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Spells:
Flash
Exhaust
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
Introduction
Hey MOBAfire - this is Neve aka Teh Turtl Xpress with my second guide!
This time, it is for
Udyr and, contrary to many other guides, for Lanedry.
Please read the entire Guide, as all the Tips and Tricks are mentioned in their IMO appropriate places.
Also, Please Rate and Comment!
Updates:
Patch v1.0.0.122
Future Content
Currently working on a couple of Videos to show how to/not to do in different Situations
For the ones not so familiar with League of Legends insider-language:
QWERTYUIPOOP
__________________________________________________________
Also, you might find, that I refer to
Udyr as Udry or Lanedry. I will answer your question with another question:
UDRY BRO? LAIK SRSLY, LANEDRY..?
So the obvious question to this guide is:
Short answer: He awsum.
Long answer: When going for the Bruiser-Metagame, which is highly popular at the moment,
Udyr is among the very most powerful. When putting a bruiser Solo Top, you don't actually need a real tank, just a couple of beefy characters, who can act like de facto tanks, but actually deal much more damage than an actual tank like
Rammus,
Shen or
Malphite.
Udyr is IMO by far the most powerful Solo lane Bruiser, more powerful than
Warwick,
Jarvan IV,
Jax,
Irelia,
Xin Zhao, and all other champions like them. Why, this is, will be explained later.
By going Lanedry, you just get a (preferably better) jungler instead of the normal Jungledyr and dominate top with the power of Lanedry and superior ganks from i.e.
Nunu & Willump or
Jarvan IV.
WHY LANEDRY?!
Short answer: He awsum.
Long answer: When going for the Bruiser-Metagame, which is highly popular at the moment,
By going Lanedry, you just get a (preferably better) jungler instead of the normal Jungledyr and dominate top with the power of Lanedry and superior ganks from i.e.
Is basically the same as the Masteries - it's up to individual preference.
I will, though, like to show you my personal suggestions for Runes:
Marks
Greater Mark of Desolation For more damage from your AA's.
For more damage from the Seals
For the added Dodge Chance.
To reduce early game harrass.
To give some early game beefyness.Greater Seal of Vitality To get that extra HP later on.
Glyphs
Greater Glyph of Replenishment If you feel, that you often have Mana Problems early game
If you can't Stance Dance properly after lvl 5, because of Mana Issues.
To reduce early game harrass.
To boost your MR later on.
To let you Stance Dance faster.Quints
Greater Quintessence of Desolation For more damage from your AA's.
For the added Dodge Chance.
To give some early game beefyness.
To let you be slightly faster than most Enemies.
For more damage from the I go for a
Wilding Claw-Lanedry, because I find it to give the most damage and best results overall.
Hence, I max
Wilding Claw and
Iron Mantle first, focus on one or the other according to which role I have to fill on the team - Massive Damage-DPS or tanky off-tank. Then comes
Blazing Stampede and 3 ranks of
Wingborne Storm.
Provides AS and Dodge Chance.
This is really a great passive. As you enter a Stance, you recieve AS and Dodge Chance, which stacks up to 3 times. Therefore, you can keep it at 3 stacks - and have the max bonus all the time - by continually switching between Stances - Also known as Stance Dancing.
Increases AS and applies a DoT on the first enemy hit after changing into
Wilding Claw
This is our main damage dealer. As the damage of the DoT increases with AD, you will deal significant damage early on with the AD of
When engaging an enemy, it gives a nice damage boost to switch to
Gives
Udyr a Shield and returns a protion of his damage dealt while in
Iron Mantle as HP and MP.
This Skill. This is why I use the Pseudonym "Teh Turtl Xpress". With
In teamfights, when switching between
In lane, just use this when you sense that your opponent will poke or harrass you and then AA some Minions to get the HP back.
Gives
Udyr a short speed boost and when AA'ing an opponent, they will be stunned.
This is your Gap-Closer, Escape Mechanism and only CC.
The speed boost part of
The Stun part is used as much as possible in team fights and to allowing your team to catch up to any one trying to escape.
