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Udyr Build Guide by MetaSolaray

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[9.22] MetaSolaray's Rank One Udyr In-depth Jungle Guide

By MetaSolaray | Updated on November 12, 2019
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MetaSolaray's Featured Video
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Runes: Starter Friendly Udyr Runes

1 2 3
Precision
Press the Attack
Triumph
Legend: Tenacity
Coup de Grace

Sorcery
Celerity
Waterwalking
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #8 in
Jungle Role
Win 52%
Get More Stats

Ability Order Tiger Skill Set



Hello Apprentice
Welcome to the MetaSolaray in depth Jungle Udyr guide.

This guide is meant to be a full in-depth stop for beginner junglers looking to advance their knowledge.
Should you be a more seasoned jungler, or looking for a certain section I have broken up the lesson’s into chapters which allows you to quickly jump to the section you desire, and should you prefer a TL:DR, that is at the end of every lesson to sum up each part into three sentences or less! If there is anything that is missing please let me know, this guide is updated as often as possible if any changes greatly impact the information provided.


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How to Udyr

Udyr is a powerful early game champion whose greatest strength is his ease of use. Unlike champions such as Kha'Zix, Camille, Graves and so many more junglers, he’s as simple come as simple gets. With an entire kit of stat checking AA enhanced abilities, there are very few mechanical abilities to understand that you’ll need to do. Furthermore, Udyr has the rare ability to mold himself into the position his team needs, be it damage, tank, peel bot, or even a supportive enhancer for your fed carries. This champion’s flexbility of success, at even the highest tiers of plays means there is an Udyr playstyle out there for you!

However adatpive he is, Udyr struggles in the mid to late game, as a champion whose scaling ends after level 9 ability wise, your ability to carry is severely dampened. Often times a snowballing lead can turn into a devastating loss. With certain champions like Zilean and Teemo completely nulling your ability to carry or even tank, and he struggles against compositions that have peel to push him away.



PASSIVE
ABILITY
MONKEY'S AGILITY (Passive): Entering a stance grants Udyr bonus Attack Speed and Movement Speed for a short duration. This effect can stack multiple times.



Monkey's Agility is the most misused part of Udyr's kit, providing a lot of your unseen power, wave clear, safety, and gank power. Providing 5 MS and 10% per stack for five seconds, proper stance dancing is required to maximize the benefit - for this will mean the difference between victory or defeat, in the early game matchups. If you’re struggling to use this, please read Part 2 concerning stance dancing.




Q
TIGER STANCE (Q): Activation - Increases Attack Speed by 30/40/50/60/70% for 5 seconds.
Persistent Effect - Udyr's first attack and every third attack after will perform a Tiger Strike, dealing bonus 30/60/90/120/150 (+% Attack Damage) physical damage over 2 seconds. If a target is affected by Tiger Strike, a new application of Tiger Strike will deal the remaining damage instantly.



Tiger Stance is the most common ability used on jungle Udyr in the current meta. With the heaviest, up front single target burst, it is one of the most powerful abilities, due to the double tiger dot level 1 special (More on this later). This ability increases your AS, and every three hits afterwards. This dot damage is done in four parts, over two seconds, and often times at lower elos, causes people to Flash away and still die to your dot damage.




W
TURTLE STANCE (W): Activation: Gains a shield that absorbs 60/95/130/165/200 (+50% Ability Power) damage for 5 seconds.
Persistent Effect: Udyr's first attack and every third attack after heals him for (2.5% of his maximum health), increasing by 1% for every percent of Udyr's missing health.



Welcome to the part 1 stance that makes all of those “ Udyr JUST survived” videos. Turtle Stance provides a scaling shield per level, that provides a 2.5% max health heal for the first AA then every three after. While in the current meta this ability is maxed third in most builds, some opportunities offer the chance to max this second, and provide a bulky Udyr defense.




E
BEAR STANCE (E): Activation: Increases Movement Speed by 15/20/25/30/35% and ignores unit collision for 2/2.25/2.5/2.75/3 seconds.
Persistent Effect: Basic attacks stun the target for 1 second. This effect cannot occur on the same target again for 5 seconds.



Bear Stance is the bread and butter of escape and mobility for Udyr, providing a huge boost in your map mobility for the rest of your kit. While it’s tiny dash is not enough for Sudden Impact to activate, it’s more than enough to secure kills and get stuns on targets who Flash away. Putting this ability into your rotations is vital for your success.




R
PHOENIX STANCE (R): Activation - Udyr unleashes pulsing waves of fire, dealing damage to nearby enemies.
Persistent Effect - Udyr's first attack and every third attack after engulfs enemies in front of him with flames.



Sadly the last is the least, Phoenix Stance struggles in the current meta due to not having any strong early game and, sub par scuttle control. This stance provides Udyr powerful, ability power, based wave clear and strong base damage that is AoE. With MR unscaling on range targets, it is a great fit into most team comps for those who underestimate it’s potential.



Udyr has very few mechanics that separate beginner Udyr’s from more experienced Udyr’s. Yet even in these few mechanics, I’ve seen gold elo Udyr’s fail at these basics, and by getting a head start on the mechanics, you can begin to make them habit, and shoot through the ranks, past those who choose to not learn them.

Stance Dancing: Stance dancing is the phrase used to describe swapping between stances within the five second Monkey's Agility timer. At 0% CDR, Udyr’s abilities have a 6 second cooldown and a two second global cooldown, after each activation. Optimal stance dancing uses abilities such as Tiger Stance or Turtle Stance to get a stack, using Bear Stance to close the gap, then using Tiger Stance once more, to begin trading with full stacks.

Here is a demonstration of poor stance dancing, misusing the global cooldowns, losing stacks and showing the dps lost on a single target camp, and then the same camp, but with proper stance dancing.


A good way to practice stance dancing is in the practice tool. This will help you learn to rotate your abilities in the jungle, and a great way to make it muscle memory.
The rule of thumb to follow is
4 AA's in Tiger Stance
Phoenix Stance
Turtle Stance
2 AA's in Bear Stance

These are the max AA’s you can generally afford, before having to transition into another ability, to optimize your passive but minimize your spell casting. For ganks you want to prep a Tiger Stance or Phoenix Stance far away from the gank, pressing W as soon as possible for the second stack of passive, then E when you’re looking to gap close towards your target.


Double Dot: Double dotting is the term generally used for Tiger Stance, but the same concepts work on Phoenix Stance in a much weaker way. Double dotting is the act of activating Tiger Stance and sitting on the first auto attack till the CD is complete. You then perform an AA, reactivate Q and then auto attack them again. This will automatically apply the full damage of the first tiger dot damage, then begin the second one. At level one, this is 200 damage from abilities alone that can be dealt through two auto attacks.

The same can be done during duels at anytime, as long as you’re sitting on a tiger reactivation and are already in Tiger Stance. Mastering double dotting will aid you in early duels, early camp clears and so much more.


