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UDYR BUILD GUIDE: How to Jungle as Utilidyr by An Infant Puppy

by An Infant Puppy (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
4
Greater Glyph of Cooldown Reduction( -3.32% cooldowns)
5
Greater Glyph of Scaling Magic Resist( +0.75 magic resist per level (13.5 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
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View Summoner Details
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21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Monkey\'s Agility
QTiger Stance
WTurtle Stance
EBear Stance
RPhoenix Stance
View Skill Order Details

Runes

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21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Monkey\'s Agility
QTiger Stance
WTurtle Stance
EBear Stance
RPhoenix Stance

Champion Matchups

Introduction

Hello. I am MilkMullet, a Gold Udyr main, and this is my guide to Utilidyr. I've always loved this champion because he suits my playstyle perfectly, and in this guide I aim to show you how I like to jungle with him.

Please note that this is just one of many ways to play him, and this is what I believe to be one of the most effective ways that he can be used.

Here are my stats with Udyr in ranked so far:
[http://i.imgur.com/4pxorjP.jpg]
[http://i.imgur.com/lKh7m2e.jpg]
Anyways, here are some pros and cons of Utilidyr:

PROS
-Very mobile
-Fantastic duelist and counterjungler
-Capable of snowballing very hard
-Does a lot of damage with tanky items
-Excellent splitpusher
-Very powerful chasing ability with
-Versatile with his build
-Ridiculous clear times
-Does not need blue buff

CONS
-Pure melee means he can be kited
-Without flash you are especially susceptible to terraforming (ex: Jarvan's ult/ Anivia's wall)
-Mobility means you trade off some durability in masteries
-Lacks tenacity without items
-His versatility and stance mechanics can be difficult for new Udyr players
-Falls off if not farmed
-Poor initiator
-Doesn't fit competitive meta so much because he's a carry jungler

Masteries

[http://i.imgur.com/Yzmz9ys.jpg]

Explanation:
The point of going into the utility tree is to make Udyr a very mobile champion. I put 9 points into defense to help with his early jungling, as he is a lot squishier than the typical 0/21/9 build. Remember to put the point into Summoner's Resolve so that you get bonus gold on smiting.

As for the utility tree itself, we ignore Summoner's Insight because we aren't taking Flash. The bonus mspd helps him get around the map faster, as well as the improved recall. Mana regen helps with all the stance swapping so take a point in that.

Next, max out Expanded Mind; the MP/level keeps him from going oom without buffs on him. You do not need the other masteries in this row, as Ghost and Smite have low cooldowns as is.

Runic Affinity is one of the most important masteries in Utility, so nab it. You're gonna want your buffs for as long as possible when you have them. Next, we take 2 in Vampirism to give him some sustain throughout all of his attacks. This mastery is INVALUABLE on Utilidyr because he is very fragile before he gets his initial clears done. Later in the game, this mastery helps heal him significantly if he begins pushing after winning a teamfight/dueling/taking an objective, etc. We take a point in Biscuiteer again to help him with his early clears; I personally like to start at the enemy red, and the mana from the biscuit keeps you healthy while giving you enough mana to last until you take your blue.

Finally, you get the + experience to get a level advantage over the enemies and widen the gap between you and the other jungler; it really helps with keeping you ahead, especially while you cover lanes or push. Next, get the CDR mastery because the sooner you can swap up your stances, the better. Grab a point in Explorer so you can use the baby ward to make invades/prediction easier. Finally, +3% mspd to make him go super sanic fast.

Runes

[http://i.imgur.com/4Ab0R3N.jpg]

Marks


Aspd to synergize with your stances, helps clear, keeps you fast.


Seals


Flat armour yellows to keep you healthy in the jungle and mitigate some physical damage from enemies. Standard.

Glyphs


A mixture of flat CDR and scaling MRes is good to keep your stances flowing while still giving a bit of durability against AP champions. Don't take more than 4 CDR blues. You can go full scaling mres if you prefer.

Quintessences


4.5% mspd; gotta go fast.

Summoner Spells



Explanation:

You're jungling. Take smite. Imperative for objectives/counterjungling/not being inept in general.

I pick ghost over flash for a couple of reasons: First, Utilidyr is meant to be a very mobile champion that excels at roaming and applying global pressure. Ghost can help him get where he needs to go at very high speeds. (Ex: A critical teamfight breaks out away from him and he needs to ghost to get to his team before they die)
Furthermore, ghost gives Udyr exceptionally powerful chasing potential. After an enemy has used flash, you can catch right up and keep on them until they're dead with ghost. It also helps your dives and escapes a lot more.

