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You are stronger early on and lategame Aatrox turns into more of a sustain damage tank. Just don't duel him early (you can just run away if he tries to force something) when his passive is up and full and you should be fine. The only reason Aatrox isn't at minimum threat level is because he is a godlike counterganker. Do not try to gank a lane if you feel like Aatrox is near. If you do that you should be fine. Don't duel him either unless you get the jump on him.
Amumu
Amumu is a touch trickier opponent than most tank junglers, because he becomes unkillable in the lategame. He is useless in the earlygame, so I would suggest invading him, but more so than that I'd go for his big monsters and leave a single small one alive in every camp to slow him down. Amumu is terrible at taking the Rift Scuttler so you don't have to worry about him taking that, just ward his jungle and steal his buffs. Try to snowball lanes in between each camp you take so that the game won't go into the lategame with Amumu, because you will have to split push your way to victory (as you can't really teamfight vs him). To counter Amumu you can try Lord Dominik's Regard or Blade of the Ruined King.
Cho'Gath
I don't like Cho'Gath at all. He has great sustain and becomes too tanky to kill too fast. The good news is that if you dodge his Q's knockup and slow he has little to nothing he can do about you walking alongside him, killing him slowly with your auto attacks. If you have the chance to, then invade Cho'Gath early on when he is easy to kill. He has no escapes so killing him isn't too hard if you dodge his CC. You should have the mobility to do this if your reaction times are faster than the average potato's.
Diana
Diana can't gank pre-6 so you pretty much have free reign over the entire map until that point. The reason she is at the third yellow threat level is because she has quite okay jungle clears (especially after her first clear) and if she gets ahead even by a little, she will be able to carry the game for the enemy team. She does have a massive downside of being completely useless if she falls behind as her kit revolves around damage, not utility, so try to make her useless when you can fight her in the earlygame.
Dr. Mundo
Mundo is tanky. He is tanky and he deals pretty decent damage, so you most likely cannot kill him, though he probably can never get through your shield. Good news is that you should win the farm war and be more useful at least in the earlier stages of the game. Consider buying Lord Dominik's Regard or Blade of the Ruined King against Mundo.
Ekko
Ekko can go full AP or Tank Ekko in the jungle. Most of the time he goes tank and I can only suggest you to leave him alone if you can't kill him early. Instead focus on your own game and try to get more kills for your team than he gets for his. If he goes AP you should be able to kill him very easily even through his ultimate ability's heal is powerful. Just as long as you don't eat too many abilities or stand in his stun-zone or ultimate's damage AoE you should be fine.
Elise
There is only one requirement when it comes to beating an Elise: dodge her cocoon. It's a skill matchup where you are stronger if you get to her in time, but where she is stronger than you if she can poke you for free or can land her stun. I usually invade Elises as they haven't leveled up their stun until level three when they go for a gank, making it easy to kill her.
Evelynn
Evelynn clears pretty badly, but is a godlike ganker. After taking your Blue and Red, go see if she is still doing her red/blue (it's a 50/50 chance whether she starts at Krugs or Gromp and depends on the player). If you can't find her, look at your lanes and see if anyone in your team is pushed up. Evelynn will be there. Always countergank Evelynn because she is really vulnerable to being collapsed upon.
Fiddlesticks
Fiddlesticks has great HP sustain in the jungle but suffers huge mana issues without blue buff. After the mage update he has become a real threat to people who do not ward properly. If you get the jump on him and stun him in the jungle, he will use fear on you, as he is not going to die from just a few attacks and the Tiger Stance's DoT. If you invade him early, he most likely has not leveled up his fear yet, giving you an advantage. He has really strong ganks post-6 (so no teamfighting or he will AoE you down), but a countergank anytime before that should result in a dead pile of sticks as Fiddlesticks is really fragile. If at all possible, you should use Bear Stance after he has started casting his drain. Consider bringing scaling magic resist glyphs against Fiddlesticks.
