
A
Udyr AD (Press the Attack) Guide
Patch 26.19 Iron-Emerald·Difficulty:
AD Udyr is a duelist built on Q: walk up, land two Q autos, and let W heal you through the trade. Pick it into immobile carries you can catch alone, clear every camp you can, and look for the 2v2 and 3v3 fights where one kill decides the play. It hits hard enough to carry a game on its own, and it asks for clean rotations and almost no deaths in return.
Runes
Quick Tips
All phases
- •Into a team of squishies take Coup de Grace; into three or more tanks swap it for Cut Down.
- •Against short range melee champions, the R slow lets you stay just out of reach and burn them for free.
- •The E stun counts as a dash: Poppy W and Taliyah E stop it, and a ground effect takes away its extra range.
- •E ghosts you, so gank straight through a minion wave.
- •Into Wukong, Briar and Sylas the early duel is not yours; clear and meet them after Shojin.
- •This is the build into Master Yi.
Skill Priority
Q
›E
›W
Q
1
·
·
·
5
W
·
·
3
·
·
E
·
·
·
4
·
R
·
2
·
·
·
Early Game
Before 1st item
- •Take Q first on a buff start and R first on a camp pack; cast Q just before the camp so its speed is still running when you open with R.
- •Your first clear should have you level 4 by 2:55, and by 2:50 once you are Master.
- •Full clear toward the bot side and finish at that scuttle: two lanes and a roaming support give you the most to play for.
- •Early your strongest stance is R, for camps and for fights; Awaken R until Q has points and Shojin is built.
- •Skip a gank that costs you your clear unless an objective spawns within the next few seconds.
First Back

Regular full clear & crab
Core Build Examples
Default











vs heavy AP











Hexplate











vs long range











Mid Game
1-3 items
- •After Shojin your damage moves to Q: walk up and land two Q autos rather than pressing E to close the gap.
- •Full clear before every drake so you arrive at the same level as your carries.
- •Hunt the 2v2 and 3v3 fights; into ranged CC with no angle to flank, you are a sitting duck.
- •A free camp is often worth more than a risky kill, because you scale off levels.
Situational
vs AP burst





Good Vs









vs heavy auto attackers





Good Vs









vs armor stackers

Good Vs









vs long range





Good Vs









vs hard CC



Good Vs









vs healing

Good Vs









when you start the fights

Good Vs









Late Game
4+ items
- •Walk in on an angle the carry cannot see; a straight line eats every skillshot they have.
- •Cast R about two seconds before the fight starts, not four.
- •Kill the target in front of you before you swap stances to chase a second one.

A
Udyr AD (Press the Attack) Guide
Patch 26.19 Iron-Emerald·Difficulty:
Why Jungle Kingdom?
Most sites tell you what to build. We teach you how to win. Our guides are researched and written by Challenger junglers, breaking down the early, mid, and late game decisions that actually decide games.
Runes
Skill Priority
Q
›E
›W
Q
1
·
·
·
5
W
·
·
3
·
·
E
·
·
·
4
·
R
·
2
·
·
·
Core Build Examples
Default











vs heavy AP











Hexplate











vs long range











First Back

Regular full clear & crab
Situational
vs AP burst





Good Vs









vs heavy auto attackers





Good Vs









vs armor stackers

Good Vs









vs long range





Good Vs









vs hard CC



Good Vs









vs healing

Good Vs









when you start the fights

Good Vs









Quick Tips
All phases
- •Into a team of squishies take Coup de Grace; into three or more tanks swap it for Cut Down.
- •Against short range melee champions, the R slow lets you stay just out of reach and burn them for free.
- •The E stun counts as a dash: Poppy W and Taliyah E stop it, and a ground effect takes away its extra range.
- •E ghosts you, so gank straight through a minion wave.
- •Into Wukong, Briar and Sylas the early duel is not yours; clear and meet them after Shojin.
- •This is the build into Master Yi.
Early Game
Before 1st item
- •Take Q first on a buff start and R first on a camp pack; cast Q just before the camp so its speed is still running when you open with R.
- •Your first clear should have you level 4 by 2:55, and by 2:50 once you are Master.
- •Full clear toward the bot side and finish at that scuttle: two lanes and a roaming support give you the most to play for.
- •Early your strongest stance is R, for camps and for fights; Awaken R until Q has points and Shojin is built.
- •Skip a gank that costs you your clear unless an objective spawns within the next few seconds.
Mid Game
1-3 items
- •After Shojin your damage moves to Q: walk up and land two Q autos rather than pressing E to close the gap.
- •Full clear before every drake so you arrive at the same level as your carries.
- •Hunt the 2v2 and 3v3 fights; into ranged CC with no angle to flank, you are a sitting duck.
- •A free camp is often worth more than a risky kill, because you scale off levels.
Late Game
4+ items
- •Walk in on an angle the carry cannot see; a straight line eats every skillshot they have.
- •Cast R about two seconds before the fight starts, not four.
- •Kill the target in front of you before you swap stances to chase a second one.