Alternatives:

Flash is still flash, but honestly, if you find yourself hopping over a wall to run away, chances are the enemy is going to do the same and kill you. You do gain the ability to flash smite things like drag and baron with this, though, but honestly, I've taken flash and can't count how many times I wished I brought ghost because of the sheer chase+mobility it gives as opposed to a blink. I would only take this if you're against something like a J4+Anivia team where their walls will just decimate you.

Only take it if you're top lane with ghost.

You can take it, but I think it's kind of pointless because ghost makes chasing easy and you can do more with ghost. Can be helpful for crippling a really fed autoattack champ, I guess.

Skills

Passive: Monkey's Agility

Explanation:

Powerful passive. It brings a lot to the table, even if it doesn't seem like it. Encourages you to swap your stances frequently, as you move a bit faster and and attack faster as well. The aspd marks synergize with this passive nicely.

Gold nugget: When being chased, cycle between Turtle and Bear stance so that the passive gives you that little extra speed boost you might need to escape. You may also wish to cycle between Tiger and Turtle when shoving towers because of the bit of aspd it brings, as well as having the speed boosts up in case you need to Bear Stance away.



Q: Tiger Stance

Explanation:

Very powerful dueling and pushing tool. I don't get it until level 10 or after, depending on how the game is going, just so I can pile on a bit of dps in a fight+push towers down faster.

My reasoning for not going tiger early is that while Tiger is obscenely powerful and can potentially feed you a triple kill with a fort pot solo on a level 1 invade, it is single target and gives you a poorer clear time and weaker waveclear. Utilidyr is all about speed and pressure, and overall Tiger is better at instagibbing someone in a duel.



W: Turtle Stance

Explanation:

I love this skill. Turtle is THE MOST IMPORTANT STANCE YOU HAVE.
The sustain it gives you in the jungle is very solid, and the overall damage mitigation is too good to pass up. You max this second and level it up alongside Phoenix. Activate this skill before you go to clear a camp so the shield sustains you, then switch into phoenix before you start attacking.
Cycle through this when you can in fights to keep yourself alive longer, and use it before a fight to mitigate potential poke damage, tank turret shots, etc. Note that you won't get the lifesteal when you're attacking a tower/inhib/the nexus. Cycle through this with Tiger when taking towers.
ALWAYS GET THIS AT LEVEL TWO. You do not need bear at level 2 999/1000 times. The shield will keep you from dying to the buffs, especially if you invade.

E: Bear Stance

Explanation:

Your chasing/mobility/cc. This is what makes Udyr a viable champion in the first place. You get one point in this at level 4 and max it after Phoenix and Turtle. Use this when ganking, when chasing, when you need to move somewhere fast (care about spamming it because you could go oom without blue).
You can use this to initiate a gank, or you can use it to extend the cc of your teammate. What I mean is, if an ally has some sort of hard cc that keeps the enemy stuck while you approach, you can just slap them in the face with a phoenix burn and then stun them as they start to run.
When ganking, run ACROSS the lane to cut them off, and when you stun them , run in front of where you think they will run and keep attacking them to chase so they can't get away. Remember that the stun can only occur once every 6 seconds, so you may just go Bear>Phoenix>Turtle>Bear before the stun procs again. If you have trouble ganking from the river, do a lane gank. Many people will only expect you to pounce out from the river. Before you attempt a lane gank, make sure there are no wards in the side brushes (usually not a problem in top lane) and ask your laner to push up so the minions don't give the enemy vision of you going into the brush.




R: Phoenix Stance

Explanation:

This skill is magical. It is the be all and end all of Utilidyr. This deals a powerful AoE magic nuke in a cone on your first attack after activating this stance, and keeps proccing every three (3) attacks. Combined with red buff, this bad boy will mow anybody you gank down. Use it when dueling, jungling, splitpushing, everything. The flame proc is another reason why we take attack speed and not something like damage.

How to use Phoenix effectively when jungling:

You typically want to get 2 flame procs off of your phoenix before you switch back into turtle stance. If you just go into turtle after 3 attacks, you actually wind up taking more damage because it takes longer to kill the camp. If you do not have blue buff/are low mana, then just reactivate phoenix instead of going into turtle.

Gold nugget: If you're far ahead and taking a tower while some fool hopelessly tries to stop you, it is a BAD IDEA to use phoenix. The flame proc does not damage structures, and if you hit an enemy champion with the aoe, the tower will target you, forcing an early retreat. Stick to turtle and tiger, or even bear stance if you don't have tiger yet. If you need to clear minions away from the tower and nobody's around, phoenix is good though; you can hit the tower and your aoes will push for you.

Gold nugget 2: the AoE burn upon activation is powerful. It pushes the wave a bit when you push, and you can actually net kills with the passive in a very close chase. I've actually gotten first blood multiple times just by chasing someone with the flame aura up. You can also throw phoenix stance on in Akali's shroud to do a little bit of damage if you don't have a pink, then just A+left click with bear stance up to catch her immediately once she shows herself.



