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Udyr: The Frozen Jungle [Hybrid - Tank / DPS]






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Spells:
Ghost
Smite
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
toc
- Preface
- Introduction
- Summoner Skills
-Recommended
-Optional - Item Build
-Recommended
-Optional - Skills Explanation
- Runes Explanation
- Masteries Explanation
- Gameplay Explanation
-Jungle Phase Type 1
-Elaborated Jungle Route Type 1
- Small Golems
- Wraiths
- Wolves
- Blue Golem
- Red Lizard
- Dragon
-Ganking Techniques Type 1
-Jungle Phase Type 2
-Elaborated Jungle Route Type 2
- Blue Golem
- Wolves
- Wraiths
- Red Lizard
- Small Golems
- Dragon
-Ganking Techniques Type 2
-Mid Game
-Late Game - FAQ
- Target Priority
- Tryndamere Explanation
- Metagame Explanation
- End Notes
- Additional Comments
- ChangeLog

My first Note to the MOBAfire community starts here. Many of you know and were accustomed to the old Udyr build I had posted, and a few considered it the "Udyr bible". First of all, there is no one way to play Udyr. Second of all, this guide is going to have a somewhat different format than before. I am removing the Type 2 Jungling builds in favor of the Type 1 jungling that allows for more efficient ganking. I will leave in the Type 2 Jungling section in the event that people do not like my Jungle route. Another big change is the builds in general. The build section seemed cluttered and confusing, so I opted for a cleaner build section that tailored more to types of playstyles and less to types of jungling.
The guide now goes in depth with more gameplay than just early, mid, and late game. It will include some of the "chapters" that Matt came up with for guide making suggestions. It will also go more in depth with the individual sections. This is due to the new Guide Format that quite honestly makes updating guides bearable. Enjoy the new and [hopefully] improved guide.
Last Updated: January 10th

This guide focuses on the Items, Masteries, and Runes, while attempting to focus on the gameplay as a whole instead of just the early game as it did before. Two builds in one guide needs much more explanation than it did before.
AA - Auto Attack
Stun -



Slow - the frozen mallet passive or Red Buff passive, slows the enemy's Movement Speed
AoE -

Shield -

Kiting - the ability to run away while attacking the chaser.
CC - Crowd Control, mainly slow or stun
ArPen - Armor Penetration
mPen - Magic Penetration
AD - Attack Damage
AP - Ability Power
AS - Attack Speed
MS - Movement speed
MP5 - Mana per 5 seconds
MR - Magic Resistance
CDR - Cooldown Reduction
HP - Health Points
MP - Mana Points
BD - Back Door
FB - First Blood
KS - Kill Steal
Tank - A champion that is designed to take heavy focus for the team
Offtank - A mix between DPS and Tank; Designed to take a beating, while dealing heavy damage
DPS - Damage per Second, refers to champs that deal sustained heavy damage such as



Rager - A person that has little to no control of their anger and frustration. They can be fantastic players, but have difficulty when they lose control. I may add a rage section later on, depending on how much text I am allowed in a guide.
QQ - Needless rage talk that isn't targetted at any player, but instead the gameplay mechanics such as skillshots or champion skills and statistics.
Thank you for taking the time to view my build style for Udyr, The Frozen Jungle. As you all know, this guide used to take advantage of the bulkiness / slow of the frozen mallet and the damage of

Pros:
- For a melee champ, one of the best skill sets in the game.
- Very strong jungler.
- Fantastic ganks; even if it is a failed gank, the enemy will have had to pop at least one summoner spell.
- One of the strongest damage shields in the game.
- A great stun in
Blazing Stampede.
- Primal Udyr skin is quite possibly the sexiest skin in the entire game.
- To Be Continued...
Cons:
- Absolutely no range.
- Can be a pain in the *** at times because Udyr isn't the best of carries.
- CC can become a problem very quickly
- If your team's carries don't do ****, you are relatively useless.
- HUGE learning curve.
- The last few recent patches have really screwed with the Udyr Niche, so it can be hard to find a set playstyle for Udyr.






















