If you have good movement, Aatrox will find it very difficult to full combo you. An early Bramble Vest to cut healing and Swiftness boots to negate his W can do wonders.
Akali
Not much of an issue. You're too tanky for her to kill, but you also don't trade her very well due to her W.
Akshan
Very strong in top, with very good harass. It is important that you space Akshan well and respect his level two powerspike.
Look to take a Doran's Shield.
Briar
From what little I've played against Briar top, the key is to rush Grievous Wounds and not allow her to get ahead.
Camille
It shouldn't be very difficult for you to beat her early, but her scaling is very problematic for Udyr's tankier builds. I honestly recommend going AD into Camille when possible, so you can match her on the sidelane. Thankfully after the removal of Divine Sunderer, her late game is more managable for a tankier Udyr.
Cassiopeia
I never see this, but I can't imagine it would be very fun to play against.
Cho'Gath
A max HP tank. Pretty much loses to you at all stages in the game with all builds.
Darius
If you are not confident in this matchup, bring Phase Rush and play trade-avoidant.
If you understand this matchup, you can bring the Conqueror page with aggressive summoner spells (Ignite and Ghost/Flash) and give him a taste of his own medicine Level 1.
Dr. Mundo
Another Max HP tank, and quite possibly your easiest matchup. Heal cut can help, but you should almost always beat Mundo 1v1 without contest and regardless of build.
Fiora
Not a huge deal in the early game, but outscales you fairly quick on your Tankier builds. I recommend you rush Bramble Vest as early as possible to mitigate poke, and consider taking Doran's Shield.
Gangplank
Not amazing nor terrible. Most Gangplank players are not playing optimally, so it's fairly easy to punish them on barrels and play mindgames as well. You should win this matchup early under most circumstances, but he 100% outscales you.
Garen
Has a fairly underrated early level power level that should be respected, specifically with Ignite and Conqueror. That being said, building armor first into Garen pretty much neuters him. Focus on utilizing your Boar Stance and Awakened Boar to negate his trades.
Gnar
Maybe it's just the skill levels of the Gnar players I face, but one misstep from Gnar can lead to a solo kill very easily. Annoying and poke heavy, but look for an all in window at all times.
Gragas
You will not do anything in this lane. Find other ways to be useful than killing him.
Gwen
A very simple matchup in the early game. If you kite better, you simply win. Be wary of Gwen's mid/late game power, though, as she will shred you at her Level 6 and beyond if even or ahead.
Illaoi
Pretty difficult to fight, regardless of your build. Your early game is much stronger, but the moment Illaoi hits level 6, it becomes basically impossible to trade on your conditions. This only gets worse when she builds Iceborn Gauntlet. The best plan is to bait out her ultimate and then attempt to kill her while it's on cooldown.
Irelia
As long as you don't let her stack her passive, this is a fairly easy lane. You can really abuse your early game power against her and force her to play in a lose-lose scenario. I recommend rushing a Grievous Wounds item as quickly as possible, before she can get Vampiric Scepter.
Jax
Trades here are entirely dictated by Jax's Counterstrike cooldown. If you time your Ram Stance auto attacks well, you can actually buffer its animation through his stun, and stun him right as his Counterstike ends. Not a super difficult matchup, but he will outscale you for the most part.
Jayce
One of the matchups you simply have to play relaxed in. If you want to try and kill him, you should consider taking Phase Rush in order to match the possibility that he will take it as well. However, it's more consistent that you go the standard Grasp page and neutralize the lane, as Jayce can easily 1v9 a game if given a lead. Very difficult to trade into with his Hammer Form E and Q, but it can be possible to kill him early game, especially if he opts for Conqueror.
K'Sante
Another tank with quite a bit of HP, typically isn't an issue at any stage of the game. Avoid getting hit by Q3's and try to block his poke with your Boar Stance. Can possibly kill you at level 6, but if you save your Awakened Boar Stance or simply run away from him, his kill pressure practically evaporates.
Karma
I've never played against this champion in top lane, but Karma's crowd control is very telegraphed and her gameplan is to poke you out of lane, both things Udyr excels against. You can opt to save your Awakened Ram Stance to dodge her W root, or simply weave out of its range when it is casted. Prioritize a Grievous Wounds item to counteract her Mantra W.
Kayle
Very easy to bully early game. You dictate the trades before level 6, so abuse that and attempt to work with your jungler in order to coordinate dives and ganks while she is most vunerable. After level 6, she becomes markedly more difficult to deal with, but is still killable. Try and end the game before she hits level 16 and oneshots your team.
Kled
It's pretty much impossible for Kled to build a lead on you without you misplaying. Start with Boar Stance level 1 in order to neutralize his poke and all in potential, and trade him hard when his abilities are on cooldown. Itemize accordingly with Plated Steelcaps or another armor item.
