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Choose Champion Build:
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Straight Tank
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DPS Tank
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GGBenQ Diamond
Introduction

WELCOME! Spc31nv4d3r here with a guide for everyone's favorite primal destroyer





Damage 52.91 (+3.2 / per level)
Health 427 (+99 / per level)
Mana 220 (+30 / per level)
Move Speed 345
Armor 14.75 (+4 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 7.45 (+0.75 / per level)
Mana Regen 6.4 (+0.45 / per level)

No build is perfect for all situations. This is how I play




As always, the build will be updated as needed and updates will be displayed here.
- Feb 5 2013:
- Added DPS Tank build with item list and explanation (in the "Abilities" tab.)
- Tank comparison: Straight Tank v DPS Tank
Madred's Razors v
Spirit Stone comparison
- Added GGBenQ DiamondProx build
- Patch 3.5 ability updates added
- Patch 3.6 ability updates added
- Added
Doran's Blade as a starting item with explanation
Trinity Force buff makes it a great item on
Udyr for ganks and fights.
- Updated masteries for Season 4. Enjoy!

Also, thanks to jhoijhoi for her guide to guides which has helped me in both of my builds. If you haven't read it, DO IT RIGHT MEOW!

In this case, there are two ways that you can play

Straight Tank
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DPS Tank
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Be sure to think about what the situation is in the game and how your teammates are playing. If they are going passive and farming, then the DPS option may be out early but easily converted to with

REMEMBER!
Be prepared for anything. No set idea is perfect and the game changes from one minute to the next. Be ready to switch roles if need be for the team!

Just like all champions,

PROS
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CONS
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OFFENSE TREE
Tier 1 // Bonus attack speed is always nice on ![]() Tier 2 // Attack damage is always a good choice, especially when you are in the jungle. Also, take the new Exposed Weakness. This is killer in the games that I have played thus far. Really ups the gank power for junglers. Tier 3 // More AD? why not. You know you wanted it anyways. |
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DEFENSE TREE
Tier 1 // Flat percentage increasing armor and MR are always a plus. Take this along with the bonus damage to neutral monster. Tier 2 // Flat bonus health is great for any jungler, be sure to snag it. The new ![]() Tier 3 // The new tier three is great with ![]() ![]() ![]() Tier 4 // ![]() ![]() Tier 5 // ![]() ![]() Tier 6 // Take ![]() |

Runes





For


This is pretty normal for all junglers. The extra attack damage is essential for clearing the jungle in a timely fashion.

This is pretty self explanatory. If you aren't taking armor runes as a jungler, then you are just plan silly.

For my Marks choices, I have gone with the


1. I don't take points in

2. It allows for a bit faster clear time with the additional early attack speed.

Now I know that this is not your standard 9x flat or 9x scaling MR runes but here is my reasoning behind this. In the beginning, scaling isn't going to give you a huge benefit of MR since the scaling takes a long time to get up there. To counter act this, I take three (and sometimes four) flat MR runes to compensate for the early loss on scaling runes.
If you don't like this, I would recommend going with 9x


If you don't like the rune choices that are stated above, here is the alternative set up that I would recommend for all your jungle

This is a pretty standard build that will suit your most basic needs and will replace the original rune choice states above.

For you summoner spells, you are going to want to take


![]() I take ghost as a bonus to your ![]() |
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Other Possible Spells
A couple of other choices are






DO NOT TAKE THESE
You will have no need for these. If you take them, a small army of ninja pandas will find you and beat you with bamboo sticks. Now as funny as that would be, I don't condone violence so don't take them. Besides, the pandas have better things to do.






Persistent Effect -

Persistent Effect: Increases Attack Speed by 20/25/30/35/40%.
Activation:


Cost 55/50/45/40/35 Mana
Range 0
PATCH 3.6 CHANGES:

- Active damage changed to physical instead of magic
- Active damage changed to 30/80/130/180/230 (+1.2/1.3/1.4/1.5/1.6 attack damage) from 30/80/130/180/230 (+1.5 total attack damage)
- Active attack speed increased to 30/40/50/60/70% from 15/20/25/30/35%
- No longer grants attack speed as a persistent effect
- New persistent effect: Basic attacks deal 15% of his total attack damage as bonus physical damage on hit





Persistent Effect -

Persistent Effect:

Activation:

Cost 55/50/45/40/35 Mana
Range 0
PATCH 3.5 CHANGES:

- No longer returns mana when dealing damage
- Shield increased to 60/100/140/180/220 from 60/95/130/165/200
Udyr can now critically strike in
Iron Mantle





Persistent Effect -

Persistent Effect:

Activation:

Cost 55/50/45/40/35 Mana
Range 0
PATCH 3.5 CHANGES:

Udyr now ignores unit collision while the movement speed bonus is active
Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
Blazing Stampede attacks can no longer be self-interrupted mid-attack
- Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
- Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4
PATCH 3.6 CHANGES:

