Udyr
Build Guide by Khan Khalhadar
Udyr- All forms, All Categories(currently in progress, unfinished)
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Choose Champion Build:
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Tank
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Juggernaut
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Bruiser
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Skirmisher
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Glasscanon
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Hybrid
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Off meta???
Recommended Items
Runes: Default; Flexible
1
2
3
4

Precision
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Core

Flash
Smite
Items
Champion Build Guide
Why to play Udyr?
High tempo champion
Udyr has a very high clear speed and base dmg, but needs to farm just a little early game in order to start overtaking the map. His dmg is also good in fights after 1 dmg item and grows very well with every next dmg item. After getting ahead, his dmg is so high that farming become more of a side-task, not a chore, as you farm really really quick with more dmg items(or dark seal).
Great scaling
He doesn't only have good base dmg and ratios, but he converts most dmg to max health dmg and benefits from max health a lot in tankier builds with his w, allowing him to scale extremely well in both dmg and tank categories as long as he is building well.
Amazing versatility
Udyr has 4 basic abilities which can be aweakened by his passive, massively increasing their performance and adding additional effects to them. This means he has 8 total abilities he can cast in any situation and 5 abilities he can cast at the same time.
-Any item he buys synergyses very well with some part of his kit, he can build both ap/ad and health, and he has many effects on his abilities based on what he maxes and builds arround, allowing him to buil ANY item in the shop as long as he builds around it or it's idea.
Verry effective
Udyr is not only versatile, but very effective at what he is trying to do as long as he focuses on a specific part of his kit: for example his q and r deal a lot of dmg, so if he focuses on high dmg items he can oneshot people, he has good w scalings and ratios, so if he focuses on a very tanky setup, he will be close to unkillable.
Doesn't like dying and getting invaded
The main thing that will make the general Udyr player fail or feel bad playing him is dying early-mid game, as the champion requires to consume a lot of gold in order to build a lead and tempo the map or in order to scale, both being pretty easy, considering his high dmg upon 1st item.
Udyr has a very high clear speed and base dmg, but needs to farm just a little early game in order to start overtaking the map. His dmg is also good in fights after 1 dmg item and grows very well with every next dmg item. After getting ahead, his dmg is so high that farming become more of a side-task, not a chore, as you farm really really quick with more dmg items(or dark seal).
Great scaling
He doesn't only have good base dmg and ratios, but he converts most dmg to max health dmg and benefits from max health a lot in tankier builds with his w, allowing him to scale extremely well in both dmg and tank categories as long as he is building well.
Amazing versatility
Udyr has 4 basic abilities which can be aweakened by his passive, massively increasing their performance and adding additional effects to them. This means he has 8 total abilities he can cast in any situation and 5 abilities he can cast at the same time.
-Any item he buys synergyses very well with some part of his kit, he can build both ap/ad and health, and he has many effects on his abilities based on what he maxes and builds arround, allowing him to buil ANY item in the shop as long as he builds around it or it's idea.
Verry effective
Udyr is not only versatile, but very effective at what he is trying to do as long as he focuses on a specific part of his kit: for example his q and r deal a lot of dmg, so if he focuses on high dmg items he can oneshot people, he has good w scalings and ratios, so if he focuses on a very tanky setup, he will be close to unkillable.
Doesn't like dying and getting invaded
The main thing that will make the general Udyr player fail or feel bad playing him is dying early-mid game, as the champion requires to consume a lot of gold in order to build a lead and tempo the map or in order to scale, both being pretty easy, considering his high dmg upon 1st item.
Strengths and Weaknesses
#1-Strengths
1- Can fit multiple roles:
Very high ratios and high base stats upon maxing an ability, is capable of both carrying a team and supporting a carry by frontlining.
2- Great effective versatility:
Aside from having high ratios, his abilities do very diferent things and apply many effects, allowing for Udyr to pick between multiple choices of playstyles and builds according to the situation and also be very effective at what he's trying to do.
