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Udyr Build Guide by WhiteJarate

Udyr, the Surging Scourge: an In-Depth Guide to the New Udyr

Udyr, the Surging Scourge: an In-Depth Guide to the New Udyr

Updated on December 13, 2011
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7,320 Views 7 Comments League of Legends Build Guide Author WhiteJarate Udyr Build Guide By WhiteJarate Updated on December 13, 2011
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Choose Champion Build:

  • LoL Champion: Udyr
  • LoL Champion: Udyr
  • LoL Champion: Udyr
  • LoL Champion: Udyr
  • LoL Champion: Udyr

Introduction

Hello everyone! I'm WhiteJarate, and this is my second guide that I've worked on here on Mobafire. Don't bother looking, because the first one hasn't been published yet, as the build turned out to be a bust anyhow. Anyways, let's talk about Udyr. First off, Udyr is, hands down, the fastest jungler out there, thanks to Wingborne Storm. Despite his many nerfs (they just can't leave Iron Mantle alone, can they?) he is one of the best champions out there 1v1.

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: Surge, increased jungle experience, and passive lifesteal. This guide is here to show you all the power, and speed, of the Surge/ Smite jungle, as well as the tank-breaking prowess and tankiness of Udyr.

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.
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Other Builds in This Guide

I truly believe that other Udyr builds need their fair share of the spotlight in this guide (by that I mean a brief mention), so here is a list of them, with a short description of each. Items will be discussed in the "Situational Items and Items for Other Builds" section later in the guide. Each of these builds follows the Phoenix-Turtle-Phoenix-Bear path to level 4, as each of these are jungle starts. Yes, I am more of a jungle ***** than Phreak.

Mana Tank:
Basically stacks a bunch of mana to compensate for a mana-hungry early game. This build is meant for maximum sustainability, and uses Wilding Claw as its main damage source, and using Manamune for Attack Damage. It focuses on the DOT from Wilding Claw, so I prioritize Magic Pen over Armor Pen.

Pure Tank:
Pure and simple, this build is made for tanking. It relies on Wilding Claw for its Attack Speed boost, allowing Madred's Bloodrazor to do some excellent damage, while still having Udyr be incredibly hard to kill.

AP Off-Tank:
This works much in the same way as the other tank builds, except that it relies more on Wingborne Storm than Wilding Claw for damage. It also has bigger shields from Iron Mantle, making him deceptively bulky given his lesser resistances to the other two tank builds. Can be played as a tank or off-tank. If full tank, replace Lich Bane and Abyssal Mask with survivability items of choice.

AP Carry:
This build focuses highly on Wingborne Storm for its damage, so there is a lot of both AP and Attack Speed in the build. As you can probably tell from the name, this build is a carry build which nobody expects from this kind of character.
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About the Latest Patches

v1.0.0.130

So Riot was lazy with Udyr this patch. I was actually hoping for something more. But no, they just removed his dodge and left it at that. They also nerfed Warmog's Armor by 100 health. Not much, but it still hurts a bit. So what does this mean?

Also, there are the new available runes, which were not discussed in the patch notes. Thus, I will talk about the new runes here.

Greater Mark of Precision:
1.0 Armor Pen, .57 Magic Pen. This will replace the Greater Mark of Desolation and Greater Mark of Magic Penetration options for each of the builds, since Udyr does a mix of magic and physical damage. Coupled with the items in this build, these runes could be devastating.

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.

Greater Seal of Gold:
+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.

Greater Quintessence of Life Steal:
+2% Life Steal. These allow you to get a free Vampiric Scepter with a Doran's Blade, or 9% passively with the Vampirism mastery. I don't have the resources to test this out, so I can't give a final verdict. Use with caution.

Greater Quintessence of Endurance:
+1.5% Health. This is a nice option for Udyr. At level 1, it is pretty much the equivalent of a single
Greater Quintessence of Health. At level 18 (after Warmog's Armor), it grants an extra 58 health over Greater Quintessence of Health, but 9 less health than Greater Quintessence of Vitality Don't use it.