Malphite
Pretty inconsequential when building typically. You pretty much completely dictate the trades here. If he goes Grasp, you win most trades. If he goes Arcane Comet, try and sustain in order to prevent his all in. If he goes all in too early, you can easily run him down and kill him. This matchup is much easier if you go Phoenix.
Maokai
Maokai's effective range is about as much as yours, and while he dictates trades with his Q, he should under no circumstance beat you 1v1 in a fight to the death. Once he burns his W, he pretty much has no agency in the trade anymore. Typically Maokai players in top will take Grasp, but Phase Rush makes trading into him much more difficult. Still, he should almost never kill you solo, and your value lategame is usually higher than his.
Mordekaiser
Like Aatrox, this matchup is all about movement. you should focus on trading early before he hits level 6, and avoid trading him up to full Conqueror stacks. Abyssal Mask is a good first item into Morderkaiser.
Naafiri
From the little I have played against Naafiri, this champion is not a threat to you. Make sure you build armor early, as she prefers to build lethality items. Overall, her poke is fairly inconsequentially and her all in power is far worse than yours.
Nasus
Not much of a threat early game, but if allowed to scale can become a major issue. I would not bank on matching him in a sidelane, and instead prefer to impact teamfights with Phoenix. His all in power at level 6 is not to be underestimated, so be prepared to pretty much lose any 1v1 at that point.
Olaf
One of your least playable matchups. The only thing I can suggest here is either going Bear build and attempting to outscale, or going Phoenix and utilizing Phase Rush to shorten his trades as much as possible. There is pretty much never a circumstance in the early game in which you beat Olaf, but it's also not super easy for him to stick to you.
Ornn
This matchup is centric around how many Brittle procs you allow Ornn to get, which deals a ridiculous amount of damage, especially in the early game. I highly recommend building Abyssal Mask as your first item against him. Try and aim for as many positive trades as possible, because he will outscale you 9/10 times.
Pantheon
Not a matchup I've played against a lot, but when he goes for a stun, try and extend the trade for as long as possible. His W and E cooldowns are very long early, and as long as you keep your health high while trading, you should win. Be wary of the crazy amount of poke he has as well.
Poppy
The main turning point of this matchup is how knowledgeable the Poppy player is. If you are unaware, your Ram Stance auto attack counts as a dash to the target it hits, so poppy can cancel this with her W, which not only cancels this auto attack, it also slows you, which pretty much prevents you from stunning her for the remainder of its duration. She can also zone you exceptionally well with her Q, and she forces you to play consciously around terrain with her E. Her ultimate also makes it exceptionally difficult to all in her at level 6, so this is a matchup where it's best to look for mistakes from her rather than attempt to make crazy plays.
Quinn
Annoying, but not terrible. You should utilize your Boar Stance as often as possible to mitigate her poke. You will likely never get to all in her on your own terms without utilizing Awakened Ram, but you typically outscale her.
Renekton
Not much of a threat. Keep your health high in order to discourage the famous level 6 oneshot. Your early game is by far stronger than his, but he can easily prevent you from trading with him fairly.
Rengar
I can recall a singular time in which I have played against Rengar top, and it was one of the easiest matches I have ever played. Attempt to punish him while his Fleet Footwork is on cooldown, and simply walk him down wherever he attempts to kite. Do not use control wards in bushes, as this will only make it easier to have him play Ring Around The Rosie with you.
Riven
Skill Matchup, slightly in your favor. Beware her level 6 spike, but trade using Boar Stance to sustain and abuse her. Most Riven players attempt to throw their weight around in the early game, as they are fairly strong in that stage. However, you are stronger after level one and under the condition that you are not too low. Build armor early to mitigate her damage.
Once ahead, look to extend trades longer than she's comfortable with in order to abuse her long cooldowns early. Otherwise, avoid trading into her Conqueror + Ignite all-in.
Rumble
Maybe I just haven't played against good Rumble players often, but I have only ever lost to ones that take Ignite. Look to use Boar stance level 1 in order to mitigate his poke, and obtain priority in order to trade hard with level 2. Rumble has a very hard time against champions that can get through his short-ranged harassment zone, so once you're on top of him, the trades should always look favorable for you. Rush Abyssal Mask into this matchup, and aim to buy a Negatron Cloak on your first back.
Sett
Not very difficult. Your trades are stronger early as long as you don't get hit by a big W. Respect his level 6, as it can make it far easier for him to combo you and set up his jungler to gank. While you trade much harder early, don't expect to kill him level 1, as his passive provides incredible sustain to him.
Shen
The idea against Shen is to only trade when it's favorable for you. Oftentimes, this means taking one or two auto attacks from him in order to wait for his Ki Shield to be on cooldown. Avoid getting his blade dragged through you with good positioning and disengage early in order to keep the trade short and sweet. Always be looking to cancel his Ultimate when possible, or keep him low HP to dissuade him from using it. This is also a champion you outscale very easily, so keep that in mind when you are laning against him.
