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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
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.
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 Darius in the world in season 9.
Over the years have gotten top 10/5 on Volibear, Dr. Mundo, Sett, Garen, Malphite, Olaf, Aatrox and Mordekaiser. Most of the time I will play on my main account, so you can check out what I do there.
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.
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 Trundle, your awakened R can easily shred half of an opponent's health. You can even invade the enemy jungler and possibly get a kill due to the insane amount of damage you can dish out, or burn a summoner spell. The slow also ensures that if you are playing vs an immobile laner, you can play at the edge of the slow and constantly deal damage to him while he cannot reach you, and if it is a champion with mobility, they will be forced to use it to get onto you quickly so you cannot get the damage for free, after which you can melt them by poping the awaken.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 health in the long run, and it is especially important to do so vs hyper lane bullies like Quinn, Rumble, etc. If you ever play into a super lane bully that doesn't scale great, you can just relax, sit back, and press W 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 mana often due to this, consider buying an early Tear 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.
Udyr can also perma proxy really well due to his R 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 health, but you can secure them rather early on. You also love fighting 2v2 fights because of your awakened R . 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 Liandry's Torment your burn damage will spike up big time and you can hard shove waves all the time then look to take other stuff around the map
AD UDYR:
If you choose to go AD Udyr, your early game will be horrible. Unlike AP, having your Q 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 Tear of the Goddess and play extremely safe early on, basically always putting at least 3 points into your W to not get completely run over, or starting Doran's Ring like AP Udyr and putting some early points into your R , 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 Ornn and he starts building magic resist because he sees you are maxing R and having the AP starter item, possibly even buying an early Dark Seal. Once you get to about level 6, you can start to then max Q and buy attack damage items, meaning he is now forced to start building armor to defend against your damage. Generally speaking, try not to fight too much until your first completed item, or if you really do want to fight, make sure you can clear out the minion wave quickly to isolate the enemy, ensuring your awakened Q 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 health depending on the first item you get.
With all that said, DO NOT FORGET THAT YOUR EARLY GAME IS VERY BAD IF YOU DON'T TAKE EARLY R POINTS!
I almost always take early points just so I can fight more and be able to have more agency in the early game.
For Udyr in general, the mid game is the strongest phase, so you should abuse his power as much as you can during this window
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 % health damage, and you will absolutely nuke them. You can also do decently against split pushing champions and bruisers, but it won't be as easy as just walking into their melee range and fighting them. Most of the time you will need to slowly soften them up by using awakened R from afar, chipping away at their health. Alteratively, if you have a hard tank build you can probably just straight up sit in melee range and hard statcheck them just due to your insane defensive power.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 Anivia ultimate , 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 health.
If you want to engage fights, most of the time you actually need to wait for someone else to do it for you. Udyr is not a great engage champion, so you would like to have someone like a Zac or Nautilus start the fight for you, after which you can go in and follow up big time. The only exception to this is if you play hard tank Udyr and can just awaken E 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 health instantly, but if your 3 core setup at that point is just build for tankiness and no damage, you can become a very good disruptor for your team and a primary engage. It still won't be as good as something like a Zac engage or Malphite, but when the enemies see the Udyr charging straight at them while being cc immune, it can cause a lot of panic if the damage that is thrown on him doesn't instantly dip him below 50% health.
AD UDYR:
Unlike AP Udyr, you actually don't want to teamfight. AD Udyr is much more focused on side laning and pressuring turrets than going for teamfights. You have incredible dueling power and can go toe to toe with some incredible side lane heavy hitters, such as Fiora or Trundle. Anytime you get them isolated and are able to awaken your Q 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 Hullbreaker and just ignore them fully, taking an entire turret in their face due to the extra damage and then massive amount of Attack Speed your fully maxed Q will give you, or you can turn on them and take 60%-80% of their health in 4 empowered Q attacks.However, I feel obligated to say this again: your teamfighting power is incredibly weak. You are like a Tryndamere without the spin . 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 Oracle Lens so you can sweep up any enemy wards to get a good flank angle. That way, you can catch the enemies off guard, possibly allowing you to quickly 1 tap one of their main carries.