Greater Quintessence of Precision:
+2 Armor Pen, +1.13 Magic Pen. Once again, useful if you want more power, and it replaces the Greater Quintessence of Desolation and Greater Quintessence of Magic Penetration as options on all non-AP builds.

Greater Quintessence of Spell Vamp:
+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 Udyr, and for junglers in general?
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.
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Pros / Cons

Pros
  • 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
  • Purely an auto-attacking champion.
  • No way to harass at range.
  • No instant escape mechanism.
  • Very mana hungry early on.
  • Often and understandably gets focused in team fights.
  • Surge sacrifices fleeing for fighting, forgoing Ghost, Flash, Exhaust, etc.
  • Can no longer dodge stuff :(
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Masteries

Now is the time to look over the Masteries that make Udyr's life so much easier. I pick 17/13/0 for Udyr's masteries for maximum jungle speed and safety.

First, let's look at the "Why not Utility?"

So, why not invest into the utility tree? Well, getting the newly deep-Utility Awareness grants no extra levels in the jungle, so don't go that far. Runic Affinity also needs an explanation. As good as this is for Udyr, investing even that much into Utility will strip Udyr of his ability to solo the dragon in the first 5 minutes, and will make Udyr's jungle that much more dangerous. I personally prefer speed and survivability over buff duration.

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:
Summoner's Wrath for the Surge buff. Also, put 3 points in Brute Force because Udyr is an auto-attacking champion. Also put 2 points into Butcher for the minion damage. It grants more damage not only from your auto-attacks, but also from your Wingborne Storm flame aura.

In the second tier, put 4 points into Alacrity . This increases the effectiveness of Wingborne Storm, your primary jungling tool.

In the third tier, take Weapon Expertise , once again because you're an auto-attacking champion. Put 3 points in Havoc as well for the all-purpose damage increase.

Finally, in the fourth tier, put 3 points into Vampirism . The built-in lifesteal is what you're building up to here. It makes your jungle a lot safer.

Defensive Tree:
Tough Skin for the reduced minion damage. It makes the jungle safer, and you need it for Bladed Armor . Finally, put 3 points into Hardiness for more jungle damage reduction.

In the second tier, max out Durability for the extra bulk. That and it's the only thing worth putting the points into in that tier.

In the third tier, put a point into Bladed Armor , as it speeds up the jungle with the extra damage. Put another point into Veteran's Scars for the extra health. Finally put two points into Indomitable to further reduce the damage that jungle minions do to you.
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Runes




You want Greater Mark of Attack Speed because it increases the effectiveness of your Phoenix Stance. Hence, your jungle is made faster. Greater Mark of Precision works as well if you don't have the Attack Speed Marks, and Greater Mark of Magic Penetration is great for AP builds.


Greater Seal of Armor help Udyr a lot in the jungle, reducing the damage from all jungle mobs. Since magic damage dealing mobs consist of Dragon and Baron Nashor, this is best for the job. Greater Seal of Defense can be used for better durability late game.


Greater Glyph of Magic Resist require an explanation. Now, most Udyrs will use Greater Glyph of Scaling Magic Resist. However, you want Flat MR for one reason, and one reason only: the Dragon deals magic as well as physical damage. We need the early MR in order to survive the Dragon's onslaught when you're taking him on at level 4 (which you will if you use this guide).


Greater Quintessence of Health are there for the extra bulk. Health is entirely necessary, especially since we're not getting the armor from Cloth Armor (spoilers!). It's useful all game long; I have lost count of the times that I've survived a gank because of the bonus health. For the purpose of health, Greater Quintessence of Vitality is also viable, but I find that the flat health is more important for early ganks. If you want extra power, you can use Greater Quintessence of Attack Speed or Greater Quintessence of Precision as substitutes. For a damage-based AP build, take Greater Quintessence of Magic Penetration instead.
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Summoner Spells


I talked about Surge first in the intro, so I'll start here with Udyr's big buff. As far as jungling goes, you only have 2 summoner spells to go to if you want the fastest jungle out there. Those are Surge and Smite.

