http://www.solomid.net/guides.php?g=21255
What this guide states is that he is a high ELO jungler that does run mundo.
Runes
- 9 Flat Attack Speed Reds
- 9 Flat Armor Yellows
- 9 Magic Resistance Per Lvl Blues
- 3 Flat Movement Speed Quints.
Why these runes? Attack speed to clear faster, thus making your clear time ridiculously faster than it already is. Armor yellows and Magic Resist blues to help you survive in the jungle as well as be a monster ganker. And the movement speed quints to help you clear faster and get around the map faster for easier ganks.
Masteries
Run 9/21/0 grabbing armor pen, improved exhaust, attack speed and attack damage in offense, and magic resist, armor, health, minion damage, and decreased damage in defense.
Build and Leveling
Start boots and 3 potions, into a heart of gold for increased farm and health, boots of situation, high ap or cc build merc treads, otherwise build ninja tabis, as they are ridiculously good. After that your major core items should be a Frozen mallet for the health, damage, and that overpowered slow it gives, and a Wits End for the attack speed, and stacking magic resist as thats always a good thing nowadays. If you feel the need to tank for your team, build Aegis of the Legion, either more armor or magic resist with transforming that HoG (heart of gold) into a Randuins Omen, or start working on a Force of Nature. More damage would be to build an Atmas Impaler.
As for leveling, Take W at rank 1, Q at 2, W at 3, E at 4, Then prioritize your R, W, Q, E.
Jungle Route and My Preferred Summoner Spells
The safe way would be to start at wraiths, red, golems, gank, wraiths, blue, gank again. Or if you are feeling ballsy, start wolves, blue, go take their red and then gank. Also take smite and exhaust, as they are your best friends in the jungle. you dont need flash or ghost as your are super tanky, and your ultimate has a low cooldown down ghost built in with the heal.
But thats pretty much it. Ive played him 5 out my last 6 ranked jungling games, and won them all doing just what I posted here. As Saintvicious classifies him, hes at a better spot than Shyvana, as his W can be toggled, and his cleaver basically has no cooldown which means perma-slow.
There are two questions built into this: Which lane is the most carry-able (that is, easiest to carry) and which lane is the most important to have carry.
First, let's just come out and say that, given a sufficiently fed or farmed character, any role can carry. Getting into that position is more or less difficult depending on more factors than we can reasonably cover. However, I won't address those long-tail style situations and focus on the core of the problem. I'll also be assuming that everyone is of equal skill and the champions are all equally balanced for their roles.
Second, strong play is always going to be the defining quality behind "carrying." It just usually starts with getting a significant lead in the laning phase. This isn't a requirement, just a general observation.
Third, a quick TL;DR:
- 1v1 lanes are the easiest to carry because there are fewer factors that can result in lane dominance.
- If your goal is to ace and then push, it's more important your AP role is carrying. If your goal is turret pushes or siege-based strategies, then you'll want your AD carrying to maximize turret damage.
In which lane is it easiest to carry?
1v1 and 2v1 lanes are definitely the answer here. The reason being that in a duo-lane you have someone else looking out for you. Either they're a support and they mitigate anything that happens to you (either by enabling kills of your own, mitigating damage, or healing) or they're another power-house which enables you to go back, heal, and buy items. However, in a 1v1 lane, if you can establish dominance, your opponent has few choices but to play cautiously and wait for you to make a mistake. Jungle ganks are the equalizer, here, but given equivalent quality and quantity of jungle ganks, the person in the lead is the one who will dominate that lane. It also means that you're getting more gold and CS than your opponents and allies. The faster you're getting your levels and items, the more you're going to carry.
This means that, traditionally, both top lane and mid lane are going to be the easiest to carry in, all else being equal.
In which role is it the most important to carry?
I swapped to "role" rather than lane just for clarity, no other reason.
This question hinges on how you intend to destroy the nexus. Do you siege turrets and inhibitors, disengaging whenever the enemies approach? Are you going to ace the opponents and take the opportunity to take a turret or two? Are you just going to bully through with multiple tanks and push turrets like dominoes?
All of these are perfectly valid strategies that fit within the current meta. The most common by far is acing the other team and then pushing, of course. There are too many variables to effectively cover the math in this situation, but in general you'll find that AD carries will do more damage to turrets than AP carries will. Why? It's all about damage per second to a turret.
Source
Damage to a turret is based on your base attack damage plus the higher
of your bonus attack damage or 40% of your ability power.
Let's take a base case that you're playing Annie who does (49 + (2.625*18)) * 0.712 = 68.53 damage per second at level 18 (ignore runes, masteries, and that "AD Annie who really carried that one game"). Let's say you have 1000 AP, which we can all agree is exceptional (both in the degree of its quality and the fact it's an exception to the norm). That means you'll be doing 68.53 + (400 * 0.712) = 353.33 raw damage per second to that turret that has 50 armor (for the outer turret; I don't have data for others).
It doesn't take much to imagine an AD carry being able to dish out significantly more raw damage per second to that turret, even taking into account that critical strikes and armor penetration don't apply. Let's all just pause right here and also recognize that adding a Lich Bane to that AP build would tip the scales significantly. But that only covers some AP carries, and I'm trying to be general.
Clearly, if your goal is to push down turrets, either by using a bully-tank based approach or a siege, you want your AD bot to be carrying.