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 Udyr can be different each game, and it all hinges on your items and the abilities you have maxed out. You are not some super hyper scale by this point, but you can do a lot of things. If you have a hyper tank build and no damage built, you're barely gonna dent people's health bars, even to squishy champions. That being said, you will become an incredible frontline champion who can be a massive damage sponge, who also has a very good AOE slow and can stun up a high priority target. If you built more damage your role changes from frontline hyper tank, to using your awaken R 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 Darius is hard pushing down on a side lane it can be hard to clear the wave and defend the turret, simply because the damage you have won't be enough to stop it if you also have built a good amount of tankiness. If you think it's better by this point to just look to stop the split pusher, you can go for an extremely high AP build which will allow you to awaken your Rwingborn storm 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 Udyr comes from knowing exactly what your build's job is. Generally speaking, if you build hyper tanky you will end up just being a frontline meat shield for your team, and if you have more damage built in like having Riftmaker and Liandry , your job changes to actually dealing damage with awaken R .
AD UDYR:
Compared to AP Udyr, your playstyle barely changes from mid game and whatever build combination you do will almost always result in you having the same game plan, which is: heavy split pushing. Teamfights are even worse for you and they are basically never an option to take unless you have Flash up to instantly jump onto a squishy. If it's not up or you didn't take it, don't even bother, unless you have some amazing dive setup.Losing on side lane is not an option. It is the one area you MUST win at all costs. Personally I love playing AD Udyr late game. Your dueling power is off the charts, able to stand to late game split push monsters like Camille or Fiora, but this is where build importance comes in. Even though the goal stays the same regardless of build diversity, adapting your build to the enemy opponent you are going to 1v1 on side lane is extremely important. You need to mix and match different item combinations depending on the opponent you face. You will not run the same build when going vs a full build Camille as you would vs a full build Sett. This is where skill of AD Udyr truly shows. On top of that, you must be able to always pay attention to the map and the location of the enemies. You want to make sure you are split pushing away from the main objective so that if more people come for you, your team might get a chance to do the objective or win a fight with a numbers advantage. Someone will be forced to answer you at all times, simply because if they let you be for more than 2 seconds under a turret, it will be gone. Unless you get some insane flank angle and possible pick, you do not care about teamfights, ever. The one exception to this rule is if your team wants to try and sneak or hard rush an objective. You should go help them out because your Q 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 Udyr's ultimate and it is the most important thing to have up before you go into a fight. Make sure it's always up in a 1v1 or a teamfight before you fully go in. Ultimate Hunter's ultimate reduction will also reduce the cooldown of your passive , the same goes for the ultimate Ability Haste you gain from Experimental Hexplate and Malignance. It is also worth noting that the empowered ability does not cost any mana. This is especially important for laning phase. Another thing you should do is to try and use multiple empowers in lane. I find that, for the most part, unless you are really low on mana or health it's not really worth it to keep your passive 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 Udyr. This ability will give you a lot of extra Attack Speed when used, so it is great to use it to quickly push down a turret. During the 2 empowered attacks you will have 50 extra attack range, which can allow you attack the opponent without an attack back. This is also the most damaging ability for AP Udyr if you need to burst a single target. The empowered version of this ability makes the attacks deal more damage and gain a lighting effect that deals damage. The lightning itself has an AP ratio and it bounces to different targets if there are units around the person you attack, but if the character you attack is alone it will only hit that 1 target. If every lightning strike hits one target it will always outdamage his R , 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 Udyr will use this more than AD Udyr, as the lightning damage only has an AP ratio scaling so most of the damage for AD Udyr is in the actual Q 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 lifesteal for the 2 enhanced attacks, meaning that even though it doesn't have any AD scalings, it means that the more AD you have the more the auto attacks will heal. Generally speaking, the later the game goes the worse using awaken for your W becomes. It can be good to get you back to full health after a long fight, but that's about it. The only situation where you get insane value from it at later stages is if you have a lot of AP, then the shield becomes MASSIVE, or if you run a build hard focusing on lifesteal.
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 lifesteal go to waste. The extra lifesteal also means you gain even more healing from the Ravenous Hydra active.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 lifesteal, so it's ideal to use the active while you have at least 1 empowered auto attack. Once both attacks have been consumed your lifesteal goes back to what it was before using W .
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 Tear of the Goddess gets 1 charge while in this form every time you stun any unit. The awakened version of this ability also gives you an extra 75 attack range during the cc immunity duration. This can be very useful to get that stun off sooner on the target you're charging into.