Early Game
Mid Game
Late Game
Everyone wonders what Udyr's items should be when he leaves the platform at level 1. Most go the basic

































Early Game
Mid Game
Late Game
The starting jungle items are the same, so i won't bother with copy and pasting the same long, dry paragraph. Same old Jungling Route, etc. Surprise! the Jungle phase is exactly the same for both Item Builds.













some really good Lifesteal that is just great on Udyr in general. To be honest, as I'm writting this, I'm seriously considering moving it to the Core Build section. I'll have to do some testing and might change this later.
































For a while i had 0/21/9 Masteries on here, focusing on dodge over MR. This was a good Masteries, and is entirely viable, but I have tested some more with different masteries, and I realized as i continued to play Udyr, that the more time with Buffs I had, the more OP Udyr became. To solve this issue, I adjusted to give me the strongest ganking potential possible, without losing too much defensive ability early game. With the new Masteries of 0/15/15, I am able to take full buff duration extension, as well as get the Move Speed boost that is surprisingly useful in the ganking phase. With the 0/15/15, I am able to pick up vital Utility Masteries without losing out on the important Defensive Masteries too much.
By taking out 6 points of Defensive Masteries, I lost the Masteries including Tenacity, which gives me 4% damage reduction, Ardor, which gives me small AP and AS boosts, and one point in Veteran's Scars, which gave me an extra 15 health.
In contrast, I gained a point in Utility Mastery, which gives me an extra 15% in buff duration, 2 points in Meditation, which gives me .66 extra mana per second [this one was mainly to get the Move Speed boost], and finally Quickness, which gives me an extra 3% Move Speed boost. To get Quickness, I needed to invest 15 points minimum. This means I have 15 points to put into Defensive Masteries.
I follow generally the same path as I would normally, up to 3 points in Veteran's Scars to give me 45 extra flat health. One difference, however, is instead of three points into Harden Skin, which blocks 3 physical true damage, I left it empty and put an extra point into Resistance, which gives me an extra 2 MR. Why you ask? well, first of all, In the current metagame, Auto Attack DPS is far less common than it used to be, meaning skills dominate. The majority of skills are Magic Damage, and even some Auto Attack is Magic Damage, such as


By putting 15 into Defensive Masteries and 15 into Utility Masteries, I am able to maximize my buff duration, as well as my Movement Speed, while taking advantage of Flat Health and the rest of the important Masteries in the Defensive Tree.
0/21/9 is by all means still viable, but this guide is how I play Udyr, and It actually compliments the Jungle Metagame quite nicely.
Sometimes I actually go 0/14/16, because maximum Mana Regen per second may be more desirable. Udyr doesn't NEED as much flat health as possible, so 15 less flat health is a fair sacrifice for maximizing Mana Regen. This is, of course, preference.
Most people call this phase the Early Game, but that isn't really what it is for Udyr. His Early Game sort of blends in with the rest of the match. I will explain.
I recently discovered this Jungle Route through, ironically, the person that inspired this build. It is a little bit slower, as you have to start with Turtle, but the speed sacrifice is more than made up for in the Ganking Phase. To do this route, it goes a something like this. At the beginning of the game, ward the enemy red buff so you can grab a free buff and maybe a kill, OR you can ward your own blue to make sure no one steals it. Once warded, you run back to your small golems and start there. For this route you have to put a point into










You will want to put a sight ward at the green dot, which is the enemy Red Buff. Follow the numbers, with 6 being dragon. The yellow dots are where you hide out to gank, and the red lines are where the enemy should be for an ideal gank, unless you have some reliable CC like Taric or Nasus.

Hmm. Udyr at small golems first? Doesn't he kinda need Blue Buff ASAP? Well no. not really at all.






Erright. You will have almost full health. Yay. Pop



You get here, pop

This camp is important, but fairly easy. Pop









This is the only really hard camp. Pop





Dragon is a bit irrelevant, because it isn't really in this jungle route. Dragon is more of a... team thing. You really should never do it alone. And if you do, you got some serious balls. Probably give them a free dragon and a free death. :) Just put it in here for the symmetry.
You will want to wait in the brush, pop



The build for this Jungle Route is drastically different than type 2 because you need to take advantage of the increased jungle time. When you go back for the first time get your boots, and if you have enough, get

