Udyr Build Guide by
Not Updated For Current Season
Not Updated For Current Season
Udyr is quite a versatile champion. He is great at laning, but at his best in the jungle. He has a stun, a burst and is able to do sustained damage with very good survivability.
What is special about Udyr is that he does not have an ultimate skill and won't be able to maximize all his skills. You have to choose which skill(s) won't be maxed.
You want to start with Blue, you need the mana regen because you'll constantly change stance between turtle and phoenix (phoenix-3 attacks - turtle - phoenix-3 attacks, etc...). After blue, wolves, wraiths, red and I keep my 2nd smite for the two little golems.
After this path, you should still have over 75% hp and you're ready to gank bot or top without having to recall. Other champions should be level 3 in duo lanes which gives you a slight advantage. Count the cooldown on the Bear's stun. the 8 seconds still goes down in other stances, so switch back for a 2nd stun.
If all your lanes are pushed and you can't gank, try to counter jungle. Udyr is a pretty solid 1v1 champion and jungles faster with phoenix than pretty much every other champion beside Amumu.
I chose to use movement speed quintessences because they are very useful to gank at start. It works pretty well.
The attack speed marks helps jungle faster as your main damage source will be the 3rd attack from phoenix stance.
Flat armor seals to help survivability at early levels.
Over levels magic resist glyphs for late game. These could be traded for flat magic resist, but over levels is just more useful.
I did not go usual masteries because I really wanted to focus on movement speed to catch up my prey, so 15 in utility for the movement speed increase, while granting enough survivability with the defensive tree.
Basic jungle start.: cloth armor + 5 potions.
Next, we want to get the boots of swiftness. Again, gotta maximize this movement speed. Then I go Heart of gold and Phage for the hp, you're gonna need it. Force of Nature for the movement speed 8% and the magic resist is never bad. Zeal and trinity force for some damage and extra movement. Randuin's Omen to allow the slow on trinity to happen. Then I like to get Guinsoo's rageblade for extra damage. What is so powerful with Guinsoo is at that point of the game, you can constantly switch stance to keep the 8 stacks up. The boost is very powerful. The last item is really up to you, I pick Wit's End for attack speed and magic resist.
The point with this build is to be tanky since you're probably gonna engage the fights, but Udyr is a very powerful character and I like some damage. Your hp won't be very high, but turtle stance gives you a nice shield that helps the durability, so it is good enough.
You want to engage with Bear and land the stun, then switch to phoenix and give it 3 attacks. This is the reason movement speed is so important. In order to do some actual damage with phoenix, you need to land 3 attacks. If someone tries to runaway from you, without movement speed, it is gonna be very hard because every time you switch to bear, the countdown resets. At the end, you might want to switch to tiger real fast before phoenix for extra attack speed.
Ghost and smite. We need smite to jungle.
Ghost could be changed with flash for the walls, but I find ghost a lot more useful than flash most of the time; Especially for early ganks.
This build is pretty good for ganking at early game and pretty damn good for end game as well.
You've seen Master yi use his ult to run away after getting a kill? Not anymore, you can catch up pretty much any champion with this build. You can go pick up the champions that flashed out and left with 50 hp.
When you cleared your jungle the first time, get ready to gank. Usually, you can pick up one or two kills either bot or top, whichever is the closest, and still have your buffs to gank a 2nd lane after. Don't get too greedy and run under the tower. It hurts. A lot. Ganking lanes that are pushed are ideal.
Ganking is the key to a successful game. Don't let a kill escape. It is very important that carries get kills, but they might not move fast enough to land the killing blow. Giving them an assist is better than no kill.