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 Lux Q 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 Nasus who uses his W 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 Nasus W , Zilean slow , Olaf Q 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 Udyr and the ability that gives Udyr his teamfight power. If you do not play R max Udyr it is infinitely more difficult to teamfight and you're mostly forced to just sit on side lane and duel people out. That's not always a bad thing, but it is good to know that you cannot really teamfight without putting points in your R . The massive AOE damage combined with the slow is extremely important for Udyr, and it makes any fight that takes place in a choke point extremely easy to play out. You can just awaken your R , 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 Triple Tonic does:
At levels 3, 6 and 9 you will gain one unique potion, each having a different effect.
Level 3 potion: Elixir of Avarice
Effect: 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 Force
Effect: 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 Udyr is the level you gain it. Udyr doesn't have an actual ultimate he unlocks at level 6, him using an awakened ability 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 Skill
Effect: 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 Udyr. This one however, has extremely good synergy with him, and I will explain why now. The way you play Udyr is largely dependant on your item choice and the abilities you choose to put skill points in. If you want to go for safer laning, put points into your W , 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 Udyr if you choose to put only one point in Q and just max out your R , it's not impossible, just less ideal because it has less synergy. Elixir of Skill allows you to get one extra skill point at level 9 completely for free.
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 Udyr. When you reach level 18 as him, you will be given an extra skill point, meaning the elixir effect is not wasted and you will have a total of 19 skill points instead of the 18 everyone else has.
In the picture below you can see I have fully maxed 3 of Udyr's abilities, but I cannot get even a single point in my 4th ability if I choose to do so. You can also see that I did not spend my Elixir of Skill from level 9.
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 Udyr even if the game drags out all the way to level 18. You don't need to wait to use it at level 18, I just did it so you can see it in the example clearly.
Mixed Damage Udyr: |
1 R |
2 W |
3 R |
4 E |
5 R |
6 Q |
7 R |
8 Q |
9 + Triple Tonic + Q + Q |
10 Q |
11 Q |
Triple Tonic allows you to change up your damage type very well once you get to level 9. The 2 extra skill points you gain from 1 level feel really good and it means that your 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: Spear of Shojin, Liandry's Torment and Riftmaker. Each one of these items has a passive effect that increases damage. Liandry and Riftmaker get their damage amplification from being in combat with enemy champions, and Spear of Shojin works based hitting spells on enemies, so it can be stacked on minions. If you combine all 3 damage amps, you will have a total of 26% increased damage just from their passive effects. On top of that, it will become incredibly difficult for the enemy you face to build vs you, as they will need to get both armor and magic resist or they will get hard shredded. If they take armor your isolated awakened Q will melt them because the chain lightning is fully magic alongside your R . If they go magic resist, your actual Q damage will hard shred them. If you get even later into the game you can buy Terminus, and because it gives you both armor pen and magic pen, it means you can shred down tanks extremely well. The big drawback of this build is that your actual armor and magic resist will be quite low until later into the game. Your total health will actually be pretty high, but you will have very low resist, and that means you can get burst pretty hard. That being said, I have a ton of fun with this build and having high mixed damage ensures that in the mid game the enemy will need to either itemize both armor and magic resist, or they will get completely shredded on the defensive stat they're missing. This build might not click that well for you and that's fine, but personally, I really enjoy it!
Udyr has an insane amount of items he can buy. Experiment with as many items as possible as see which setups you like the most. You can go full AP, full tank, mixed damage, Movement Speed AND SO MUCH MORE! You can and should try to mix and match a lot of builds and styles and see what you like most. There's a lot of stuff I am constantly testing out on him because he has so many different builds and playstyles, so if you find a setup that you like, stick with it if you are actually enjoying it. With that being said, I have put the breakdown of every item I have on the build option section.
Trinity Force: Great item for AD Udyr. The Sheen effect feels great and the movement speed 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: Udyr actually has quite high base AD so you get quite a lot of damage from it. The shield and tenacity are also really good for him.
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 Udyr and it is an incredible item to get.
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 health bar of champions.
Experimental Hexplate: The ultimate Ability Haste reduces your passive cooldown, ensuring you get it more often. On top of that, the stats the item gives are incredible for Udyr and the actual effect of the item can be used basically on cooldown every single time due to how low it is for Udyr, giving you higher DPS and the ability to move around the map even quicker.
