Udyr Build Guide by MetaSolaray
[9.24] MetaSolaray's Rank One Udyr In-depth Jungle GuideBy MetaSolaray | Updated on December 12, 2019
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Runes: Starter Friendly Udyr Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
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.
This guide is updated for Season 10, so you know the information to be the best comes from the best and ensures YOU get the most up to date information possible.
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.
|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.|
Udyr’s base mana costs go down with each level, making his abilities all cost less as the game drags on. This is also followed up by the late game buff for Udyr, at lvls 16, 17 & 18 you’ll be able to further power up any stances you desire with a 6th point if they’ve already have 5 points allocated in them.
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.
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.
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.
⋆ 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
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.
Udyr’s level 16 buff can quickly allow a hard snowballing Udyr player to get that little bit of extra edge over his foe. While normally you will only be able to level up an ability to six points every level past 16 the true limitations is that you only need to BE level 16 before you can apply these points. By holding on assigning a skillpoint at level 15, you’ll have two skill points at lvl 16 which can be applied to your main damage stance and your secondary stance of your choice. A good example is if you’re playing Phoenix Stance and your skills are 0/5/4/5 at lvl 15, you can avoid putting in a point in Bear Stance to ensure at level 16 you can level up both your Turtle Stance and Phoenix Stance for a significant power boost.
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:
⋆ Adaptability to game change health
⋆ Flow with Udyr’s Kit
⋆ Use in multiple team comps.
This bruiser style build that uses Conqueror, is one of the best I have created, and I have had great success in running this build in Season 9, moving on to Season 10. More information can be found on my YouTube
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. Your resistances scale off 80% of your bonus resistances so as you become bulkier the Aftershock gains in power. The damage itself scales off of your HP allowing you to dish out a surprising amount of damage from it. This rune provides the bulkiest counter out of any keystone in the late game, scaling in parallel with Conqueror in usability, allowing you to waddle into the middle of late game team comps and come out surviving.
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 & Conqueror 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.
Best Case: Enemy team has many slows, scales harder than your team
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. Nimbus Cloak provides you far more utility in the early game once you’ve obtained a Smite upgrade and can allow you to shift into red smite for even more early game damage.
Best Case: Enemy team scales harder than your team
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 maintain this level of pressure.
Best Case: Early game shutdown, needing to win the game with gank pressure
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.
For a jungler, your planning phase begins the moment champion ban phase has started.
|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.
|Stronger ganks early and hard to escape if he gets a lead on you.|
Only ban if you’re in higher elos against an OTP.
Dodge this champion if you like playing aggressive as this champion
is really only countered by Aftershock and cryo phoenix.
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 -
⋆ How easy it is for the enemy jungler?
Champions like Post level 6 Akali, Zed, Lissandra will be much harder ganks due to the amount of escapes or easily landed CC; to prevent Udyr from closing the gap - will be lanes you may not want to gank after a certain time. The other hand is how well you can gank with your allies, ganking for a Twisted Fate will always be easier to secure a summoner or kill then ganking for a Vladimir.
⋆ 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.
⋆ Which team scales the best. You need to analyze team scaling by lane ( Renekton vs Kayle, if he doesn’t win early he’ll never recover), by objectives (Which lanes will give you prio/objectives during the early game, during the mid game), and their ability to contribute to a win condition. If you’re against a team comp that outscales yours then you’ll need to take runes that are focused on closing out a game quickly such as Press the Attack and Phase Rush. If you’re against a team you can build up against slowly, Medyr, Snowdyr and even Triforce Phoenix are great options.
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 -
⋆ 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.
⋆ Conqueror & Press the Attack are the most consistent aggressive runes for Udyr with Aftershock providing the most consistent in defensive. 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. Conqueror can be run in universally all matchups but favors comps that have plenty of front line champions such as tanks and fighters.
⋆ The best items on Press the Attack Udyr is warrior, Trinity Force. Conqueror Udyr leans to Cinderhulk, Sterak's Gage and wits end. Aftershock Udyr prefers Cinderhulk into tank items or even Trinity Force. Phoenix Stance builds either utility peel, full tank, or Trinity Force while running Aftershock.
⋆ 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.
For Tiger Udyr players the argument boils down to Hunter’s Machete or talisman, unfortunately riot will recommend the worst option for you by default. Hunter’s machete provides Tiger Udyr with powerful life steal on monster camps and a high 35 magical damage on hit. With Tiger Udyr having 60% increased attack speed by level 2 when properly stance dancing this easily will assist in your clear speed to be optimal. This results in Tiger Udyr spending less time in the jungle to clear and more time making aggressive plays in the enemy jungle or even in ganking. It also results in more health due to the increased healing and clear speed as well.