3- Tempo and scaling:
Udyr can play for both tempo and scaling, as long as the right build and playstyle is chosen for each situation.
4- One of the best for onetricking:
Amazing to onetrick as the champion is not only strong and capable of fitting into any team comp, but also has some niche specifics and limits with the different builds that can only be learned and understood by one-tricking and may catch many foes lacking, while allowing the Udyr player to explore different playstyles exclusive to Udyr.
#2-Weaknesses:
1-Vulnarable to early invades:
Udyr doesn't have an ultimate, but 4 basic abilities, meaning he is intended to use all four of them early and is weak without having all of them, therefore he can't gang pre first clear and can get very behind if he is invaded with the wrong setup(if he needs to play for tempo for example, but is set behind from the invade).
2- No dashes as a melee character:
As a melee champion that has immense dmg scalings he lacks instant mobility such as dashes, which can be pretty irritating or even limiting at times.
3- Innability to completely use the whole kit:
The cost of him being so versatile is the inability of abusing 100% of his kit at all times as you have 6 max ranks in all abilities instead of the traditional 5 and 3 for the ultimate, forcing you to make a choice at what to max and what setup to use in order to abuse the kit as best as possible. Only being able to aweaken 1 ability in a fight also contributes to Udyr not being able to use the whole kit, causing the Udyr player to chose wisely between item builds according to the abilities they plan to max and aweaken most often.
1- Can fit multiple roles:
Very high ratios and high base stats upon maxing an ability, is capable of both carrying a team and supporting a carry by frontlining.
2- Great effective versatility:
Aside from having high ratios, his abilities do very diferent things and apply many effects, allowing for Udyr to pick between multiple choices of playstyles and builds according to the situation and also be very effective at what he's trying to do.
3- Tempo and scaling:
Udyr can play for both tempo and scaling, as long as the right build and playstyle is chosen for each situation.
4- One of the best for onetricking:
Amazing to onetrick as the champion is not only strong and capable of fitting into any team comp, but also has some niche specifics and limits with the different builds that can only be learned and understood by one-tricking and may catch many foes lacking, while allowing the Udyr player to explore different playstyles exclusive to Udyr.
#2-Weaknesses:
1-Vulnarable to early invades:
Udyr doesn't have an ultimate, but 4 basic abilities, meaning he is intended to use all four of them early and is weak without having all of them, therefore he can't gang pre first clear and can get very behind if he is invaded with the wrong setup(if he needs to play for tempo for example, but is set behind from the invade).
2- No dashes as a melee character:
As a melee champion that has immense dmg scalings he lacks instant mobility such as dashes, which can be pretty irritating or even limiting at times.
3- Innability to completely use the whole kit:
The cost of him being so versatile is the inability of abusing 100% of his kit at all times as you have 6 max ranks in all abilities instead of the traditional 5 and 3 for the ultimate, forcing you to make a choice at what to max and what setup to use in order to abuse the kit as best as possible. Only being able to aweaken 1 ability in a fight also contributes to Udyr not being able to use the whole kit, causing the Udyr player to chose wisely between item builds according to the abilities they plan to max and aweaken most often.
Champion tips
#1- Udyr has a cooldown of 6 seconds on each of his abilities.
#2- Udyr has an internal cooldown of 2 seconds on his 3 abilities upon castin the 4th- when casting any ability all of the rest abilities enter 2 seconds cooldwn.
#3- Udyr's abilities have 6 ranks each the base power/effect of each ability is stronger than with other champions at rank 6, meaning that you scale with levels as much as you scale with items(so you can max your abilities as much as possible).
#4- The sigificanse of one more ap item or one more tank item can be the diference between you feeling very tanky/squishy or very strong/weak in terms of dmg due to your high ratios, but also due to your mentality. With dmg builds you rank up the dmg ability+e mainly, while on tank you max w way earlyer.
#5- Ultimate haste and diferent effects that prock upon casting ultimate(such as experimental hexplate's burst move/attack speed) would apply to Udyr's passive upon aweakening any ability instead of applying to his r, and dmg related effects(such as malignance's burn passive) trigger upon aweakening q and r and dealing dmg with them.