Item Builds

You want to either start with boots and pots or the standard machete+pots. The boots first will make your clears a little slower, but you will be much faster and you will still have the sustain you need through the pots and your biscuit. This keeps you highly mobile at the start, which is good for that little extra bit of chasing and invasion power early game. If you prefer machete, you can start that, but know you will be a little slower and may not be able to outrun a threat or secure an early kill, though your jungling is easier.

First back you always want enough gold for at least a and , as well as one or two and even a couple of . Spirit stone gives you the sustain and regen such that you aren't blue reliant, and boots of course for the mobility. I use my ward to ward the enemy blue so that I can steal it at the 7:10 mark, and if I have an extra, I will ward one of my lanes or dragon/something that needs to be warded that hasn't been.

Next, I typically get so that I can outrun literally every champion in the game and get to my lanes faster if I need to. Make sure to upgrade these to Homeguards ASAP.

The reason why you want early Homeguards is so you can go b, buy, and be back in lane ASAP. You may also use them to retreat from a fight when you are low, heal, and rush back in at full hp. It may turn the tides in your favour. You may also get or , depending on the situation. You can usually get away with swiftness in lower elos where people lack the coordination to punish your lower defenses as much. Swapping to the other boots super lategame is recommended.

Why no ?


Mobis aren't good on Udyr because the passive only applies when he's out of combat. What that means is that whenever Udyr is in the process of slapping one six ways from Sunday, the passive is lost. He benefits much more from having a flat speed boost all the time because he is in combat more often than he is not, and if you lose your speed boost and suddenly need to make a quick getaway, you may find yourself dead.

From here, it gets situational.

Do you need some immediate tank stats and tenacity?
The sustain and tankiness is very nice, the cdr helps his stances, and the tenacity makes him less susceptible to CC. Generally a first item for me if I'm not 5/0 and up a dragon by 10 minutes.

Okay after the phage and triforce changes this is even better than it was before. I build this in every game unless I'm like 0/6

Do you need armour and damage?
This is a very strong item on Udyr. The mana and CDR keeps him pumping those beautiful stances out, whilst the armour makes him tanky. The spellblade also gives him some pretty sick burst and dueling power, and it's cheaper than a Triforce as well, so this is generally what you get for damage.

Do you need Mres? or or in serious cases

Spirit visage is generally what I'd get. The health, cdr, and healing passive all synergize with Udyr's kit (especially his )
Treads are good too but remember that the tenacity from your Golem doesn't stack. If you absolutely need the spellshield for something like a fat Veigar, grab a Banshee's.
Other good items for Udyr are:
Great for fed physical attackers, especially with % hp damage
This is nice for having some mres while making your basic attacks stronger, but it is of course situational. I would get this if I need a bit of mres but if I also needed a little bit more damage whilst simultaneously making it easier for the APCs on my team to do damage in fights against teams with stacked mres.
Don't usually get tear unless top because you don't have blue to give mana; I feel if jungling you need more immediate stats to be useful but it can work. Just putting it here in case someone was wondering
Zephyr is a pretty snowbally item but it makes you move and attack monstrously fast as well as giving you good tenacity. If you are dominating I would just ignore upgrading spirit stone and go for this as a first item, getting stinger first. Do not get Golem with this; the tenacity doesn't stack. It makes Udyr absolutely bonkers with how fast you'll be slapping things and running around.
If you need some heavy duty armour, this is what you get over Iceborn.
If you're building heavy physical damage udyr then this can work; it's better for tigerdyr though because he benefits from the arpen more than the magic on phoenix.
Solid supporting item. Gives a lot of stats that Udyr benefits from. I would get this if there are a couple of AP champions on the enemy team and you'll be grouping often. Make sure the support doesn't have one before you buy this.
You can get this over Golem if you want, but I personally would only get this on 0/21/9 Udyr just because defensive Udyr is already tanky from his masteries, and Utilidyr just doesn't benefit as much from the raw damage this gives. I would definitely prioritize the other items in this build before this.

SAMPLE ENDGAME BUILD:
+
VERY IMPORTANT:


Always buy // when you can+when they are needed. It is okay to delay a major item over getting a couple of wards when you back. They are a core part of your build, and you should get them every time you back. If you have difficulty ganking due to wards everywhere, an early oracle's is not a bad thing.

Jungling/Early Game

I will start with jungling because a lot of this knowledge is necessary before applying it to the different phases of the game.

Jungling is very strong for Udyr. You can start at any of the 4 buffs on the map. Generally, if they have a weak jungler who needs to start at blue or who is fairly farm dependent early (like Amumu or Nasus), I will start at their red.

Otherwise, make sure you have a plan for where you want to start and what you hope to accomplish. Starting blue just because of the mana isn't good enough. You should be looking at the team comps when loading in to the game and deciding where you need to start based on that. Typically, you want to end your first clear by the lane you wish to gank/defend from a possible early gank.