- Udyr now only dashes when stunning champions





Persistent Effect - Every third attack,

Persistent Effect: Every third attack,

Activation:

Cost 55/50/45/40/35 Mana
Range 325
PATCH 3.5 CHANGES:

- First attack after activating
Wingborne Storm now immediately procs the fire cone in addition to every 3rd attack
- No longer grants bonus Ability Power and Attack Damage when activated
- Ability Power ratio on the fire cone increased to 0.45 from 0.15
- Updated the fire cone's spell effect to be more visible




PATCH 3.5 CHANGES:

- Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance

IMPORTANT NOTE!
Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35

For the ability order of




Next, I go all out into

Then, It is up to the

Finally, finish out with



Example:
lvl 12: E
lvl 13: Q
lvl 14: E
lvl 15: Q
lvl 16: E
lvl 17: Q
lvl 18: E

Item Sequence










For Items, I generally go with a high tank mobility approach. This allows me to go back and forth and be in fight for the longest duration that I can. All these items are high in health but also give other good passive abilities that greatly benefit you are a jungler and a team member.
Your passives are going to be:
- Movement speed slow with you
Frozen Mallet
- Health Regen with
Warmog's Armor and
Spirit of the Ancient Golem
- Mana Regen with
Spirit of the Ancient Golem
- Armor and MR with
Sunfire Aegis and
Maw of Malmortius
- Bonus AD with the passive on
Maw of Malmortius along with spell shield.
With these items you will get the end stat result of the following:
- 5084 HP (+401.62 per 5)
- 760 MP (+21.5 per 5)
- 1.119 AS
- 207 AD
- 188.4 Armor
- 143.9 MR
- 390 Move (at tier 2 boots)
With these numbers, you successful output will be the following:
- 13661 EFFECTIVE Physical Health
- 11589 EFFECTIVE Magical Health
- 12625 TOTAL EFFECTIVE Health
- 5.595 Attacks per 5
- 1160.706 Damage per 5
They will also boost your abilities to have the following damage outputs:
Wilding Claw - 30/80/130/180/230 (+311) Magic Damage
Iron Mantle - 60/95/130/165/200 (+0) Damage Blocked
Blazing Stampede - (zero damage given so no benefits)
Wingborne Storm - 40/80/120/160/200 every 3rd attack and 15/25/35/45/55 (+0 +0) Magic Damage Active

When I got asked to explain why I took



The







The





My over all decision between these items is this:
If you want to not run out of mana and you are a heavy cycler, go with the

If you are the damage crazy, hop out of a bush and kill things player,


With the changes that were made to



Now, these are the three build that I use. This does not mean that they are the perfect items for the exact set situations. No two teams are the exact same (unless you are playing customs). Now I can say this and someone is not going to take this serious and get angry that there is no build for facing team comp 'X'. Well, just like normal, you may have to ad-lib off of these items to find the right ones for the situation that you are in.

Above, I have listed some of the strong items that I would say can be easily intermixed with the 'standard' build that I have put forward. These items offer a good range of passives and bonuses that will not only benefit you but also your team. Just like always, make sure that you are paying attention to what your teammates have, you have, and your opponents have item wise. For example, if you see that your team ins't able to catch champion 'X', then getting a

Think smart about your items and how you and your team is doing. It is the little things like this that make a huge difference between winning and losing.

In team fights, it is your job to be the initiator and the peeler to get their ADC/APC and get them off your ADC/APC. This is your job. If you do it, your team will love you.
Before you go in though, make sure you know EXACTLY who you are going after. Be sure that this is the person who you

During the duration of the fight, be sure to watch your ADC and APC as well. If someone starts to get on them and give them a hard time, be sure to switch off of the person who you are engages on and GET THEM OFF THE ADC/APC!
If you do these things, then you sir/ma'am are a good


Jungling is not a hard thing to grasp. It isn't going to take you a life time to figure out. I find it to be fun (once I figured out what I was doing that is). You have to be patient and get a groove going and you will be good. Instead of having me write a novel about it, WATCH A VIDEO! I am a visual learner so stuff like this helps me, plus if you have dual screens, throw this up on one and the game on the other, and BAM! instant helper!
SIDE NOTE! This is from S2 but the mechanics are the same, plus it give a view in the the damage side of

Now when it comes to warding, placement is crucial. One does not simply place random wards (a little meme reference for all you out there). You have to know where to place them for the biggest impact in your jungling experience. Again, instead of me blabbering on, LOOK AT A PICTURE!

This is where you should ward with your

Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Image credit: Apotheosis.
(Because I am too lazy to make one when he has done such a good job already)

I would just like to say thank you for taking a look at my guide. Feel free to leave a comment on anything in the build and I will get back with you as soon as I can! Hope that ya'll release the beast and have a great time with

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