#6- Effective versatility: ***ide from having high ratios from the stats you buy on your abilities, you also gain and apply many additional effects such as: increased attack speed, healing, stun, slow, unstopable effect and etc. which effects are pretty strong and together with both your high base power and ratios you are not only versatile, but pretty strong in whatever you decide to do/build arround.
#2- Udyr has an internal cooldown of 2 seconds on his 3 abilities upon castin the 4th- when casting any ability all of the rest abilities enter 2 seconds cooldwn.
#3- Udyr's abilities have 6 ranks each the base power/effect of each ability is stronger than with other champions at rank 6, meaning that you scale with levels as much as you scale with items(so you can max your abilities as much as possible).
#4- The sigificanse of one more ap item or one more tank item can be the diference between you feeling very tanky/squishy or very strong/weak in terms of dmg due to your high ratios, but also due to your mentality. With dmg builds you rank up the dmg ability+e mainly, while on tank you max w way earlyer.
#5- Ultimate haste and diferent effects that prock upon casting ultimate(such as experimental hexplate's burst move/attack speed) would apply to Udyr's passive upon aweakening any ability instead of applying to his r, and dmg related effects(such as malignance's burn passive) trigger upon aweakening q and r and dealing dmg with them.
#6- Effective versatility: ***ide from having high ratios from the stats you buy on your abilities, you also gain and apply many additional effects such as: increased attack speed, healing, stun, slow, unstopable effect and etc. which effects are pretty strong and together with both your high base power and ratios you are not only versatile, but pretty strong in whatever you decide to do/build arround.
Ability tips
Q:
1- You build arround your q when you want burst dmg
2- The lighnings from aweakening scale with both lvl and ap, not with the rank of the ability.
3- The lighnings don't deal isolation dmg like kha'zix's q as the ability says, but are instead spread out if multiple enemies are close to the target, making it feel as an isolation ability so you don't actually lose dmg, it just spreads.
4- Speaking about the lighnings, if you aweaken q and instantly swap form(cast e for example), the lighnings would still fall if you auto attack unless the effect ends before you auto-attack.
W:
1- Its advisable to aweaken mainly when you build arround it or in very specific situations where you need the survivability
2- Awekaneing w heals, therefore it's better to use it after you have taken dmg.
3- The w's auto attack with both aweakened and non-aweakened w gives life-steal and additionally heals scaling with ap, meaning that auto'attacking after pressing w'(or aweakening it) will always heal you regardless of what dmg type you are building(good for sustain farming or when every point of heal is important).
4- The ability is insanely powerful early game-the base shield and healing is just too high to not use when having to frontline(sometimes it's better to kill the enemies by outsustaining them rather than oneshoting them)
E:
1- As the ability says, e has decaying move speed, meaning that it is best to use e, run a little and then aweaken e if you are trying to have as much move speed as possible.
2- Any slowing effect that has been cast on you BEFORE aweakening e will not be removed by your aweakened e, you will only be unstopable for 1.5 seconds and then remain slowed again, but if you aweaken e before being slowed it will completely resist it.
3- Unlike other unstopable abilities of other champions, your e is a true unstopable, meaning that even in the case you are stunned while unstopable is active, you won't be stunnied afterwards.
4- Your auto-attack with e is counted as a dash, meaning that rune and ability effects related to dashes also work for your e when you auto-attack with it active.
R:
1- You build arround it when you want or are fine with having overtime or aoe dmg.
2- You build arround it when you want the capability to remotely dmg enemies.
3- The base dmg that it usually deals will also be dealt while it is being aweakened(not only the max health will be dealt, meaning that it is very strong against squishies, since the max health ratio is not that much, compared to q, but the flat dmg ratio is decent).
4- Your r speed after thrown out depends on the distance between it and you based on lvl.
5- The aweakened r will follow anything you auto-attack, except if it dies from the auto-attack.
6- Awealen r CANNOT move through terrain, any terrain-creating champion can counter it.