Shyvana
Not an issue. Shyvanna's early game is terrible, and she's barely even a top laner. If you see this pick come out (assuming she's even played top lane anymore), prepare to simply run her down over and over again.
Singed
Annoying, but managable. If you need to regain tempo, you can oftentimes mirror his proxy by walking through turret with Awakened Boar. He is almost never worth chasing, of course, but your usefulness in teamfights is pretty even.
Sion
Pretty simple matchup, he's an HP building tank. He does zone you better than Cho'Gath and deals more damage than Mundo. He is overall a greater threat to you, but he's still fairly easy to deal with at most stages in the game. His splitpush is to be respected, but Bear build easily outdoes him, and Phoenix can kill him when not grouped.
Skarner
Skarner is usually not going to solo kill you unless you disrespect him. However, his ability to set up his jungler is incredible and should be kept in mind at all times.
If he's going the Arcane Comet build, you will both basically just be sitting in lane and shielding at each other until something big changes that, like a gank or a misplay.
Sylas
Not something that I have ever faced in top lane, but it's not exactly threatening. Sylas' cooldowns early are fairly long, so aim to extend trades longer than he is comfortable with. Anti heal is very beneficial in this matchup, and his direct level 6 spike into you is not exactly a huge deal, assuming you can avoid your own Phoenix Storm.
Tahm Kench
Not a very pressing threat, and easily outscaled. Try not to trade him hard near his tower at level 6, as he will simply eat you and try to spit you out beneath the turret. When trading him, attempt to force out his E to prevent him from healing it back. Abyssal Mask and Liandry's Torment make good first items into Tahm Kench, but you should also consider buying Grievous Wounds as well.
Teemo
Drop-dead easy. As much as I hate this champion, I don't remember the last time I lost against him. Your all in kills him 100 to 0 as long as you are patient and wait out the blind. Prioritize buying Mercury Treads first to nullify his blind duration.
Trundle
His level 1 is to be respected heavily, as it can easily kill you if you don't zone him properly. That being said, it's very hard for Trundle to stick to you with a Phoenix Build. His splitpush is a massive threat, and Bear build can possibly beat him 1v1, but Phoenix also brings a lot of teamfight value to the table that Trundle simply cannot match.
Warden's Mail + Plated Steelcaps significantly cuts his damage against you.
Tryndamere
Not that big of a deal. Try and prevent him from extending a trade early game with Lethal Tempo and high fury. Stay high HP at all times in order to avoid his signature towerdive. Will usually look to splitpush all match, but Bear build does not do very well against him considering what his ultimate can do. Phoenix provides value to a teamfight that Tryndamere cannot match. Frozen Heart and Plated Steelcaps are good items to rush if you are building tanky.
Urgot
Most Urgot players rely on an all in in order to establish lane dominance, but your all in is by far stronger than his before level 6. Warden's Mail or Plated Steelcaps is a very good purchase early into him.
One he gets Hullbreaker, the matchup becomes significantly more difficult.
Varus
Tank Varus top is something of a fad at the time of writing, but I don't think Udyr will struggle much into it. Space effectively and utilize Varus' somewhat lacking range to get on top of him and all in him. Utilize your Awakened Bear in the case that you cannot avoid his ultimate, which pretty much nullifies his most reliable form of peel.
Vayne
Pretty bad. The thing you need to abuse here is Vayne's inability to 1v2 effectively, so you should create a good scenario for your jungler to assist you and then all in her. Avoid giving her 3 hits on her passive and that should cut the majority of her poke. I would avoid going Bear build into her, because once she hits level 6, her invisibility makes it a pain to consistently auto attack her.
Swiftness and Plated Steelcaps are both acceptable, and Warden's Mail is very beneficial.
Vladimir
An annoying but not unplayable matchup. Your level 1 and 2 all ins can easily force him to burn summoner spells. Prioritize Magic Resistance early versus anti heal, unless you buy an Oblivion Orb and are certain that you are capable of catching him.
Volibear
Annoying as hell. Very difficult to trade into. Try and avoid being stunned in his E, and avoid giving more than one W in succession to cut his sustain. Generally this matchup relies on you whittling him down for a short and bursty all in. Can be bursted with ease as Bear build, and with Phoenix build you provide more value in teamfights.
Warwick
A matchup I've never personally played against, but he somewhat counters your ideal trade pattern. It is not effective to fight Warwick at low HP, which is something you typically excel at. Consider taking Ignite, but I would just play defensively and wait to outscale him.
Wukong
Not a huge threat, but one worth being wary of. Wukong has a very strong level 6 against you and built in armor shred, but your early game is far stronger. Abuse this and either attempt to beat him in 1v1s as Bear, or be useful in teamfights by zoning him with Phoenix.
