Build Guide by Frizer#1161

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League of Legends Build Guide Author Frizer#1161

Udyr, the Jungle Tiger

Frizer#1161 Last updated on June 22, 2010

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Welcome to my Tiger Udyr build!

SKILLS:
Monkey's Agility(Innate)
Udyr's attack speed is increased by 10% and dodge chance by 3% for 5 seconds each time he switched stances. This effect can stack up to 3 times.

This is just a great innate for Udyr, you won't notice this much before you get innervating locket(unless you gank of course!).

Tiger Stance
(Stance - Activation): On his next attack, Udyr swipes at his target, dealing a multiplier of his attack damage over 2 seconds.
(Persistent Effect): Udyr's attack speed is increased. In addition, Udyr splits his attacks into 3 lightning fast hits. On hit effects only trigger off the first hit.
Multiplier: 1.8 / 2.1 / 2.4 / 2.7 / 3
Cost: 75 / 65 / 55 / 45 / 35 Mana.
Attack Speed: 30/40/50/60/70 %

This is your key spell, your source of your nuke. Though you might want to only use it for the stance active, so later on you will probably spend more time in bear/turtle, but those stances will hit harder too! you can also use this in combo with turtle stance to boost the amount of damage you lifesteal, very useful for opening hits in jungle if hurt.(we'll get to that later)

Turtle Stance
(Stance - Activation): Udyr gains a temporary shield that absorbs damage.
(Persistent Effect): Udyr's attacks cannot crit, but he restores a percentage of his damage as health and a percentage of his damage as mana.
Cost: 75 / 65 / 55 / 45 / 35 Mana.
Damage Absorbed: 60 / 100 / 140 / 180 / 220 (+0.5 per ability power)
% of Health Restored: 12 / 14 / 16 / 18 / 20 %
% of Mana Restored: 9 / 10.5 / 12 / 13.5 / 15 %

This is how you can keep dpsing your target, whatever they throw at you will be absorbed by a shield of 220(plus slight bit from trinity). This eats alot of damage in a long fight. Even more fun with innervating locket, then few will defeat you in long 1on1 fights! you should use this ALOT in the jungle(we'll get to that later)

Beat Stance
(Stance - 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 cannot occur on the same target for 6 seconds.
Cost: 75 / 65 / 55 / 45 / 35 Mana.
Movement Speed: 15 / 18 / 21 / 24 / 27 %
Duration: 2 / 2.5 / 3 / 3.5 / 4

This is your most important spell combined with Turtle stance to close range on people, you probably know the turtle/bear escape/chase trick right? pop bear, then turtle when bear's halfway off cooldown, then bear when turtle's halfway off cooldown. This will negate some of your targets attacks/nukes. Later on when you got innervating locket you can use these 2 to 1. keep your monkey's agility up on 3 stacks 2. storm(YES STORM) around the map to whoever you got on your aim.

Phoenix Stance
(Stance - Activation): Udyr sends out pulsing waves of fire dealing magic damage each second to nearby enemies for 5 seconds. In addition, Udyr's ability power is increased and his attack damage is increased by half of that amount.
(Persistent Effect): Every fourth attack, Udyr engulfs enemies in front of him in flame, dealing magic damage.
Cost: 75 / 65 / 55 / 45 / 35 Mana.
Waves' Magic Damage: 15 / 25 / 35 / 45 / 55 (+0.25 per ability power)
Ability Power: 16 / 24 / 32 / 40 / 48
Fourth Attack Magic Damage: 40 / 80 / 120 / 160 / 200 (+0.25 per ability power)

This spell would ONLY be used to hold your monkey's agility up, or MAYBE farm minions or quickly clearing creep camps(if your auto attacks doesnt do the job... which it should)

ITEMS:
When the game begins you buy longsword and 2 health pots, yes you heard right, 2. if you wait in base for you to get gold for the 2nd potion you will get to golem(blue buff golem ofcourse) a few seconds after its spawn, so no need to hurry and risk getting ganked.
After this you shouldnt return unless forced(killed) before you can afford madreds razors.
next you should buy boots. After this you should try and check if the other team is upgrading boots, if they are, you should do so too, if they are not, you should buy innervating locket and get to the boots afterwards, at any time if the other team starts upgrading boots in middle of getting locket, you should upgrade your boots(unless youre close enough so its worth getting locket first anyway). GET MERCURY TREADS IF THE ENEMY HAS ALOT OF CC. Else get boots of swiftness.
after getting both upgraded boots and innervating locket, you should upgrade your
madreds razor to madreds bloodrazor.
When you get your bloodrazor you should buy trinity force, sheen>zeal>phage(zeal and phage may be switched around for preference but sheen is a must for 1st) this is when your damage skyrockets, your tiger stance active hit will deal 3x(2.3xUR AD). your bear stance opening stun will deal 2.3xUR AD, turtle stance will recover even more health(if necesary). and phoenix stance will uh.... still suck for you :P
After this you need to boost your Tiger stance damage(and bear stance), so get black cleaver.
to finish you might aswell get Bloodthirster.

SUMMONER SPELLS
Smite because jungling is really awful without it, to put it this way, you can't get blue buff without help at lvl 1 without it.
Ghost is for those faster targets. Bear+Ghost, not even highlanding yi will escape you(atleast not with boots of swiftness on you).

MASTERIES
21/0/9
In this build you want to get as high damage output as possible so we go for a dps build, the last point in utility may be placed in whatever you feel is better, but i like the mana regen, if you dont want mana regen you should pick the neutral buff time increase instead.
If youre below lvl 30 you want the 1 point in smite, then the 4 exp bonus masteries, and then fill out the offensive masteries. cooldown reduction should be picked only when you need to pick something to reach high tier masteries. if you dont want the cooldown reduction you should pick the bonus damage on minions.(and then be forced to pick one in cooldown reduction.(or something else LESS useful)

JUNGLING
First i'd like to explain the combo with tiger/turtle to heal more. First you use tiger stance, and THEN YOU WAIT WITH ATTACKING till you are in turtle stance, this will cause you to heal more, usually its best using it as an opening move on creep camps.

Like said in items, you buy longsword and two health potions(wait for money for 2nd potion, buy it.)then run directly to BLUE BUFF GOLEM, NOT your enemies golem, your own. you should pop health potion as soon as you take damage, and keep using turtle stance whenever you can. you may want to use smite to finish golem or use it earlier, depending on how big chance there is for a steal. Just so you know, you NEED this buff until you get innervating locket, so later on youll have to go to enemy territory to grab their buff. after this camp you should be lvl 2 if you got the exp mastery/zilean buff/or exp quints. there is no excuse for killing the small creeps rather than the big golem first, the golem WILL deal more damage than the creeps ever will, especially if you prioritize them over the golem.
After this you can do small creep camps as you please(yes just like mundo), and you can spam your turtle stance without worry of running out of mana(although you will quickly run out if you spam tiger stance together with it early).
At level 5 you can gank(because you got bear), but you should try and keep up with the levels of your team/enemy team.
always renew blue buff when needed, and when you get madreds razors you can easily own redbuff too(not that you cant without it).
Madreds razors WONT deal 500 bonus damage if you use tiger stance, apparently they only do a 100 damage bonus in tiger stance.

RUNES
Armor Penetration Marks
Dodge Seals
Cooldown Reduction per level Glyphs
Flat Health Quintessences

Most players should have these runes because they are very well rounded for all melee/ranged dps.


thats pretty much it for my build here.

And remember, dont get lost in the jungle, you should help your team aswell ;)


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