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Challenger Udyr - in depth itemization notes - 9 MYTHICS
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Runes: Conqueror page
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Phoenix Skill Order
Threats & Synergies
Champion Build Guide
I will keep it short, tell you a few things about myself. I'm a multiseason challenger jungler and coach on EUW. I've been playing Udyr since season 3 and gathered probably something like +/-7000 games on him while still playing a lot of other champions through the seasons, I'm not a onetrick though, I just always enjoyed playing Udyr because of his super high versatility. Due to my clear routes being popularized Udyr was able to find his way into the meta this year. I've coached a bunch of pros and semipros using this opportunity. Enough bragging, let's keep talking about Udyr. Make sure to check the notes on the items, there is a LOT of useful information that will help you learn how to build Udyr. You can check out my stream here https://www.twitch.tv/aribolol I play Udyr all the time of course. https://twitter.com/_Aribo_ twitter link as well if you are interested.
Udyr's strength comes from his flexibility and high uptime kit. The build options are endless for him in season 11. He can choose to deal magic damage or physical damage, build offensive or defensive, farm, counterjungle or gank, engage on the enemies or peel his team and so on. His downside is that he is not able to make an impact like other champions, especially since he doesn't have an ultimate. To achieve victory as Udyr you have to build the game from the ground up with repeated low to medium impact abilities.
This duality makes Udyr feel like two different champions. The choice can go by relatively simple elements. If you find yourself having a lot of magic damage on your team play Tiger Stance. If there is a lot of physical or mixed damage lean towards Phoenix Stance. Keep in mind Phoenix Stance can go for a more physical/hybrid damage build, with Trinity Force/Divine Sunderer, so you have to be a little more careful of other variables in the game before choosing the stance.
You can see the two skill orders in the section above. One for Phoenix, one for Tiger stance.
1 point in R when you max Tiger.
1 point in Q when you max Phoenix.
Skill E at level 4
Skill W at level 6
Max Turtle Stance second. Turtle Stance makes Udyr UDYR, he becomes very tanky in midgame once he hits level 12. E max is redundant because you are too squishy to skirmish or chase your targets, there are ways to work around it with itemization and braincells. The average range you get by maxing E, assuming you are not slowed or stunned, which will happen most of the time, is 200. Do you think it's worth losing a ruby crystal over potentially best case scenario getting half a flash? It's also useless during ghost because MS caps. 60 shield Udyr is just a useless wet noodle that dies to anything, especially considering how low cooldown the ability is. You can easily lose out on 1000 shielding in a midgame fight. It would be like maxing the Karma/Janna shield last.
Hold a skillpoint at level 15 because skilling your 4th point in E doesn't do anything. Once you hit level 16 you unlock the ability to skill spells at rank 6. Since you have 2 skillpoints available you can rank both Turtle Stance and Phoenix/Tiger at the same time.
The most standard and reliable ability order:
W -> E -> Q/R
This stacks your passive and readies your shield, which lasts for a long time, so you will have it back up by the time you need it. Stun then use your damage spell obviously. Depending on the level and items early game you can mix:
W -> E -> Q -> R 4 AA or W -> E -> R -> Q 4 AA
Because Q and R are a passive, you are allowed to initiate the fight with them as long as you are able to gapclose without E. That grants a bunch of options for the R/Q start
Q/R -> E -> W -> Q/R 4 AA; mixed value
Q/R -> E -> Q/R 4 AA -> W; dps+utility
Q/R -> Q/R 4 AA -> E -> Q/R; maximum dps possible
Q/R -> W -> E -> Q/R -> W; maximum durability
Q/R -> Q/R -> E -> Q/R -> W; burst combo (requires haste items)
Other ability variances are
W -> E(gapclose)-> W(AA)-> Q/R 4 AA -> W; or W -> E(gapclose)-> W(AA)-> Q/R -> W; these are focused on minmaxing the shielding and sustain. In rare situations you can sit for 4 AAs in Turtle to sustain.
One thing to add is that you need 20 haste to keep your passive stacks by only spamming one ability, but it's not consistent for some reason. If you have anything over 20 haste it's fine. Doesn't matter that much. Overall Udyr doesn't require much haste because he still has to spend time in the stances to get full value out of them, even just having the 20 haste from most mythics is enough to function properly. The 1 point in Tiger or Phoenix can be used as an execute in mid-late fights, especially if it would proc a sheen item.
Needless to say, you can use the attack speed steroid from Tiger to get more value while sitting in other stances.
You always want to fullcear as Udyr because he is so efficient at it, so please get into this habit. Udyr has mediocre ganks especially that early into the game when you don't have boots nor chilling smite. The advantage you would get by ganking or invading is not comparable to just cycling through your camps as fast as possible.
Q start -> Red -> Krugs -> Raptors -> Wolves -> Gromp -> Blue. If you do it optimally you will reach scuttler crab before it spawns while cycling your gromp faster so you don't sit there for 10 seconds waiting for it to respawn when you choose to fullclear again.
Q start -> Blue -> Gromp -> Wolves -> Raptors -> Red -> Krugs. If you know the crab won't be contested you can swap red with krugs in the order to have a faster respawn.
R start -> Raptors -> Krugs -> Red -> Wolves -> Blue+Gromp.
R start -> Wolves -> Blue+Gromp -> Raptors -> Krugs -> Red