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Udyr Build Guide by PhoebusRevenio

Jungle [Diamond] Building Udyr (S11)

Jungle [Diamond] Building Udyr (S11)

Updated on November 14, 2021
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League of Legends Build Guide Author PhoebusRevenio Build Guide By PhoebusRevenio 6 3 6,578 Views 0 Comments
6 3 6,578 Views 0 Comments League of Legends Build Guide Author PhoebusRevenio Udyr Build Guide By PhoebusRevenio Updated on November 14, 2021
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Runes: Precision

1 2
Presence of Mind
Legend: Tenacity
Coup de Grace


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


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

[Diamond] Building Udyr (S11)

By PhoebusRevenio
I've been playing League of Legends since Season 1, and reached diamond with Udyr, Dr. Mundo, and Volibear in Jungle and Top during Season 10. The goal of this guide is to provide a very straightforward and simple way to build Udyr. There's nothing too fancy here or too situational or niche. Is it possible to take Lethal Tempo or Phase Rush? Yes, but for most people, their bread and butter will be Conqueror, Press the Attack, or Aftershock.

For items, I think Trinity Force is one of the best options right now, but it's all situational. Still, the current meta has me favoring Triforce in my games. Dead Man's Plate and Spirit Visage are great choices in just about every game. If the enemy team is full AD, I'll skip Spirit Visage.

If you've got any feedback or suggestions, please let me know. I want this guide to be easy to understand and reference by anyone. The jungle pathing section is very barebones, but pathing can easily become overwhelming. This isn't a guide on how to play league of legends, how to jungle, or how to play Udyr. It's purpose is to give people a clear idea of how to build Udyr and what a standard Udyr build looks like.
Skill Order
This guide's skill order is the standard QRRE hybrid clear start. You take 1 point in Tiger, then 2 points in Phoenix. After clearing 6 camps, you'll reach level 4 for Bear, and then take Turtle at level 6.

If there's a chance you'll be invaded, consider taking Bear at level 3 instead of a second point in Phoenix.

You can max Bear Stance or Turtle Stance second. I prefer Turtle stance because it gives you stronger early game dueling or 2v2 power in the early game, and then you start putting points into Bear when you need more movement speed. I've been maxing Bear 2nd in Season 11 for the sorely needed mobility.

If you're not doing the QRRE clear, then you can max Tiger or Phoenix stances and everything else in this guide still applies. Tiger Udyr will have more synergy with Triforce, but it's still a strong option for Phoenix Udyr.

It comes down to personal preference.


Precision Primary

Conqueror is great for dueling enemy bruisers or fighters.

Press the Attack is great for bursting enemy squishies or making tanks easier to kill for you and your team.

I take Presence of Mind for the near infinite mana during mid game, but Triumph is also a great option. Legend: Tenacity is a must into team compositions with a lot of crowd control, however, against teams with minimal crowd control, Legend: Alacrity can swing a lot of 1v1's in your favor. If you don't need the extra defense from resolve, then Nimbus Cloak + Waterwalking or Transcendence from the Sorcery tree or Cosmic Insight plus Slightly Magical Boots from the Inspiration tree are also viable options.

Resolve Primary

Take this tree for Aftershock, which is optimal if the enemy team has a lot of burst in the early game or your team needs a beefier frontline. Aftershock helps you soak up a lot more damage and continue doing what Udyr does best, out-stat stick everyone.

All of the secondary runes in Resolve are optional. Ideally, you'll take Demolish, Conditioning, and Unflinching. Demolish helps secure a few extra plates after successful ganks in the early game and speeds up your team's ability to take towers after successful fights in the mid and late games. Conditioning and Unflinching just help you soak damage and CC during teamfights.
For the starting Jungle item, take Emberknife (red smite) when you're expecting to duel against certain problem champions or don't need blue smite. This is best when enemy champions are coming to you.

Take Hailblade (blue smite) when you're against champions who can kite you or when you need more engage during early game ganks or mid game fights. If you're not sure, you can't go wrong with Hailblade.

I'll usually switch to an Oracle's Lens after my first or second recall, and purchase Control Wards whenever I've got free space and gold.