How to invade:


When you invade, you want to get your starting items and get out of base ASAP so you can get in position before getting into the brush becomes too risky without a ward first.

Here is where I typically invade through:

Invading from Blue side:

[http://i.imgur.com/GBNbPuL.jpg]

Invading from Purple side:

[http://i.imgur.com/v3sfnez.jpg]

As you can see, I got Phoenix preemptively. Typically it is a bad idea to immediately level a skill, but I feel that there are no situations where having a stance other than phoenix level 1 would be better (even an early teamfight, because if it goes wrong and you only have bear, you're screwed.)

In addition, I grab phoenix and start it early in order to load my stances. I will explain this trick later.

When you invade, it is vital that you get your top laner (on purple) or bot (on blue) to watch and maybe even ward your red buff. This is to scout and prevent a counterinvade, which makes the chances of you pulling an invade without retaliation a lot higher. The laners should be positioned where I am in the photos.

After this, if you know the enemy jungler is too weak to counterinvade, just jungle as per usual and take your red after all your other camps have been killed (so you have red longer and to keep the other jungler from taking it when you leave to gank). If you invaded successfully but the enemy scouted you/you won an early fight and took the buff, they may just run and try to take your red. Sometimes the enemy will find their red missing and dash to yours anyways. In this case, run directly to your red and check on it and/or secure it. If you catch the enemy jungler, you can jump on them and either secure first blood or scare them off, forcing them to back and setting them further behind. It is a good idea to tell your team to back you up before you invade in case something like this happens.

While you're clearing, watch over the other lanes. See which ones need help and gank accordingly. If no lanes are in a position to be safely ganked, continue farming close to where you think the enemy jungler will gank. A successful countergank can nab you or your lane a double/triple kill and make the jungler irrelevant for the rest of the game. If your camps are cleared and you can't gank, counterjungle. Do not be afraid of running into the enemy jungle and stealing their camps. Only Trundle can actually fight you early in the jungle, and you can kite around them when you duel and scare them off. Be careful about overcommitting and having the enemy lanes come in and trap you, though. Remember to leave one small creep in each camp you take to further set them behind. (This applies to stealing the first buff, too.)
The safest time to counterjungle is when you see the enemy jungler on the opposite side of the map.

You may even get lucky and catch the other jungler low and recalling for their first buy, netting you an easy first blood. Keep the pressure on and the other jungler will have a miserable time trying to keep up.

Make sure you're still assisting in ganks and counterganking when you need to be while still farming. You need to keep farming during lulls in the action so you stay ahead in gold and levels. Quite often I'll be against junglers that do a whole lot of roaming but no farming and even if they get early kills, I'll wind up 4 levels ahead of them and be able to shut them down and snowball my lanes anyways.

A good time to back and buy is around the 5 minute mark. The reason for this is you will have had plenty of time to amass enough gold for your first items and wards, and it puts you in an optimal position to steal their next blue. Do not use your smite after 6:10 for any reason other than a very early dragon, and ward their blue buff as soon as you can. You want to be at their buff just before 7:10 and if the coast is clear, take it asap and get out of there. If they're actually good with their timers/you see them close, hide in the brushes and smitesteal it when it gets low. Make sure your ward is in their brush so you can take it if they're smart enough to pull it. You should be a higher level than them so you have very little reason to screw this smite up. Donate your blue to your mid if they aren't feeding horribly.

If you ever kill their jungler and their mid is pushed/you force back or kill bot/you see their jungler topside it's a great idea to pink the dragon and take it. Udyr can easily solo the dragon at level 8-9 with blue and a spirit stone, but it's always good to have at least one person helping you.

Mid Game

I see midgame as where dragon becomes more of a target and towers start falling. Laning generally begins to dissipate. Udyr is still as dangerous as ever now that he's got some levels in his Phoenix and Turtle. Now is where you become slightly less concerned with counterjungling the hell out of the enemy and more focused on taking objectives. Mid tower is the most important one to take due to the amount of map control it gives, so generally focus on that.

When do I focus on what objective?


Generally, you want Dragon>Mid>Side turrets>Buffs.

There are some instances where you have to use your judgment, however. For instance:
If your bot is getting crushed and ganks won't help them, you want to force top down asap and push it so you and your top laner can come down and help while someone is forced to cover top.

Generally, if an enemy laner (usually the mid) goes to roam, you shove their lane immediately and slap their tower a bit so that they're forced to stay mid or lose the tower. If you stay, watch out for a gank and warn your team about mid roaming. You may choose to follow their mid and countergank after shoving the lane, if you wish.