Yasuo
Not a very good matchup for you. Yasuo can match both your speed and all in power early game, which makes him hard to play against. He also outscales you. Look to outvalue him in teamfights with Phoenix, or burst him in sidelanes with Bear. Just keep in mind that playing against him is a time trial against your favor. Consider buying Wardens Mail or Plated Steelcaps early.
Yone
Even worse than Yasuo. Dictates trades however he pleases, You really have to abuse superior movement here more than in the Yasuo matchup. Also outscales you harder than Yasuo does. Bear build can likely one shot him, and Phoenix build brings more teamfight value, but once again, you're on the clock against Yone. Consider buying Wardens Mail or Plated Steelcaps early.
Yorick
Pretty annoying to play against, especially with his cage. Attempt to kill him before he gets level 6, because then you don't have much of a choice but to get pushed in. Yorick is also hardly ever isolated without units, so Bear build is not great typically. Phoenix provides a lot of tankiness that could be useful against him, but be wary of his superior splitpushing power.
Zac
Pretty simple to play into. Respect his sustain in early trades and step on his Goo in order to cut his sustain. Abyssal Mask and Anti Heal are both very good into Zac.
Bard
Bard's utility and playmaking potential complements Udyr's gameplan very well.
Diana
Very strong teamfighting potential, and an ultimate that serves as good engage while helping keep enemies in your effective range.
Fiddlesticks
Very strong teamfighting, engage, and CC to help you get in and fight.
Hecarim
Very good teamfighting, engage, and you're both about as fast as the other, which helps you stick to enemies and chase well.
Ivern
Very useful for your gameplan. Helps you stick and keeps you alive to effectively tank in fights.
Jarvan IV
Very good engage and lockdown ability, which helps you get onto and stick onto the enemy.
Jinx
Very good teamfighting, which pairs well with your gameplan. Also very easy to peel for.
Lee Sin
Good engage and pick potential, can also help you stick with his E recast.
Leona
Very solid engage, and can also peel your backline. The two of you can take turns between frontlining and backline peeling.
Lillia
Incredible teamfight setup, and also as fast (if not faster) than you.
Lulu
Very helpful for keeping you alive while frontlining, while also making for good peeling.
Milio
Peels your backline very well, freeing up responsibility and allowing you to frontline more effectively.
Morgana
Her E removes essentially all need for you to use Awakened Ram. She also has very good pick and teamfight potential.
Nami
Good engage and peel for your team.
Nautilus
Probably the best engage support you could ask for. Very good at keeping the enemy in your effective range.
Neeko
Incredible teamfighting power with her ultimate.
Nunu & Willump
Good frontline, engage, and sticking power that helps you lay down your damage.
Poppy
Very good lockdown and pick potential that can help you get into fights.
Pyke
Very strong CC combo that helps you pick off enemies and initiate fights.
Qiyana
Very effective ultimate that can help you delete the entire enemy team, and you can frontline in order to help her set it up.
Rakan
Very good sticking and chasing power that helps you get into the fight and deal damage.
Rammus
Very good at locking down a few key targets and engaging the teamfight for your team.
Rek'Sai
Very good chasing power and engage potential, while also having a decent teamfight.
Rell
Incredible teamfight and sticking power that helps you get onto the enemy and stay on them. Only slightly overshadowed by Nautilus' more guaranteed engage.
Renata Glasc
Very helpful in teamfighting and disrupting the enemy team.
Samira
Has a relatively similar gameplan as you, and you can help her keep enemies inside her effective range.
Sejuani
Very good engage to help get you into fights.
Senna
A good champion for pretty much guaranteed scaling and peel.
Seraphine
Very good with Udyr. Her ultimate helps set up big plays in teamfights, as well as her copious amounts of crowd control and healing.
Sivir
Probably the best ADC you can ask for. Has very strong teamfighting with her ultimate to help you engage, and incredible teamfight damage as well.
Skarner
Very good pick potential and engage.
Sona
Similarly to Seraphine, helps you get into teamfights while also peeling backline.
Swain
Swain, very similarly to you, likes to get deep into teamfights and deal damage.
Taric
Very strong teamfighting that helps you stay alive and healthy.
Twisted Fate
Good pick potential and evergreen value.
Twitch
A very strong ADC to pair with. If you can stick onto enemies and keep them inside his (very large) effective range.
Varus
Very self-sufficient, and can help you engage on enemies as well.
Vi
Very strong and difficult to counter engage.
Viego
Very effective teamfighting power that goes well with your style.
Viktor
Very helpful in teamfights, with a zoning tool and death aura.
Wukong
Strong teamfight and even stronger engage potential.
Xayah
A very good, self peeling ADC who you can safely leave to her own devices while teamfighting.
Xin Zhao
Very strong engage and pick potential that helps you get onto the enemy.
Zac
Power engage and teamfight disruption capabilities.
Zeri
Strong teamfight and kiting potential that is only assisted in your presence.
Zilean
Zoom.
Synergies
IdealStrongOkLowNone
Bard
Bard's utility and playmaking potential complements Udyr's gameplan very well.