Gragas
Gragas is a big ball of stats. Do not try to fight him in the lategame and in the earlygame I wouldn't try to invade him because he can just slow you down and body slam over a wall. He is really annoying but not really scary, just run past him and kill the carries or split push. Don't get ulted away from the enemy backline in teamfights and don't get ulted into the enemy team/turret range when you're alone and you should win this matchup.
Graves
Strong early on, can burst you in the earlygame and is tanky, so you can only annoy him by stealing his jungle and by not giving him kills and if he uses his dash to chase you, maybe you can turn around can kill him (if you aren't low on HP).
Hecarim
Walk up to him and smack him a couple of times. Try to countergank him, as you are stronger at all points in the game. If he tries to fight you, just turn on him and kill him. The exception being the situation where he is fed. A fed Hecarim loses to a few things, one of them not being you, so if the Hecarim is snowballing, consider buying armor and focusing him down.
Jarvan IV
Dodge the knockup, don't let him get fed early on and he'll get degraded into a tank in the lategame. He can't really do much outside of locking you in his area.
Jax
Bait out Jax's dodge as it stops all the damage from your attacks. Afterwards he is dead meat unless he is ridiculously fed. Early on you can play with him a little, as he needs quite a lot of gold to work. A good Jax will know how to play around an Udyr of the same skill level, so watch out.
Karma
Karma really can't do anything to you. She can maybe root you for a few seconds if you run at her, but once that is down her slow will do nothing because of your Boots of Swiftness and movement speed build. Invade early, countergank, do whatever. She falls off harder than you and has a really bad clear.
Karthus
No escapes, poor sustain, mediocre clear speed, kinda blue reliant, bad ganks. Just don't get low enough to get killed by his ult and try to countergank him as much as possible. There is really nothing he can do if you play your cards right.
Kayle
Kayle just sits there and attacks you, using her ultimate if you get too close for comfort. Pre-6 she will just try to farm in her own jungle and I think you should invade her, but beware: she has a huge on-click slow. I personally try to invade Kayle, but it's very iffy. She has a lot of damage and can kite you really easily. After you get your boots she can't kite you any longer and you should crush her easily.
Kha'Zix
Kha'Zix can carry, don't get me wrong, but if you do what you are supposed to be doing, he should fall behind hard. Just go waste his time at his blue, at his red, Krugs, Gromp, etc. He can't kill you and is so low after his first clear that you can always steal one of his buffs and seldom kill him in his own jungle. Once Kha'Zix is behind he is borderline useless.
Kindred
A nerf of seven armor. That is a lot. She can now be auto attacked to death by Soraka. Kindred needs her stacks to get going, so just look at who she has marked and stay near that lane, because pre-6 she has no chance but to run away from you, giving you a free kill or at least her flash. If you see a camp that is marked, you can ward your jungle entrances and ask for laners' help to kill her (and yes, it's "they" but wolf is only a particle effect in the LoL files so I am talking about the actual champion here). Do not let her get to lategame. If you do, she is a red difficulty champ as you will have a very hard time killing her.
Lee Sin
I find playing against Lee Sin to be really easy. You can duel him if you manage to dodge his skillshots or if you make jungle monsters eat them for you and his Crippling Strike no longer lowers attack speed. At levels 6-11 he is at his strongest, but from there on out he is a tank, basically. You should just run past him and try to kill the enemy carries while he is useless.
Leona
Leona has a really bad clear and no kill pressure without her teammates. She is a setup champion, so if there is no one to follow her up she becomes useless. Counterjungle and invade to kill her early and to deny farm. Lategame you're more useful than she is.
Malphite
Malphite is really tanky, but his clear speed is really bad and he has no escapes so I suggest invading him early and whereas he needs level 6 to gank, you can gank as early as level 3. Use that time to snowball your team so heavily that you win no matter how good his post-6 ganks are.
Maokai
Ask your team to invade as 5 at level 1 and take his blue buff. Chances are that you get it and Maokai can't keep his mana sustain going in the first seven minutes of the game, making him get behind by a lot. You can also duel him really easily, but he has a lot of lockdown. If you're in a teamfight, though, him using his lockdown on you instead of your carries is very much worth it.