Surge: Gives the champion 35% Attack Speed and 10-70 Ability Power upon activation, depending on level, for 12 seconds

This is the greatest thing that has ever happened to Udyr ever. EVER. Let's look at Udyr's primary jungling tool: Wingborne Storm. color=#00ffff][Phoenix Stance[/color] causes Udyr 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 Surge is active, Udyr gets more procs of his firebreathing per second, and his Wingborne Storm does more damage. Needless to say, this is amazing. Use it to quickly take blue, make 1v1s easier, and even push turrets with incredible speed. This is also the primary summoner spell choice of the AP builds, granting, once again, more power.

Smite: Deals 420 + (lvl x 25) True damage to a enemy minion, pet, neutral monster.

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)

Ghost: Your Champion ignores unit collision and moves 27% faster for 10 seconds.

One of the better alternatives for Udyr. It let's Udyr get back in the game quicker after going back, and is a common option for the cloth-pots junglers who want to get back in the jungle as fast as they can. It also grants Udyr a nice escape mechanism. Surge is preferred because this guide outlines a boots-and-pots jungle, so the early-game movement speed isn't quite so necessary.

Exhaust: Slows movement speed of target enemy champion by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds.

Another great option for Udyrs who love the thrill of the gank. Although it is an excellent summoner spell, it is utterly useless in the jungle. It's personal preference really if you want a faster jungle and souped-up Wingborne Storm or targeted slowing. However, this is the spell-of-choice for tank builds, due to it being able to subdue an enemy carry trying to target you, and thereby increasing your own survivability.

Flash: Teleports your Champion to target nearby location.

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 Udyr. Although, if you can pull off the flash-bear trick, then it MAY be worth the slower jungle.

I really don't see anything else as useful on Udyr. Feel free to experiment, I'm just expressing my opinions after quite a bit of testing.
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Skill Sequence and Ability Descriptions

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Now let's go over what makes Udyr.... Udyr. Note that all of Udyr's stances share the following:
Cooldown: 6 seconds.
Cost: 55/50/45/40/35 Mana
Monkey's Agility: Udyr's attack speed is increased by 10% and dodge chance by 3% for 5 seconds each time he switches stances. This effect can stack up to 3 times. Switching stances sets off a 1.5 second global cooldown.

An excellent passive for an excellent champion. This is one of the things that makes Udyr able to jungle so quickly after level 2. It is also what allows him to solo the dragon in the first 5 minutes of the game. Finally, this is what gives Udyr the 3rd highest dodge chance out there, and makes dodge seals viable on him.

Tiger Stance: Upon activation, Udyr's next attack will deal 30/80/130/180/230(+1.5 per attack damage) magic damage over 2 seconds. In addition, Udyr gains 15/20/25/30/35% attack speed for 5 seconds. This stacks additively with the 20/25/30/35/40% he gets from actually being in the stance.

This is Udyr's "Harass", and my personal favorite stance. It takes one hit to do massive damage at level 1. However, Wilding Claw has what I call "diminishing returns". That is, it gives you less than the other stances for each point you put into it. However, it's damage late-game far surpasses that of Phoenix stance. Also, by level 8, you need more damage. Your tankiness from Iron Mantle is enough to sustain you at this level, but you need the damage to pull you through the ganks and the dueling. That DOT is amazing at this level. However, as said before in this section, Wilding Claw gives diminishing returns. Thus, it is not worth putting points into it past the first level until both Wingborne Storm and Iron Mantle are already maxed out.

Turtle Stance: Upon activation, Udyr gains a shield that absorbs 60/100/140/180/220(+0.5 per ability power)damage for 5 seconds or until it has absorbed the full amount of damage. The shield, unlike most shields, counts MR and Armor before taking damage. While in this stance, Udyr's attacks cannot crit, but they restore 10/12/14/16/18% of his damage as health and half of that as mana.

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 Udyr.

Riot: "Wow, jungle Udyr is OP! Let's nerf it by nerfing Turtle, to make his jungle dangerous."
Riot: "Oh wait, now Lanedyr is OP and unkillable! Let's nerf Turtle! Again!"

Anyways, despite these nerfs, Iron Mantle is an integral part of Udyr, as it lets him absorb damage like a pro, and heal off more than he normally would via lifesteal. Max this skill second, after Wingborne Storm.
On a side note, I only want one final change for Udyr, one thing to perfect his design: make his Iron Mantle heal work on buildings. If Riot does this, I will be content.