1- You build arround your q when you want burst dmg
2- The lighnings from aweakening scale with both lvl and ap, not with the rank of the ability.
3- The lighnings don't deal isolation dmg like kha'zix's q as the ability says, but are instead spread out if multiple enemies are close to the target, making it feel as an isolation ability so you don't actually lose dmg, it just spreads.
4- Speaking about the lighnings, if you aweaken q and instantly swap form(cast e for example), the lighnings would still fall if you auto attack unless the effect ends before you auto-attack.
W:
1- Its advisable to aweaken mainly when you build arround it or in very specific situations where you need the survivability
2- Awekaneing w heals, therefore it's better to use it after you have taken dmg.
3- The w's auto attack with both aweakened and non-aweakened w gives life-steal and additionally heals scaling with ap, meaning that auto'attacking after pressing w'(or aweakening it) will always heal you regardless of what dmg type you are building(good for sustain farming or when every point of heal is important).
4- The ability is insanely powerful early game-the base shield and healing is just too high to not use when having to frontline(sometimes it's better to kill the enemies by outsustaining them rather than oneshoting them)
E:
1- As the ability says, e has decaying move speed, meaning that it is best to use e, run a little and then aweaken e if you are trying to have as much move speed as possible.
2- Any slowing effect that has been cast on you BEFORE aweakening e will not be removed by your aweakened e, you will only be unstopable for 1.5 seconds and then remain slowed again, but if you aweaken e before being slowed it will completely resist it.
3- Unlike other unstopable abilities of other champions, your e is a true unstopable, meaning that even in the case you are stunned while unstopable is active, you won't be stunnied afterwards.
4- Your auto-attack with e is counted as a dash, meaning that rune and ability effects related to dashes also work for your e when you auto-attack with it active.
R:
1- You build arround it when you want or are fine with having overtime or aoe dmg.
2- You build arround it when you want the capability to remotely dmg enemies.
3- The base dmg that it usually deals will also be dealt while it is being aweakened(not only the max health will be dealt, meaning that it is very strong against squishies, since the max health ratio is not that much, compared to q, but the flat dmg ratio is decent).
4- Your r speed after thrown out depends on the distance between it and you based on lvl.
5- The aweakened r will follow anything you auto-attack, except if it dies from the auto-attack.
6- Awealen r CANNOT move through terrain, any terrain-creating champion can counter it.
Role-picking tips
Should I itemize to tank, should I build dmg? Should I be more of a Juggernaut or should i be more of a Skirmisher?
Those are usually dificult questions at first, but with experience and time they become pretty obvious once you are familiar to the champion and his interactions. Regardless, here are some tips in what category would fit the best the game you play in:
1- Tankier builds are anoyng against enemeis that can't kill tanks and when your team has dmg, and the opposite, it would be very bad aginast vayne or master yi for example, or if your team doesn't have enough dmg.
2- Higher dmg categories are prone to die a lot easyer, so they would be hard to impossible without some form of frontlining from your team.
3- The most important thing about each category is understanding the mentality. Udyr focuses on maxing and aweakening primarly 1-2 abilities, meaning that it's best to build arround the ability you intend to aweaken most often. Tankier builds are not only tanky just because you bought one more tank item instead of dmg, but also because every single item you bought contributes to you being tankier, meaning that it doesn't make sense to aweaken your dmg if you don't build arround it. The only build that goest arround this is Bruiser, as it is the perfect mid between being tanky and dealing dmg and can aweaken both dmg and w effectively, as long as the aiblity is maxed.
4- The same way, with dmg focused builds, every item is supposed to make you deal dmg and/or increase your tempo while making you capable of surviving(as you are a melee character), the tank items you might buy in skirmisher or bruiser are not supposed to primarely only make you tankier, but to allow you to effectively deal dmg, meaning that gap-closing becomes a lot more important(altho with bruiser sometimes its best to get strong tank items in order to just survive or even tank enemy dmg if needed).
Teamcomp-related tips!