Master Yi
Master Yi can't duel you until he has some items on him. Before that point you can drive him out of his jungle by just walking up to him. You don't have to hit him or anything, if he is smart he will just leave the camp he is in the middle of taking and run away. Don't let him farm, try to fight him and if he is fed, save your Bear Stance's stun to stun him while he is meditating or in the middle of your team. Master Yi is useless if not fed as he has no real utility in his kit. If Master Yi can't kill an enemy he can't do anything for his team, basically.
Nasus
If you lose to Nasus jungle as any character... I don't know what to tell you. Just take all of his big monsters and leave one small one in every camp and ward his jungle. Try to get your teammates to invade him with you. There is nothing he can do against you and your Boots of Swiftness will keep you pretty safe against his Wither slow. Just don't leave him alone in his jungle and you should win. Either snowball lanes or farm his jungle. I often play Nasus jungle myself and for some reason people fail to counter it.
Nautilus
Nautilus is the same as Maokai: Ask your team to invade as 5 at level 1 and take his blue buff. Chances are that you get it and he can't keep his mana sustain going in the first seven minutes of the game, making him get behind by a lot. You can also duel him really easily, but he has a lot of lockdown. If you're in a teamfight, though, him using his lockdown on you instead of your carries is very much worth it. So basically a Maokai but worse, since he is not a tree.
Nidalee
If you're good at dodging spears and invade her successfully early on, she is not a threat at all, but most of the time she will be that annoying backline poke-heavy champion that chunks you down before teamfights and then jumps in with her cougar form. If you can lock her down for your team or dodge her spears, you should win this matchup.
Nocturne
This is actually quite an interesting one. If he gets a kill early on in the game he will kill you easily. The time limit is usually until level 6, when he should be able to start farming kills. This is a skill matchup where you are under a time limit. When he hits level 6 he will outscale your gank effectiveness. When he gets his items, he will be able to outduel you if (and here's where the skill comes from) he can spellshield your stun. So get ahead early on and hope that the game won't go on for too long.
Nunu & Willump
I am usually the one invading the enemy team, but against Nunu I feel like just farming my own jungle and ganking a lot, maybe crying a little bit. He can shut down your attack and movement speed with one snowball and take every objective better than you can. Kill him before taking drakes or barons, as he can always deal more true damage than you can (1000 true damage more than you can when his Consume is at level 5). Ignore him in teamfights (but save your stun for when he ults), ward your jungle, smite the Murk Wolves and you should be fine. Ask your team for help if he is in your jungle. He is pretty bad this patch, I think.
Olaf
Olaf is like a worse version of Udyr. He has only soft CC, although it is ranged, is more of a tank than a bruiser and is more gold reliant if he wants to do anything other than be a huge wall of health and resists. You can invade him, but I don't see the point. I'd just gank as much as possible, as you do it better.
Pantheon
Pantheon is strong early on unless he gets his blue stolen from him, as he is prone to having mana issues. Ask your team if you could invade his blue as 5 and even if you fail he falls off lategame. Pantheon is a momentum based jungler, meaning that he needs to actively get gold from kills because farming won't help him scale, but his kit is anti-momentum, meaning that if you manage to countergank or invade and kill him, you have pretty much already won the game.
Poppy
Ever since they nerfed Poppy's ranges she hasn't been as strong as other picks. She has okay clear speed, doesn't really have mana or health sustain issues, but she can't kill you unless you allow her to by for example walking next to a wall when she has her stun up. If you don't get stunned by her, you will deal more damage to her than she will to you and her anti-dash area is useless against you. She scales better than you, though. You need to get a few early kills on her or to gank a lot (and succeed) or she will make the lategame very hard for you with her ultimate disengage tool and damage while being very tanky. One of her downsides is that she has no escape moves, making invading her a bit easier.
Quinn
Quinn is an ADC jungler. That should say it all. She needs a lot of gold to get going so counterjungle her, she gets countered by counterganks and she usually ends up dying to those, she takes little to no damage while clearing, but is very squishy so landing a stun usually means a kill on her. She will start winning post-6 if you haven't done anything about her, though.