If you're looking to kill the enemy team, however, an argument can be made that having extreme burst damage that you traditionally get from an AP carry makes the most sense. This math is less straight-forward as the turret's static values aren't in place. Suffice to say that the burst from your AP role in the mid-game is designed to be more powerful than you AD, and is often area-of-effect, increasing the total damage done to ridiculous proportions.
In short: Late game and siege-based teams would do well to ensure their AD is well farmed and prepared to carry, whereas roaming gank squads and kill-based teams should focus on making sure your AP is ready for action as soon as possible.
Best Answer
I dont know which article you are refering too, but M5 did this in pretty much every tournament they played in. M5 was the first team that got Oracles on their jungler in ~80% of their games, no matter if ahead or not. You can probably watch any M5 tournament game and see Diamond running around with an Oracles.
Even tho Udyr has a lot of diversity, he is played only in 2 ways, with one way beeing more of an soloq style(Tiger Udyr, only works against "bad" enemies on lower elos) and the only competetive way Udyr was ever played is Phoenixdyr.
For Masteries, you use 0/21/9, grabbing general tankyness in deffense (with MS!) and MS and increased Buff duration ins Utility. Udyrs role is to tank. You dont go for dmg, your base dmg will be enough for the first 30 min without any problem. For Runes, the best choice is MS quints, AS marks, Armor seals, MR/lvl glyphs. You can switch out the MS Runes, but I think pretty much everyone agrees that Udyrs biggest weakness is getting kited and thats nearly impossible with all the MS from Runes/Masteries. BTW: These are the Runes/Masteries Diamondprox used in the recent tournament as well.
You usually want to build Udyr as tanky as possible, since thats your main task in teamfights. You start with Boots 3 Pots, go for 2 fast gp10 Items (HoG and Philo) and then build situational items. If you are ahead you want to grab an oracles and a Aegis as soon as possible, Aegis can be grabbed if beh ind as well, but if your support planed on getting it, you can skip it (if behind) and get other items, like Randuins, Frozen Heart, GA against heavy AD teams; Wits End, Banshees, Force of Nature against heavy AP teams. If you feel your team needs dmg you can go for Trinity Force or Wits End, Frozen Mallet is a good Item Choice if the enemy is very mobile (eze, ahri, shyvana) and you need a way to stick to them. You can also upgrade your Philo Stone to a Shurelias.
Usually, you skill R > W > E > Q. You always get R on lvl 1, unless you are invading (E), and if you just want to clear as fast as possible you get W on lvl 2. If you want to invade and you think you are gonna cathc the enemy jungler, you should either skill your E (if he has no kill potential on you, like an Amumu) or your W (if its a good duelist like SHyvana/Lee Sin). If you only want to steal one of his buffs and get away, you can also skill Tiger on lvl 2, which will leave you without a deffensive skill on lvl 2, but 2 offensive skills, giving you the ability to clear a buff insanly fast, but throws you behind a little bit in general jungle/gank power and throws you behind a lot if you dont manage to steal that buff. If the enemy top laner is slow/has no escapes (Darius) and you are on blue side, you can gank him on lvl 2 with Blue buff, just to force a flash and return later with Red for a guaranteed kill.
You can do any route. You can start red for a lvl 2 gank (even tho I woudln't recommend that cause you run oom really reaslly fast) or you can start blue for the fastest clear out of any champ and for some amazing ganks after lvl 3 (MS masteries/runes make you outrun EVERYONE, red buff and stun are very strong ganking tools). Against weaker junglers (Amumu, Nautilus, even mundo early game) you can consider invading cuase you outduell/outrun every other champ int he game this early, beside a well played Olaf.
Your main point is early game really. late game, udyr is one of the strongest Tanks, but nothign more. Late game, the game is not in your hands anymore. You can slow down the enemy AD and be disruptive, but thats about it. If you want to carry a soloq game, do it early game. Against not very mobile mid champs (TF, Kassadin) try early (lvl 2,3 ) ganks, just to scare them away (if they push obv), do a lot top lane, it snowballs hard and top lane is easiest to gank for an Udyr (very tanky, can easily tank several towershots at lvl 3-4 already). If you figure the enemy team is pretty hard to gank (Ahri/Grag mid, Riven top etc), either just farm your jungle ( you can nearly keep up the 10cs/min with a well played phoenixdyr) or counterjungle. You can coutnerjungle every single jungler in the game since you are insanly fast in clearing camps and you run around really fast, but against some of them (Lee Sin, Olaf) you maybe shouldn't fight early, simply cause one mistake can cause them to snowball ahead and you do not want to do that. After clearing your jugnle, get some wards and ward the neemy jungle, steal his small camps and just set the enemy jungler back and yourself ahead. If you duoq iwth someone (or you have enough confidence) you can flash stun squishy targets (AP Mids) and if your laner isn't completly sleeping, you will probably be able to kill him, but thats easier to pull of if you are duoqing.
Dont buy Oracles to early, get at least 1 gp10 item before.
If you figure your taem has a shitload of dmg, you can also max Turtle after putting 2 points into phoenix (for better tower dives).
Mercs are a must on udyr, since cc makes him os much easier to kite. You can get Ninja Tabi early, but switch it for Mercs at least at ~25 min.