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Choose Champion Build:
Spells:
Surge
Smite
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
Introduction



Now, I'll be the first to admit that this guide was not all my doing; this was a jointly created by my buddy Tenseiken595, who's made a few guides here already. This guide is, of course, post mastery and summoner spell update, so there are some new things here that very few other Udyr guides have to offer. It was because of this update that Udyr got his biggest buff to date. This buff consists of three parts:




This build guide emphasizes Phoenix jungling with my preferred build as an AD off-tank. However, I included some other options for the prospective players, which will each be given a brief mention and description before the rest of this guide gets under way. Note: I have not tried the other builds mentioned, so feel free to try them out and give me feedback on them.


Basically stacks a bunch of mana to compensate for a mana-hungry early game. This build is meant for maximum sustainability, and uses




Pure and simple, this build is made for tanking. It relies on




This works much in the same way as the other tank builds, except that it relies more on






This build focuses highly on

So Riot was lazy with


Ninja Tabi and
Greater Seal of Evasion are no longer viable on
Udyr, leaving
Jax as the only full on dodge user.
Udyr cannot tank as well as he used to.
Greater Seal of Armor is now the best option, but Greater Seal of Defense is also viable.
Udyr has a little less health after
Warmog's Armor
Also, there are the new available runes, which were not discussed in the patch notes. Thus, I will talk about the new runes here.

1.0 Armor Pen, .57 Magic Pen. This will replace the Greater Mark of Desolation and


Greater Seal of Endurance:
+0.5% health. 9 of these is exactly as good as 3 of the quints. Once again, don't use it. You need all of the armor you can get for your jungle.

+0.25 gold per 10 seconds. Don't. Just don't. You're not item and gold dependent, so don't bother. Once again, you need all of the armor you can get.

+2% Life Steal. These allow you to get a free



Greater Quintessence of Endurance:
+1.5% Health. This is a nice option for





+2 Armor Pen, +1.13 Magic Pen. Once again, useful if you want more power, and it replaces the Greater Quintessence of Desolation and


+2% Spell Vamp. You don't deal enough magic damage for this to be worth it. You're not a mage, and you don't invest into Spell Vamp in any way, shape, or form. Don't use it.
v1.0.0.130
What does this mean for

Well, after quite a bit of testing, I have found the following:
- A full jungle clear no longer gets a jungler to level 4.
Udyr now clears the jungle even faster than before.
Udyr no longer needs to use potions to clear the jungle using
Boots.
- Junglers will be less dependent on potions while jungling early game.
Udyr, specifically, no longer needs to use any potions to clear the jungle.
- Junglers can now keep themselves more occupied by jungling.
So, after this, let's look at a few changes that need to happen to the guide, and probably have already happened by the time you're reading this. If you haven't read this before this recent update, then you won't even know that anything changed were it not for this list of changes. So, here goes.
- Getting the dragon now requires that you take the Wolf camp again before proceeding.
-
Summoner's Resolve removed as a mastery, putting the point in
Hardiness instead.
- Health Potions will not be used for the main jungle-to-dragon, but saved for Dragon.
- Potions will still be used for the jungle-to-gank.
Best of luck to you junglers! The dragon will be a slightly slower process.
- Incredibly fast jungle.
- 1v1 capabilities rivaling
Jax.
- Provides an excellent mix of Magic and Physical damage.
- Not very item dependent (
Wriggle's Lantern and
Madred's Bloodrazor needed only).
- Great survivability from lifesteal and
Iron Mantle.
- Passive stun from
Blazing Stampede.
- Very versatile (AP, AD, Tank, Off-Tank, Carry, whatever).
- Can slay the dragon on Summoner's Rift in the first 5 minutes.
Cons


First, let's look at the "Why not Utility?"
So, why not invest into the utility tree? Well, getting the newly deep-Utility





Now that that's over with, let's talk Offense and Defense. I will only talk about the do's, as I think that will be sufficient explanation.
Offense Tree:






In the second tier, put 4 points into


In the third tier, take


Finally, in the fourth tier, put 3 points into

Defensive Tree:



In the second tier, max out

In the third tier, put a point into




You want















I talked about




This is the greatest thing that has ever happened to




a. Deal magic damage every 3rd attack to enemies in front of him.
b. Emit a damaging aura for 5 seconds after activation.
Both forms of magic damage scale off of AP. Looking at this, we can see that, while