Hullbreaker: This item has no AP ratio, but instead only a health ratio and base AD ratio, meaning AP Udyr can actually take this item and hard split push, because even if the rest of his build is AP focused or tank focused, the item scales off of other things that don't make this an issue at all. If you want to hard split push take this.
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 Udyr, on top of giving you good waveclear, which you lack as 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 Ability Haste, making it give even more value.
Serpent's Fang: Due to the fact that just dealing damage to champions procs the effect, it means that AP Udyr can use it very well to get an AOE shield reduction effect very easily with his awakened R
Terminus: It gives up to 30% armor and magic pen, meaning if you ever do a build that has mixed damage this item is nuts to shred down tanks and squishies alike, and that doesn't take into account the extra on hit damage and armor and magic resist it gives.
Ravenous Hydra: You can combine it with Legend: Bloodline and Spirit Visage to hyper increase the healing from the active. Putting more points into W gives you even more lifesteal meaning that while you have the 2 empowered attacks on, you can use the item active to heal even more off of a mave. It has some disgusting healing power if the right setup is taken.
Chempunk Chainsword: Offensive heal reduction option for AD Udyr
Mortal Reminder: Can be taken instead of Chempunk Chainsword if you want more damage the armor pen.
Black Cleaver: Usually it is a very situational item to take on Udyr but it can be good vs hyper armor stacking champions like Rammus or Malphite.
Blade of the Ruined King: I think it's actually mostly a bait item for Udyr. You already have so much % health damage in your kit that getting more just feels like it's hyper overkill, but it does have situations where it can be good.
Death's Dance: This item generally thrives when going into teamfights before of the bleed effect that can get reset upon takedown, but AD Udyr generally doesn't like to teamfight, so you will only really take it when you know it is an absolute must to force teamfights.
Bloodletter's Curse: Extremely good item at shredding down tanks who stack a lot of magic resist. You can also take Liandry's Torment alongside it to have your % health shred be even better.
Manamune: Extremely high damage once completed, you blow people up disgustingly quick with it. It also fixes your mana issues early on because of Tear
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. Wukong is a matchup I will take this into for example.
Opportunity: This item and Youmuu's Ghostblade are usually interchangable when you take them, usually just one of them and not both in the same build. Can be taken for the speed 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 Opportunity are usually interchangable when you take them, usually just one of them and not both in the same build. It can give you some solid speed 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 Udyr can become cc immune with his awakened E , later on into the game it is not as optimal for AD Udyr to burn his awaken on anything but Q . 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 Movement Speed, if not Kaenic Rookern or Spirit Visage are generally better for overall tankiness.
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 Udyr. The slow actually feels quite good, especially if you play AD Udyr, the Sheen damage is good, and the armor and health all feel solid. It's a great all around item for fighting out AD lane bullies, where you get some more pack to your punch from the Sheen effect.
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 Spirit Visage to make mages deal no damage to you basically.
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.
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 Jax or Volibear is can be quite a good item to rush.
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 health. Generally it is bought more by AP Udyr.
Winter's Approach: Very solid item for Udyr. It fixes up your early game mana issues due to Tear ] 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 Yasuo, Caitlyn, Tryndamere etc.
Dead Man's Plate: Solid item for Movement Speed. The slow resist also feels quite good and helps out in a lot of situations.
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 magic resist this isn't really the item for that, it's more of a supportive option.
Hollow Radiance: Due to the fact that AP Udyr can hyper clear the wave, if the enemy champion is sitting in the minion wave when it happens, the detonation damage will be quite big. You can do this basically every single wave, making it a risk for the enemy to just sit next to their own wave
Sunfire Cape: Personally I find it weaker than Hollow Radiance by quite a bit, but it's not horrible. Can be run in some specific situations.
Heartsteel: Mostly used to just give you a massive health pool in the mid to late game. It's best you rush this item if you want to get it so you can stack up as quickly as possible.
Liandry's Torment: Usually the item you wil go on AP Udyr most often if you are looking to do damage. It has a very solid burn effect that has great synergy with your R 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 Udyr. The stats it gives are actually really good, especially the Movement Speed, it feels great and allows you to kite a lot more reliably and smoother.