Try to run around to the back of them instead of straight at them so that you can cut them off. It guarantees that you get a stun and the Red Buff slow on them. Really good ganking partners include those with a lot of CC. Damage isn't as important, because you do plenty as it is with the early red buff. Taric is a great ganking partner, Kennen is great, Nasus is good, Sion is good, Annie is great, etc. Factor that into which lane you gank. Keep in mind which Summoner skills they have and which ones they have used already. Also make sure you keep an eye on the other lanes and especially the lane partner. The worst thing you can do is get killed by the other lane partner while you are focusing the first one.
Udyr starts with the typical Jungle build, with a few tweaks. Instead of going with





Your basic Jungle route is 1 through 5, 1 being the Blue Golem Buff, and 4 being the Red Lizard Buff. 6 is Dragon. With Udyr, you want to go 1 through five, making sure to NOT RECALL during this time. After finishing the fifth camp, you will want to gank the lane that needs it most. Usually, Mid Lane will have flash or ghost, or both. It would be ideal to get rid of the solo mid, but may be difficult. The solo top lane is a prime gank opportunity as well. I usually like to wait in the bushes in the river until the enemy pushes to our turret, then pop


Keep ganking until your Red Buff wears out, or you run out of mana, then recall to pick up


If they DO have a jungler, however, just wait until your buffs come up, grab them, and gank again. Also, make sure dragon is warded at all times. It can net your team a free kill, as well as a possible free dragon.
First of all, you want to start with a level in






























I have marked the prime ganking spots with Red dots. These are the bushes that you will wait in until the enemy champs extend past the pink lines. This is assuming you are on the blue side, of course. Once they reach this line, or preferably pass it, pop ghost, pop







First for the outer lanes. When they spot you, their first instinct is to run for the outer bushes. Try to cut them off before they get to the bush. If they make it, instead of running to where they entered, run to where they will exit, which is the other side of the bush. run just inside the bush FROM THE SIDE. if you run in the opposite direction of the running champ, he will juke you from the bush as soon as you walk in it. If they


For ganking mid, I personally like having 2 people ganking instead of just you. This is because there is far too much room to run, and the enemy can easily duck into the forest on the other side, where their team can be waiting, ironically, to gank you. This is why the line is farther up for mid lane than the side lanes. If you are ganking alone, wait till the enemy is in turret range so that you can cut off escape routes. THEN pop









As far as the Jungle goes, make sure to grab the Red and Blue buffs whenever possible, and ask if your carries or casters want Red or Blue buff, respectively. Grab dragon whenever possible, or ward if you feel unsafe. If you score an ace when your team is around 14 or 15, see if you can round up a quick Baron run. Some idiots don't really care about Baron, but it is the one of the biggest gamechangers ever. By mid game, Baron should ALWAYS be warded. It also makes a great choke point, so even when Baron is down, you can have wards in the general area. Try to die as little as possible in Mid Game, because unfortunately, Mid Game is the most important phase for Udyr. Without a good Mid Game, Udyr is behind on items, and he only falls farther behind and the downward spiral begins. With a GOOD Mid Game, however, Udyr becomes nearly unstoppable in Late Game.




At any rate, this is the teamfight phase. You are officially an Offtank, and you can take a beating, as long as your team backs you up. At this point, the other team sees your carries as a bigger threat than you, so combined with your bulkiness, you can wreck face and not be worried about being blasted down like a




Now, because Udyr is both a tank AND dps, A.K.A. Offtank, he makes a fantastic Anti-Carry. He can use his

