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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
Why AP Udyr?
Note: This is no guide for a beginner. You need to be rather experienced to use this guide to the fullest potential.
+ High defense + Good amounts of damage + High mobility + All damage is AoE The advantage of AP Udyr compared to other Udyr's is that he has high amounts of damage but nearly the same amount of Defense. This is archieved through ![]() |
S |
- Kiteable, but not as much as Tiger Udyr - AP build needs enough gold to get a real AP build. - People will flame you for building AP, mute them. - At the end of the story, riot is gonna nerf this. The weakness of AP Udyr compared to other Udyr's is, that AP builds tend to be not that strong until you actually have AP. Also, nearly nobody knows about this, so beware of kids which think it can't be viable. Season 5 lowered this problem as the jungle item grants upfront 80 AP. Also, with the incoming PBE change, the jungle will give more gold, thus making the build easier aquireable. |

Entering a stance grants Udyr 10% attack speed and 5 bonus movement speed for 5 seconds. This effect stacks 3 times.
This is a nice bonus effect while spamming your stances. You gain bonus movement speed and attack speed, which help you at chasing and proccing

Activation: On his next attack, Udyr swipes at his target, dealing normal attack and dealing 120 / 130 / 140 / 150 / 160% of his attack damage + 30 / 80 / 130 / 180 / 230 extra damage over 2 seconds as physical damage. In addition, your attack speed is increased by an additional 30 / 40 / 50 / 60 / 70% for 5 seconds.
Persistent Effect: Basic attacks deal 15% of his total attack damage as bonus physical damage on hit.
This stance has not much use for AP Udyr. The only thing it will provide later in the game is bonus attack speed if needed, as this procs Phoenix faster.
Activation: Udyr gains a temporary shield that absorbs 60 / 100 / 140 / 180 / 220 (+50% of ability power) damage.
Persistent Effect: Udyr's attacks restore 10 / 12 / 14 / 16 / 18% of his damage as health.
This is the most important ability of AP Udyr. You see the 50% AP ratio? This allows you to get a super big shield every 4 seconds. And the best thing is, the damage to the shield is reduced by resistances. This shield is basically an additional HP pool. The persistent effect is not really that usefull for this build.
Activation: Udyr gains 15 / 20 / 25 / 30 / 35 % increased movement speed and ignores unit collision for 2 / 2.25 / 2.5 / 2.75 / 3 seconds. Udyr dashes slightly forward when attacking a target while the buff is still active, and only when he stuns the target.
Persistent Effect: Udyr mauls his target with such force that they are stunned for 1 second. This effect cannot occur on the same target for 6 seconds.
While having no AP ratio, this spell is still important as AP Udyr. It has basically the same use as on any Udyr, closing the gap and stunning the enemy, so he can't escape while you unload your combo.
Activation: Udyr sends out pulsing waves of fire dealing 15 / 25 / 35 / 45 / 55 (+25% of ability power) magic damage each second to nearby enemies for 5 seconds. His first attack after activating Phoenix Stance deals 40 / 80 / 120 / 160 / 200 (+45% of ability power) magic damage to all enemies in front of him.
Persistent Effect: Every third attack, Udyr engulfs enemies in front of him in flame, dealing 40 / 80 / 120 / 160 / 200 (+45% of ability power) magic damage.
This is AP Udyr's ultimate jungle and ganking tool. Both active and persistent effect are super strong. The active effect gives you AoE dmg which will be later in the game, if you got items like

Tipp: There is also a methode called double proccing. This means, you gonna active Phoenix Stance and this means your proc is ready. Wait until it is back from cooldown. Now hit your enemy once to proc the persistent effect, active Phoenix Stance again and instantly proc it again. This results into a huge burst of damage.
The skill order is very easy. Basically









Stance Combos:
You should combo your stances in order to unleash the maximum power of

