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Choose Champion Build:
-
AD UDYR
-
AP UDYR
Recommended Items
Runes: STANDARD

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Aurora

Taric
Insane synergy with Udyr. He can ult as you charge in and you will always get your damage off no matter what and his stun is also really good.
Synergies

Taric
Insane synergy with Udyr. He can ult as you charge in and you will always get your damage off no matter what and his stun is also really good.
Champion Build Guide
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.

I have also hit Challenger on EUW

I was also the number 1

Over the years have gotten top 10/5 on
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)
https://docs.google.com/spreadsheets/d/1PnjTMJq6gv6yfOAF5fIsJ_ldoGdx9E9zDrtlhDzv214/edit?usp=sharing
xMid Game xLate Game
xTriple Tonic Explained xMixed damage build explained |
xAll possible runes
xCons |
AP
UDYR:
Your early game is actually really strong and you can look to fight as soon as level 1. Unless the enemy champion is some hyper monster dueler like
can easily shred half of an opponent's However, there are lane matchups where you cannot do this and are forced to play it safer. In those kind of sitations start with your W
and just play it slow. You can use your regular W
alongside your empowered effect to hyper tank damage and stay extremely healthy. Do not be afraid to use your awaken spell on the wave to just heal up. This can be incredibly good and it can allow you to get even more
constantly and make them never be able to kill you. The enemy's goal is to kill you can get a lead that way, but if you can just permanently heal and shield most of their damage they will start to fall behind in usefulness. If you see that you are running low on
or even starting with it instead of your normal starter item. Putting early points into W
ensures that you are able to survive through most tough matchups up until level 9 or so, after which you can max the ability out fully by level 11, or start spending points into another spell. If you don't need the extra survivability, put points into your R
and a single point into your Q
, but make sure the point is not taken sooner than level 6. Knowing your all in ranges and tankiness limits is really important at this stage, as overforcing fights can quickly make you fall behind or die.
and the awaken. He can constantly go behind the enemy tower, hard push waves, then get a free reset or look to get other stuff around the map. Taking Voidgrubs
is actually pretty easy for you due to the damage your R
does to them. You might lose some
. If you are able to tag both enemies with the awaken in a 2v2, they will most likely explode on the spot on top of the mega slow it gives. Once you get your AD
UDYR:
If you choose to go AD
is not going to be as impactful as having R
. For one, there is no AOE slow to it, so it can be harder to space and kite enemies, and the chain lighting effect from the awaken will be bounced between minions early on so you will deal less damage.You have 2 options when playing AD: either start
to not get completely run over, or starting
, after which you start maxing Q
after being able to abuse the stronger early game of R
. The amount of points needed to put into R
is completely dependant on the lane opponent you have. It can be any amount between 1 and 4. This can also work to trick the enemy laner into building the incorrect defensive items. For example, you are playing vs
and having the AP starter item, possibly even buying an early
and buy attack damage items, meaning he is now forced to start building
can actually pop them. After the first item, you can actually start to duel really hard and take a bunch of short and long trades. Your Q
will be felt really hard and you will start to giga chunk enemies. A single Q
auto attack can easily take 15% of your opponent's With all that said, DO NOT FORGET THAT YOUR EARLY GAME IS VERY BAD IF YOU DON'T TAKE EARLY R OR W POINTS!
I almost always take early points just so I can fight more and be able to have more agency in the early game, or I just put a few points into my W
so I can have a much safer laning phase.
For
AP
UDYR:
If you are playing into tanks you can actually sit on side lane and pressure them really well. You will have a lot of %
from afar, chipping away at their Ideally you want to look to teamfight more than anything. Your awakened R
is an incredible tool to play with when fighting any objective. In choke points it can make a zone similar to an
, where if anyone walks through it they will be heavily damaged and slowed, so they must either wait for it to wear out of risk losing a lot of If you want to engage fights, most of the time you actually need to wait for someone else to do it for you.
in and not care about not having another awakened spell for when you eventually get to the backline. Normally if you do this it can result in your death or losing most of your AD
UDYR:
Unlike AP
you can generally 100-0 them if you have at least 2 items. Your dueling power and damage is absolutely disgusting. Any squishy that comes into contact with you will get nuked out of orbit the second you awaken that Q
. You are also much more likely to max E
second instead of W
, meaning you can rotate around the map quicker, taking enemy jungle camps and pressuring turrets. If you can go somewhat even or not super behind against most top laners by the 2/3 item mark, you will melt anything that is facing you. Tanks are laughably weak against you. You can buy
will give you, or you can turn on them and take 60%-80% of their
attacks.However, I feel obligated to say this again: your teamfighting power is incredibly weak. You are like a
. If you get close enough to awaken that Q
onto a squishy, they probably die without needing to be isolated. The issue lies in the fact that it is very hard to get to them, because if you awaken your E
to get close to them, you then won't have the damage to finish off the kill, possibly dying while trying to get the kill. If you really must teamfight, then make sure you have the EXTREMELY IMPORTANT:
At this stage using the correct awakened ability is of maximum importance. You will not get more than 1 per fight in most cases, unless you run some very specific rune and items setups, or vs specific comps.AP
UDYR:
This is the point of the game where the build you have and the abilities you have maxed will fully dictate your role in the game. In the late game the role of AP
to absolutely anihilate the backline and make a zone that doesn't just put a hard slow on people, but also deal huge damage. By this point it will be quite hard to keep up with most side lane champions, so if a
to clear waves very quickly, or to absolutely nuke anyone that is isolated from the awakened Q
, but in return your tankiness will be quite low, forcing you to rely on your W
to shield a lot of the damage taken so it doesn't stick onto you.During the late game stage it is of utmost importance to figure out what items you need and for what situation you will use them. Almost every build combination has its pros and cons at this point, but the true skill of playing out the late game as AP
, your job changes to actually dealing damage with awaken R
.AD
UDYR:
Compared to AP Losing on side lane is not an option. It is the one area you MUST win at all costs. Personally I love playing AD
will tear every single jungle monster objective to shreds very quickly. Your awakened Q
is everything late game and its the ability you want to awaken basically every single time.
BRIDGE BETWEEN (P)