1- Look at the dmg to tank ratio of the enemies against your team.
1-It is pointles to build full tank if your enemies have extremely low dmg even
if you are solo frontline. This is why Juggernaut exists...
2-It is pointless to go tank with two very tank oriented teammates, just go bruiser, your team probably lacks dmg.
2- Understand if a category would be entirely countered by the enemies and why:
1-Anti-tank champions are generaly also good against Juggernaut and Bruiser
2-High flat burst dmg champions are generally good against squishies, A.K.A
skirmsher and glasscanon and bad against tanks.
Those are usually dificult questions at first, but with experience and time they become pretty obvious once you are familiar to the champion and his interactions. Regardless, here are some tips in what category would fit the best the game you play in:
1- Tankier builds are anoyng against enemeis that can't kill tanks and when your team has dmg, and the opposite, it would be very bad aginast vayne or master yi for example, or if your team doesn't have enough dmg.
2- Higher dmg categories are prone to die a lot easyer, so they would be hard to impossible without some form of frontlining from your team.
3- The most important thing about each category is understanding the mentality. Udyr focuses on maxing and aweakening primarly 1-2 abilities, meaning that it's best to build arround the ability you intend to aweaken most often. Tankier builds are not only tanky just because you bought one more tank item instead of dmg, but also because every single item you bought contributes to you being tankier, meaning that it doesn't make sense to aweaken your dmg if you don't build arround it. The only build that goest arround this is Bruiser, as it is the perfect mid between being tanky and dealing dmg and can aweaken both dmg and w effectively, as long as the aiblity is maxed.
4- The same way, with dmg focused builds, every item is supposed to make you deal dmg and/or increase your tempo while making you capable of surviving(as you are a melee character), the tank items you might buy in skirmisher or bruiser are not supposed to primarely only make you tankier, but to allow you to effectively deal dmg, meaning that gap-closing becomes a lot more important(altho with bruiser sometimes its best to get strong tank items in order to just survive or even tank enemy dmg if needed).
Teamcomp-related tips!
1- Look at the dmg to tank ratio of the enemies against your team.
1-It is pointles to build full tank if your enemies have extremely low dmg even
if you are solo frontline. This is why Juggernaut exists...
2-It is pointless to go tank with two very tank oriented teammates, just go bruiser, your team probably lacks dmg.
2- Understand if a category would be entirely countered by the enemies and why:
1-Anti-tank champions are generaly also good against Juggernaut and Bruiser
2-High flat burst dmg champions are generally good against squishies, A.K.A
skirmsher and glasscanon and bad against tanks.
The choice of ap or ad
Should i go Ap or Ad?
Sometimes it is more important to pick the dmg form for the specific interactions and effects of your abilities rather than for the need of ap or ad in the team.
1- Enemies are all extremely squishy low mobility range champions but they will oneshot me if I frontline, you go Ap Skirmisher or Ap Glasscanon and let your ultimate deal with them for you instead of getting death close to them if u cant survive.
2- Master yi destroyes everything and everyone very fast, he must be shut down
extremely quickly-no version of Ap can do this, Ad can do it very effectively, go
Ad regardless of your team.
The dmg input between Ad and Ap with the same number of items is different!
1- When going Ad tank you will deal a lot more dmg than with ap tank, but it is going to be single target instead of aoe with a slow. Same is with the other builds/categories, your q base max health dmg is higher at rank 6 than your r rank 6 dmg, meaning you will deal more dmg with ad if you can perform the 4 auto-attacks with q.
2- Your r may deal less dmg, but it still deals a lot of dmg to squishies and decent dmg to tanky enemies with high ap focused builds. It's dmg is way easyer to acces as you can abuse it even when you can't auto attack or even release it to dmg enemies from afar, and it is also an aoe.
-In tankier builds it also provides slow consistently.
Sometimes it is more important to pick the dmg form for the specific interactions and effects of your abilities rather than for the need of ap or ad in the team.