Rammus
Rammus has a bad clear speed, gets semi-low on health when he clears and is easily killed by an experienced Udyr player. In a fight between Rammus and Udyr there isn't too much outplay potential, as both champions are rocking such simple kits. It's just that Udyr hits harder than Rammus does.
Rek'Sai
Rek'Sai has exactly one CC move that is hard to land and has a long cooldown. In that regard you win, because yours is the same but easier to land. Rek'Sai has insane damage all throughout the game and she can go over walls with her tunnels, but her ganks are a bit worse than yours. Gank a lot, stay away from her and go for her backline. She doesn't have any moves to peel with.
Rengar
He will try to invade you if he is good. Ward your jungle entrances and keep track of where you have seen him last. A fed Rengar will lose you the game. If you get the jump on him after you have your Warrior Enchantment, you should be able to kill him. Getting to that part of the game is really hard, though. Stun Rengar as soon as he jumps on someone and try to burst him down.
Sejuani
Sejuani can't do anything to you, but you really can't do anything to her either. She has a lot of CC and is tanky, but after some of her nerfs she stopped dealing as much damage as she used to. I would just try to gank and snowball my team, split push a lot because like Amumu, she wins teamfights with her ultimate. Grouping up (especially standing really close to one another) is really stupid versus a Sejuani. She has a somewhat weak earlygame, though, so if you end the game fast enough, she won't get to wreck your team.
Shaco
Just don't. Ward your jungle entrances and don't gank while low on health, smite your own camps only when your smite deals the killing blow and ask your team for help. Smite the Murk Wolves for the vision buff and don't duel Shaco. In the lategame you only need to stun him and buy your carries and yourself time to run away from him or kill him. Try to pick Shaco's teammates off instead of trying to kill him. A fed Shaco will lose you the game, but a Shaco that is not fed isn't very useful. Play it safe and remember: the Shaco you're focusing is always the clone.
Shen
Shen has great sustain and decent clears. He only really gets going at level 6 when he has a global gank tool, so gank a lot and counterjungle him. He can't exactly fight you. Make sure you're in Bear or Turtle Stance when he attempts to taunt you, because if it hits, you need the shield or the stun on him to not get killed instantly in teamfights. Shen matchups are easier than they sound: just don't dive people or go too deep if Shen has his ultimate up, it's going to end badly.
Shyvana
Shyvana is the same as Master Yi: She can't duel you until she has sated devourer. Before that point you can drive her out of her jungle by just walking up to her. You don't have to hit her or anything, if she is smart she will just leave the camp she is in the middle of taking and run away. Don't let her farm, try to fight her early on and if she is fed, save your Bear Stance's stun to stun her while she is in the middle of your team to peel her off from your carries. Shyvana also has a surprising amount of magic damage and health shred, so don't only stack hp and/or armor versus a fed Shyvana.
Sion
Sion is a tank jungler with okay sustain, but his ganks are really bad if his moves get outplayed. As a semi-mobile champion Udyr can dodge Sion's knockup and sidestep his slow. Udyr also should have enough damage to pop Sion's shield in fights before he gets to pop it, making Sion pretty much worthless. Udyr is also tanky enough to eat a Sion ultimate for his carries. Walk in front of Sion when damaging him, as his ult ignores all CCs and allows him to escape sticky situations unless he hits a wall or a champion with it, meaning that you should be trying to bodyblock his way out. Sion has no real damage lategame and is just a big wall of defensive stats, so ignore him and go for the carries. When Sion dies, you should run. Remember that he comes back alive after dying for a few seconds, dealing hugely increased "percent of your max HP" -damage.
Skarner
Skarner is not useful at any point in the game. It's not that Udyr is better, it's just that Skarner is terrible. He is a tank you run past. A good Skarner won't use his ultimate ability on a bruiser and his one slow/stun move is on a long cooldown. He jungles relatively safely, so just go for ganks. You are better than him at any given point in the game from my experience.