This basically acts like
of your passive
, the same goes for the ultimate
for an extended period of time. There are a lot of situations where you can end up sitting on your passive
for a long time while it's ready to go, and if you aren't really pressed to keep it because if it's down you risk getting engaged on, it is better to just use it and be able to get an extra spell out for free that is also much stronger.WILDING CLAW (Q)

This is the main damage ability of AD
, so it is good to just put a point into it to have the option to explode isolated targets.AWAKEN NOTE
You do not need to use the Q
attack for the lightning effect, you can swap to a different stance and the lightning will still happen on your next 2 attacks.You can see in this video that I have awakened my Q
and then I change to my W
without attacking first, but the chain lightning effect still happens. This can be good if you need to quickly change the stance and just need the actual lightning damage, so AP
attacks.
IRON MANTLE (W)

This is the ability you will use by far the most in lane to just outsustain your lane opponent and win strades due to the shield it gives. The ability also gives
becomes. It can be good to get you back to full AWAKEN NOTE
The shield and extra health regen
you gain from the awaken don't go away if you change stance early, but both the healing from the 2 attacks and the You can see in the video I am in my E
and then activate the Hydra
active. After that I swap to W
and use the active again, healing a lot more. Awakened W
gives you even more
.
BLAZING STAMPEDE (E)

This is going to be your primary tool for running around the map and your only source of hard cc. The speed
actually feels quite good, especially once you start putting some points into it. It can allow you to quickly catch up to enemies or escape. One thing to note here is that your E
is an uncancellable auto attack, meaning once you click on the target the attack will go through even if you get cc'd mid animation. It's also worth noting that AWAKEN NOTE
1: You can actually use your awakened E
while being rooted, but it will not take you out of it, it will just make you immune to incoming cc for the duration.In this video you can see that even though I used my awakened E
, I did not break out of the
root. This is really important to know to make sure you don't waste an awakened spell.
2: Awakened E
DOES NOT CLEANSE SLOWS THAT ARE ALREADY ON YOU, it just makes you immune to them for the entire cc immunity duration, after which the slow appears again if the duration is long enough.In this example I walk up to
on me to slow me down. I use my awakened E
to become immune to cc for a period of time, but after the cc immunity is done I am back to being slowed.
The way you need to time your awakened E
to not ever be slowed is to be immune to cc before the cast happens. You can see in this video that I am immune before the cast happens and I fully tank through it. After my cc immunity ends I am not slowed down at all.
This can actually happen with a ton of slowing abilities that last more than the cc immunity duration, like a
,
,
etc. It helps a lot to know about this interaction when going up against champions with long slows so that you time the E
for the beginning of the spell instead of waiting for it to be placed on you and then using it.WINGBORNE STORM (R)