Morellonomicon: The offensive heal reduction item for AP Udyr
Rabadon's Deathcap: Can be taken as a last item in a regular AP Udyr build to massively amp up the damage, or in a type of 1 shot Udyr build.
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 Liandry's Torment to get a double burn setup, but the drawback is the lack of health and you will feel it.
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 Verdant Barrier component for this for some specific matchups and you will most likely upgrade the item into its full version much later into the game.
Void Staff: Can be taken in a 1 shot focused AP build to anihilate both tanks and squishies.
Cryptbloom: Less damage than Void Staff, but it does give your team a very good AOE heal that can swing fights if it gets a good proc off.
Archangel's Staff: The weakest out of the 3 Tear items for Udyr to take, but it still has its uses, especially if you take some mana gain runes or other mana items
Rod of Ages: I would say this is a very underrated item for Udyr to take. The extra level once fully stacked feels really good to get, the stats are solid, and the mana and health regeneration effects are used really well by him.
Zhonya's Hourglass: This item can actually be taken into a regular AP Udyr build. The active on this item is very good and Udyr can use it really well. He can use the stasis duration to buy time until his passive 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 Movement Speed is also quite good as it allows you to space much easier into them.
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. These boots give you a much better reset time due to reducing your recall timer to 4 seconds, allowing you to play the lane out by constantly proxying instead of being perma poked and possibly losing a ton of health. Once they actually upgrade into Synchronized Souls they allow you to run around the map very quickly and perma pressure side lanes with your speed .
Tier 3 boot upgrades:
Swiftmarch: If you get these boots you will be insanely fast. They make you very hard to catch.
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 Synchronized Souls giving you even more speed out of combat, not much else to them.
The rune choices you have on Udyr are incredible with a lot of different playstyles depending on what you take. Experiment with them as much as you want and see what you like! Even some of the minor runes can change up the way you play, so don't be afraid to experiment with a bunch of different stuff and see what fits best for you.
KEYSTONE RUNES:
Conqueror: This is a very consistent rune for Udyr he can actually stack it quite well, especially with his R 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 Conqueror or Press the Attack when you just want to hyper short trade and slowly sustain up. The permanent health it also gives feels pretty good in the mid game.
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 Udyr. You can stun someone up, then instantly change to Q , 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 health in lane. The movement speed 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 Illaoi or Trundle, where they really want to hard extend trades, but you just short trade with your spells and then speed away to safety.
RUNE SLOTS:
Triumph: Very consistent rune.
Presence of Mind: Can be taken if you have mana issues in the early game.
Absorb Life: Can be taken if you want the extra sustain on lane.
Legend: Alacrity: Can be taken instead of Legend: Haste if you need more Attack Speed, but usually it's either Legend: Haste or Bloodline .
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 Udyr takes this and it is usually in combination with Ravenous Hydra to gain even more healing from the active.
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 lifesteal or items such as Kaenic Rookern, or generally just sitting on the healthier side. AP Udyr uses this much better than AD Udyr most of the time.
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 Ability Haste goes to your passive 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 mana issues to ensure you don't need to buy an actual mana item.
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 Udyr if you want to hyper clear waves and do more damage. If you play very passive and use W 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 for lane sustain.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as Sett, Riven or Renekton.
Overgrowth: Works best in matchups where you can cheat out stacks from extra units, such as Heimerdinger turrets or Yorick ghouls .
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 Approach Velocity or Triple Tonic, but personally I don't like it as much.
Triple Tonic: I have an entire dedicated section to this rune, explaining why I think it is incredible on Udyr, so I love to take this.
Biscuit Delivery: Can be used if you want extra sustain, but you would miss out Triple Tonic, so only take it if you really need that sustain early on.
Approach Velocity: I almost always run this alongside Triple Tonic. You can always have the Movement Speed on a long as you put a single point in your R .
+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
Update Log
Season 15
Patch 25.S1.113th January 2025:
- added Bloodletter's Curse as a possible item to take as well as a new 2 core build called "Tank Shredder 2 core"
- added Axiom Arcanist as a possible rune to take
- changed Abyssal Mask to Bloodletter's Curse in the extreme debuff applier build
- 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
- Eyeball Collection has been removed, so the new rune Deep Ward has been placed in its place as a possible rune you can take
Season 14
Patch 14.237th December 2024:
- the publish date of the guide
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