Tahm Kench
Tahm Kench is a fat ball of stats rolling slowly towards you. He gains damage from defensive items and is really hard to invade alone because of his gray health mechanic, where he gains a shield equal to the amount of the damage he has taken before the ability is acivated, so you basically have to kill him twice. His slow is crippling and if you get eaten, then you can kiss your *** goodbye. He blocks your assassination attempts by eating the carry you are jumping on and saving them from any damage that way. Your ganks are better, though. Gank a lot and hope you win before Tahm gets rolling.
Trundle
Trundle shuts down any AD champions and especially AD bruisers. He steals your resistances, health, attack damage and slows you down. Trundle isn't a carry champion and isn't that good at invading you, but you should keep your eyes open. Trundle wins counterganks so don't attempt those and run away if he comes to help the lane you are ganking, do not go into his jungle, and hope that your bot lane wins the game for you, as Trundle is countered by kite. Try to get bot lane (or a mid lane mage/ranged assassin) fed so they can kill him. There isn't much you can do in this matchup. Both of you are heavy hitters, he just hits harder.
Tryndamere
Tryndamere just farms. That's it. He farms and split pushes. If he is a problem you should buy attack speed reducing items, the recently buffed Ninja Tabi and a thornmail. Pre-6 you can duel him easily. Try to deny farm by counterjungling and pushing waves under turrets after ganks. Tryndamere is also weak to counterganks pre-6, at least weaker than you, so try to coordinate a countergank where you collapse on him. Lategame if you try to duel him, you need to bait out his ultimate and then run him down when it's on cooldown. CC counters Tryndamere hard.
Twitch
Twitch jungle almost dies while clearing, so invading him will shut him down completely and he can't contest anything, or you will flash-stun him with Bear Stance and then finish him off with Tiger stance. Watch out for his ganks and counterganks, though. He is an ADC, so he will scale with kills better than you do. Always go for Twitch as he has no escapes.
Udyr
Go play draft mode you nerd. Most Udyr players play him as PhoenixDyr, meaning that until the later stages of midgame to the very lategame (and maybe even then) you have the upper hand. Play aggro as they are basically playing the exact same way as you are, just a bit slower. Counter his split pushes and perform your own ones.
Vi
Vi is easy to duel in the earlygame if you get the jump on her. She has decent sustain in the jungle and isn't really dependant on getting any buffs. She can gank early on and does a lot of single target damage. Dodge her Vault Breaker's knockup and don't stun her while she is ulting, wait until she has finished ulting to stun her, otherwise she just shrugs it off, with the downside of your stun going on cooldown. The one who ganks more wins the game, but in an equal setting she wins because she has a "I want that person killed" -button.
Volibear
Volibear is one of the best junglers right now with one of the highest winrates. You can't fight him early on because of his passive (nor can you fight him later on for that matter) and he scales with health and has good basedamages. Try to gank a lot and stay away from him. I may even suggest a Blade of the Ruined King against him if he is a big problem, and/or a Lord Dominik's Regard. Just stay away from him if you can.
Warwick
Warwick is the definition of a useless jungler. He is pretty well sustained, but he doesn't have any kill pressure pre-6 and has no escapes, period. That means you should try to invade him and kill him, steal all of his big monsters and gank a lot. You should be able to duel him even post-6, although the one who uses Skirmisher's Sabre's smite bonus more effectively wins the duel.
Wukong
Wukong scales really well with kills and has semi-good burst damage and teamfight potential, so try shutting him down early on. He takes a lot of damage on his first clear so try and invade him to get an early lead on him. If he's ahead you can always CC him and hope that your teammates can burst him down, but most of the time counterganking him and killing him early in his jungle works best. Also try to spot when he uses his clone ability to not waste your Tiger Stance's DoT on that. Split push against him or initiate teamfights and burst him down.
Xin Zhao
Xin Zhao is a "hit or miss" -champion. If he gets a kill or two early on he will outscale you harder than you could imagine, but if you invade or countergank him well (and manage to kill him), he will have to either try to build damage and not have enough to really be useful or go full tank and be useless with just two CCs. It's a gank war between you and him and whoever ganks more lanes successfully wins the game.