Orb Walking: Orb walking is moving between the cooldown of each auto attack, often used to keep tempo with enemy champions. When used properly, this mechanic will allow you to stay on top of enemy champions for great success, and prevent yourself from losing countless free kills. The sheer importance of this mechanical skill makes it more valued in mastering then any other mechanical gameplay an Udyr needs to learn.

Here is a demonstration of the difference between orb walking and simply clicking to auto attack and doing nothing else.


Bear Buffering: Bear Buffering is the ability to queue in a bear auto attack, so that it goes off once a target is in range. Sometimes this can result in powerful turn arounds, such as Malzahar ult and Warwick ult cancellations. By queuing the action to go off on your desired target as long as they enter the range of the mini dash for Bear Stance, it’ll perform the action. Proper usage can even result in the above cancellations, preventing Yasuo’s from dashing through you and so much more.



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Runes

Runes are one of the most diverse factors that seperate Udyr’s, even at the highest elo. From the crazed speeds of Phase Rush, to the off-meta beat of Dark Harvest - so many different runes have seen optimization by high elo players, and each serve different purposes. For the purpose of this guide, we’ll be going over the runes by Tier’s to differentiate the overall value a rune brings. This list will break down by the following values:
Ease of use
Adaptability to game change health
Flow with Udyr’s Kit
Use in multiple team comps.

Runes for almost any and all situations

Press the Attack

Press the Attack is the most consistent rune for both carrying Udyr and adaptive gameplay. Since the inception of Runes Reforged, this has been the bread and butter for the most aggressive Udyr main’s. This rune requires little personal engagement or changes of how Udyr functions as a base kit, simply amplifying the base damage of your build. Since the base damage is applied as burst, it functions to help your burst game, but the increase's % damage, not only from your own kit, but also allies, leaving it a highly diverse rune should you be forced into more tanky builds.

The strengths of this rune is in it’s early game adaptability, allowing you to come out on top in most level 2 duels with enemy junglers. During ganks, your lead with Bear Stance into Tiger Stance dot, and another AA, which amps both allies damage to secure kills, that other keystones will fail to achieve. Furthermore, unlike every other damage based keystone, this keystone has a fail-safe to fall back on. The damage amp allows you to go full tank, and amplify your teammates potential DPS against squishier targets, and their bulky frontline.


The weaknesses of Press the Attack is the setup - while generalized - lacks the ability to dip too far in either end. It lacks the carrying potential of Conqueror, and the safety of Aftershock. Furthermore, the rune does require you to get three required AA’s on enemy champions, only allowing no prep work, or the ability to quickly get off the proc of the keystone in brawls.

Aftershock

One of the newcomers to this season is the Aftershock Udyr build. This rune provides Udyr with a large burst of resistances and AoE burst damage, that scales with your health and resistance purchases. Unlike every other rune in the current meta, this one provides unmatched survivability, with the access to dip into either offensive builds with Warrior Enchants, or to transition into full bulky builds with Cinderhulk setups.

Strength wise, Aftershock is very forgiving on the user in regards to mistakes made during play. With the burst of resistances, you are more likely to survive 2v2 situations, and can even pull off tower dives that are simply impossible without Aftershock as your keystone. The burst of damage also provides a surprise amount of burst, scaling with your AD damage, as well as your health purchases. This rune also scales the best out of any other keystone on Udyr, allowing you to waddle into the middle of late game team comps, and come out surviving. Another surprise strength, is that many of the builds that work on Press the Attack also can shift to Aftershock with amazing success.


Weaknesses come from the inherent lack of carry potential with this rune. Lacking direct damage conversion, it’s carry potential is not dying on your own turn, and preventing you from handing over bounty gold to the enemy team. The second weakness is, unlike many of the other keystones, even accidental activation's of Aftershock will cause you to be without a primary keystone for an extended trade, and not paying heed to this cooldown can turn a bad situation into a worse one, due to the expectation of Aftershock. Enemies can potentially bait you into activating Aftershock, disengaging and then re-engaging once it drops.


Conqueror

Conqueror will take the lead in jungle carry potential. This rune provides raw AD that Udyr’s tiger dot leaves in spades, along with a boon to the healing sustain and true damage conversion. This rune allows you to split push just as effectively, but still maintain a viable position of strength in the early game duels against enemy junglers. While it may lose out against keystones such as Hail of Blades for early game pressure, this rune has little lag time and the ability to swap between targets and keep the up-time of the five required stacks leaves Udyr an early brawl monster.

These strengths allow you to force gank pressure, granting stacks right from the first E to empower your Q from the start of the fight. Once your Conqueror is fully stacked, every single tiger dot will be a death sentence of true damage and high AD scaling. In team fights, as long as your build is sufficiently bulky, such as Trinity Force and Sterak's Gage, you can pressure the front line to back off, with no fear without needing to invest into penetration items such as Black Cleaver or Last Whisper to maintain threat. Press the Attack will fail to carry as hard as Conqueror will allow you too. Furthermore, it’s user friendly state means you do not have to think ahead of when to play for this keystone, just dominate as Udyr.


However, unlike Press the Attack, should you be unable to carry, you will find out that the worth of this keystone is lost. Without damage to be amped into the true damage conversion, it is solely dependent on your gold income to pressure the enemy forces. Falling behind with this keystone effectively means you are without one, and full tanking builds are unable to draw any success with this keystone. As it does require five stacks it does take some time to activate in the middle of brawls, making you more susceptible to burst runes such as Hail of Blades, Press the Attack, Dark Harvest and Electrocute.

One of the newest builds being developed is the Medyr build, a bruiser style build that uses Conqueror, and this rune set to great success. More information can be found on my YouTube

Strong in certain match ups, not always viable

Phase Rush
Best Case: Enemy team has many slows, scales harder than your team

Phase Rush was once the king of early game aggression, even over Press the Attack, however with the change to Celerity, this build has fallen from Tier S to Tier A for situational uses. This rune provides a lot of utility in ignoring enemy slows, and for champions like Ashe, Orianna and Nidalee whose only tool early are slows, this rune will prevent them from escaping, and securing the kill. This rune is best to win the game as quickly as possible, and needs too.


It’s strength is making Udyr’s weakness of being kited, nearly useless. Once you’re on an enemy champion, you will have the mobility and slow resistance to ensure they don’t get away. From there your base stats will simply overpower them and secure you kills.

However this rune needs tow in by twenty five minutes, the later the game goes the worst it’s output goes. As team fights start, you’ll soon realize your keystone effectively doesn’t exist, and due to the changes to Celerity, this build lacks natural damage to carry with. Only use this rune set when you’re aiming to end ASAP. Even then Press the Attack is generally a safer pickup.