Diana
Very strong teamfighting potential, and an ultimate that serves as good engage while helping keep enemies in your effective range.
Fiddlesticks
Very strong teamfighting, engage, and CC to help you get in and fight.
Hecarim
Very good teamfighting, engage, and you're both about as fast as the other, which helps you stick to enemies and chase well.
Ivern
Very useful for your gameplan. Helps you stick and keeps you alive to effectively tank in fights.
Jarvan IV
Very good engage and lockdown ability, which helps you get onto and stick onto the enemy.
Jinx
Very good teamfighting, which pairs well with your gameplan. Also very easy to peel for.
Lee Sin
Good engage and pick potential, can also help you stick with his E recast.
Leona
Very solid engage, and can also peel your backline. The two of you can take turns between frontlining and backline peeling.
Lillia
Incredible teamfight setup, and also as fast (if not faster) than you.
Lulu
Very helpful for keeping you alive while frontlining, while also making for good peeling.
Milio
Peels your backline very well, freeing up responsibility and allowing you to frontline more effectively.
Morgana
Her E removes essentially all need for you to use Awakened Ram. She also has very good pick and teamfight potential.
Nami
Good engage and peel for your team.
Nautilus
Probably the best engage support you could ask for. Very good at keeping the enemy in your effective range.
Neeko
Incredible teamfighting power with her ultimate.
Nunu & Willump
Good frontline, engage, and sticking power that helps you lay down your damage.
Poppy
Very good lockdown and pick potential that can help you get into fights.
Pyke
Very strong CC combo that helps you pick off enemies and initiate fights.
Qiyana
Very effective ultimate that can help you delete the entire enemy team, and you can frontline in order to help her set it up.
Rakan
Very good sticking and chasing power that helps you get into the fight and deal damage.
Rammus
Very good at locking down a few key targets and engaging the teamfight for your team.
Rek'Sai
Very good chasing power and engage potential, while also having a decent teamfight.
Rell
Incredible teamfight and sticking power that helps you get onto the enemy and stay on them. Only slightly overshadowed by Nautilus' more guaranteed engage.
Renata Glasc
Very helpful in teamfighting and disrupting the enemy team.
Samira
Has a relatively similar gameplan as you, and you can help her keep enemies inside her effective range.
Sejuani
Very good engage to help get you into fights.
Senna
A good champion for pretty much guaranteed scaling and peel.
Seraphine
Very good with Udyr. Her ultimate helps set up big plays in teamfights, as well as her copious amounts of crowd control and healing.
Sivir
Probably the best ADC you can ask for. Has very strong teamfighting with her ultimate to help you engage, and incredible teamfight damage as well.
Skarner
Very good pick potential and engage.
Sona
Similarly to Seraphine, helps you get into teamfights while also peeling backline.
Swain
Swain, very similarly to you, likes to get deep into teamfights and deal damage.
Taric
Very strong teamfighting that helps you stay alive and healthy.
Twisted Fate
Good pick potential and evergreen value.
Twitch
A very strong ADC to pair with. If you can stick onto enemies and keep them inside his (very large) effective range.
Varus
Very self-sufficient, and can help you engage on enemies as well.
Vi
Very strong and difficult to counter engage.
Viego
Very effective teamfighting power that goes well with your style.
Viktor
Very helpful in teamfights, with a zoning tool and death aura.
Wukong
Strong teamfight and even stronger engage potential.
Xayah
A very good, self peeling ADC who you can safely leave to her own devices while teamfighting.
Xin Zhao
Very strong engage and pick potential that helps you get onto the enemy.
Zac
Power engage and teamfight disruption capabilities.
Zeri
Strong teamfight and kiting potential that is only assisted in your presence.
I figured this would be important to include here at the very top, there are simply so many items to build on Udyr and many different and niche use cases for them. That is to say that these builds, while they are typically always viable, are often either my most enjoyed builds, the most standardly meta, or experimental. And it's important to experiment with items on Udyr. You may find some matches that you're so far behind, you're building support items along with a standard tank build, or even an AP build. You may find you're building an AP item in a Bear build, even. Basically, follow your heart and experiment with different items on Udyr, because there's a good chance you'll find something useful for the scenario if you're just willing to cook a little.
About Me
Hey! I'm GheeseEmpty. I've been playing League of Legends since Season 11, and ever since I've been playing ranked I've peaked at Emerald 2. That being said, I am by far not a master on this champion as of now, and if you came to this guide, that means we are both looking to learn and understand Udyr.
Udyr: Why should you Play Him?
I picked up Udyr whenever he was reworked, and I can confidently say he is now my favorite champion. He is now my highest mastery, and I have done a lot of homework when it comes to theorycrafting and overall understanding his character. That being said, I personally play him just because I love his champion. But why should you?
Pros:
+ Incredibly versatile and adaptable.