If you win a teamfight and/or ace the team, DO NOT GO BACK TO BUY YET.
I don't care if you're 50 hp, you need to press the advantage immediately. If you get a triple kill bot, you shove the tower down and take their red/dragon before you buy. You have to punish the enemy hard or you will lose a lot of your pressure and they will catch up.

If you find yourself low after a fight and you're not being chased, you can still clear a camp before you buy. Remember that staying up in levels is important and sneaking creeps where you can will make a big difference. You can even run to an empty lane and start shoving that in turtle+phoenix to lifesteal a lot of your health back, which will catch a lot of people off guard.

Late Game and Teamfights

Late game Udyr is still powerful. You will not do as much burst as before, but you are still a dangerous enemy. Late game is focused on baron, splitpushing, and teamfighting. Udyr's teamfighting isn't the best so if you can pressure the enemy team to be scattered and avoid conflict entirely it is optimal. If you're forced to fight, NEVER initiate. You'll just run up in bear, get cc'd and blow up. Udyr runs in after the action starts, and you either want to peel for your carry by stunning threats to them before jumping on them with phoenix and tiger or stunning the enemy carries and hitting them with a phoenix before retreating. In large fights, you don't want to stand in the middle of the action or you will be focused. You want to stun, do damage with phoenix and/or tiger whilst kiting around, run out and hit turtle stance, then run back in with another stun while you have the shield. The passive from spellblade is still very good at chunking down opponents and pushing, so don't underestimate your damage in fights.

When splitpushing, ward up the side of the map you're pushing, and tell your team to focus other objectives if the other team jumps on you. Your mobility will allow you to escape most ganks and be annoying enough such that anywhere between 1-5 people will tunnelvision you. If this happens, make sure your team is pushing into their base instead of following you or you will have someone on your team die unnecessarily trying to save you from a gank you were in no danger of dying to.

Make sure baron is warded at all times, and do not push out bot while baron is around. If you see the enemy jungler and/or ADC afk farming bot, force a baron; they lack the damage and/or smite to contest it. DO NOT BE AFRAID TO FORCE A BARON IN A SITUATION LIKE THIS. If it's 30 minutes and for some reason the enemy team decides to dragon, TAKE BARON AND PUSH.

Another great way to avoid a direct teamfight is by cycling the turrets. What I mean by that is, if you start shoving top and the enemy team comes to gank but you run off, you can then start shoving bot. This is a great way of keeping the enemy disoriented and keeps the minions flowing in your favour so your team can easily take out one guy defending a top tower while you've got 3 running after you bot.

Your spellblade enhanced Tiger and Turtle combined with all your attack speed means you take towers down very quickly. If you've got enough tank items, you can actually take towers without creeps or allied help. This is another great way to catch the enemy off guard because they rarely expect a wild Udyr to show up and start slapping a tower down at 300 mph with no creeps in sight. It'll usually bait them to come after you and then, of course, you use your ludicrous speed and laugh+taunt to annoy them while your team pushes into the base.

When you're pushing lategame, it's an awesome idea to have an oracle's with you. It denies them vision and gives them greater incentive to chase after you. I always prefer avoiding a fight as opposed to engaging in one late because Udyr's weaknesses can really be exploited in large engagements, especially if they have lots of CC/walls/poke.

How to Load your Stances

Loading stances is a very basic, yet effective mechanic on Udyr. Simply put, you can carry over the effects of one stance over to another when you switch. A simple example of this is throwing turtle stance up before you clear a camp so the shield protects you while you're in phoenix stance.

A trick I like to do with it is to double load my phoenix (or tiger) stances. Both of these stances do bonus damage on the first attack upon activation. To take advantage of this, I turn on phoenix stance early so that I can quickly clear my first buff by attacking once to get the proc off, then immediately hitting R again to get an instant flame off again. If you find yourself in an early fight, the double phoenix does a considerable amount of aoe burst. The double loaded tiger is also a very powerful nuking tool.

You can only load Phoenix and Tiger stances for their on-hit effects. The stun from Bear and the lifesteal from Turtle do not carry over when you switch stances.

Matchups

Here I'm going to explain what I do for some matchups in the jungle.


Aatrox jungle is pretty easy. Invade his red and pressure him early, as he's very fragile and can't duel you well. Be mindful of his passive and dodge his knockup in fights. A randuin's is useful if he gets out of hand.


Amumu is dangerous left alone. Steal his red or even his blue if you're manly enough, and keep the pressure on. Invade him frequently and countergank often. You need to deny him as much exp as possible, so take his buffs and farm and then reverse snowball his ganks and end it before he can get tanky. If lategame does happen, do whatever you can to keep a teamfight from breaking out.


Cho'Gath is really easy. I don't think I've lost to one yet in ranked. Invade red, make sure he doesn't steal, and pressure/kill him early. Pretty standard procedure. Be wary of his Feast during post-6 fights with him if you don't know if it's off cooldown, and dodge his Rupture and Feral Scream in duels. Keep him out of Baron/Dragon fights if you can; he can outsmite you with his Feast+Smite combo.