Top Priority
Twitch - He can sneak up on teams even with oracle's elixir, and can easily change a team fight if left unchecked. He dies first.
Miss Fortune - Her ult? Duh.
Ashe - Anyone who has seen an ELO late game
Ashe knows why you get her first. End game her non-crit hits do 450 or more.
Annie - Nobody likes an AoE nuke and stun, and she goes down super easy anyways. Just get rid of her before she makes a scene.
Akali - Surprise? Not even. She takes your carries out so fast. It is the job of every Offtank to get rid of the anti-carries.
Teemo - His blind and poison can faceroll any champion, especially your carry. The faster he dies, the faster you destroy their damage output.
Kennen - No one likes a painful team stun, so the sooner hes gone, the sooner you have an advantage. It also helps to get close to him because his main damage is poking from afar.
Kog'Maw - A few weeks ago I would have put him at top, but he lost some of his effectiveness lately. He is still dangerous, and therefore is still in Top Priority.
Morgana - If she gets her ult off, you are screwed. Don't let that happen.
Sona - One of the best AoE stun / Support champs in the game, and can keep her team alive just enough to kill your entire team. She needs to die.
Katarina - Her ult is devastating, and her pokes hurt. ya she needs to die.
Ryze - He has some serious nuking power... Try to eat him before he starts his combo.
High Priority
Tristana - She would be in the Top Priority tier, but because of her amazing escape skill, she shouldn't be bothered with if you can take someone out from the Top Priority tier first.
Corki - Moved him up because after his "buff", he has become a significantly more effective carry.
Twisted Fate - He has that annoying stun, and can escape fairly well. Depends on if he is their main damage or not, but he's in High Priority.
Veigar - Eats your casters. Can't let that happen. Must die.
Nunu & Willump - This may seem like a strange place for him, but you can easily destroy his usefulness. His ultimate "charges" as it channels, so the earlier you stun him the earlier you ruin his ult, and the less damage he does. Good
Nunu & Willump players go AP, which is why hes higher. Tank
Nunu & Willump is obviously useless, and shouldn't be targeted.
Ezreal - Hard as hell to catch, but squishy once you do. I found that is actually a lot easier to get to him with
Frozen Mallet, so I moved him up. He is still a carry, and must be stopped.
Sivir - The most recent buff to Sivir has put her damage output through the roof. And she is fricken squishy. But she has a huge MS boost, so she will not be put in top tier Priority.
Xin Zhao - He has some really annoying CC, and can be dangerous if left unchecked.
Lux - She gives the illusion that she's hard to catch, but once you do, she's an easy kill. Her CC is a major nuisance.
Gangplank - His crits end game can 2 hit your casters, and that is bad. Very bad.
Mid Priority
Warwick - Not a huge priority, but his ult can really screw up your team structure.
Janna - Support that needs to die, but has really good escape methods. Not worth chasing over the high and top priority tiers.
Taric - Taking him out of the fight is necessary. The only reason he isn't higher is because he is bulky... ish. depending on how he's built.
Anivia - I would have put her sooner, but her egg makes her a little harder to kill. If she isn't fed, try to save her for after the carries are gone
Vladimir - You will want to make him waste his pool so when your team comes in after you he has no real escape.
Master Yi - He's annoying. 'nuff said.
Evelynn - Her stun is surprisingly annoying, and the sooner you get rid of that, the sooner your teammates can stop raging. I moved her up to Mid Priority because i find that good Evelynn players are far more dangerous than i originally gave them credit for.
Pantheon - He is another squishy killer, but not as effective as
Akali. When he ults, try to run in and stun him before he can use his whole combo. Your stun ruins his combo, considering hes more of a skill DPS than an AA DPS.
Soraka - Just because she is support.
Shaco - Once he realizes you aren't scared of him, he will **** his tights and
Deceive the **** outta there.
Fiddlesticks - CCing muther. No one likes it, but might as well be wasted on you.
Malzahar - Meh. Easy to avoid, until he ults. THEN you want to get rid of him.
Low Priority
Kayle - Not a hard carry, but she can do some damage with her slow. The only reason she's lower is that if you focus her, she will just ult and make your efforts useless.
Heimerdinger - He should die, but hes not your problem. He does damage whether he is disabled or not.
Kassadin - He does some heavy damage, so scare him off. He's a ***** to catch though, so don't chase if he runs off. I moved him down a tier because of his Ult. Attack him just enough to scare him off, but DO NOT CHASE.
Karthus - Hes a huge pain, but he keeps on chuggin even after you kill him, which is almost more dangerous because he has nothing to be afraid of.
Nidalee - Also needs to die, but amazing at kiting; something you cannot deal with.