+ Tends to do well into tankier melee champions, which are common in Top Lane.
+ Has a very strong early game if played correctly.
+ Is capable of 1v9ing games given the correct environment.
+ Seldom ever picked or banned.
Cons:
- Has a few really bad matchups that are essentially impossible to make any headway against.
- Can sometimes leave a gap in your team composition, as Top Lane is commonly expected to play Engage, which Udyr is not necessarily proficient at.
- Most of your gameplay in top lane revolves around knowing your limits very well, which can make Udyr difficult for beginners.
- Deceptively difficult, especially in the necessity to understand the big picture of the match, what your role is in it, and how you will win. As well as this, you have to understand how to pace fights with your abilities.
- Has a fairly predictable trading pattern that can be used against you.
Udyr's Strengths: In More Detail
As previously mentioned, Udyr is very versatile in rune pages and playstle. But it's important to cover more details in his play.
Udyr has a very strong Level 1-4 lane regardless of build. Early trades with Iron Mantle and Wingborne Storm are very strong, especially with Grasp of the Undying. If you are starting with Doran's Ring, it also provides very powerful early trading power with more magic damage.
At Level 6, Udyr tends to lose a level of power in the lane. Champions that spike hard at Level 6 such as Nasus and Renekton tend to gain incredible agency they did not have before.
Udyr is capable of Splitpushing with any build, but he particulary excels at it when he is maxing Wilding Claw. It's also worth noting this build is much better at Dueling as well.
Udyr is equally capable of Teamfighting, almost exclusively when maxing Wingborne Storm. You are very good at making space with your slowing field, and peeling with this as well as his Blazing Stampede.
Udyr does not have an ultimate ability in his kit. Therefore, you can start any of his four abilities at level 1. When you switch stances, every stance goes on cooldown for 1.5 seconds. Recasting any ability activates Bridge Between and Awakens it, providing bonus effects that will be explained later. Every empowered auto attack landed within the next 4 seconds of casting the stance will refund 5% of the Bridge Between's cooldown, assuming it was used. These auto attacks are also made with 30% bonus attack speed.
Keep in mind that though Udyr does not have an Ultimate Ability, you should consider his Awakened Stances ultimates, for all intents and purposes. Any smart player will attempt to punish you while this is on cooldown. That being said, their effects are incredibly helpful, and you should not neglect to use them in the applicable scenario. This comes with knowledge and practice.
Understanding your Abilities: Q
This is your bread and butter ability when building AD, and the one you want to max first. Udyr's Wilding Claw provides slightly extra attack range, extra attack speed, and also extra physical damage for two auto attacks.
Upon recasting into your Awakened Stance, he gains even more attack speed, not gated by two auto attacks. The next two empowered strikes deal bonus physical damage, scaling with the target's maximum HP. It also calls down 3 strikes of lighting each that deal bonus magical damage, scaling with the target's maximum HP. Because of this, it is important to isolate your enemy from all units before you use these empowered strikes, in order to maximize your damage.
Note: Your bonus Physical and Magical damage on Awakened Stance both scale with level, but the Physical damage also scales with your bonus AD, and the Magical damage also scales with your bonus AP. Don't write this ability off just because you are building AP.
The Awakened stance is also extremely helpful when towerdiving, just make sure there is no minion wave to soak the lightning strikes.
Understanding your Abilities: W
This is your sustain ability, regardless of build. Udyr's Iron Mantle grants you a shield for four seconds, and empowers your next two auto attacks, granting lifesteal on-hit, and also healing you for 1.2% of your maximum HP (and +8% AP) on-hit.
Upon recasting into your Awakened Stance, you gain a larger shield that stacks with the former one as well, healing based off of your AP and Maximum HP every .25 seconds over 4 seconds, and empowering your next two auto attacks with doubled the original life steal and healing based off of maximum HP and AP on-hit.
Note: The healing you gain on-hit is reduced by 60% against minions, so it's slightly less effective for sustain. Don't get it twisted, though. This is your main laning tool. No matter what build you go, this ability is responsible for keeping you healthy in lane.
His Awakened Stance is incredibly useful for soaking up large amount of damage at all stages of the game. Pairing this with Spirit Visage makes you incredibly hard to kill. Don't neglect to use this ability when trading into high damage early game bullies, as the damage you can soak when using this stance can oftentimes outheal the damage that was dealt to you, resulting in a positive trade.
Understanding your Abilities: E
This is your engage and disengage ability, regardless of build. Udyr's Blazing Stampede empowers his basic attacks to have an uncancellable windup and dash to the target to stun them for .75 seconds. After this stun, there is a delay between stunning the same target again. Upon casting, Udyr becomes ghosted, allowing him to pass through minions, and gains bonus movement speed for 4 seconds, which decays to 30% effectiveness over the course of 1.5 seconds.
Upon recasting into your Awakened Stance, you gain bonus attack range and more movement speed. He also becomes immune to crowd control for 1.5 seconds.