Yorick
Yorick clears jungles excellently, but sadly that is the only redeeming quality about this character in the jungle. It's currently not the right metagame for him and he isn't too useful in teamfights unless the enemy has a fed carry (usually a fed ADC). Camp assassins', ADCs' and mages' lanes so that you negate Yorick's ultimate ability's value. Yorick is kited easier than you and falls off in the lategame harder than you do also, so take your time against him. His ganks are horrible with just one soft CC move. Don't stand there and tank his blows and you'll be fine.
Zac
Zac is very tanky and has a resurrection-passive that his top laner (or whoever has Teleport) can use to Teleport to him and turn any fight into a two versus one fight or that he can use to bait you into diving him. He can also just waste your time while help is coming or while his teammates are killing you in a teamfight. If his passive is down, he will have a grayed-out buff with an icon of a blob. You can smite his passive's blobs to help you get the killing blow or to just speed up the kill. He has a lot of CC, but if you manage to slip past him into the backline, you should win the fights. He has little to no damage unless he goes AP in which case you only have to hit him about five times before he falls over. He can't duel you, but he has okay sustain in the jungle so you can't really kill him. Gank a lot, focus on split pushing and flanking their carries in teamfights. Stun him in the lategame if he jumps on your carries and if you really need it, get some HP shred to kill him faster.
Hello, I am QWERTYkeys, a Gold IV Udyr jungle main with 140k+ (and counting) mastery points on him. I play on the Europe West -server and I live in Finland. I'm by no means good, so don't be fooled into thinking that I know what I am talking about. Please leave any angry comments or complaints in the comments-section, so I can fix the many mistakes I have inevitably made.
There's nothing much to it, I made this guide after many people on my friends-list were asking how I managed to climb four divisions in a week. If you're looking for a diamond level guide then there's the door, feel free to leave. If instead you are bronze, silver, gold or even platinum tier: Welcome! This guide should help you climb the ladder.
Any questions can be left in the comment section of this guide, I'll try to keep it up-to-date as much as possible, but right now I'm just making a short guide where I'll be telling you how to play AD Udyr (or Tigerdyr). I hope you enjoy this guide as much as I enjoyed making it and will find it useful.
Pros / Cons
Pros / Cons
Pros:
-Great solo carry if you know how to play and get ahead
-Semi-tanky later on
-Great damage
-Spells stronger than most other champions' pre-6 spells
-Great dueling potential
-Basically infinite HP sustain in the jungle with W (Turtle Stance)
-Now has waveclear with the new Ravenous Hydra -centric build
Cons:
-Can be useless when behind
-Needs kills to scale as TigerDyr
-Blue buff reliant
-No dashes
-Countered by hard CC and lockdown
-Easily peeled off and kited
-All damage is auto attack -based and deal physical damage
Skill Sequence
Skill Sequence
Udyr has little to no mechanical skill involved in his gameplay. You can quite literally play him 100% efficiently with one hand. It's all about knowing what Stances to transition to and how to "stance dance" efficiently.
While clearing the jungle you want to alternate between Q (Tiger Stance) and W (Turtle Stance) and not waste mana on anything unnecessary or you'll run dry without a blue buff before long.
When ganking you should walk up to the enemy and as soon as they see you, pop the E (Bear Stance) and stun them. Then you should quickly switch to Q (Tiger Stance) and keep hitting the enemy until they are dead. Walk with the enemy, clicking on the ground between auto attacks to move side-by-side with the enemy while dealing damage. This basic combo is used in every fight. Don't use R (Phoenix Stance) to do anything but clear minion waves in the lategame and use W (Turtle Stance) whenever you need a bit of sustain in the jungle or a small shield in PvP combat. Do not stay in E (Bear Stance) while fighting unless your next attack stuns the enemy, use Q (Tiger Stance) instead.
When running away from enemies or chasing one, there are two philosophies: using Bear Stance to get in or out as fast as possible, popping Turtle Stance whenever Bear Stance is on cooldown to mitigate damage and to keep up Monkey's Agility. The second one is to pop Turtle Stance first to mitigate any damage so that you have a chance to get to/away from your targets with Bear Stance, as movement speed doesn't help you when you're dead. I alternate between the two, using either Turtle or Bear Stance to run away. If you can, stun an enemy that is in attack range. do not run backwards to stun anyone, of course. Decide where you want to go and go there.