Darius jungle isn't very common. He does a lot of damage early, so don't fight him unless you get the jump on him and/or he's low. His ganks are fairly poor, so if you can deny him farm and screw up his ganks/get your other lanes ahead, he'll have a really hard time. Beware his team backing him up in the jungle.


Diana jungle is also uncommon now. Standard invade and denial tactic, but know she has a power spike at 6, especially with ganks. She is skillshot based, so stay to her left to avoid getting hit by the arc from her Q. You should win this fairly easily.


Dr. Mundo is a champion where I would start at my red and have my team watch blue, due to his nature. He will typically start at his topside buff, invade yours, then gank top or middle. You may choose to mirror his movements or secure your buff immediately to deny the invade and either countergank or tell your laners to play safe. He literally kills himself during his early clears so you can kill him in his jungle very easily. He cannot duel you early and lategame he's little more than a walking meatshield. Your mobility and pressure should keep him from being a major asset even if he eventually gets some items.


Elise can be tricky, but usually she's not too bad. She has a weak early clear, so invade red and farm while looking for an opportunity to gank, Dodge her stun and slap her with phoenix and she will struggle.


Evelynn can also be annoying. Her slow and chasing can really be tough to deal with and she can walk over wards. If you take her blue she's really crippled, or you can do the typical red invade. Starting your own buffs is also not a bad idea. Watch your lanes to see where she'll roam and be nearby in case she jumps out. She relies on roaming so if you can keep her from snowballing she falls off hard. Steal her creeps when safe to do so. Early oracle's can be helpful here.


Fiddlesticks can be annoying. Fighting him straight up is difficult due to his fear and drain and his silence can impair your stance swapping. Don't fight him straight up unless you know his fear is on cd because otherwise he'll just chain cc you and his team will murder you. Useless if you take his blue; taking his red is safer but he isn't set back as much. Ward everywhere, including your jungle so that he can't get a good gank off with his ult.


Gangplank jungle is weak. His passive applies a slow so even without red he can sort of chase but his ganks kinda suck anyways. Invade red and stomp on him early so he can't snowball. He can orange out of bear stance though so be mindful of that, though you still win a straight up fight.


Hecarim isn't so bad. Weak early clears as per usual and his invades are lackluster compared to yours so take his red and you'll be fine. He can pull off ganks as soon as he has his E and they get even better with his ult, though, so be mindful of that when ganking/be ready to countergank at a moment's notice. Ward around all your lanes and his jungle so you know where he is.
Lategame he becomes a very powerful initiator and splitpusher as well, so make him suffer early and force a fight or baron if you see him separated from his team to keep him from stomping you late.


Jarvan is annoying. He's got some decent ganks and mobility with his flag and his ult can screw you up. He needs red buff to gank well before 6 so take it and exploit his squishiness. Counterganking can be hard because of his flag and ult, so you should bring the fight to the other lanes and capitalize on your mobility to pressure objectives and snowball your lanes so he's forced to run around. The key to beating him here is to make plays faster than he can deal with them.


Jax is also irritating but he relies on red like many other champs to follow up his ganks after his stun and jump. He can just stun you and leap away if you see him in the jungle so a duel is ill advised, but you can invade and counterjungle him effectively. A good way to deal with his ganks is to bait his stun and leap, and then cc and wear him down while he can't stun or jump away.
His lategame is a lot better than yours if it comes to it, so if he gets to be a problem, push hard to force him into farming waves constantly away from his team to keep some pressure off of yours.


Karthus jungle is very rare; I think I've only played him once. Steal his buffs as per usual and deny him farm. Counterjungle like crazy. He can gank with his wall and finish them off with his ult. If you catch him in his jungle, he's screwed. You're too fast for his skittles to hit you and as long as you kite away from him after you hit him to avoid being melted by his E/don't get stuck in his wall, you're golden.


Kayle jungle was FotM for a while, so you don't see her much. She can't gank without red so take it. She can kite you for days with her slow and speedup combined with her E, so be mindful of that, and her ult can bait you into making some bad dives and turn fights around. Stop her from farming and get your lanes snowballed faster than she can keep up, and fight her when her E is on cooldown.


Kha'zix jungle is VERY squishy early, so exploit that. He has some cray damage when people are isolated so don't let him utilize the brush in fights, and you should blow him up.
If his stealth is getting problematic, pick up an oracle's or pink wards so he can't refresh his passive or kite you. Lategame he can instagib a carry but you should be too durable for him to burst. If you have to fight, it's a good idea to peel for your carry and stop him from blowing yours up.