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.
Phoenix on the other hand happily takes advantage of Talisman start regardless if you plan to take advantage of the hyper aggressive Phoenix start clear or you’re going for a full Phoenix clear. Talisman provides high values of healing from jungle camps and will allow you to AoE clear and heal more effective then talisman due to the amount of AoE camps in the jungle. Take advantage of the AoE burn on the smallest krugs as a single Phoenix AoE burn will allow the talisman burn to kill them with the damage over time. This can result in Krugs being a huge healing battery for you if properly kited. You can do the same kiting on the smaller Raptors towards the end of your clear on that camp.
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.
Refillable Potion should be sold when you either need the room or you need it for a powerspike. Popping the two refillables during the start of a fight can mean the difference between life or death.
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.
In higher elo you’ll often see teammates fan out into optimal positions to cover jungle entrances and hopefully catch out potential invades before they even start. Should you have a full team comp you’ll want to position each lane in the following locations. With this five man set up, most invades will be spotted before they can even begin. However this is often not the case in solo queue, meaning you’ll have to be creative on which spots can optimally grab as much information as possible while minimizing risk. One of the things you need to respect the most is invades using the fog of war and bushes. Bushes actually cancel out your viewpoint and someone standing on the opposite side of the bush will be out of sight for you. On each riverside you’ll want to watch from these points. These points minimize the closeness should the enemy team jump out of a bush to try to catch you.
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.
When counter invading, your job as Udyr is to take an early point in your combat stance, be it tiger or phoenix 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 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 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 collaborate with your teammates which summoners were used by the enemy - or ping them in chat - especially immobile champions and their Flash's. This gives you a starting strategy 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.
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.
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?
⋆ 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? Listed below is the most common starts for Udyr, broken by stance primary:
Red Buff > Blue Buff >Gromp > Map Play
Blue Buff > Gromp > Wolves > Raptors > Red Buff > Krugs > Scuttle > Reset/Map Play
Blue Buff > Gromp > Wolves > Red Buff > Invade/Gank > Raptors > Krugs
Red Buff > Krugs > Raptors > Wolves > Blue Buff & Gromp (same time) > Scuttle
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 side of the 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 Buff vs red, as the extra damage is enough to tilt the favor into your own. Take advantage of this and look for chances to snag camps from the enemy jungler and pick a fight if you're playing with Tiger Stance. If you’re able to snag camps and win a fight against them 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 a gank opportunity or invade you.
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.
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 Buff > Gromp > Wolves > then full clearing Red start on personal preference. With this clear path you have a high amount of efficiency at getting your camps to respawn in the Season 10 jungle. Due to the lower camp respawn cycles the more often you’re clearing the less of an impact the Jungle XP nerfs will have on your overall game play. This clear has the advantage of no longer hitting level 3 any slower then phoenix style clears at red and can even perform a full clear by 3:15 if you take a 2nd point in tiger at level 3 if there are no chances to gank. In this season having consistent farm is how you’ll be able to climb higher and higher on the ladder for solo que.
The risk involved however are the builds weakness to level two cheeses, 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. Some champions may look for you in your jungle to try to take advantage of you so try to avoid face checking recklessly especially if the enemy jungler hasn’t appear on the map yet.
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. While learning jungle make sure to use the new small camp timers to help you learn how to optimize your clears.
The herald of a time forgone
How to utilize and NOT INT FOR THEM.
Udyr once had a time where Scuttle level 2 was the name of the game and Phoenix stance wept in his weakness to even to be able to do this camp. Riot responded by moving the 2:15 spawn time into 3:15. Then they lowered the value it gave but left it’s scaling power so that junglers who were weak early didn’t instantly have to risk everything just to get at least one of these camps. Season 10 took these changes and made them even harsher so I - as the Headmaster - have an announcement for those still stuck in the past.
Do not int for Scuttle anymore, they’re not worth it!! Thanks to the increased respawn timers on your camp, higher effective clearing with blue buff or talisman phoenix will net you a larger advantage over time then you will by forcing a Scuttle brawl when it’s unfavorable. This is perfectly fine to lose one or even both Scuttles to the enemy jungler if you have higher clear priority on your jungle camps. Many games I’ve won and lost by simply not having the priority I needed during a Scuttle contest. Scuttles however still have some key niches to provide both for and against Udyr.