When ganking, change to
Deals AoE damage around
Udyr for a few seconds and deals damage in a cone in front of him every 3 hits.
This is, IMO,
But with the recent lowering of the initial Mana Costs of
When Becoming level 16 and being forced to put a point into
My build has a very small Core Build, therefore, it leaves it to you, to make the decision on which items to get thereafter.
Until quite recently, I would get a
every game, but I must say - this build is so much more versatile and powerful in both defence and offense. I have not done any actual math, but it has produced better results and, most important, it just FEELS better the entire game.
I like to start as if I was jungling -
and 5
. Alternatively, you can start with a
, a
, a
or whatever you fancy. I just like When you have 1650 Gold, you should begin to consider going back. If it is going well or you actually got 1 or more kills/assists, just stay until you have 2500 Gold. If you have less than 2500 Gold, when you go back, buy
and as much of
- if you have 2500 or more, buy both.Core Items
Total cost = 2800 Gold!
In this build, there are many options, when it comes to Items, all depending on the course of every game. I cannot and will not list all the parameters needed to buy a certain item - I will leave that to yourself to learn!
Here is a list of my favourite Situational Items and the main reason to buy it.
Situaltional Items
For Damage
I go for damage and AS - Especially items with extra built-in Damage.
AS, MR and a passive 40 magical damage per hit. Gives A LOT of damage for its cost - buy this if the enemy team has mostly magical damage.
AS, Armor and they % of max HP extra magical damage. Gives you an enormous boost to your damage, but is expensive. The extra armor is nice against physical damage and it shreds high-HP targets.
AS, passive 100 magical damage every 4th hit and the passive, that gives a lot of ArPen and dodge-proofing. It deals significantly less damage that
AD and LS, that Snowballs. If it is going well. Ads massive damage and LS - but it is essentially a Snowball-Item, so take care.
Armor, CrC and AD as a % of your max HP. If you have already bought a bit of HP, this will gives a significant boost to your AD. The armor is also nice, but CrC is kinda meh..
HP, AD and chance of Slow. Nice for the giant HP boost and the slow - helps you keep people firmly in place in combination with For Defense
I go for a balance of HP, MR and Armor, though
Udyr has very high natural Armor scaling, so I'll actually mainly going for MR and HP.
HP, Mana and MR is always nice, but it is the Spell Shield that is great. This is always good, when you need something to become more beefy, but aren't sure what to buy.
HP and Armor. Both good and the passive extra damage will help you farm and will deal decent damage in team fights.
HP, Armor, CDR, HP/5, passive chance to slow and active slow of AS and MS. Is nice for hard core tankyness and eg. helps you catch up to survivers after a teamfight.
MR, HP/5 and extra MS. Gives you extra MS, that you don't get otherwise in this build, since I have left
HP, MR, CDR and a boost to your healing. This increases your healing from
HP and HP/5. Massive amounts of HP and in combination with an Situational Boots
Boots are very Situational - Always take the enemy team's composition into account before making up your mind
MS, Armor and Dodge. Are strictly if you feel, that they will reduce the damage you are boudnto suffer more, than if you chose
MS and AS. If you are feeling confident and have to be the main damage dealer, this could be viable. But only on very rare occations!For teh Dollar$
Gold items are nice if you have a Solo Top on SR, it provides a decent advantage in the long run
Philosopher's Stone G/10, HP/5 and MP/5. Gives nice regens if you feel that you can't Stance Dance and that
G/10 and HP. Provides a very nice health bonus if you have to become a bit more tanky and want that late game advantage.Examples of Situational Builds
Bringing the Pain - Very Offensive
Lvl 18 Stats - WITHOUT RUNES AND MASTERIES
My Personal Favourite - A bit Beefier
Lvl 18 Stats - WITHOUT RUNES AND MASTERIES
Resisting teh Pain - High Resistance Tank-ish
Lvl 18 Stats - WITHOUT RUNES AND MASTERIES
Takin' teh Pain - High HP tank-ish
Lvl 18 Stats - WITHOUT RUNES AND MASTERIES





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