungler, to a straight up bullet. The latter is what I focus on in my build for Udyr. Udyr's Blazing Stampede gives him incredible speed at a small price. Stacking speed on top of this, both movement and attack speed, gives Udyr the capabilities of a bullet mixed with a boomerang. In this build I stack movement speed and attack speed for an incredible mid to endgame result;
600+ ms without a second though.
2.5 atks per second, without even trying.
40% life steal and high damage to boot.
Most of the masteries aren't worth much endgame, but they help you get started, and to stay in lane in the beginning. Since udyr's abilities are so expensive at first, it is useful to grab the 3 mana per 5 with masteries. Coupled with your Iron Mantle, this takes care of your mana for virtually the entire game. The gold generation and bonus xp help you get going faster, and the rest is just small things which help out with your speeds, although again, endgame these are superfluous.
Starting with Vampiric Scepter and Iron Mantle means you can stay in lane endlessly if you play smart. At level one, you will have 24% life-steal and 9% mana steal. moving on from there, you want Boots of Swiftness for the fastest consistent movement bonus available. Next, finish Stark's ferver for the Attack speed and life-steal (both in auras). This is very useful for you, and invaluable in a team fight. The AoE armo red. helps alot as well. At this point, with Blazing Stampede you can outrun anyone given time, but you want to be faster. A Phantom Dancer solves this problem, and gives you attack speed and Crits as well. Sheen is important now, in order to improve your burst damage with Wilding Claw. Not to mention, you will be taking advantage of its 2x damage ability almost constantly. From here, it is all situational. Pulling your stances at the right times, Wilding Claw will get you up around 2.1-2.3 atks per second. with Blazing Stampede, you are hitting about 500-600 ms, and Ghost just jumps that up even more. At this point, depending on how the game is going, I either build Black Cleaver, to finish up max attack speed, or go Trinity Force for the ms and slows. Sword of the Divine is very nice, giving you the ability to almost max attack speed with a passive Wilding Claw, but more importantly, every 4 hits (at max speed, that's about 1.6 seconds) you deal an extra 100 damage. The active is helpful, giving guaranteed hits and armor pen. in the end however, these don't matter as much. Other items that work after PD, although I usually don't need them, are:
Frozen Mallet
Blood Thirster
Shurelya's Battlesong
Frozen Mallet
Blood Thirster
Shurelya's Battlesong
In order to stay alive in lane and also be able to chase people down, i initially focus on both Iron Mantle and Blazing Stampede. As soon as Iron Mantle is level 3, you can really start to take hits, both from heroes, and turrets, not to mention the life and mana steal will help keep you in lane longer for more gold and exp. Once you have 2 or 3 levels in Blazing Stampede, you can throw it on for a quick boost to movement speed without having to worry as much about mana. I then grab a few levels in Wilding Claw to get the attack speed up in order to get lots of hits in for dps against heroes, towers, and creeps. The initial strike damage Wilding Claw gives should not go un-noticed either. Against heroes, this extra damage every 6 seconds is invaluable. I personally never use Wingborne Storm in this build unless the other team has mostly melee heroes, but even then, it isn't necessary. However, the most important thing with Udyr's stances isn't as much the order in which you grab them (that really depends on your playing style, and how aggressive you are) but how you use them. Timing is everything. In any fight, alternating between stances in order to both stay alive and keep your passive stacked up, is of the utmost importance. You should never be in one stance more than 4 seconds if you are wanting to get kills, and ore importantly, stay alive.
Whenever you switch stances, there are 2 effects: passive, for however long you remain in the stance, and the instantaneous, which lasts for about 5 seconds after you activate the stance. maximize the temp. bonuses in order to stay alive and get the kills. Alternate between Blazing Stampede and Iron Mantle to get to your target, giving you movement speed and a damage shield. It is most important to have Blazing Stampede active when you reach your target in order to take advantage of the stun. However switching is still important en route so when you get there, you have 30% bonus attack speed, and 9% dodge. Once at your target, stun them then immediately Wilding Claw to up your damage output, if the incoming damage is alot, throw on turtle stance after a second or two, and then follow up with Blazing Stampede whenever it is available for another stun.
Whenever you switch stances, there are 2 effects: passive, for however long you remain in the stance, and the instantaneous, which lasts for about 5 seconds after you activate the stance. maximize the temp. bonuses in order to stay alive and get the kills. Alternate between Blazing Stampede and Iron Mantle to get to your target, giving you movement speed and a damage shield. It is most important to have Blazing Stampede active when you reach your target in order to take advantage of the stun. However switching is still important en route so when you get there, you have 30% bonus attack speed, and 9% dodge. Once at your target, stun them then immediately Wilding Claw to up your damage output, if the incoming damage is alot, throw on turtle stance after a second or two, and then follow up with Blazing Stampede whenever it is available for another stun.
Ghost and Exhaust are the best choices for this build, for obvious reasons.
Ghost: you go a heck of a lot faster.
Exhaust: they go much slower and have reduced dmg output, allowing you to catch up if neeeded, and also reduces MR and armor by 10 with the mastery for it.
Alternative to either: Flash. Rushing at someone in Blazing Stampede and then suddenly being right on top of them with a stun can be very helpful, it takes some practice however.
Ghost: you go a heck of a lot faster.
Exhaust: they go much slower and have reduced dmg output, allowing you to catch up if neeeded, and also reduces MR and armor by 10 with the mastery for it.
Alternative to either: Flash. Rushing at someone in Blazing Stampede and then suddenly being right on top of them with a stun can be very helpful, it takes some practice however.
Make sure to help your team focus target, but because you can get a stun off every few seconds, and if you are fine having an assist rather than a kill, change targets and stun other fleeing opponents if your allies have someone practically finished off. Lead the charge if you can, and take the heat off of your allies, since between turtle shield and life-steal, you can take hits for a while and shrug it off.
Pros: Your movement speed is unmatched, and, late game, you can even chase down and catch somebody who ghosts away without using your own Ghost.
You become very difficult to gank and kill because by alternating between Iron Mantle and Blazing Stampede, you can minimize dmg taken, and get away from any chasers, unless they have a stun.
Your life-steal keeps you alive far longer than other chasers, and your periodic stuns make it near impossible for someone to win 1v1, or even get away.
Cons: As is typical with any speed build, any opponent with a stun or a large slow can mean big problems. If you are going against a Nunu or an Ashe, get in before they can slow you to minimize problems.
You become very difficult to gank and kill because by alternating between Iron Mantle and Blazing Stampede, you can minimize dmg taken, and get away from any chasers, unless they have a stun.
Your life-steal keeps you alive far longer than other chasers, and your periodic stuns make it near impossible for someone to win 1v1, or even get away.
Cons: As is typical with any speed build, any opponent with a stun or a large slow can mean big problems. If you are going against a Nunu or an Ashe, get in before they can slow you to minimize problems.
Immense speed is incredible, and stacked with nice damage, means a quick solo kill, or if used right, an easy ace. Taking your opponents by surprise by rushing in with double their speed can offset a mage and turn the tide of a battle. Long story short, Udyr built with intense speed can mean a quick match, and lots of kills.
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