This is the main damage ability of AP
max
. The massive AOE damage combined with the slow is extremely important for
, and even if you don't have particularly high damage because you built more defensive, the slow itself is a tool that allows you cripple the enemy team really hard. If they try to tank it, it basically means any skillshot thrown their way will land because they won't be able to move out of the way reliably.AWAKEN NOTE
1: Your awakened R
will delete the previous R
circle that is around you so you won't deal damage arond yourself anymore. However, you can have both circles present, the one around yourself and the one you send out, and they both deal their own damage. This is only possible when you have high ability haste
.You can see here that I awaken my R
and the circle around me vanishes, but after a few seconds I can my R
again and now there are 2 circles. This is because the R
cooldown starts the second you awaken the spell, not after the storm runs out. In this case I bought a lot of ability haste
and I made my base R
cooldown be lower than the awaken storm duration, so I could have 2 storm circles at the same time, and the damage they did was not unique, it stacked, dealing both the awaken and regular storm damage, meaning 1 target can be damaged by both the awaken and regular cast AND TAKE EXTRA DAMAGE. This has actually happened a good number of times and it is pretty doable.
2: The awakened R
will always look to go towards the nearest enemy champion. You can use a basic attack to make it change directions and target what you auto attacked, but once that unit dies it will go back to seeking a champion.This is just good to know in general so that you know how to better manage your awakened R
storm. This is also really good to know for laning phase. If you send your awakened R
out to damage the enemy champion it's not ideal to attack minions as it will start coming back to attack them. However, you can last hit and not have this issue, because if the target dies, it just looks to go to the nearest enemy champion, so if you just auto attack for the minion kill it will not change the direction.
I will now explain what
At levels 3, 6 and 9 you will gain one unique potion, each having a different effect.
Level 3 potion:
Elixir of AvariceEffect: Grants you 5 true damage on-hit vs minions for 1 minute, after which the effect expires and you are granted 40 gold.
This potion is basically a filler one, you don't really care for it that much. You just get like 2 minions for free in terms of gold when it expires.
Level 6 potion:
Elixir of ForceEffect: Grants 20 adaptive force for 1 minute.
This one also seems pretty basic, just like the first potion, but the thing about this one that makes it quite good for
is the closest thing he has to an actual ult, so the enemy can have a pretty big advantage once they hit 6 because they unlock a big 1v1 tool. Because of this potion you are able to get 400 gold worth of damage for 1 minute, which can allow you to swing the 1v1 in your favor even if they have that ultimate. It basically makes it to where their level 6 spike isn't as threatening due to this extra spike you also gain. It is a smaller spike than theirs, but it still helps much more than you might expect.Level 9 potion:
Elixir of SkillEffect: Grants 1 skill point
This is the potion that makes taking this rune insanely good. The second one is also nice, but isn't super needed on
, or if you want to have very good waveclear put points in R
. To some extent your build is also dependant on the abilities you choose to put skill points in. You are much less likely to go for AD
and just max out your R
, it's not impossible, just less ideal because it has less synergy. Let's say in lane you needed to put 4 points into your W
because you really needed to survive the first 7 levels or so in a tougher matchup. That means your damage spells won't have more than 2 points into them, and that second point only comes from not leveling up 1 spell at all, so you will lose out quite a bit. If you choose to level up all 4 of your spells it means your Q
and your R
will only have 1 point each. If after level 7 you want to max R
, you will need to put points into it every level until 12. That doesn't seem like a big issue, but the thing is, up until level 12, your damage will suffer because you needed to spend skill points early for safety. This might not be such a huge problem if you just want to play hyper tanky and just be a meat shield for your team, but it does affect how much damage you have, especially around levels 8-10. Once you hit level 9 you can put 2 points into that R
INSTANTLY. Not only does this mean you have now increased the effectiveness of the spell by quite a bit more in just that one level, you also made it to where you only need to put points in your R
until level 11, which then means at level 12 you can spend an extra skill point into another spell.However, this isn't even all this elixir offers. Normally, when you reach level 18 the extra skill point you get from the elixir doesn't matter anymore and the rune effect is fully gone. You have all your spells fully maxed out by level 17, and once level 18 hits all you get is an increase to your base numbers and possibly some spell scalings, but no actual skill point. This is not the case for
In the picture below you can see I have fully maxed 3 of