Lee Sin is a good matchup. Secure your own buffs instead of invading, and farm until you have to countergank. You are one of the few champions that can outduel him early and who can turn his ganks around. Dodge his Q and be mindful of the slow from his E, and you'll be fine. You're much more useful lategame as well. All in all a favorable matchup.


Malphite can be tough. He's weak early but fighting him is annoying due to all his cc and armour. Steal his buffs and counterjungle and get some ganks off before he hits 6. If you get far enough ahead he'll be too squishy to stand up to you and you easily outspeed him. Lategame his ult is ridiculous so keep tabs on him and force their team to chase you so you don't get initiated on and swept.


Maokai is a jungler that I don't have much experience against. His ganks are very strong with his root, though, and he has a spammable knockup and good base damage. Like always, you're a very powerful counterganker and will melt him early. Jump on him after he uses his W and he's screwed. Don't fight in his ult if it can be avoided.


Master Yi is irritating. Steal his red and focus more on keeping him behind as opposed to snowballing your lanes. A fed yi will splitpush harder and outdamage you, as well as his resetting giving him better teamfight. You can stun him when he ults and kill him easily early, though.


Nasus can be deceptively difficult. Susan's wither is what makes him more difficult than usual, as he can gank very well with it, as well as screw your mobility over. He's easy to invade so do that and then apply pressure on the map away from him. Susan is slow, so if you avoid him and make things happen where he can't reach you, he'll have a hard time doing much of anything. If you fight him, stay out of his E and get some early tenacity to deal with his W, and always be mindful of his ult. You should win this but if you get caught by his W constantly you'll get behind.


Nautilus is my other main and fairly easy early. He's slow and usually starts blue; if you can take his blue he's screwed. If you can't take his blue, take his red and gank. He doesn't gank until level 4, and his chain CC is unrivaled, so do not let him get to level 4 smoothly. He cannot fight you early, but he can chain cc you until his team can help him, so be aware of that before you engage on him. His ult has a stupidly long cooldown early on, so take advantage of that and bait it out if you can do it safely. Bodyblock his Q if he tries to escape or jump on an ally; it has a longer cd when it doesn't hit terrain and he lacks the mobility to get around you.


Nocturne is irritating. Do the standard red invade strat. He can gank from 4 and on with his fear but he really gets annoying with his ult. Ward well and don't let him snowball. Nocturne is capable of counterjungling you as well, and he may contest your buffs when he notices that his are stolen. Alert your team if you see him hit 6 before he ults. You beat him in a fight unless he catches you while you're low. He can spellshield bear stance.


Nunu gets his power from his counterjungling. Secure your buffs asap; he will invade. His consume and smite is excellent at stealing buffs and objectives; pull your camps into the brush to prevent a flash steal. In fact, pink your brushes so you're sure he has no vision, and be at your buffs at the respawn time on the dot. Nunu's ganks suck though and he thrives on disarray, so if you catch and kill him in your jungle and get the other lanes snowballed, he can't do much. Do not contest dragon or baron with him around; he will steal it with his Q+Smite. Nunu has good chasing power with his Blood Boil and Iceball, but is terrible in 1v1 fights. You can bear to disrupt the ult channel.


Olaf isn't so great anymore, but don't underestimate him. He likes to build tanky and dunk people with his true damage. He relies on his Q and red buff to chase, so juke his axes with your speed and deny him his red. Don't underestimate his true damage when you duel him; it really freaking hurts. You can counterjungle and outgank him, though, as well as pressure the map more. Avoid 1v1ing him when his Ragnarok is activated, and remember that his passive's aspd buff is inversely proportional to his current hp.


Rammus can cause problems if the player is competent. Dueling him can actually be difficult with his taunt and defense. Some Rammus players are very aggressive and will do roaming powerball ganks frequently. If he ganks close by, counter it and then counterjungle or farm. If he ganks from far away, gank a lane that's close by or take all his camps. They'll quite often prioritize their ganks over their buffs, so you can steal them and then gank a nearby lane to pressure him if he's not on with his timers.


Rengar isn't so common in the jungle but you can sometimes see him. I'm not experienced with this matchup, so I would secure my buffs and wait for an opportunity to gank. Care for the brush because of his passive, and get pinks and/or an oracle's for your lanes when he hits 6; his stealth ganks are powerful.


Riven is also a rare jungle matchup, but you win. She is mobile and has decent damage, but she relies on her Ki Burst to gank. Deny her farm and countergank as usual. She does have good damage early and might actually start red. Plan your invasions wisely.


Sejuani is easy. Invade red etc. She has a powerful initiation with her ult, but it has a long cooldown. She can't fight you in the jungle, but be aware of her slows before you get tenacity. You dump on her.