Hail of Blades
Best Case: Enemy team scales harder than your team

Similar to Phase Rush, this rune is all in for the early game dueling potential of Udyr. With this keystone, you outmatch nearly all champions in a level 2 duel, this is one of the few keystones with a powerful spike at level 1, making early cheeses even easier. However, as Udyr’s kit generally results in a bear stun then tiger AA’s, you will have a large drop in attack speed that can result in missed auto attacks after Hail of Blades falls off.

With Hail of Blades set ups, you will be matched with next to none in terms of early game potential. Pressure the enemy jungler as soon as possible, and look for invades that can set you and your team ahead. Remember to prioritize cheaper items such as lethality to use this pressure.


Once the mid game starts up, around level 7 and past, you’re going to notice a sharp decline in the use of this rune and your dueling potential. This rune doesn't scale at all, and requires you to snowball an early lead to close out the game. Close out games as soon as possible.

Predator
Best Case: Early game shutdown, needing to win the game with gank pressure

If you’re dead set on being a discount Hecarim, then this is the rune for you. This rune empowers Udyr’s early ganks, and often prefers a three camp clear to secure your boots as soon as possible. While you give up dueling potential with the enemy jungler, your gank potential is far greater then any other keystone on Udyr. With proper usage of Predator you’ll be able to force ganks that are normally unviable - due to champion kits - with Predator activated. Be warned that each activation gives a notification to the enemy champions you’re coming. Secure kills to lower the next cooldown of Predator and win the game!

Strength wise, this rune knows no equal in forcing early game ganks. With the burst of damage from this advised rune set, you’re able to quickly drop enemy champions before they’re able to react. Each gank that works means the next Predator activation will be up quicker, giving you more snowball potential.


Weaknesses is similar to the rest of A-Tier runes, this rune falls off quickly. Unlike Hecarim, this rune doesn’t have any synergy with Udyr’s kit come the mid to late game. This build favors burst items or lethality to close the game out, otherwise you’ll struggle with this keystone less and less during the team fight phase.

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So, you’ve downloaded an item set, you have your rune pages sorted, then the match found notification pops up, you accept it and everything is thrown out the window!
For a jungler, your planning phase begins the moment champion ban phase has started.

Optimal Bans

Fiora's kit counters every function of your kit, and your only gank chance is between her Q and W cooldown, and if she doesn’t proc a vital to disengage. She simply wrecks Udyr if she gets a lead. While this match up is generally skill based, and you have many chances to crush him in lower elo's, his ease of Counter Strike makes this match up unfavorable.



Depends on your teams focus on denying marks,
if she gets ahead, it’s a rough match for Udyr.


If you’re comfortable with, or if the champions are banned out you don’t want to face, feel free to ask your teammates if they have any unfavorable matchups.

For me, I often either ban Fiora, or if she’s ban, banned for the team. From there you need to analyze the team compositions and figure out the following strengths -

Lane Gankability
How easy is a lane to gank for you to secure summoners and kills?
How easy it is for the enemy jungler?

For example, camping for a Garen vs a Fiora will be a bad investment of your time, even if the matchup favors Fiora, who is counter to you.
While ganking for a Zilean against a Yasuo will be highly viable in snowballing a lead.

Team Compositions

Understanding your role for your team and which Udyr is the most needed. Going full DPS Udyr when you have a top lane Fiora, mid Yasuo, and Vayne ADC is subpar, and setting up your team to fail, should the teamfight phase come, and no one is hyper fed. When a team needs a bruiser, a disruptor, or a carry Udyr will help you understand when you need to adapt accordingly.

Jungle Match Ups

The main thing to look for is the matchup of the jungler to yourself, consider what you will need to manage that champion and especially what will help you succeed the most against them. However, don’t let this be the sole factor, as enemy lane comps can cause you to choose different in the rune set up phase. Against a Xin Zhao matchup I often prefer Aftershock, but if the enemy locks in Vayne ADC, the need to close out the game quickly becomes far more optimal. This will help set your game plan and avoid auto piloting from the beginning of the game.


A common mistake low elo players make, is going on full auto pilot the moment the game has started. Without a clear path to victory or plan from the beginning of the pre-game lobby, you’ve set yourself up for failure and have no idea how to accomplish your goals.

The first thing to always consider is which champions are the most likely to carry against the enemy team comp, for example -
You have a Zed mid, Yasuo top, and Ezreal Brand bot lane, camping bot is a great way to ensure that while the enemy stacks armor for your carries, Brand will be able to dish out and bring a lot of the hurt.
Have a Vayne bot against enemy team full of tanks? Camp them!
Top lane Jax against an enemy team full of AA champions? Camp for him.

Once you’ve recongize your potential win conditions, analyze the enemies and plan to put them behind accordingly.

By learning to read situations, you’ll enter your games far more knowledgeable and focused. However, remember this pre-game plan is like chess, and the enemies are not going to remain static. Be willing to adapt your game plan accordingly to the game flow.

Is bot lane hard inting, but Yasuo is 5/0 and snowballing hard top? Then you’ll want to shift your resources to maintaining this lead before the enemies does.

Udyr is a simple champion with mechanics, orbwalking and stance dancing are the most vital to master as soon as possible, to get the most out of his kit.

Aftershock with Precision and Press the Attack with Sorcery or Domination are currently the most optimal runes to run on Udyr. While Precision can carry harder with damage, Aftershock allows more riskier plays without the threat of death. Take Aftershock into tankier comps & burst comps, with Press the Attack into squishy comps or comps that have late game monsters such as Fiora, Vayne, or Master Yi.

The best items on Udyr are Blue Smite with Warrior or Cinderhulk, then into Trinity Force or Sterak's Gage. Trinity Force is the single best damage item on Udyr, allowing you to carry. However Sterak's Gage is currently one of the best item purchases alone for Udyr, making you an unkillable monster in team fight scenarios. Aftershock prefers Sterak's Gage while Press the Attack prefers Trinity Force.

Be willing to adapt your builds according to your game flow, when falling behind, support your team’s win condition.

Start planning from the Pre-game lobby, banning champions who either counter Udyr or for your allies if they ask. Focus on win conditions and enter the game with a plan of how to succeed. Be willing to change this plan depending on the game flow.
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Hunter's Machete or Talisman?










Often times, this is one of the biggest debates for which item to clear with Udyr, with his massive mana costs, running out of mana is a big problem for Udyr, forcing early backs often pushes people to the hunter’s talisman. On the other side, the machete lost the attack speed that it came with before, and naturally, does great damage for single target champions.

Hunter’s Machete is the strongest opener on Tiger Udyr, providing life steal that maintains sustain, along with a strong 35 magic damage on hit, that perfectly compliments the AS (attack speed) provided by stat shards, Tiger Stance and Monkey's Agility respectfully. As long as you secure blue buff and a scuttle, you will not find yourself hurting for mana. Faster clears equal healthier clears, and due to the lifesteal, you’ll get much more out of AD when clearing camps to heal with.