Once I actually use the elixir, you can see that I am actually allowed to put a point into my Q
, which means that I am able to have 6 points in 3 abilities and still be able to level up that 4th spell at least once, so the rune always has a permanent effect for
| Mixed Damage Udyr: |
1
R |
2
W |
3
R |
4
E |
5
R |
6
Q |
7
R |
8
Q |
9 +
+
Q + Q |
10
Q |
11
Q |
damage will ramp up very nicely. I also like to max E
after fully maxing both Q
and R
, leaving W
at 1 point, but if you want the extra tankiness you can max W last
.The 3 core items for the build are:
and
will melt them because the chain lightning is fully magic alongside your R
. If they go
damage will hard shred them. If you get even later into the game you can buy
Trinity Force: Great item for AD
on hit is also really good. You get a massive spike in your damage once completed.
Titanic Hydra: The auto attack reset feels incredible to have. You can get 2 attacks extremely quickly one after the other and melt basically anyone with awakened Q
.
Sterak's Gage:
Spirit Visage: Incredibly good item to get vs magic damage. The increased healing and shielding you get from it is absolutely nuts. It works for either AP or AD
Overlord's Bloodmail: It seems really wired to take this item, but if you take it 3rd or 4th, the value from it is very good. The attack damage it gives can go well over 100 AD late game, making your Q
devour the
Experimental Hexplate: The ultimate
cooldown, ensuring you get it more often. On top of that, the stats the item gives are incredible for
Hullbreaker: This item has no AP ratio, but instead only a
Stridebreaker: Can be a very good item to catch up to ranged champions or champions who tend to dash a lot if you are going AD
Spear of Shojin: It is incredibly easy to stack. Your Q
, R
and W
all stack it up, but all you really need is a single use of your R
and it goes all the way up to the 12% damage increase on spells. On top of that, all your spells benefit from the basic
Serpent's Fang: Due to the fact that just dealing damage to champions procs the effect, it means that AP
Terminus: It gives up to 30% armor
and
Ravenous Hydra: You can combine it with
gives you even more
Chempunk Chainsword: Offensive heal reduction option for AD
Mortal Reminder: Can be taken instead of
Lord Dominik's Regards: The damage this item will give you is insane. You will be quite squishy, but the damage amp is nothing to laugh at. If you are facing a heal based champion though, always take
Black Cleaver: Usually it is a very situational item to take on
Blade of the Ruined King: I think it's actually mostly a bait item for
Death's Dance: This item generally thrives when going into teamfights before of the bleed effect that can get reset upon takedown, but AD
Bloodletter's Curse: Extremely good item at shredding down tanks who stack a lot of
Manamune: Extremely high damage once completed, you blow people up disgustingly quick with it. It also fixes your
Sundered Sky: Can be taken into specific melee matchups where all the opponent wants to do is take incredibly short trades and you don't really have a way to retaliate properly.
Opportunity: This item and
it gives on top of the very high damage. Generally speaking, you will only buy this when you are really looking to explode someone instantly and then speed away.
Youmuu's Ghostblade: This item and
from the active.
Guardian Angel: The revive can solo win you the game later on. In the late game a single teamfight can decide the outcome of the match, so if you have the revive you can swing a fight in your favor and win out the game.
Mercurial Scimitar: Even though
, later on into the game it is not as optimal for AD
. This way, he can get out of some crucial cc and still have his massive damage nuke.
Force of Nature: Usually taken only if you need the
Frozen Heart: Can be done as a rush item into specific matchups or just vs a lot of auto attcking champions on the enemy team.
Iceborn Gauntlet: Very undrrated item for
Jak'Sho, The Protean: Usually built when you are already going to get a lot of defensive stats to amp up the amount
Jak'Sho's passive gives you.
Kaenic Rookern: Great defensive item vs magic damage. You can combine it with
Knight's Vow: This one seems rather odd, but you only take it when you are weaksided and going for a very tanky setup, just placing it on a high priority teammate to eat some damage they take.
Thornmail: Defensive heal reduction item. It can also be rushed in certain heavy auto attack matchups to win the 1v1, especially for AP
Unending Despair: It can make it extremely painful for a lot of champions to deal damage to you that sticks due to the heal from the item plus your W
. The mixed resist are very good vs champions who do both types of damage, so vs someone like