Jungling
Jungling
When you start your clear at Krugs (and you pretty much always start there), you will be using your Q (Tiger Stance) to take them down. Remember to smite the big one, since Udyr's passive and Q's (Tiger Stance) activation give attack speed to stun other camps' monsters and keep yourself healthy without having to use up too much mana. Udyr has a very limited mana pool, so start Red buff with Q (Tiger Stance), swapping between that and W (Turtle Stance). Do not switch stances until your Passive (Monkey's Agility) is almost about ot expire, or you will run out of mana before you can get to the Blue buff. If you let your passive run out you will miss out on attack speed that helps you clear faster.
So after taking blue buff you should be at least level 3 and able to gank any opponent that is on your team's side of their lane. I find top lane to be an easy place to gank as it is the longest lane so you have time to run enemies down, but depending on the champion picks, mid lane and bot lane may be easier to gank.
Farming
Farming
I don't suggest you play lane Udyr. Instead in this chapter I want to drill into your head the idea that if you and your laner get a successful gank off (you kill the enemy), then you should shove the lane (push it under the turret) and take some of those minions no matter what your teammates say. If the enemy laner has Teleport as one of his summoner spells, you can ask your laner if he wants to push the wave under the turret and kill the enemy again via a lane gank when he Teleports in. If the enemy doesn't have Teleport you can get some damage off on their turret, but don't overextend or die for it. It's not worth it.
Additionally, you can just farm it up and try to get into the same headspace as your enemy jungler, look out for possible counterganks (usually where your teammate fills the requirements so that if you were the enemy jungler, you'd gank them) and keep getting that income. There is no reason to force a gank and possibly get killed.
Runes
Runes
Because I am going to max out Q (Tiger Stance) first, I go for early game runes with 9 flat armor seals (as is commonplace), 9 flat attack damage marks (or 8 and 1 mark of critical strike chance if you're feeling lucky), 9 flat cooldown reduction glyphs and either two Movement Speed quintessences or two flat attack damage quintessences. In any case you need a flat cooldown reduction quintessence to reach 10% at level 1, so that you can keep spamming the same stance after acquiring blue buff without letting your passive's times run out.
This combination gives me earlygame pressure and helps me get to my targets. These runes are really nothing special. You can run whatever runes you want just as long as you have either flat or scaling armor seals. You need the early damage reduction from those to clear the jungle camps without having to back.
Masteries
Masteries
I take movement speed (which is generally really good on Udyr if you were wondering) and work my way down the Cunning-tree to get Thunderlord's Decree since when invading, the burst damage comes in really handy. As a bonus, the damage is magic damage and many junglers run scaling magic resist glyphs so it is better than most other keystone masteries. Other than that I take all masteries that give me increased damage or otherwise help me in combat except for double edged sword, because I don't like taking extra damage on my first clear. I spend the rest of my points on the ferocity-tree, taking increased attack speed and damage to targets that have impaired movement. This helps me get First Blood easily with red buff. If you are not confident in your clearing, you can take the two first rows of the defensive-tree instead of going too deep into the ferocity-tree.
Items
Items
The core items on TigerDyr are Boots of Swiftness, Ravenous Hydra and Trinity force. Once you get these items you should be able to act as an assassin, turning into an off-tank bruiser in the lategame with your three last items. Remember to buy a jungle item, but don't worry about buying the enchant to it, you are better off spending your money on other actual items until later on.
The most important thing is to build whatever works for you. You can try out the build I have provided or try out something else like building an Infinity Edge, but remember to build at least two tank items (one for AD one for AP), unless the enemy team is quite literally full attack damage or ability power focused.
Conclusion
Conclusion
Udyr is a great pick in the jungle if you like to split push and to be your own carry. He has clearly defined strengths and weaknesses that you have to play around. I suggest you try his clear in a few custom games before deciding to play him in any PvP game mode. Once you get the feel for him, it's hard to stop playing him.
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