Note: Out of all Awakened Stances, this is likely the one I use the least. However, recognizing when its use cases are the highest is a very important part of Udyr's gameplay. Using this Awakened Stance to tank large amounts of crowd control, or run through enemy peel to focus on a priority target, can oftentimes net you a free kill. It's worth keeping in mind, however, what you are sacrificing in order to use this Awakened Stance.
It's also worth noting, especially against Poppy, that since this ability technically makes you dash, it kind of gets neutered by grounded effects.
Understanding your Abilities: R
This is your bread and butter ability when building AP, and the one you want to max first. Udyr's Wingborne Storm grants magic damage to nearby enemies for the next two auto attacks. He also summons a slowing blizzard around himself for 4 seconds that deals magic damage every .5 seconds.
Upon Recasting into your Awakened Stance, he creates a new blizzard for 4 seconds that follows the closest visible target, and then the most recently auto attacked enemy unit, once again granting extra magic damage on hit to enemies inside the storm for the next two auto attacks. It also enhances the slowing effect and deals maximum HP magic damage each tick.
Note: The blizzard deals reduced damage to minions. This penalty lessens the more levels you put into the ability. This is the ability that typically gives you very strong early game power, and the capability to walk down your enemy at level 1.
Your Awakened Stance is very beneficial in teamfights, capable of dealing hundreds, if not thousands of damage to a tightly grouped enemy team.
Make sure you utilize this ability to zone and catch out enemies, especially when paired with Approach Velocity.
Laning: General Gameplan
Udyr's versatile laning is one of the things that makes him a good top laner. He has many options for runes, builds, and summoner spells that can all be changed to fit your niche in a particular match. It's because of this that it is important to experiment with different items, runes, and general builds to try and get a read on what to build and when.
Generally, there are three states in which you will be playing out a lane. For the purpose of this guide, I'll be naming them as follows:
Neutralizing
Scaling
Aggressing
This is by far Udyr's easiest function in lane. This involves sitting back, minimizing trades, or only taking them when they're advantageous, and focusing on giving the enemy as small of a lead as possible. This can transition into Aggressing whenever you develop a lead, or when you powerspike over the enemy. Focus on neutralizing your lane when you're into someone who has a stronger early game than you, such as Olaf.
Scaling is also fairly easy. This involves playing back, farming up, and keeping trades to a minimum in the hopes that you later bring more value than your lane opponent. This is a playstyle you need to commit to when you create your build, so you aren't just being useless early and missing out on the portion of the match that you are typically most powerful in, Laning.
Aggressing is the ultimate goal for you to reach for your Udyr top mastery, and should be fairly self explanatory. This involves taking control of the lane, pressing your advantages, while attempting to gain a gold lead through tower plates, farm advantages, kills, objectives/jungle camps, basically throwing your weight around and forcing plays.
Laning: Execution
Early Levels (1-5):
Focus on trading with either Wingborne Storm or Iron Mantle, depening on the volatility of the trade. For example, I take Iron Mantle Level 1 versus champions like Riven and Fiora, because instead of aiming to deal ridiculous damage to them, you are either aiming to mitigate their damage and extend the trade beyond their comfort, or simply survive against a stronger Level 1 until you gain more power in the lane. Don't be afraid to trade some health against some strong early game champions, though, as with Iron Mantle's awakened stance, you can heal back and mitigate quite a bit of the enemy's damage.
On the flip side, a Wingborne Storm start gives you a lot of trading agency, with 2-3 Grasp of the Undying procs being possible if played right, and a decent chunk of maximum HP magic damage as well. Something to keep in mind (this is very important!) is that on Udyr, neutral trades are often positive trades due to his very high sustain. Do not be afraid to trade away HP in the early game against someone with less sustain than you.
General Advice:
When trading, always focus on landing your two empowered auto attacks, and then swap to your next stance. These are the basic principles of Stance Weaving, which is the bread and butter of Udyr's core gameplay. If you don't land both of your empowered auto attacks, you are losing out on a lot of trading power that you can't simply get back.
If you are looking for damage while trading near a wave, use Wingborne Storm to engage onto the enemy, the Awakened Form to deal more damage, and utilize Iron Mantle and Blazing Stampede when necessary.
If you are trading into a high damage opponent, focus on using Iron Mantle and its Awakened Form to secure small, health positive trades. This will help you much more in the long run compared to Wingborne Storm or Wilding Claw.
If you can manage to isolate an enemy from minions, aim to use Wilding Claw's awakened form to deal a quick, large burst of damage. Wilding Claw's basic form can also be used against enemies who tend to space slightly outside of your attack range, or in order to more easily secure last hits.