Hunter’s Talisman is the weakest of the two opening starts for Tiger Udyr, giving you a slower clear, less healthy clear, and lastly, putting you in a subpar position in tempo for the early game. Talisman should be avoided for early game Udyr, as it’s only key strength over machete is the mana regen for Tiger Udyr, however as you’re going to likely path for a blue buff, and scuttle gives a massive amount of mana on kill, this is an unneeded start. Talisman’s only upside compared to Machete is when you are avoiding an upgrade to the Smite. With talisman giving mana regen, this allows you to stay on the map longer if you do not take blue buff.

However should you be going Phoenix, then the reverse is true. Phoenix Stance has a powerful AoE clear that takes advantage of the dot damage and heal from Talisman, and the increased mana regen allows you to spam the AoE field of Phoenix Stance more freely.


Potion's and Wards










When selecting your secondary items, the three most common starts among junglers are -

3 health potions
refillable potion
rejuvenation bead and one health potion, with a control ward.

Three health potions, while giving you strong and ample amounts of health on your first back, does set you behind on any of the alternative setups.
The refillable has a sell back of 60 gold which can boost you to a critical buy, and gives you even more health every single back with additional stacks. The rejuvenation bead on Udyr sacrifices your early game potential for the possibility of getting a Tiamat on the first back.
Lastly the health pot and control ward is better for hyper passive players or champions like Warwick who have great kit sustain. Neither of this fits Udyr’s best use play.

For this, you’ll want to always go refillable potion as your last 150 gold spending. Even if you’re planning to rush Tiamat, the amount of risk you take with not dipping enough into health resources can turn a play you would have won, into a play you die in. Don’t greed, and take the refillable route while learning Udyr.


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Vision control is one of the most important jobs for a successful jungler, and it starts before minions have spawned. With the current meta still favoring scuttle crab secures, even after the timing changes, the information provided by a good early ward cannot be denied. Optimally you’ll want to secure a ward in both river bushes between 1:10-1:20. This will spot any enemy junglers going a level two cheese at mid lane, this can save your mid laners life, or even better, allow you to position for a counter gank and grant a turn around in your teams favor.

We’ll discuss optimal vision later, but an interesting tidbit I wanted to leave is that should you want to place a ward, and back. You can actually place any ward within range without cancelling your back; as long as your character does not need to move to get in range. I often do this to start a back around 0:52-0:55 to set my first ward down, and back to grab an early sweeper.

Below are some spots of where you can select to have your first ward, and where you should advise teammates to put their own. Green spots are your Warding Totems and red spots are your Control Wards.

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Level One Invades

Some team comps are better geared for early aggression from level 1 and will often be tempted to start a five man dive. Often times, this is dependent on the support selection but other champions are just as viable on early invades. Should you see these champions on the enemy team, you’ll want to prepare accordingly to counter their dive into the enemy team. Taric, Leona, Blitzcrank, Nautilus and Lux are some examples of champions who have a strong level 1 CC and will look to make strong picks off it. The more champions who start level 1 with cc on the enemy team, like Jax, will make it more tempting and a better possible payoff for these enemy compositions.

When you see these team compositions, your best bet is to plan if your team composition should fight or flight. The flight option will take the action of the previous part, optimal vision control to avoid giving the enemy a chance to slip in the cracks and catching someone unaware. You want to do this when your team comp’s level one is far weaker such as Vayne, Zed, Renekton. Champions who need more levels to access the full power of their kit will often be better off avoiding engages.

However, should your team composition have a fighting chance, and even sometimes your coordination is enough, you can choose to counter a spotted invade by bush camping. Bush camping is forcing all five champions into the fog of war provided by a bush, and allowing the enemy team to face check into you. As Udyr this puts you in a great position of strength to double dot the first enemy you can, and put the enemy team into a panic. Champion picks that are strong counter invaders are Taric, Jax, Lux and the king of counterinvades, Sion. If these champions are on your team, consider stacking into a bush and turning those invades around. Be careful however for champs like Nautilus, Thresh and Blitzcrank who can throw skills blindly into said bushes and pull someone out of the early fight.





Counter Invading

When counter invading, your job as Udyr is to take an early point in Tiger Stance as you always should, and use it in the fountain for your first dot. Once the fight has engaged, you’ll want to target anyone closest to you to unleash a double tiger dot (I’ll go more in depth of Udyr Micro play combos in another section). The best way to maintain order in the chaos of a level 1 fight is to ping the target you are focusing. This can have the reward of helping your team focus one person down instead of a free-for-all, allowing your team to save summoners and secure kills. Communication is key to turning these situations around, regardless of how they start!


If the same champions who threaten invades are on your team, they can also provide a strong factor to lead an invade. If you want to pressure an early enemy team composition, you’ll want to open with pings to communicate your intent as soon as the game starts. This helps players both; know the game has started, and try to coordinate strangers into a functional team for the potential invade.

Another thing to consider is the same champions on the enemy team that would counter any invades, if they were on your own. Face checking into a enemy Taric or Sion can turn into disaster, and should be avoided at all costs regardless of your own team comp. Taking risks with potential blow back is how games are lost, and getting firstblooded can set your teams morale to negative from the get go. However, if the enemy team is weaker than your own level one, this can snowball a lead in your favor instead.

When leading the invade, the champion with the CC should be up front, you - as Udyr - should be on his flank, due to the nature of your double tiger dot kit being melee range only. Once the fight has begun, you’ll want to focus and ping a target to corral your team into a coordinated focus fire. This helps if you communicate to your team these intentions ,and secure the first blood. Avoid greeding for firstblood however, if an ally can secure it with Ignite or another early spell, saving your
Flash and avoiding blowing too many will help you maintain a lead even if you do not get a kill.
Enemy Xerath blew his Flash? Save your Flash and proceed to gank his lane ASAP - to secure the firstblood just a moment later. Remember, summoners are just as valued, as long as you do not blow an equal amount trying to get a kill you do not get.

Now, if your team was able to secure a lead and gain a firstblood, you need to learn how to press the advantage accordingly. If you have saved your Flash, try to remember which summoners were used by the enemy - or ping them in chat - especially immobile champions and their Flash's. This gives you point of champions you can proceed to pressure and gank, allowing you to tilt them further into negative morale and snowball a lead to victory. If you were the one to get firstblood, you can back and get either Hunter's Talisman, Long Sword, or Boots. I personally advise Talisman if you won’t be aggressive till your first back, or long sword if you plan to duel soon.

As for the enemy jungler, should he have blown Flash and is weak to your early game pressure, (Think Amumu, Rammus, Nunu & Willump) then proceed to try to camp and invade on his second buff. Depending on the length and time of the invade, you can meet him at his second camp and proceed to push him further behind.. For laners who blew summoners to secure the kill, but did not blow their lane opponent's summoners, such as a Riven burning Flash and Ignite to kill a Soraka, but Darius who wasn’t there, blew nothing, you’ll want to visit their lane to re-balance the scales accordingly. Summoner advantage can negate even an early cheese kill, even if they got first blood if they had no ample time to back. Any time after 1:00 that results in a kill is often times not viable to do a back for items unless you are so low that you need to back anyway.