Any jungler's bread and butter summoner spell. It saves you a few auto-attacks from that nasty legendary creep that you always need to get in your jungle clear. Simple, efficient, and very necessary for this particular jungle variant.
Alternatives (for those who like to play it safer)

One of the better alternatives for





Another great option for



After the recent nerfs, I don't think it's worth it. Heck, I didn't even think it was worth it BEFORE the nerfs. It just isn't a very rewarding spell for

I really don't see anything else as useful on

Now let's go over what makes



Cooldown: 6 seconds.
Cost: 55/50/45/40/35 Mana


An excellent passive for an excellent champion. This is one of the things that makes





This is









Say hello to the most nerfed ability in the history of League of Legends. Allow me to explain these nerfs with a skit that is a parody of Riot's decision making to nerf

Riot: "Oh wait, now Lanedyr is OP and unkillable! Let's nerf Turtle! Again!"
Anyways, despite these nerfs,



On a side note, I only want one final change for





You're not in it for the movement. Sure, it helps initiate a gank (heck,






An ability as badass as it sounds. This is the single most important ability on a jungling


This ability is so good, and so tailor made for





Jungle Cleared: 3:30
Dragon Slain: 5:00
Before we begin, let's start with some quick jungle Q&A.
Q: Do I need a leash for Blue?
A: The answer is no, you do not need a leash.

Q: If someone offers to leash Blue for me, how should I respond, knowing that I can do this by myself?
A: Accept the offer. It makes your jungle that much faster and that much safer.
Q: What if nobody offers to leash for me?
A: If it's a ranked game, ask for a leash. If it's solo queue normal, then chances are you are playing with people who know only how

Now before you go off jungling, let's consider some things. For example: respawn rates of jungle mobs. These were taken through personal observation.
Small Camps (Wolves, Wraiths, Golems): Appears at 1:40, Respawns after 0:50.
Large Camps (Elder Lizard, Ancient Golem): Appears at 1:55. Respawns after 5:00
Dragon: Appears at 2:30, Respawns after 6:00.
Baron Nashor: Appears at 15:00. Respawns after 7:00.
Also, here's a jungle map!

Now, ON TO ADVENTURE!
Note: If you are using any build OTHER than the first build in the list, do NOT attempt the dragon path. Go straight down the ganking path.
1. Start with




2. Now is the time to make the ultimate decision of this entire jungle. Will you take the 5 minute dragon, or will you opt to gank as soon as you can? For both options, move onto step 3.


2b. Should you choose to go for the early gank, pop



3. You should be level 2 now. Put a point in



4. Move on to your own Wraiths. Pop


5. Now that you're level 3, put another point into


6. Move on to the two golems, and you will find that one is larger than the other. Lead in with




7. Your next step is determined by step 2.




7b. If you chose to gank, go back to your Wolves. Skill order doesn't matter here, just kill them with


8. Now is the highlight of the jungle. You're level 4, and you're about to take on THE FREAKING DRAGON OF SUMMONER'S RIFT. Sound insane? Well, believe you can do it, because I've tested this many times, and succeeded every time I've done the technique correctly. It's not so much a technique as it is good timing. Here's what you do: Initiate with







9. Take down the Wraith camp and then go back. Put a point into


Here is a screenshot from my jungle clear. Dragon picture to come.



It gives you excellent late-game presence, and even better early-game damage. Lifesteal is


It's useful for getting away from ganks and adds Magic Resist which you only get with one other item in this build. Don't get


This is a great item on Udyr. It gives him substantial tankiness in the form of armor. It also gives him a nice bit of AD. I've tried

Once you get it, you activate Udyr's hidden passive. After months of training and practicing, I finally discovered its existence. Say hello to Honey Badger Stance. No need to say what it does.

As good of a duelist as





This item fulfills two of


Once again, more tankiness = more better. This is the best item in the game for fueling our next item. I've tried


We have quite a bit of health, and we need some extra Attack Damage to fuel our

Finally, be sure to buy wards whenever they are needed. Map control holds top priority, and Udyr is not item-reliant after

Now then, there is an urgent topic in need of discussion. I can tell right now that I'm going to get many comments about this, all because the commenters only saw my build and never bothered looking at the explanation, especially this one, so I believe that it is worth mentioning and clearing up the single biggest thing on everyone's minds by now: THERE'S NO TRINITY FORCE IN THIS BUILD. That's right; I am not using

- True:
Udyr can abuse it better than most characters can.
- True: It is useful in every aspect of its being to
Udyr.
- False:
Trinity Force is the best item in the game for
Udyr.