If you are being ganked, consider your options. If you have Bridge Between available to use, you have many more options for escaping, typically in the form of Blazing Stampede or Iron Mantle's Awakened Form. If the jungler and top laner rely on crowd control to catch you, and you have HP to spare, use Blazing Stampede's Awakened Stance in order to escape. If your HP is simply too low, or their gank is less reliant on CC and more on damage, Iron Mantle's Awakened Form can have you come out of the gank with more HP than you started with.
Position 1: Freeze/Happy Spot
This is arguably the safest position for you, and the most dangerous for your enemy. In this position, the wave should be just outside of range of your tower, allowing you to pretty much last hit for free while the enemy is very exposed. Maintaining this position on Udyr means you have a lot of space to run the enemy down, which is very good for gank opportunities and punishing bad recalls from the enemy. However, keep in mind that if your enemy has not missed any wave XP, they will be ahead of you in experience while you are in this position.
Position 2: Slow Push
In this position, a wave left untouched would slow push. This comes with its own set of advantages and disadvantages. For one, if you and your opponent have not missed any XP at this point, you will have an XP lead in this position. Your wave is also larger naturally, meaning that the enemy should not trade into you, and if they do, they will take more minion damage than you. The length of the lane you still have combined with the minion advantage once again makes this an optimal position to run the enemy down on Udyr. The cons are that this is the worst type of wave to die on, as the enemy can freely recall or set up a freeze from this position without missing much. Similarly, this wave is bad to recall on, as you will miss a lot of gold an XP. Because of this, this position needs to be worked out of, unless your enemy makes the mistake of fixing it for you.
Position 3: Neutral Waves
In this position, the waves meet at the middle, which typically means that they are equal in size. This also means that the space between you and both towers is equidistant, and there is not as much room to make trades. This is a position that is good against characters with artillery-style skillshots, such as Cho'Gath, but can be susceptible to ganks from either side as well.
Position 4: Enemy Slow Push
Assuming you read Position 2, you'll know the strengths and weaknesses here. You have two options in this position:
Give up wave control and simply obtain XP.
Fight to push the wave into the enemy.
Either option is acceptable on Udyr, just know option 2 is far more dangerous. You can also occasionally walk up for last hits, but I didn't mention this because, more often than not, this is a huge mistake. This simply makes you more susceptible to ganks than you already are. That being said, if you know you aren't in any real danger, you can do this. But in that case, why not just push your wave into the enemy turret and reset it? There usually isn't a point not to compared to collecting last hits.
Position 5: Enemy Freeze/Happy Spot
This is bad. By far the worst position you can be in. As Udyr, you cannot really provide a kill threat against the enemy here, outside of poking them with your Awakened Stances. If the enemy is freezing correctly, you cannot walk up for last hits, and you cannot easily catch XP. No matter what, you are in danger, and what you need is decisive action. If the only threat in this position is a jungle gank, you can quickly dump the wave with your Awakened Stance Wingborne Storm, just be sure to not allow the enemy to hold your minions. If the threat is the enemy laner themselves, you can do the same as above, at risk of being run down and killed, or you can sacrifice the current wave in order to proxy. This puts you at a tempo advantage, and either forces your enemy laner/jungler to respond, or forces the enemy laner to take an unnecessary amount of damage to maintain their freeze. If they continue to hold, you can proxy for as long as necessary, or choose to back with tempo and gain an item advantage.
Both of the aforementioned options are risky, but they are damage control. If you are in this position, it is because somewhere along the way of your lane, you messed up. It happens to everyone, but it's important not just to know how to fix the mistake, but also how to prevent it in the future. Study some informational material in order to better understand your laning fundamentals.
Mid and Late Game: What should I do?
Once you hit mid to late game on Udyr, depending on your build, gold lead, and enemies, you are beginning to fall off in raw power. This is fine, but it's important to understand how to remain useful and not run it down at this point.
If you are a Wingborne Storm build, focus on teamfighting. Make space for your team and aim to disrupt the enemy's positioning by pressing up to their frontline and threatening them. If the opportunity presents itself, you can also make way to the enemy backline and prevent them from helping their team fight, but I only recommend this if your teamates have a way of peeling/making space for themselves. If you have a stronger frontliner than yourself, you can always sit back and peel for the team's carries and squishies.
If you are a Wilding Claw build, you should primarily focus on remaining in the sidelane and dueling an enemy member. You should also take turrets whenever possible in order to open up the map for your team. Remember, you prefer to see tanky, slow, and easy to engage on enemies match you in the side lane, such as Sion, Dr. Mundo, or Cho'Gath. These champions are generally easy pickings and not hard to kill 1v1. However, when facing squishier enemies, don't be afraid to duel if you know you are capable of winning. Gaining a man advantage and freeing open the side lane can make the difference between a win and a loss.
Final Notes
Ultimately, most of the learning you make on Udyr will just require you to put in games. This guide can only help you so much. Stay creative, practice with builds and playstyles, and put time and effort into learning the champion. It will pay off nicely.
If you have any questions, feel free to throw them out as you please. This is also my first guide, so critique is welcome.
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