Warmog's Armor: Can be taken later into the game to be extremely annoying on side lane, constantly regenerating to full hp and applying pressure, or running into the enemy team, using awakened R
for the AOE damage and slow, and then running away to regenerate to full
Winter's Approach: Very solid item for
and it gives some very good tankiness in the mid to late game.
Zeke's Convergence: Odd item to take, but it is extremely cheap, and you can basically use it on cooldown because your awaken will always be up. Mostly bought if you are hyper weaksided and have lower gold income.
Randuin's Omen: You take this vs a lot of champions who buy crit
, like
Dead Man's Plate: Solid item for
Abyssal Mask: Usually take this when you want to buff up your own magic damage as well as somne of the damage your allies deal. If you are looking for just a lot of tankiness and more
Hollow Radiance: Due to the fact that AP
Sunfire Cape: Personally I find it weaker than
Heartsteel: Mostly used to just give you a massive
Liandry's Torment: Usually the item you wil go on AP
and a good damage amp effect on top of it.
Riftmaker: Can be taken instead of Liandry
or alongside it for even more damage and higher damage amp. Not a lot to say here, solid item to take.
Cosmic Drive: Underrated item for
Morellonomicon: The offensive heal reduction item for AP
Rabadon's Deathcap: Can be taken as a last item in a regular AP
Stormsurge: You only really ever build this if you are looking to get a 1 shot focused build that is full AP.
Shadowflame: Only really taken in 1 shot full AP builds. The crit damage is insane, especially if you can get a huge awakened R
on multiple people.
Blackfire Torch: Can be combined with
Malignance: The ultimate haste
goes to your passive
, meaning you can rotate more awakened spells in fights with this item. The actual magic resist shred effect is also quite good, and considering the fact that it has no cooldown, it means anytime you use your awaken to deal damage you will get the shred effect.
Banshee's Veil: You only really want the
Void Staff: Can be taken in a 1 shot focused AP build to anihilate both tanks and squishies.
Cryptbloom: Less damage than
Archangel's Staff: The weakest out of the 3 Tear
items for
Rod of Ages: I would say this is a very underrated item for
Zhonya's Hourglass: This item can actually be taken into a regular AP
would come off cooldown, or possibly to get another W
shield and heal off.Tier 2 boot upgrades:
Boots of Swiftness: Very good boots that make you less kitable and very speedy. Generally speaking you can default to these, but personally I like the ones that actually give resist more, but these are very good still.
Mercury's Treads: Take these boots if crowd control is an issue. Even though you can awaken your E
makes you immune to CC, you generally don't want to awaken it as it means that once you get into the fight, you will lose out a lot of damage from awakened Q
or R
or the extra tankiness from awakened W
.
Plated Steelcaps: Very good boots that you can rush to stonewall a lot of auto attack based matchups. The
Symbiotic Soles: You usually take these boots if you simply cannot lane without being hard chunked. There's some lanes where you simply cannot walk up to farm so you are forced to proxy. You need to stack them up quickly so you can get the 4. Once they actually upgrade into
and empowered recall.Tier 3 boot upgrades:
Swiftmarch: The damage is quite nice and they do also make you a bit quicker.
Chainlaced Crushers: The shield allows you to tank through more magic damage poke from enemy champions. If you combine it with your W
shield, you're basically not taking damage from AP champions when the shield effect from the boots activate.
Armored Advance: The shield allows you to win out short trades vs AD melee champions who want to go in for short trades. Your W
combined with this shield means they are forced to take a longer trade or the damage won't ever really stick.
Forever Foward: They are just like the
out of combat, not much else to them.
The rune choices you have on
KEYSTONE RUNES:
Conqueror: This is a very consistent rune for
and it can provide very solid sustained damage for him. Not much else to say here, just a solid keystone.
Grasp of the Undying: This one is taken instead of
Press the Attack: This one seems surprising at first, but honestly, it feels pretty good. You usually take it in matchups where you need very good burst in the 1v1 and don't really care about any type of sustain. Generally it is taken when doing a Q
max
, and then do the 2 empowered attacks and it's already proc'd for the damage. It can really amp up how much damage you actually deal in a fight.
Fleet Footwork: This is taken if you cannot proc Grasp
reliably to sustain and you really need some extra
is also usually helpful in the matchups you find yourself taking this keystone.