This is the normal combo while jungling or fighting an enemy without the needs of stunning or running for him. At the jungle you should start with Turtle, at ganks with Phoenix, at Teamfights with Turtle. Note that you should stay as long as possible in Phoenix and as short as possible in Turtle, while not loosing the shield.
If you want to chase someone, nothing is better than the bear. You use Phoenix in this combo as it deals AoE dmg and therfor damages your enemy earlier. You should stay as long as possible in bear and as short as possible in Phoenix, while not looosing the active of Phoenix.
If you have to retreat, this is your combo. Use Turtle to shield the enemy damage and Bear to run faster. You can time them like you want. If you want to save someone else aswell, you can turn around and stop someone with the Bear stun.
If you want to chase somedoy, while you would recive damage, this is the combo you want. You need Bear first for the movement speed and the stun, Turtle second to reduce the damage you take and then Phoenix to deal your damage. You should stay if you want to stun as long as possible in Bear and if you want to deal damage as long as possible in Phoenix. Turtle Stance should be used as short as possible.
![]() These runes are used, because the ![]() ![]() Scaling armor is superior as flat armor now as you can clear the jungle without any defense runes rather safe and they increase your lategame power immensly. They also outscale flat armor post 6. |
spacespace |
![]() The new runes thanks to S5 added into the build. This together with the jungle item and the ![]() ![]() This is an AP build, so we are gonna use AP runes. These runes provide 15 AP, which drasticly increases your clear speed, ganking power and shield power especially early, where you need it most to get your scaling going. |
Without Smite you can't use jungle items, so you have to get it. Use it to aquire the special buffs from the jungle monsters. The Priority is: Chickens > Frog > Golems > Buff > Wolves. |
spacespace |
Everyone needs Flash and ![]() ![]() |
Season 5 makes Hunter's Machete a must have item on anyone through all its effects and the bonus gold. Fill up with health potions for jungle sustain. If you trust yourself and made intensive testing, you can also substitue 1 Health Potion for 1

While hated on many champions, ![]() ![]() ![]() ![]() ![]() ![]() |
spacespace |
Boots are very important for Udyr, because he has little to no range. If he wants to deal damage, he has to get close to the enemy. The only way to archive this is by moving faster as the enemy, which this item will gurantee together with ![]() |
spacespacespacespace |
Stalker's Blade - MagusStalker's Blade -Magus
And here it is, the item which reanimates AP ![]() |
spacespacespacespace |
Rylai's is a great item for AP ![]() ![]() |
spacespace |
![]() Liandry's is the best damage item for AP ![]() ![]() ![]() ![]() |
spacespacespacespace |
Now you have a great amount of HP, you can build ![]() ![]() |
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So, the enemy magic damage is nowhere near noticed? Time to stack up some more armor and get yourself a ![]() ![]() ![]() ![]() |
SpaceSpace |
If the enemy team actually does deal magic damage, this the item you will go instead. This item, again, lowers the enemy magic resistance. But this time, it is not only a penetration, it is a reduction from which your whole team can benefit from (ok, most of them will not deal magic damage, but still more than nothing). Also, considering how reducing magic resistance works, this item will deal more damage than ![]() ![]() ![]() ![]() |
















In the earlygame, you will rest the most time in the jungle, as you need to stay at the same level of experience and gold like the lanes. But you will also gank very often.
This video from stonewall008, an expert in jungling, shows which different type of ganks exist.
If you successfully ganked botlane and killed 1 or made them retreat. It is time to do

Call your midlaner and your botlaners to the






If the enemy team kills you while your team has lack of vision to proc the jungle timer, remember the time when you killed it, add 6 minutes to it and post it in the chat. For example, if you killed it at 7:00, post "13:00 d". Through that, your team will know when it respawns and can get it, if possible, this time.
At Dragon, there should be everytime a


Contesting







![]() ![]() ![]() |
space |
Now you are in the lategame, or like I would call it, the teamfight time. The only thing which will happen now is clearing waves so they don't destroy turrets, getting buffs, contesting Baron and Dragon, team pushing and, of course, teamfighting. ![]() ![]() ![]() |




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