Shaco can go either way, but you have the advantage. Secure your buffs first and countergank him. A smart shaco may even send a squad to invade one buff while he takes the other; do not fall for this or go on a wild goose chase. He falls off really hard if he doesn't get fed, so the early countergank is very important. Once you deny him his kill, camp him in his jungle. Do not fight him if he has red buff and you don't, and watch for his boxes. The goal here is to eliminate his pressure from the map to make your lanes easier, and even force their laners into the jungle so you get free kills/towers.
Shaco can take dragons as soon as he has dreds and his clone, so keep it warded early.
Protip for the clone: the real Shaco will have buff auras around him and the clone will ALWAYS deal less damage and take more. If you have trouble seeing which one is real, see what one takes less damage, and focus it.


Shen has the slowest clear in the game. Invade and deny him farm so he can't ult. Dodge his taunt and he has no chance.


Shyvana is also annoying. She's a good counterjungler like you, but she's red reliant and her ganks suck. Secure your buffs and ward her jungle, and gank lanes she's away from. While she's poor at initiating a gank, her damage makes her counterganking strong. Stay on top of your camps so she doesn't clear them and counterjungle her when you can.


Skarner has good clears and powerful ganks post 6. Take red and pressure him. His Q only slows after he hits someone with it once, so bear that in mind. If you can break his shield, he loses his mspd buff as well. You can shut him down early.


Taric jungle is actually pretty strong. He's a powerful duelist in a 2v2 situation, and his stun and heal make him deceptively durable. He is actually not hindered very much by counterjungling due to his auras and kit; however, he has no kill potential without red. Take it and take advantage of his slow speed.


Trundle is trouble. He is the one champion that counters you in the jungle, especially Tigerdyr. His chomp reduces your damage whilst buffing his own, so he can actually duel you and win. His counterjungling is very powerful, and his AoE makes fighting him even more dangerous, whilst his E can cockblock you from escaping or getting to your team. Trundle's ganks are relatively weak and teams with a lot of poke and CC are effective against him. I do not recommend taking Udyr against Trundle, but it is winnable if you avoid him and get your lanes ahead.


Tryndamere is a joke. Stupidly weak early and has poor clear times. Apply pressure on him and kill him early and often and he has no chance. He'll be forced to ult trying to run from you, so he'll be useless in fights. If he does get out of hand, get a randuin's and keep him from splitpushing.


Udyr is interesting. If you're playing normals and get a mirror match, you want to secure your buffs and farm. Udyr is unpredictable because of his versatility, so just play it safe and wait for him to make a mistake, then punish him for it. If you get the level advantage, you should be able to beat him quite soundly. A lot of Udyrs just build full tank and stick with their team, so take advantage of that by splitpushing and fully utilizing your ctrl+4 whilst taking towers. If he goes tiger stance, avoid fighting him early as he outdamages your phoenix, and dueling him without a health+level advantage is ill-advised. You can counterjungle him if you see he's not nearby, but be aware he's just as capable of counterjungling you in retaliation. Ward your buffs so you can see if he tries to steal them.


Vi is tough. She's got better ganks, can survive in duels, and can counterjungle.

You can either secure your buffs or take her red, but you need to be cautious. Vi has trouble fighting you early, but as the game goes on, she becomes more dangerous. Bait her Q and she has no escape, and if you're there when she tries to gank, you can turn it around if you blow up the carries before she can do anything. Don't let her get red buff.


Volibear is dangerous if played right. He is a capable invader, and he excels at dueling. A good bear will invade so secure your buffs and farm. Countergank when you can, but his flip and bite are very dangerous, so you have to be on the ball with them. Do not get into an extended fight with volibear when he has red; he can just tank you with his passive and when you get low, he'll flip and eat you. You need coordination to bring this guy down if he's good. Fight him when he doesn't have his passive (it's on a 2 minute cd) and do not fight when you are at low health. Splitpushing is effective.


Warwick is ancient and doesn't do well against you. He has mana problems without blue and no killing potential without red unless he has his ult. He can survive in duels due to his sustain, so just counterjungle him and be there when he ganks. Stun him out of his ult and you can turn on him very easily.


Xin Zhao is a strong early ganker. Secure your buffs and be there when he ganks, because he ganks early and often. He's very dangerous with red buff, and he can hold his own in a duel with you. You just want to deny him his early kills so that he falls off and then steal his buffs and force his towers down.


Zac is difficult. He can start at either buff, so be cautious with invades. His ganks are devastating, but you can out duel him if you catch him. You can stun him out of his E channel if you see him winding up. Don't get baited by his passive. He does best initiating fights, so keep their team scattered.


Zed is usually pretty easy because he's so squishy early. He'll die if you look in his direction. Counterjungle him often and mess his ganks up.
Respect the damage he can do with his ult up, though. If he drops a mark on you, juke him and avoid fighting until it goes off, hit up your laugh, and then detonate him.
If you can bait his shadow out when he ganks, he's dead.
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