1- Enemies are all extremely squishy low mobility range champions but they will oneshot me if I frontline, you go Ap Skirmisher or Ap Glasscanon and let your ultimate deal with them for you instead of getting death close to them if u cant survive.
2- Master yi destroyes everything and everyone very fast, he must be shut down
extremely quickly-no version of Ap can do this, Ad can do it very effectively, go
Ad regardless of your team.
The dmg input between Ad and Ap with the same number of items is different!
1- When going Ad tank you will deal a lot more dmg than with ap tank, but it is going to be single target instead of aoe with a slow. Same is with the other builds/categories, your q base max health dmg is higher at rank 6 than your r rank 6 dmg, meaning you will deal more dmg with ad if you can perform the 4 auto-attacks with q.
2- Your r may deal less dmg, but it still deals a lot of dmg to squishies and decent dmg to tanky enemies with high ap focused builds. It's dmg is way easyer to acces as you can abuse it even when you can't auto attack or even release it to dmg enemies from afar, and it is also an aoe.
-In tankier builds it also provides slow consistently.
The idea of Exceling vs Multistacking
The concept of exceling and doing one specific thing vs stacking multiple stats and doing multiple tasks
Exceling[/b
-Excelling is the idea of being extremely powerful in one aspect and deminishing the other aspects. You focus around the one thing you want to be the most-usually the choice is between being extremely tanky or dealing extreme dmg. Exceling can be represented by other concepts such as move speed if you really are so fast that it can turn the tide of the fights or the game itself
Multistacking:
-Multistacking is the idea of building multiple stats and having a more broad focus on what you build around: You can be fast and tanky for example, building a healthy combination of both, you can be fast with high dmg or a little bit of all. Multistacking doesn't excel at one specific thing but attemps to have a more balanced playstyle by having survivability, decent dmg and may be decent speed for example, allowing you to be a good synergy to many other champions, since you can both frontline and deal dmg, essentially also allowing you to take multiple roles and be more flexible in both building and playstyle(such roles are usually the juggernaut, the bruiser and skirmisher, as they all build both dmg and sustain even if their priority may be different for each role, unlike tank and glasscanon that only want to do one thing- either tank or deal dmg)
-non of the above is neceserily the best playstyle, each option has is weakenesses and strengths depending on the role you are picking, but it's nice to be mindful of those ideas so that you are not surpised that the enemy full dmg kills you when u try to build both dmg and sustain(cuz they are exceling at dmg and you are multistacking-hence you are not exceling at sustain in order to survive them)
Exceling[/b
-Excelling is the idea of being extremely powerful in one aspect and deminishing the other aspects. You focus around the one thing you want to be the most-usually the choice is between being extremely tanky or dealing extreme dmg. Exceling can be represented by other concepts such as move speed if you really are so fast that it can turn the tide of the fights or the game itself
Multistacking:
-Multistacking is the idea of building multiple stats and having a more broad focus on what you build around: You can be fast and tanky for example, building a healthy combination of both, you can be fast with high dmg or a little bit of all. Multistacking doesn't excel at one specific thing but attemps to have a more balanced playstyle by having survivability, decent dmg and may be decent speed for example, allowing you to be a good synergy to many other champions, since you can both frontline and deal dmg, essentially also allowing you to take multiple roles and be more flexible in both building and playstyle(such roles are usually the juggernaut, the bruiser and skirmisher, as they all build both dmg and sustain even if their priority may be different for each role, unlike tank and glasscanon that only want to do one thing- either tank or deal dmg)
-non of the above is neceserily the best playstyle, each option has is weakenesses and strengths depending on the role you are picking, but it's nice to be mindful of those ideas so that you are not surpised that the enemy full dmg kills you when u try to build both dmg and sustain(cuz they are exceling at dmg and you are multistacking-hence you are not exceling at sustain in order to survive them)
Pure Tank
The goal of the tank category is to simply frontline for your team by being extremely unkillable. You have some versatility in itemization, but your goal in the end is to be as beefy as possible, therefore you always buy at least 2 pure tank items and focus on awakening right about mid game