Bear Stance: Upon activation, Udyr gains 15/18/21/24/27% movement speed for 2/2.5/3/3.5/4 seconds. Passively, Udyr mauls his enemies with such force that they are stunned for 1 second when they are hit. This effect can only occur once every 6 seconds on the same target.

You're not in it for the movement. Sure, it helps initiate a gank (heck, Blazing Stampede is what makes Udyr such an excellent ganker) and it helps to get away, but it's not what you're looking for. You want Blazing Stampede for the 1 second stun, which doesn't stack with the levels you put into it. Maxing it does nothing to improve your damage, and only gives you better movement bonuses. In other words, don't max it. I don't care what any other guide says, just don't do it. It's not worth it. Put a point in at level 5 and leave it there for ganks. Max it on more focused builds such as tanks, as you will only be using one of your two damaging stances throughout the game. On a related note, PASSIVE STUNS!

Phoenix Stance: Upon activation, Udyr sends out pulsing waves of fire dealing 15/25/35/45/55(+0.25 per ability power)magic damage each second to nearby enemies for 5 seconds. During this time Udyr's ability power is increased by 16/24/32/40/48 and attack damage is increased by half of that amount. Passively, every third attack, Udyr engulfs the enemies in front of him in flames, dealing 40/80/120/160/200(+0.25 per ability power) magic damage.

An ability as badass as it sounds. This is the single most important ability on a jungling Udyr, and is Udyr's single best stance in jungling. This is your jungling stance, and has excellent damage early-mid game. It's damage drops off late in the game, but you always max this skill first. Udyr's jungle relies heavily on this skill. You don't even need to invest into AP for this to be good. However, if you choose to play a laning variant, which is NOT outlined in this guide at the moment, don't take this skill. It pushes the lane too quickly, and you only end up giving the enemy the advantage that way.
This ability is so good, and so tailor made for Udyr, that Riot plastered Udyr's face onto the back of his pelt while in Wingborne Storm. I'm not even kidding when I'm saying this.
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The Surge-Smite Jungle

Here we have a step-by-step walkthrough of Udyr's jungle route. If you follow this with these runes, you'll end up with the following times if you're quick:
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. Udyr does just fine without one.

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 Udyr is revered for his unmatched jungling capabilities, and will probably think that you're a pest for even asking for a leash in the first place. In this case, good luck to you, sir. Your jungle works out just fine without one, and don't even bother ganking until after you've successfully soloed the dragon and impressed everyone. The early ganks probably won't work anyhow.

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 Boots and 3 Health Potions. Start at enemy Wraiths, take level 1 Wingborne Storm. Pop Wingborne Storm as soon as possible once it's off of cooldown.

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.
2a. Should you choose to go for the dragon, Smite the Ancient Golem and spam Wingborne Storm. You will live the fight handily.
2b. Should you choose to go for the early gank, pop Surge and Smite the big golem. Pop a potion during the fight to keep healthy as well, and spam Wingborne Storm.

3. You should be level 2 now. Put a point in Iron Mantle, and go to Wolves. Activate Iron Mantle every time Wingborne Storm's flame breath procs.

4. Move on to your own Wraiths. Pop Iron Mantle every 3 attacks in Wingborne Storm.

5. Now that you're level 3, put another point into Wingborne Storm. If ganking, pop a potion and Smite the big lizard. If slaying dragon, don't bother using the potion. You will win anyways.

6. Move on to the two golems, and you will find that one is larger than the other. Lead in with Wingborne Storm, and Smite and basic attack the smaller golem. Then focus the larger golem. Once again, do the Iron Mantle and Wingborne Storm thing.

7. Your next step is determined by step 2.
7a. If you chose to go for dragon, go back and grab a Vampiric Scepter and a Sight Ward. Go to your Wraiths and lead with Wingborne Storm. Then switch to Iron Mantle and let that stance do the rest. Put a point into Iron Mantle, and head for dragon. Move on to step 8.
7b. If you chose to gank, go back to your Wolves. Skill order doesn't matter here, just kill them with Wingborne Storm. Put a point into Blazing Stampede and gank wherever. Move onto the ganking section (still under construction), and ignore the rest of this section. Just remember to buy that Emblem of Valour before anything else.