Hunter's Machete with Refillable Potion is the most optimal start for tiger udyr.
Phoenix Stance wants Hunter's Talisman.

If going Tiamat choosing to go hunter's *item* + rejuvenation bead can help
secure it on your first back. Very risky play.

Use wards to cover jungle entrances and river bush to track enemy jungler movements
and prevent level 2 cheese mid.

For counter invades, consider team comps, stack in bush and engage on the first enemy to face check.
Front to back fighting and abuse double tiger dot damage.

For invading, avoid invading Sion and Taric, and look to go in as an organized team to pick off
an inattentive enemy.
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Pathing leads to CS, CS leads to gold,
Gold leads to items, Items lead to kills, Kills lead to objectives,
Objectives lead to victory, Victory will get me LP

The very first decision for a Jungler is to identify which of the routes you wish to begin your jungle pathing and setting the tempo of the game. We will be assuming that either an invade was unsuccessful, and your team has avoided any outlier situations, for a standard start to your average game. But why should you care about optimizing your clear path?
Efficient jungle paths reduce time wasted running between camps.
They increase future gold gain and xp gain with an easy to follow pathing.
They reduce idle time, and lag time where you are focusing on unnecessary sections of the game you can pat down to muscle memory.
Set up a game plan, allowing you to focus on outplay instead of farming.

However, which jungle starts are the most common? Which should you learn, and when should you implement them? Some of the most common starts that are shared among junglers are as followed:

Red Buff > Krugs > Raptors > Wolves > Blue Buff > Scuttle or Gromp
Red Buff > Raptors > Krugs > Invade/Gank > Reset > Gromp or Scuttle > Blue Buff or Scuttle > Raptors > Krugs

GANKING NOTE


Each clear has it’s own strengths and weaknesses compared to the other, each game is different and you may consider changing up a clear path to match the tempo of the game. However, some players prefer a style of start and playstyle, and finding the one that maximizes that potential is also a valid start.

Any clear that prefers a red start should have a point of focus, and is universal among all three clears. Red starts are indications of aggressive starts, and should be used accordingly. As Red Buff provide a slow and dot damage, you need to favor plays that either place you into the enemy jungle, looking for potential brawls and exchanges, or into gank routes that abuse weak enemy jungler starts. You’ll want to look accordingly for gank opportunities and lane matchups.

In the current meta, most enemy champions start on the Red buff, but for those who choose to start Blue buff, you have a lot of pressure to engage and win the duel. Very few champions are able to win in a straight up fight with Blue vs Red, as the extra damage is enough to tilt the favor into your own. Take advantage of this and secure both scuttles away from them if possible, should they engage with you and lose out on health, use their back time to place vision into their jungle and find more chances to secure a lead. The same applies if they are Red starters who are trying to contest the same scuttle as you are.

A glaring weakness on all of these Red jungle routes is the lack of mana regen without scuttle. If you have improper vision early, losing your Blue buff will force an early retreat back for mana, and the scuttle securing is vital to regaining your lost mana.
This lost tempo can mean a loss in your ability to influence the early game. To accommodate for these weaknesses, make sure you have proper vision around your Blue side to see any potential invades. If possible, catch the enemy jungler in your jungle with your team for free double buffs, if this is impossible due to lane priority then you’ll want to vertical jungle.

vertical jungling


Once the red buff has expired, look to start clearing your jungle with blue buff, with your most optimal back being at 950 gold. More on powerspikes and item builds later in the guide.

However, for me personally I run the Blue > Gromp > Wolves > Red if I need to gank/countergank, Raptors
If I do not need to gank/countergank > Red > Krugs > Scuttle. Start on your personal preference.

With this clear path, you have a high amount of efficiency in health and mana, often times not even needing to use a single charge of your Refillable Potion to red. Secondly as you’ve secured your blue buff, you’re less likely to run out of mana until your first back, with Talisman opening you up to aggressive plays with a fully charged red buff at level 3 or 4. This opener is much safer on the learning curve, not only allowing you time to practice stance dancing every game, but also force you to be more attentive to the state of the game as you head towards your red side jungle. Even if you lose your red, your focus on clearing single target camps over the AoE of Krugs keeps you effectively in the same XP and CS state as some other champions.
Lastly, as this clear is so uncommon to see, many low elo junglers may not even notice you did this start, allowing you to catch them unaware.

The risk involved however, are the builds weakness to level two cheese, both in being in position for them and answering them. Without Red buff, should the enemy attempt an early cheese gank, you will have less damage and slow to add in contrast, potentially losing the first blood and even giving out your own death. While Scuttle contests are much rarer now, they are just as vulnerable as ever, especially against manaless junglers like Lee Sin, who have no qualms about needing Blue buff to out-duel you. Using Udyr’s natural strengths can still win the battle, but proper micro play is key. If you avoid aggression till you obtain your red you can possibly meet, and even outlevel the competition.

In review, the best clear paths are the ones that avoid miminal backtracking. Often times the worst thing you can be doing is nothing at all. Test out the provided clear paths, and take an honest review of your play-style accordingly. Aggressive players should favor Red buff starts and starting the snowball early. More passive players can route the Blue buff start and begin the train with proper map control.
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Whenever you’re looking for an invade, you need to consider the same things that deal with contesting Scuttles. These requirements are universal for all times of the game, and will be a general guide with notes focusing on each section of the game.
Lane priority and Lane answering: Which laner can come without losing a lot of xp and cs in their lane?

Levels & powerspikes: Who is at what level, with what buffs and are they at a powerspike?

Item builds & Runes: Who has what items, runes and how do they interact with each other?

Vision: Both vision that is denied and vision that each team has.


When invading, the most optimal route for Udyr is to avoid being seen, depending on which river bushes are warded, you can invade through these routes on both sides of the river.


When invading, you are looking to deny the enemy resources of XP and Gold, taking buffs if optimal, and leaving camps with one mob left if you cannot return in the future. This will reduce their ability to stay in the game, and by contrast, weaken their future ganks. Furthermore, should you catch them out and kill them in the jungle, you’ll set the enemy into a tilt spree and can push them even further behind.

Level 2 invades are very risky for Udyr to perform, but are also the most rewarding.

⋆ EXAMPLE - You are vs an Amumu jungle, and both junglers started Red. By following the previous lesson, you have proper vision set for the Scuttle, and notice that Amumu has not pathed for the opposite Scuttle yet.
This allows you to pressure his blue buff by pathing not directly at it, but by hugging the corner to remain in the fog of war as long as possible. Amumu’s ability levelling is W > E > Q, leaving him unable to escape your level 2 duel. Since you both have Red buff, even if he flashes, he dies to your invade. Now, you not only denied him his own Red buff by proxy and refreshed your own, but you can also steal his blue buff and possibly all of his top side farm, if his laners do not rotate. From here you rotate to your blue side and try to deny him the next Scuttle.