Swain - Stupid health regen, and lots of annoying CC. His damage output is a little low, so he isnt a higher priority.
Sion - Going for him can waste his stun on you, which is good, but he is tanky as hell.
Gragas - One of those bulky champs that should die but just isn't the best for anti-carry focus.
Mordekaiser - Mordekaiser has impressed me of late. With his recent HUGE buff, he is far more dangerous and actually changes the tide of the battle even without his Ult. Because of this buff, however, people don't build him quite as tanky as before, so between
Madred's Bloodrazor and
Frozen Mallet, he may be someone you want to go for.
Udyr - He's a serious pain for your team, but mirrors are always really risky, because if he has slightly better runes [assuming you dont have my recommended runes] or he is slightly farther along on his item build, you are screwed. He is also really bulky, so i suggest saving him for later.
No Priority
Just a little side note for this part of the priority section, I actually stared at the remaining champs for about ten minutes trying to figure out how to go about this. I'm not even going to write a reason to go for them, because you shouldn't. I will explain why not to. Most reasons will be "tank blah blah blah" so don't get excited.
Poppy - She is an anti-carry, but her ult makes it useless to target her.
Cho'Gath - Lots of health scales well with your madred's, but most of them go tanky, and so it takes forever to kill him in a team fight. Time that is wasted.
Zilean - If you focus him, he has to blow his ult on himself, which is good for your team. But like i said. He has his ult. Meaning he will just revive.
Olaf - His ridiculous lifesteal is just dumb, and he has burst, which eats you up. Try to avoid.
Dr. Mundo - Another one of those annoying ults that you just can't seem to handle in a teamfight. Ignore him if possible.
Blitzcrank - Lots of annoying CC, and usually pretty bulky. His damage is less than stellar though, so don't bother in teamfight scenarios.
Urgot - His poke hurts like a *****, but there's no point in targetting him. Way to bulky. I moved him a little farther down because I find his shield and natural bulk super annoying.
Nasus - You really shouldn't ever 1v1 him with his ult and natural lifesteal. Just a bad idea.
Rammus - If you can get rid of him, that means no AoE ult and no taunt. But he usually stacks anti-AA stuff, including his
Defensive Ball Curl.
Amumu - That % health damage from
Despair hurts like a *****. Sadly, he's a tank, and he wants to get hit for
Tantrum.
Shen - There's that taunt again. Unfortunately, he's an incredible tank.
Malphite - If you get in melee range, he can use ground pound. It hurts. A lot.
Garen -
Sunfire Aegis plus
Judgment is very bad for Udyr's health.
Galio - With
Bulwark, he likes taking the hits, and it makes his Ult that much easier to activate.
Singed - The only way he is effective is if you chase him.
Alistar - All he will do is stun you and then push you. Waste of time.
Tryndamere - Okay. Maybe it is important to focus him, but it isn't your job as Udyr to focus him. Anti-Tryndamere champs include ranged carries, AP carries, CC champs, and burst champs. Udyr is none of these, and while he has a stun, that is only once every six seconds.
So there seems to be unrest on the topic of me putting Tryndamere at the bottom of the Target Priority section. Well, I have made this section to settle those arguments.
Tryndamere is designed to be an unstoppable Melee DPS, Sort of like olaf. The difference between Olaf and Tryn is two things. One: Olaf can die, and Tryndamere cannot [at least during the 6 seconds his ult is active]. Two: Olaf cannot be CC'd when he ults, while Tryndamere can. Combine those two things, Olaf is a much higher priority than Tryndamere because Udyr has the type of CC that suits chasing, not disabling. Champs like Ashe, Kennen, and Malphite have disabling CC. I apologize for saying your team should never focus Tryndamere. Focus to me means this:
Focusing CC is an entirely different story. You can stun tryndamere all you want, and it will be far more effective. Keeping stuns on Tryndamere is NOT what I consider focus. Although, early game [meaning before Tryn reaches 6] you want to focus Tryndamere all you can to keep him underleveled and underfed. It changes the dynamics of the game. In fact, i just played a game where we killed the enemy Tryn 4 times before he even reached lv 6, because we zoned him, and when he tried to gain exp, we killed him. That is extremely effective in disabling his usefulness in the rest of the match.
If Tryndamere IS fed, however, and the rest of the team isn't fed, then you might want to focus Tryndamere, in order to force his ult earlier than he wanted. As SOON as he pops his ult, your team needs to CC lock him. Between slows, stuns, and walls, you should be able to prevent his escape and kill him. However, I find many more people more viable targets FOR UDYR. Udyr has steady sustained damage with this build, not burst like