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 Wingborne Storm. As soon as you can, pop all of your potions and Surge. Follow the same drill of activating Iron Mantle every time you proc Wingborne Storm fire breath, and reactivating Wingborne Storm in the same split-second that it comes off of cool-down. Smite it when Smite is back up (it should come back fairly early), and continue stance dancing. You should survive the fight quite handily. Congratulations! You've soloed the dragon at level 4 around the 5 minute mark!

9. Take down the Wraith camp and then go back. Put a point into Blazing Stampede. Grab your Emblem of Valour and go gank wherever you are needed. It's Udyr time. Just put the Sight Ward wherever your team wants it.

Here is a screenshot from my jungle clear. Dragon picture to come.
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Post-Jungle Items

Alright. You've got your Boots, and you've got your Emblem of Valour. Now you're ganking. Let's look at the rest of your items, and the order in which they appear in the build. Note that every single item on this list gives Udyr some form of survivability.


Stark's Fervor:
It gives you excellent late-game presence, and even better early-game damage. Lifesteal is Udyr's lifeblood, so you want any you can get. The aura doesn't hurt either.

Mercury's Treads:
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 Ninja Tabi. As useful as the dodge is to you, you have enough armor in the build to warrant forgoing the dodge chance.

Madred's Bloodrazor:
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 Wriggle's Lantern in this build, but it doesn't give the damage output that Udyr needs, especially later in the game. If you want wards so badly, buy wards. I just find the greater AD and the bonus AS to be a lot more beneficial, especially since Udyr will, more often than not, find himself in the tank-breaking business.
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.

Giant's Belt:
As good of a duelist as Udyr is, he's not bulky enough without a health increase. That's where Giant's Belt comes in. It gives a nice amount of bulk allowing Udyr to do all of the tank-breaking he desires with Madred's Bloodrazor I've tried Phage here, but the slow it has a chance of giving hasn't really been useful to me. I find that the sacrifice of damage for that extra boost in health is well worth it.

Wit's End:
This item fulfills two of Udyr's greatest needs: Attack Speed and survivability. It gives great Attack Speed and nice chunk of Magic Resist, especially when in combat. The bonus damage is just icing on the cake.

Warmog's Armor:
Once again, more tankiness = more better. This is the best item in the game for fueling our next item. I've tried Frozen Mallet in this slot, but more often than not the perma-slow doesn't help out the team too terribly much, since you probably have enough CC already.


We have quite a bit of health, and we need some extra Attack Damage to fuel our Wilding Claw late-game. That extra armor is great as well, and the crit chance.....meh. We're not in it for that.

Finally, be sure to buy wards whenever they are needed. Map control holds top priority, and Udyr is not item-reliant after Madred's Bloodrazor.
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The Issue of Trinity Force

vs


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 Trinity Force. Let's me explain why.
  • 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 looking carefully at the text of Trinity Force, I saw one damning feature of it's improved Sheen proc, which became the deal-breaker for me. To quote the wiki,
"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 Trinity Force vs [Wit's End]].

The proc from Trinity Force can occur a maximum of once every 2 seconds. Also, when it procs, your next attack does an extra 1.5 times your base AD, which is 110.5 at level 18, physical damage. That means, at level 18, you get around an extra 166 damage every 2 seconds maximum.
Wit's End does an extra 42 magic damage every time you attack. By the time you have both Wit's End and Madred's Bloodrazor, you already have over 2.0 attack speed. This means that, every two seconds, you deal an extra 168 magic damage.

Not so big a difference, I know, but remember that the difference is greater at earlier levels, when Trinity Force is slightly less powerful. Let's look at the pros and cons of each.


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 Udyr. However, it's not worth investing into, as it's way too expensive, and you need every part of the other items in this build.
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Situational Items and Items for Other Builds

Sometimes you will be put into a situation where you need either more damage, more survivability, or whatever. In that case, you may want to pick out some items from this next list.

Offensive AD/AS Items

Trinity Force:
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.

Frozen Mallet:
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.