-The category is the best when there is no frontline on your team and there is high dmg on enemy team you are trying to counter or when the enemy team doesn't have a good answer to tanks
-The category is the best when there is no frontline on your team and there is high dmg on enemy team you are trying to counter or when the enemy team doesn't have a good answer to tanks
Juggernaut
Similarly to tank the juggernaut category is supposed to frontline for his team, but can deal a bit more dmg in trade of being a bit less tanky than pure tank. In order to make up for the lack of tankines you need to buy the strongest possible tank items and defensive dmg items. Due to the lack of more dmg items, it's best for your starter dmg item to always be a very strong standalone or synergy item, as your second item is always a defensive item
-The category is best when having one other frontline on your team and the enemies would generally struggle into tank champions. It also deals good dmg for your dmg dealers
-The category is best when having one other frontline on your team and the enemies would generally struggle into tank champions. It also deals good dmg for your dmg dealers
Bruiser
The bruiser category focuses at multistacking of a lot of different stats depending on the your goal, but will allways implement both dmg and sustain. It is fery flexible in terms of being capable of focusing on many different stats such as: Higher dmg, higher sustain, movement speed, utility(debuffing for example), shred and etc. It gives the most versatility in terms of not only itemization, but also of the role you want to have- due to the high dmg if you mix with speed you can be a backline disruptor, backlinge killer, with higher sustain you can frontline effectively, with a more intense dmg you can kill frontlines easelly, you can generally be faster around the map and try to flank fights and etc.
-Best picked with 1-2 frontlines on your team, best picked vs enemies that don't excel at something vs you or your comp:
-meaning that if the enemy aphelios is full build there is a high chance he oneshots you, since you don't deal enough dmg alone or have enough sustain alone, but if you can kill him together with your team, the bruiser becomes very powerful because it can support both dmg and sustain champions on your team. Just be mindful, if there is a lack of dmg on your team, bruiser may not have enough dmg to work with since u are multistacking and not exceling at dmg, and the opposite, since you are not exceling at sustain, if your team has no sustain you may be insufficient as a no dash frontliner
-Best picked with 1-2 frontlines on your team, best picked vs enemies that don't excel at something vs you or your comp:
-meaning that if the enemy aphelios is full build there is a high chance he oneshots you, since you don't deal enough dmg alone or have enough sustain alone, but if you can kill him together with your team, the bruiser becomes very powerful because it can support both dmg and sustain champions on your team. Just be mindful, if there is a lack of dmg on your team, bruiser may not have enough dmg to work with since u are multistacking and not exceling at dmg, and the opposite, since you are not exceling at sustain, if your team has no sustain you may be insufficient as a no dash frontliner
Skirmisher
The skirmisher role focuses on greater dmg and speed than bruiser while still attaining some minimal sustain in order to be able to quickly deal dmg in skirmishes without getting oneshoted. It's primary focus can be dmg or speed, but still has enough sustain to casually walk towards a target and auto-attack them in skirmish type situations if built in the right team comps and if build properly
-Works best if paired with very frontline oriented allies or vs squishy enemies that you can quickly kill in a small skirmish before turning it into a teamfight. Generally if you have solid fronlines on your team, this role can scale even for teamfgighting as long as you can deal dmg to the enemy carries
-The role is rather oneshottable, the only tank items you get are for tempo and dmg and only when matched with extremely good dmg items, otherwise match multiple bruiser dmg items in order to still have some sustain together with the decen dmg you build
-Works best if paired with very frontline oriented allies or vs squishy enemies that you can quickly kill in a small skirmish before turning it into a teamfight. Generally if you have solid fronlines on your team, this role can scale even for teamfgighting as long as you can deal dmg to the enemy carries
-The role is rather oneshottable, the only tank items you get are for tempo and dmg and only when matched with extremely good dmg items, otherwise match multiple bruiser dmg items in order to still have some sustain together with the decen dmg you build