For Machete Tiger Udyr this is a good source of mana from either a full clear or after a gank since most Machete’s Udyr’s blue buff will begin to fade away. This boost in your mana can sustain you for another gank or jungle fight where full clearing may leave you on the lower end of your mana pool. Tiger Udyr’s clear speed is very powerful and some junglers will still try to pick fights around Scuttle due to the ingrained habit from season nine. As you’re playing the king of duels you can easily look to force a fight IF YOU HAVE PRIORITY. Before any jungle fight make sure that your laners who are closest are not being pinned to the tower as this will make them rotating to you impossible. If this happens you can get rotated on and easily hand over double buffs to an enemy laner in turn. If however you do have priority look to see if you can start a fight while pinging your intention to your teammates.
Communication will help your teammates to be more responsive to your intentions and possibly get them rotating while the enemy laner is still sitting at base. This is a great way to build a lead.
Phoenix Udyr on the other hand, wins very little brawls at level 3-4 so you should look to avoid a confrontation if possible. You have a higher burst window due to the 100+ burst from Phoenix Stance itself all coming out at once. If against aggressive junglers like Xin Zhao, Graves, Kindred and Kha'Zix it may be better for you to focus on your Season 10 clearing then to pick a fight over a contested Scuttle.
The vision the Scuttles provide is a static seen ward that can prevent junglers like Nunu & Willump and Amumu from simply walking down the middle of the river without being seen. The problem with this ward that Udyr can take advantage of, and have against, is the field of view does not provide vision into the Dragon pit. What this means is Udyr can take a Blast Cone over the wall and directly into the pit when the enemy team has secured a Scuttle over the Dragon pit. This can blindside enemy junglers who have no idea how you got in there allowing you to secure a powerful early game Dragon and secure the map change and Dragon Soul down the line much easier.
⋆ 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.
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.
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.
⋆ CS and XP especially in the jungle have shorter respawns. Powerfarming is a viable option if you clear effectively.
⋆ 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, try to prioritize clearing on spawn to maximize the respawn cycles. 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. Dragon s 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.
⋆ Scuttles are no longer the king of the early game. Use them as assets to help you begin a lead and if you have priority to punish those still stuck in season nine (those poor unfortunate souls. In pain, in need.)
⋆ 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!
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:
⋆ 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, regardless of which stance is being maxed first. 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. This item may see a comeback due to the lowered respawn rate of jungle camps.
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 -
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.
Rift Herald is a high priority on spawn, best used between it’s spawn point and 13:50. Thanks to Season 10 adjustments this is the objective you’ll want to play off a strong top laner as you can secure the first Rift Herald and then use a 2nd Rift Herald after six minutes when it respawns. Make sure to try to secure a good gank off to maximize the plates earned and you can even deny a losing lane of yours from giving up first blood tower. The new Rift Herald sadly isn’t as powerful at punching through mulitple towers so you’ll have to rely on more map macro to win the game.
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.
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.
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 2:00 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.
In this current season you can actually counter gank heavy junglers by counterjungling and powerfarming. A game I played in pre-season had a 7/0/3 Nidalee vs me with 1/0/2 who I had more gold then. When teamfights started I simply outstated her and her entire team who were relying on her for the carry.
⋆ 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.
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.
Infernal Dragon s can be used to encourage more early game combat. With the 5% increased AD and ability power you can start striving to build up a small lead. Ocean Dragon s will be much more useful against bruisers and other champions that will try to kill your team overtime. Mountain Dragon s will make you bulkier against burst and Cloud Dragon will make a good coaster for your drink. Rotate around the map to build a lead with one objective and look to force the next, especially if you can grab the Rift Herald . Once you’ve obtained either objective it’ll be your duty to communicate your team towards a core goal.
Often times in solo queUE the main throwing factor is lack of communication which we’ll get into shortly. When using team macro you need to establish what is the means of your win condition and how to apply it. If you’re going to be spilt pushing inform your team how to play accordingly around you. Remember you are the expert on Udyr and how you work, not the other way around. Ensure that if you’re playing with objectives you communicate which way it needs to break down. If you have Rift Herald you’ll want your team to coordinate around bot lane. If an Infernal Dragon is coming up in a minute ping your tell and communicate you need to clear out vision. If you’re splitting then you’re going to want to divide the resources accordingly.
You’ll want to spilt up the map as follows -
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.
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.
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.
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.
Phoenix Udyr has the ability to both be consistent up time due to often maxing W second and his great base damage. You kill targets over time and slowly unless you have high burst through a Trinity Force build or points in AP. You have a similar job as tankier forms of Udyr.
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.
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.
Please contact Mossey#6340 on Discord for guide creation