Early game champions like Pantheon top, Lissandra mid, Lucian and Zyra bot are great early game brawlers, and will often have lane priority. This will allow you to pressure safely, and these are the allies you should consider pressuring weak junglers like Amumu, Sejuani, Rammus and Karthus, with.

However, should you have scaling laners like Garen vs Riven, Veigar vs Lissandra you may want to ensure you have not walked over vision. If these laners respond first, you will be CC’d locked and then promptly killed. Udyr without a blue buff and lost tempo is a quick way to lose the game.
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We’ve all been there, an invade that went horribly wrong, a laner getting caught out by the enemy Blitzcrank, stepping into a happy bush of five enemy champions with our face, or most fun of all, laners not rotating even with priority for a Scuttle brawl that ends up with your death. Playing from behind is a vital skill to understand as Udyr to salvage lost games, and especially on a flexible pick, as Udyr, advantages are in your favor that no other champion has.

When playing from behind, the first step is to take a step back and breath. Often times especially if you feel like it is your laners fault, you will be more focused on blaming then playing. Instead focus on the main tools that give you a possibility to regain strength and even recover.
Enemies with leads tend to get cocky, overplay their hands and are open to being punished.
CS and XP, especially in the jungle, have catch up xp! Power farm and wait for opportunities.
Laners can set up great ganks for you, even if behind, help your strongest ally to victory.
Objectives, not kills win games. Secure those dragons and tower platings!

Often times, even in the highest elo, players will perform risky tower dives and forced ganks to push their early snowball lead in an attempt to maintain it. As Udyr, you still have immense base damage and defenses that can allow you to counter these plays with optimal play.
To do this analyze the enemy lanes CC and damage with your own, a
Lissandra laning against a Yasuo is a great lane to pressure for her lead and enough CC and damage to aid you in killing off Yasuo. With a gank or two under your belt, you’ll have regained your lost lead and helped a strong ally regain strength. On the opposite hand if your Garen top is feeding the enemy Riven, this is a lane you must avoid. Two weak champions vs a champion who snowballs will end up sending you both to the fountain.

Mute any allies who start flaming from the get go, preserve your mental! Some people are in league to make life worse for everyone else. Do not engage them in a verbal banter, you do not have to like your teammates, only win with them.

If there are no lanes you can gank, this is perfectly fine as you can focus on power farming. Try to prioritize Krugs as this camp has a large amount of XP and CS that you can use to regain momentum. If you are cleared with your jungle camps, grab an Oracle Lens and Control Wards to deny the enemy jungler momentum to gank your lanes and force objectives. Dragons are often unwarded near spawn, and Rift Herald is ignored.
Rift Herald is a powerful objective that can get two to three plates, and if performed on a lane that you just killed, you can even secure firstblood tower. This amount of free gold will snowball pressure instantly in your teams favor, and should be done both in games you’re behind, and games you are ahead.

If all else fails, take a moment and look at your team comp and especially your laner’s performance. Everyone has bad games and you are no exception. Sometimes, however, while you are having a bad game, a laner is having the game of their life. Here, you need to play to your team strengths.

You have a fed Vayne? Build tanky for her - Knight's Vow, Locket of the Iron Solari, if her support is a Janna. Playing for your carry is a great way to provide even from behind, and as Udyr can perform either as a carry with damage or as a peel tank, you need to learn how to do the same.


Blue buff starts are passive, red starts are aggressive. Ward the river bushes to watch where the jungler is pathing.

Scuttles are micro objectives and are highly vital, use them to secure vision and a lead over the enemy jungler. Do not take when your laners don’t have priority as this can get you collasped on.

Respect lane priority and vision when invading, wards help you spot out the enemy jungler to punish his pathing.

When behind, play to your team’s win condition and don’t be afraid to adjust your build accordingly. Punish misplays with objective gains!
Priorities Back to Top

Welcome to the beginning of the actual game for Udyr, once the first Scuttles are down and the dust from the first brawls have settled, you’re left with the biggest question "Now what?". With Udyr your main drive is to set the tempo in this phase of the game. Often times, you want to take a moment to analyze the overall tempo of the game at this stage. Depending on the first three minutes of the game, you’ll begin to get a good understanding of the following:
Lane CS: Which laners are strong against their matchup, which are falling behind.

Where wards were planted and expiring, gank opportunities will be more apparent as lanes are pushing at this point.

First Bloods usually occur by this point, setting morale.

You’ll want to keep your eyes open for any gank opportunies at this point. Any laners pushed up, especially those most vulnerable to ganks, are a great chance to set lane tempo and XP leads for your laners. As many laners ward at 1:20 for their jungler, this ward expires by the 3 minute mark allowing you to roam without much interference. The priority for Udyr is Ganks > Vision > Farm. Your farm will almost always be there after a gank, so focus on dropping enemy summoners.

Good Gank paths are a great way to cut off enemies, especially immobile champions like Lux. Using the Fog of War properly allows you to avoid being spotted by minions and wayward wondering champions. Here’s some pathways for you to gank, that miminmize exposure from the fog of war, and optimize your pathing to the enemy.


There are two optimal first backs for Udyr, as follows -

⋆ Standard Optimal Back - 950 Gold.
This buy will get you your Smite upgrade and your boots. This is what you should be aiming for in most of your matchups. As Blue smite increases your gank power and boots allows you more map mobility, this can extend an early lead and pressure even more so. This start is standard throughout all runes.

⋆ Tiamat Optimal Back - 1325 Gold.
Tiamat is optimized when picked up from seven minutes or earlier, this provides a huge boost in base AD stats and AoE range that can allow Udyr to make sneaky assist picks, or kill secures with the splash damage. This item is NOT meant for power farming, but to increase clear efficiency, and to make you a better duelist. The amount of burst you get from a Tiamat on first back makes you an extremely scary duelist regardless of your rune set.


Priority List


Once you’ve done your first back, this is the part of the game most lower elo players begin the auto pilot process. If there is anything from this guide you should take heed it is this!
Every time you return to the fountain take a moment to analyze the game state and ask yourself what the game plan is from there.
These are the following questions I’ll ask myself and the order you should proceed in playing for them -

⋆ Secure Dragons / Rift Herald (High Priority)

As Udyr one of your biggest concerns should be objective control, you are one of the best solo objective champions in the game. Normally, this revolves around the early dragons and securing it from the map. Taking dragons has a two fold impact, it removes an objective for your team to lose due to misplaying, and secures an advantage for your team’s momentum. However, some dragon’s carry inherent risk than another and should be noted when attempting to secure them for your team.