Glasscanon
The glasscanon category focuses on dmg alone with just enough sustain to simple not get oneshoted before oneshottinh the enemy target/s. It focuses on one stat, essentially exceling at it and is strong when you are capable of killing your enemies before dying
-The category is best when paired with 2-3 fronliners as you have no sustain at all, best vs squishy enemies that you can oneshot regardless of what they excel at
Be mindful since you are playing full dmg, now more than ever there will be a differenece in the playstyle between ad and ap, since one is single target melee and the other is range arrea dmg effect, which is not that detremential on tankier builds since you are benefitting from w and from being tanky more, but on glasscanon, the difference will be felt tremendously
-The category is best when paired with 2-3 fronliners as you have no sustain at all, best vs squishy enemies that you can oneshot regardless of what they excel at
Be mindful since you are playing full dmg, now more than ever there will be a differenece in the playstyle between ad and ap, since one is single target melee and the other is range arrea dmg effect, which is not that detremential on tankier builds since you are benefitting from w and from being tanky more, but on glasscanon, the difference will be felt tremendously
Hybrid
The hybrid category attempts to be everything at the same time, making it similar to a bruiser with the exception of being capable of buying ALL items in the shop post 3th item. It's goal is to stack high ad, high ap, high armor, high magic resist and high health in order to become a beefy all around built machine and abuse the whole kit of Udyr to some extent vs any enemy team composition
Altho sounding like the perfect thing for a champion such as Uydr, it comes with the cost of not actually being the strongest in any stat or playstyle, but still being extremely good at all, meaning that you are something of a jack of all trades- good at all but master of none, meaning that you will be extremely effective at all, but pure ad will oneshot better, and pure ap will deal arrea dmg better, pure tank will tank better and so on and so forth
-Best picked when you want to abuse all stats, hence, with another fronline champions and vs enemies that generally don't excel too much at anything, or at least compared to your team(enemy aphelios vs your ezreal may deal a lot more dmg late game to you than your esreal to the enemy full tanks for example, making hybrid struggle if you can't play fights properly)
-A benefit of hybrid is not only the ability to build EVERY item in the game, but it's extreme max health mixed dmg, meaning that until late game you will actualy VERY powerful in terms of dueling and teamfighting until you focus on being the most like either category(Since hybrid can build 3 tank items, 2 tank items, 1 tank item and the same with dmg, it can go defensive dmg items, pure dmg items and etc. resembling one of the other categories the most, but for both ad and ap instead of one or the other)
Altho sounding like the perfect thing for a champion such as Uydr, it comes with the cost of not actually being the strongest in any stat or playstyle, but still being extremely good at all, meaning that you are something of a jack of all trades- good at all but master of none, meaning that you will be extremely effective at all, but pure ad will oneshot better, and pure ap will deal arrea dmg better, pure tank will tank better and so on and so forth
-Best picked when you want to abuse all stats, hence, with another fronline champions and vs enemies that generally don't excel too much at anything, or at least compared to your team(enemy aphelios vs your ezreal may deal a lot more dmg late game to you than your esreal to the enemy full tanks for example, making hybrid struggle if you can't play fights properly)
-A benefit of hybrid is not only the ability to build EVERY item in the game, but it's extreme max health mixed dmg, meaning that until late game you will actualy VERY powerful in terms of dueling and teamfighting until you focus on being the most like either category(Since hybrid can build 3 tank items, 2 tank items, 1 tank item and the same with dmg, it can go defensive dmg items, pure dmg items and etc. resembling one of the other categories the most, but for both ad and ap instead of one or the other)
Off meta?
Don't ever build in ranked pls, your teammates are humans in most cases, not some bots made to bear with yours(mine) stupid ideas.
Starter and boots
A shoutout to Williefknp: an ex Udyr one-trick streamer, he is my inspiration for Hybrid and many of the ideas in this guide:
https://www.youtube.com/@lolWillieP
https://www.youtube.com/@WilliefknP
https://www.youtube.com/@lolWillieP
https://www.youtube.com/@WilliefknP




Threats
Synergies





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