Mythic Items

Trinity Force is best against squishies, ranged, or kiting champions, as well as light bruisers. (Bruisers that don't stack a lot of defense or HP)

Divine Sunderer is great against beefy bruisers, tanks, or when you need some sustain during fights. It's also pairs uniquely well with hybrid builds. (Tiger and Phoenix stance together)

Iceborn Gauntlet works well when you're the team's only frontline fighter or tank, or when you need a lot of defense against multiple damage types, especially burst. The other tank mythics work as well, but Frostfire offers some versatile utility.

Defensive Items

All Defensive items are very situational depending on the enemy team's composition.

Dead Man's Plate is a very strong pick that helps Udyr do what he wants to be doing in any given fight.

Spirit Visage is the goto Magic Resist item. It's also really strong when combined with any healing/shielding, on yourself or on the team. Combos great with supports like Soraka, Yummi, or Nami.

Thornmail is ideal against a team with a lot of healing, but usually your team brings more reliable grievous wounds to a fight, so if they're building it, Thornmail is better as a 4th or 5th item. Sitting on a bramble's vest is useful against champions that will auto attack you a lot.

Randuin's Omen is ideal against a team with a lot of critical strike chance or one very fed crit-based champion. (Yasuo mid/Gangplank top are examples of non-Marksman champions who build crit).

Force of Nature or Abyssal Mask are optional items if you need a 2nd MR item, but because other items give HP, that's only necessary against really heavy magic damage.

Offensive Items

Personally, I don't build another offensive item until my 3rd or 4th item if I'm going a fighter mythic.
However, Sterak's Gage is a good choice when you've got a lead as a 2nd item after a fighter mythic.
Any of these are fine to build if you've got Iceborn Gauntlet

Wit's End is all around an excellent item on Udyr, but might not be as useful against AD heavy teams.

Titanic Hydra pairs really well with Iceborn Gauntlet because of the bonus HP from Frostfire's mythic passive. It's also helpful with clear times, since you're not building a damage focused mythic.

Black Cleaver and Blade of the Ruined King are very situational items. Botrk is good when you really, really need sustain, but I wouldn't recommend it until after your first few core items are completed. Both items might not see a lot of use since tanks aren't common this season.
Jungle Pathing
If you're going with QRRE, then depending on which side you start, your clear should look like this:

Red Buff > Krugs > Raptors > Wolves > Blue Buff > Gromp

Blue Buff > Gromp > Wolves > Raptors > Red Buff > Krugs

If you're maxing just Phoenix or just Tiger instead, then it'll look like this:
(you can also do Raptors, especially with phoenix stance)

Blue Buff > Gromp > Wolves > Red Buff

Red Buff > Wolves > Blue Buff > Gromp

After either of these clears, you'll be heading out into the river, looking for either scuttle crab, a gank, or a counter gank. If you run QRRE and clear 6 camps before scuttle spawns at 3:15, then you could potentially get both scuttle crabs, path towards the side of the jungle you started, and clear your camps as they respawn. You'll reach level 6 after this.

Don't force a scuttle crab fight if your team doesn't have lane priority. They'll have priority if they're able to rotate to the river more quickly, which is usually when they've either got control of the lane or have pushed the lane closer to the enemy's tower. If an enemy champion rotates and your team had priority, it's possible the enemy champion will lose gold and exp while he's away. If you can back off the fight, even if it looks like you lost the scuttle, you've gained something for your team.

If one side of your map becomes weak, it can be helpful to path to that side after recalling to clear your weakside camps first, and then path towards your stronger side. For example, if your top lane is losing hard, it's more likely the enemy jungler might invade and steal those camps. If you clear those camps and path towards botside, you can leave the botside camps up, gank bot or mid, and then clear your botside camps. If you instead path botside and clear botside and then attempt a gank mid or bot, your topside camps will be free for the enemy jungler or top laner.

If possible, try to clear your camps in order. Don't clear wolves, then gromp, and then raptors. Try to start with gromp, then do wolves, and then raptors. You'll save a lot of time this way, and they'll continue to respawn this way.
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League of Legends Build Guide Author PhoebusRevenio
PhoebusRevenio Udyr Guide
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[Diamond] Building Udyr (S11)

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