"After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage". Now, what does this mean in particular? Well, put simply, any runes, masteries, or item bonuses to your AD don't actually factor in. Only natural growths. Below are some calculations for damage of





Not so big a difference, I know, but remember that the difference is greater at earlier levels, when

spaaaaaaaaaaaaaaaaaaaace |
Pros
General Stats Easier Chasing |
spaaaaace |
Cons
Little survivability One damage type Costs a fortune |
spaaaaaaaaaaaaaaaaaaaace |
Pros
More Attack Speed Useful MR 2 kinds of damage Riduculously cheap |
spaaaaace |
Cons
No general stats No chasing help |
Granted: It's a great item on

Offensive AD/AS Items

I have made my case in the Post-Jungle Items section as to why this is not on the main build. However, if you want some extra damage and better overall stats, then this item is for you.

At the end of the day, the only bonus this gives you over the current build is the slow and a little more AD. It's more of a utility item with the slow, just with my experience, by the time you get this item, you probably don't need the slow anyhow.

This is an awesome item..... for Tiger Udyr. It's not exactly a Phoenix item, as it only grants Attack Damage vs the Attack Speed granted by


This is a tank-breaking item comparable to


Ah, yes, the offensive version of


Defensive Items

An all-time favorite of



The ultimate in physical damage tanking. Slows enemies that attack you, and grants some nice Health and Armor to boot, with some CDR. This item makes the cut for both the Mana-Tank and the Pure Tank builds for it's prowess in fending off physical attackers. If you a lot more survivabilty (perhaps your team needs a tank?) then this item is great for your purposes.
A little anecdote completely unrelated to this guide. I was playing




This item looks awesome on Udyr. Magic Resist, Health Regen, even CDR?!?! It's perfect! Sadly, perfect this item is not. It gives too much of what you could be getting from other items, and not anything for your offensive capabilities. It nets itself a slot on both Pure Tank and Mana Tank builds for its all-around usefulness for Udyr and its ability to fit that role in the build.

Fairly self-explanatory. Massive Magic Resist. If you are building tank, do it. Otherwise, don't. No bonus to damage, so this is purely a tank item. It does not fit into the Off-Tank builds, but it fits nicely into the Pure Tank build for its Magic Resist and its pseudo-survivability in the form of massive Health Regen. However, if you are having problems with magic damage, go ahead and take it for your Off-Tank builds.

Another awesome item on


Offensive AP Items

This item is great on




Strictly for the two AP builds, this item increases



Again, this item is strictly for the two AP builds. It gives a nice amount of health and AP, but this item truly shines for its passive. That passive makes


This item makes the scene in the AP Off-tank build due to its balanced nature in AP, Health, and Mana. The fact that it grants each of these in large quantities when fully stacked makes it awesome for



An item specific to the AP Carry build, this item fulfills its role perfectly for Udyr. It grants some nice AP, a lot of CDR, and great Attack Speed. It also does a bit to alleviate mana problems. A perfect and necessary item on any AP Carry


More AP


This item is reserved for the AP Off-Tank. It grants substantial AP and a nice chunk of Armor. The active ability is not important for


Special Thanks to jhoijhoi for the space dividers!
Warding is probably the most important job of the jungler, and, as an Udyr player, that is your job. Most people don't know where every important position to ward is. In fact, a lot of people don't ward at all. Allow me to explain why wards are essential.
- Wards give your team map awareness, so you know where enemy champions are at all times, not just in team fights or skirmishes.
- Wards prevent things like
Udyr popping out of the river bushes and netting a kill for the other team from happening.
- Wards count as friendly units, targetable by things like
Lee Sin's
Safeguard,
Jax's
Leap Strike, and others.
So, why you? Why not someone else? Well, the fact of the matter is that you are in the jungle anyway, and that's where all of the wards go. Thus, you are in the best position to do it. Also, remember how I said that




As the game goes on, you want to change your ward locations accordingly. Below is a small manual for where to put wards and what parts of the game.
Early Game: River Bushes, Dragon.
Mid Game: Dragon, Baron, Neutral Buffs, entrances to your jungle.
Late Game: Dragon, Baron, Neutral Buffs.
Where you ward is all about what your team's priorities are at the given time. Always ward the highest priority first, but make sure to ward whenever you can. That is, if you have a slot left in your inventory and enough gold to buy wards, buy one or two.

As the primary build of this guide, Off-Tank

CONTENT TO COME

For now, this is WhiteJarate, signing out.
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