Phase Rush: There are a few matchups where this rune is extremely good to take. It allows you to do very short trades and then run away from a bad fight. This rune works great into champions like RUNE SLOTS:
Triumph: Very consistent rune.
Presence of Mind: Can be taken if you have
Absorb Life: Can be taken if you want the extra sustain on lane.
Legend: Alacrity: Can be taken instead of
.
Legend: Haste: All of your abilities benefit from the basic ability haste
, so you just have regular ability haste
from this.
Legend: Bloodline: Only AD
Coup De Grace: Can be taken when you are playing more of a 1 shot build to hard burst people or just have a way to hard finish off kills on opponents when you awaken Q
.
Cut Down: Can be taken into specific matchups where the enemy will typically be healthy during laning phase through stuff like
Last Stand: I find I most often take this one, though it's not always that great in my opinion.
Taste of Blood: Can take this for some extra lane sustain.
Cheap Shot: You can proc the damage very well with your R
slow.
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: The ultimate
giving you a chance to empower more abilities in teamfights. Can be pretty solid.
Axiom Arcanist: This rune only works on your awakened abilities and not the regular ones. It will increase your Q
and R
damage, as well as increasing your W
healing and shielding. It has no effect on your E
at all. You can get a lot of value from this rune in a game, especially on your W
.
Manaflow Band: This can help out a lot in the early game with your
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with your E
speed to give even more speed and make yourself even quicker.
Absolute Focus: It seems really odd to ever take this, but it is very good for both AD and AP
a lot you can have it up for most of the laning phase.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: It can work with your W
shield and it gives you some insane value due to how much you can proc it.
Conditioning: More scaling as you get into the mid game and you don't need
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Overgrowth: Works best in matchups where you can cheat out stacks from extra units, such as
or
.
Revitalize: It amps up your W
heal and shield and it can provide a great deal of tankiness and sustain. Works even better if you have enchanters on your team. It's usually what you take to hyper sustain on lane.
Magical Footwear: Can be taken instead of
Triple Tonic: I have an entire dedicated section to this rune, explaining why I think it is incredible on
Biscuit Delivery: Can be used if you want extra sustain, but you would miss out
Approach Velocity: I almost always run this alongside
.
+Good sustain in the mid to late game from his W
+Insane split push power when maxing Q
+Quick around the map, he can permanently use his E to run around very fast
+Strong early game if you take early points in R
+Good burst damage with awakened Q isolation as well as solid sustained damage and very good tank shredding power, both his Q and R do % max health damage
+Can permanently proxy with is R and then be able to do other sutff around the map
+Extremely good at fighting in choke points if you are doing an R max setup
+Is able to stonewall basically every single champion in the entire game, making early game focused picks a lot weaker
-Early game mana issues, if you need to sustain with W a lot you will most likely be forced into buying a mana item
-Q max Udyr is rather weak early on, which almost always forces you to put early points into R or W to have more agency in lane
-Very weak teamfighting if you are doing a Q max setup
-Not super beginner friendly, you actually need to know your all in ranges and spell rotations well to make Udyr work in a lot of matchups, Q max Udyr is especially tricky to get the hang of early on in this regard
-Even though he has a lot of build diversity, there will be lanes where you are forced to build specific items or else you lose big time
Volibear Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Garen Top Guide
Mordekaiser Top Guide
Warwick Top Guide
Update Log
Season 15
Patch 25.0911th May 2025:
- added
1st May 2025:
- added
Patch 25.08
29th April 2025:
-changed
Patch 25.06
25th March 2025:
- added the link to the matchup spreadsheet as it has been completed
Patch 25.04
3rd March 2025:
- changed
- added a new guide chapter called Six Accounts in Challenger at once
Patch 25.S1.1
13th January 2025:
- added
- added
- changed
- added tier 3 boots to the items section
- added tier 2 and tier 3 boots to the all final items explained guide chapter after all the legendary items
-
Season 14
Patch 14.237th December 2024:
- the publish date of the guide



























































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