Wriggle's Lantern:
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 Zeke's Harbinger. Also, it does not give quite the damage output and team support that are given by the early items in the main build.

The Black Cleaver:
This is a tank-breaking item comparable to Madred's Bloodrazor. If you want more damage, go for it. If you aren't having too many problems with enemy AP users, then replace Wit's End with this item. Once again, this is a better Tiger item than a Phoenix item, so that should be put into consideration as well.

Malady:
Ah, yes, the offensive version of Wit's End. This is, by all means, a Phoenix item. It shreds Magic Resistance, meaning that your Tiger and Phoenix Stances will do that much more damage, and grants a little extra AP for your Turtle and Phoenix Stances. However, it gives less bonus damage, and grants no survivability. It makes for awesome tank-breaking, but our favorite Bloodrazor already does that perfectly well. It also tends to not do so much for you late-game, and I personally like to carry well into late game.

Defensive Items

Sunfire Cape:
An all-time favorite of Garens everywhere. This item makes farming a lane a lot easier, and gives substantial Health and Armor in the process. It's an overall great item for tanky Udyr, so it makes its appearance in the Pure Tank build.

Randuin's Omen:
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 Blitzcrank during his free week, and the other team had an incredibly fed Vayne. As in, 3-shot anyone on the team fed. She lost all ability to kill me as soon as I bought the Randuin's Omen. It's that good.

Spirit Visage:
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.

Force of Nature:
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.

Banshee's Veil:
Another awesome item on Udyr. It grants mana, health, magic resist, and a spell shield. It's great for avoiding that initial stun, but it does nothing for your damage. Its health and magic resist give it a slot in the Mana Tank and Pure Tank builds, due to its versatility and utility.

Offensive AP Items

Guinsoo's Rageblade:
This item is great on Udyr, but is really out-of-place if you aren't building the rare AP variant. Thus, I suggest against using it, as other items grant more relevant bonuses. However, this makes the cut for the AP Carry build, as it is one of three items that grants both AP and Attack Speed (the other two being Nashor's Tooth and Trinity Force).

Lich Bane:
Strictly for the two AP builds, this item increases Udyr's damage by A LOT. I like this item because it has more potential power than Trinity Force. The nice bit of magic resist that it gives is pretty nice as well.

Rylai's Crystal Scepter:
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 Wingborne Storm an AOE slow, which, with some cool-down reduction, becomes an AOE perma-slow. Awesome.

Rod of Ages:
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 Udyr. I can see why every Morgana I see rushes it.

Nashor's Tooth:
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 Udyr.

Abyssal Scepter:
More AP Udyr items. This is great for both team support and personal damage output, and it gives both AP and MR. Thus, it makes the cut on both the AP Carry and AP Off-tank builds.

Zhonya's Hourglass:
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 Udyr, but it is certainly nice to have. It's an item chosen for its stats.

Special Thanks to jhoijhoi for the space dividers!
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Warding

Sight Ward



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 Udyr isn't very item-reliant? Well, all the better for Udyr to buy wards with his extra gold. There are two types of wards that can be placed by any one champion: Vision Wards and Sight Wards. Most of the time, you will be placing Sight Wards, which are cheaper. However, you may end up in a situation where Vision Wards are necessary. An example of this would be if you suspect that there may be an enemy ward in an important location to your team. Below is a simple map showing all of the places where wards should be placed.


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.
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Team Fights: Off-tank


As the primary build of this guide, Off-Tank Udyr gets first dibs on his own section on team fights.

CONTENT TO COME
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Summary

This particular build focused on a less conventional jungle and a less conventional build for Udyr. It is much faster than the average jungle route, and relies heavily on lifesteal for its survivability while in combat. I hope you like this build guide, and leave a comment so that I can further improve this guide, or even preaching your success with this build (or any of the others). I will continue updating this guide as time passes, and I will even add images at a later date. Special thanks to jhoijhoi and friends for his guide on making a guide, and to Tenseiken595 for helping me with each of these builds.

For now, this is WhiteJarate, signing out.
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Chapters To Be Written

Ganking Techniques

Team Fights
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League of Legends Champions:

Teamfight Tactics Guide