#1 Infernal Drake

#2 Mountain Drake

#3 Ocean Drake

#4 Cloud Drake

Rift Herald is a high priority on spawn, best used between it’s spawn point and 13:50. Rift Herald should be used in lanes after a kill to pressure the enemy to rotate. If a lane is snowballing, this is a great way to snowball not only an additional kill with a dive, but also threatens the entire lane. Proper Rift Herald usage has resulted in three towers falling in rapid succession, and if you had secured a Mountain Drake, this can only go faster. Rift Herald is an often highly ignored objective in lower elos to begin your snowball, so keep it in mind and take it away from the enemy.


⋆ Gank Opportunities (Medium Priority)

You’ll want to do this on every back, analyze each of the lanes and see which lanes are pushing and the CS of both laners. Laners who are trading evenly in CS, but are neutral in kills, may require your assistance to tip the scales in your favor. Champions who are top and buy Tiamat for example, will always push towards your side of the map, if they’re someone like Irelia who has poor escapes without minions, you can begin to rotate with proper farm efficiency or even skipping farm directly to assist. Often times, people choose to farm or finish a clear before going to aid their team in a fight they can turn. Farm will be there when you return, so consider the macro decision of aiding your team and preventing the enemy team from gaining an advantage.

The second part of looking for ganks is also finding your win conditions and applying it. If a Draven is 2/0 forcing objectives on his side of the map, then promptly pushing towers down with him will allow him to rotate to another side of the map. Win conditions are the best chance of your comps success, and this should be factored against the enemies win condition as well. You’ll want to avoid ganking lanes that are losing, especially if you’re not in a position of strength. The reason you want to avoid this is due to the fact that if the gank is countered, you can end up dead along with your ally, resulting in a more powerful snowball for the enemies. Play to your strengths, not your weaknesses.


⋆ Vision & Jungle Control (Medium Priority)

Your job as a jungler is to secure optimal vision and track the enemy jungler. Should you spot them, let your team know with pings. If you spot the enemy jungler in the bot side jungle ,then your top side knows they can play aggressively without being punished. Spot them going top? Then see if you can force secure the dragon. Optimal vision should be two parts, one is a Control Ward in a common path of the jungler that is outside of their usual auto path. You’ll often want to ward in the following locations:

These wards will spot the enemy jungler, allowing you to make great macro decisions. If you see an enemy jungler pathing one route, you can preemptively decide if you want to counter his gank path or force on the other side of the map.


⋆ Efficient Farm Pathing (Low Priority)

One of the biggest things, that while you shouldn’t be hyper focused on, this is something you need to ensure you have down to a T. A lot of people are very poor with their jungle pathing, and this results in a wayward path that is ineffective. Each non buff camp respawns after 2:30 of it’s original spawn’s death (For Krugs, only the large and medium Krug that first spawned need to die.) However if your clear is haphazard such as Raptors, Krugs, Gromp to Wolves, then your camps will respawn in this order, causing lots of wasted time moving between camps. When clearing paths, you should always try to make a linear clear when possible, and also noting when you want to leave a camp behind for later.

For example I will make a Raptor > Wolves > Gromp clear for a reset to go gank bot, secure the dragon, then clear Krugs and if enough time has lapsed, my next clear rotation is already back up.

Never in a game should you be asking yourself “What should I be doing next?”, as you’ll often have one of the above to do. By getting into habit of looking for objectives, then ganks, vision control you need to secure, and optimizing your farm you’ll come out into the macro game stronger than ever before.


You’ll want to ensure you back with an optimal spending of gold, try to aim for 950 at the least, with 1025 optimal for a Control Ward as well. Should you wish to go for Tiamat, you want to get it within the first seven minutes of the game.
Always back and look at your mini map, often times your first back begins your auto pilot. Prevent this by looking at what objectives are on the map, what lanes you can gank and set a tempo, setting up optimal vision and lastly, clearing your farm effectively.
Learn to read win conditions, and play to that situation. Team morale begins to set at this point, depending on first bloods.
Watch the enemy jungler via your vision, recognizing when you can pressure the objectives opposite of them or when you need to answer their gank and turn around a win condition for your team.
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Mid game DOMINATION!


Udyr is the basis of mechanical complexity, with a low skill ceiling in terms of champion output. To further push your lead, and win more games you’ll need to learn the team based macro shotcalling to become a better jungler. As a jungler, you have the largest control of the early game macro calls, as we’ve already gone over warding, we’ll now move towards using early game momentum to snowball leads.

Usually one to two dragons can be obtained during the laning phase, should you have been able to cheese a dragon on spawn, and the second one if you position into it along with your team. As mentioned before, the types of dragons will help you make a game plan for success.

Should you have obtained a Mountain Drake, the best macro calls will often result in objective pressure, should you have a team comp that can favor a spilt push, this will be optimal - especially if the spilt champions are great tower takers, such as Tryndamere, Jax, Fiora, and of course, Udyr yourself. Using Mountain Drakes can drop towers quickly, and if you’re able to use Rift Herald , you’ll be able to quickly pressure towers from the enemy. If possible you’ll want to direct your team in communication with words, to try to coax them into the plan by being clear and concise.

Often times in solo queue, the main throwing factor is lack of communication which we’ll get into shortly. When using Mountain Drakes, you’ll want to open up the bottom side of the map, this can lead to inhibitors being down at 20 minutes, which is the most optimal set up for taking Baron Nashor . As Mountain Drakes shred Baron Nashor down quickly, you can even force bad trades on the enemy by optimizing your vision control.
You’ll want to spilt up the map as follows -
This shows the Blue and Red team set ups


Blue side team macro is if you’ve itemized for spilt pushing with Tiamat and Trinity Force and you’re able to win a 1v1. If you’re behind or need to protect your adc, then allow your mid laner to absorb the solo xp in a side lane.

You’ll want to set up vision in the noted locations, this allows your team to possibly bait the enemy into a bad situational call. Firstly with Mountain Drake, you can finish the dragon in a short time, especially if you have high dps champions such as Kai'Sa or Cassiopeia on your team. The main goal here is to force one enemy in the bot lane to hold the tower, while your team five man’s around the objective. If you have a pick comp such as Thresh, you can use the noted locations of vision denial to snag a capture kill, should the enemy overextend. Mountain Drakes quicken the turnaround for objectives, and by using it properly you can snowball quickly.


From Behind

Some games you’re not going to be in control, lanes lost, a bad call led to you or even your entire team not having map pressure. Often times this leads to teammates to begin tilting, flaming and even potentially throwing on purpose to get out of the game. However every epic comeback tale comes down to great macro plays.

The first thing is tilt, you need to realize if you’re auto piloting, and ask yourself the mental question of “What should I do next?”
When teams are behind usually someone will begin flaming, do not engage this person. Mute them without saying anything, as people who rage want someone to fight against, very rarely will ragers flame at an empty audience.
You do not need to like your teammates, only win with them the one game. Encourage plays that work out that result in gains for your teams such as steals, picks, etc. This will counter negativity and keep your team functioning as one.
Many games I’ve seen a team go from being pleasant with each other, to downright vile when the game goes south. You can do this in the same turn. Once you’ve gotten a hold of yourself and tried to help your team in communication, then you can work on a gameplan.