If you have any more questions, feel free to ask and i will do my best to answer them.
Q: Why did you change the Masteries to 0/15/15 from 0/21/9?
A: I did this because i found that an increase in Move Speed means more gank time, and more effective ganks, as well as longer buff duration. The only thing that is really sacrificed is 4% reduction in damage, which isn't much in the first place, and 4% AS at lv 18. You also lose 15 flat health, but that isn't really an issue. The change allows you to gank faster and longer, with more success.
Q: Why did you move


A: It slows down your jungling, but to be totally honest, you should be trying to gank whenever you have double buffs, so jungling isn't really all that much of an issue. I do, however, get


Q: Why are ganks suddenly under so much emphasis in this guide?
A: Unlike most Udyr builds, this build REQUIRES a lot of early gold, and quite frankly, simply jungling doesn't cut it. Not even close. Getting a few kills and a few assists goes a LONG way to making you crazy good mid to late game. The earlier you get


I have plenty of room left so ill keep it updated to the current trends. I don't know how often i will update, but i will keep the old metagame styles up so we can see the change.
11/21/10 - Ahhh yes. The tanky metagame. Tanks and Offtanks dominate, which means Udyr thrives. Not only does he fit right into this metagame, he does very well to counter the tanky metagame with

12/14/10 - Patch .107 COMPLETELY changed the metagame. Super carries take yet another hit with twitch being nerfed to hell, and the tanky metagame is significantly weaker now. Between the removal of

Now that I have explained my Udyr build, i hope you better understand his style. With a strong jungle phase / early game, Udyr can control the map quite easily. His mid game is a little lacking, but Udyr makes up for it with one of the strongest late games out of any champ i know. His sustainable damage output mixed with his amazing variety of skills and a natural tanking ability that makes any Tank champ jealous, Udyr is nearly unstoppable with the right team. Just don't forget. Play safe, and nothing can stop you.
Thanks to SixSonatas for the great template idea. Also thanks to DEWO, PotatisFarFar, Scrax, and Alahric for the input on my guides to make them better. Thank you to Diesel for making avatars and banners for me. I also appreciate everyone else that takes the time to check out my guide and give ideas to make my guides better. Thank you to TheUn4givenrage for the target priority section. Thank you to Apotheosis for the sickest banner ever.
- 10/27/10 - Guide Created
- 10/27/10 - Added specific Creep Camps Explanation and Gank Techniques sections.
- 10/28/10 - Elaborated on an issue with health after camp #5 [under Small Golem Camp [#5]]
- 10/30/10 - Added a Target Priority Section.
- 10/31/10 - Added a sick fricken banner in place of a text title.
- 11/18/10 - Adjusted the Masteries to better suit a dominant Early Game, as well as providing some extra much needed Movement Speed, while minimizing the losses in the Defensive Masteries.
- 11/19/10 - Added Table of Contents link system to make navigating the guide easier.
- 11/19/10 - Elaborated on new Masteries Explanation.
- 11/19/10 - Added a second jungle route for more ganking time, along with explanation.
- 11/19/10 - Added a Win Streak Picture for all the trolls that just don't believe this build works.
- 11/19/10 - Moved
Mercury's Treads in front of
Madred's Razors.
- 11/20/10 - Added an FAQ Section.
- 11/21/10 - Added a
Quicksilver Sash section describing its use and when to get it.
- 11/21/10 - Changed the End Game Item Build Order to better suit the current metagame.
- 11/21/10 - Editted the Core Item Build so that it is more user-friendly, more precise, and less cluttered.
- 11/21/10 - Added a Metagame Explanation section to explain the type of metagame and how it affects Udyr.
- 11/21/10 - Added a Tryndamere Explanation section to explain WHY i put Tryn at the bottom of my priority list.
- 11/21/10 - Updated the Target Priority due to recent patch buffs.
- 11/21/10 - Touched up the guide overall to make it look more appealing and more accessible.
- 11/22/10 - Added a second Udyr build to give a better view of two playstyles of my Udyr, as well as to give better examples of options.
- 11/22/10 - Added a third Udyr build to give a definitive alternate rune build for those who cannot afford the recommended runes in the Type 2 build.
- 11/22/10 - Switched the order of Type 1 and Type 2 Jungles in my guide to put an emphasis on the new jungle route.
- 12/4/10 - Added
Guardian Angel and
Trinity Force
- 12/14/10 - Changed the Masteries and updated the Metagame.

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