Bounties - A great comeback tool, especially when secured on your win conditions. Remember, no one is perfect and mistakes are plenty, people with leads tend to get cocky and want to make flashy plays for either youtube, or to show off later. You can abuse this by denying vision in critical areas of the map and then catching an enemy overextended. Many timesm people will begin divingm making overly risky plays, and one bounty can provide the much needed gold to end the gap. If you are not capable of carrying in your team comp, and if possible, try to get the bounty onto carries such as your ADC or mid laner, this allows them to better control teamfights and dish out the damage. As Udyr you’re able to diverse yourself into whatever builds you need ,and can go tanky for your team. Once you have bounties you can push into the objective control.

Baron Steals/Dragon Steals are the biggest game changers, with dragonsm the only dragons you’ll want to optimize, is either Mountain Drake or Infernal Drake with a big lean towards the latter. One of the things you can use are the blast cones locating near the objective pits -to enter the pit. Especially for Baron Nashor , it is worth the attempt to int to try to secure the buff. With smiting, you’ll want to go for a dot Q smite combo - this is to try to optimize and reduce the time window that you’re going for the 50/50 Smite. Make sure to note what level your Smite is, before going in for the steal. A steal of Baron Nashor can single handily turn the game around, as you can use this to farm super minions, or better yet; lure the enemy team into a fight they thought they should have won, and would have if not for the Baron enhanced stats.

Deny vision and if you have champions such as Thresh who are great at picks, it's a great way to turn things around. Often times players will get overconfident when farming side lanes. If you’re strong enough, or you have allies, consider catches on these players. When someone gets caught, this can cause an unorganized team to turn on each other and force sub par plays - especially if the most fed champion on their team is the one who got caught. Remember, mistakes happen in all elos, and people tend to forget that the value of who is carrying, does not mean the rest are as well.

Lastly, the best thing you can do is analyze if your team has a win condition that scales better such as Kayle or Vayne. If you can funnel XP, gold, and other resources to them, it can be a better advantage for your team. Late game Udyr cannot carry, so trying to hog resources will result in a sub par champion with the bulk of the gold, when your carries can do the job for you.
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Split Pushing and Teamfights
Udyr’s greatest strength of having 100% natural attack speed bonus at level 9 (70% from Tiger and 30% from Passive), high base damage that compliments Trinity Force, and his ability to disengage from foes, screaming his fool head off. One thing Udyr is not known for is his ability to teamfight, due to his ease of being kited, with many players often times choosing to open the map via spilt pushing over team fighting. Both methods are critical to understanding when to implement them and when to begin thinking of swapping this particular game play.


Pros


Very effective in solo queue
Funnels resources into you
Brings out Udyr’s strength as a duelist
Can snowball into other objectives
Removes Udyr’s weakness to team fight value

Cons


Denies a laner those resources
Difficult for Udyr to disengage
Puts Baron at risk when splitting bot
Team may not know how to play a spilt
Requires a tiamat, is mana intensive
Teams can find a 4v5 or a 1v2

Split pushing allows Udyr to pressure lanes, with the most effective item to build being Tiamat for wave clear efficiency. While Phoenix Stance can give AoE, it simply doesn’t match up the pressure provided by Tiamat. When split pushing, you need to communicate with your team your intention, and direct them what needs to be done. The major parts of split pushing is drawing the attention of someone you can 1v1, this doesn’t necessarily mean you kill them but that you do not die to them.

For Example drawing a Malphite to hold you is really strong for your team, as your value in a teamfight will never match a Malphite’s ult threat.

Another key aspect of split pushing is vision control, optimally your support and your team should add Control Wards. This prevents rotations from the enemy team and catch Udyr’s blind side. While Udyr is great at disengaging with his base movement speed and Bear Stance, stacked hard cc can lock you down long enough. Once you have this vision, you’ll want to pressure the tower as often as enemy cooldowns allow. If you’re running Demolish, you’ll want to try to force procs of this as often as possible, if running Trinity Force, you’re going to want to optimize using Tiger Stance and Turtle Stance for Sheen procs, leaving Bear Stance open for escape.



Team Fighting

Udyr is useless after 25 minutes”, this is so wrong it hurts. Udyr is one of the most versatile champions, who can offer 20+ minutes of carry damage, before transitioning into a powerful front line bruiser for peel. Let’s break out the strengths and weaknesses.


Pros


Helps teammates fall in line
Allows you to quickly move as a team to objectives
Allows you to dip into jungle
Can protect and peel as necessary
Compliments his team late game

Cons


Does not scale as hard as others
Cannot get to backline easy
Without Aftershock, melts to a collapse
Cannot prevent burst
Hard CC completely negates Udyr

Udyr’s powerhouse comes from his adaptability, and this occurs even within the confines of the team fighting scenario. Understanding the game’s win condition is vital to your success as Udyr, especially when it comes to engaging into various scenarios of how to play. The general rule of thumb is dependent on your runes. Should you be running aggressive, damage runes, you’ll often want to spend the first portion of the game diving into the enemy team and removing their damage threat. This can mean either the squishies (ADC/APC), bruisers ( Riven, Lee Sin) and sometimes even fed tanks. Your job as Udyr is to focus the best target for your keystone use.

Predator, Press the Attack, Hail of Blades style runes that are heavy on burst should be used on squishier targets more. With Press the Attack being able to help shred tankier bruisers as an adaptive choice and why it’s S tier, for the early portion of the game if you’ve have a lead, focus down the biggest threat. From there you’ll fight front to back.

Tankier runes such as Aftershock, Conqueror, while they can get on squishier targets and remove them, can also better function in the front line. When fighting front line you need to focus targets with your team in front to back line. Often times the reason team fights are lost is due to all the damage being spread out evenly instead of being hammer focused into single targets. As Tiger Udyr it is your job to drop a single target down.

When the laning phase has ended, start analyzing what is the best condition for the enemy team to find success and which is your own. Often times, the lack of this on a team wide side is why CS is missed, ARAM begins, teamfights are haphazard, and you find yourself out of a win that you felt ensured. A lot of tutorials focus on the early game, when the real game is won when the mid game begins and the real macro plays begin. However, sometimes you may find that your route to success, while it worked at first is slowly losing out to scaling, or team macro. That’s when you’ll need to be ready for the next part.
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We’ve reached the end of the Guide! If you’ve still retained sanity then perhaps you have the will to truly master
Udyr. Nothing seperates you from your potential beyond your skills and knowledge, and I’m here to provide the latter. If you’re interested in more information then drop by my stream. I stream near daily and provide tips, tricks and more.


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