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Top · SwiftplayMatchup guidePatch 16.20.1

Udyr vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

UdyrVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneTop

Choose two champions from the list.

Role fit

TopUdyr

Udyr has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.

Established role
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Top

Reviewed Udyr sustained Top

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Established role
S
Swiftplay opening · separate from item 1

Guardian's Horn

950 gold

Adds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.

1
First item

Liandry's Torment

3,000 gold

Adds sustained burn against champions, camps and objectives.

2
Boots

Plated Steelcaps

1,200 gold

Reduces physical basic-attack pressure; swap Boots when that is not the draft problem.

3
Core

Riftmaker

3,100 gold

Adds health and sustained damage for longer spell fights.

4
Second core

Unending Despair

2,800 gold

Adds health and repeated healing during longer front-line fights.

5
Late power

Spirit Visage

2,700 gold

Adds magic resistance and improves incoming and self-healing.

6
Flexible

Void Staff

3,000 gold

Adds percentage magic penetration after enemies buy meaningful resistance.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. CoreRiftmaker
  4. Kaenic Rookern
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. CoreRiftmaker
  4. Kaenic Rookern
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemLiandry's Torment
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreUnending Despair
  5. Late powerSpirit Visage
  6. FlexibleVoid Staff

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsUdyrTop

Take measured lane trades, scale durability and keep a route back to the map.

Swiftplay
Primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Secondary tree

Precision

TriumphLast Stand
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Udyr reminders

  • Damage is applied to turtle shield post-mitigation. Therefore, buying defensive items can drastically increase your survivability.
  • Udyr is one of the best junglers in the game. Taking advantage of this can give your team a large XP advantage and map control.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Udyr

  1. P
    Bridge Between

    Udyr has four basic Abilities that swap between Stances and can Recast an Ability to renew it with Ultimate benefits. Additionally, after using an Ability, Udyr's next two Attacks gain Attack Speed.

  2. Q
    Wilding Claw

    Udyr gains attack speed and his next two attacks deal bonus physical damage. Recast: Gain even more attack speed, and the next two attacks call lightning to strike the target.

    Cooldown (s) 6 · Cost 20 · Listed range (units) 600
  3. W
    Iron Mantle

    Udyr gains a shield and his next two attacks heal him. Recast: Gain an even bigger shield and heal based on max health over the next couple seconds.

    Cooldown (s) 6 · Cost 40
  4. E
    Blazing Stampede

    Udyr gains movement speed and his first attack against each target will Stun them. Recast: Gain even more movement speed and immunity to immobilizing effects for a couple seconds.

    Cooldown (s) 6 · Cost 40 · Listed range (units) 600
  5. R
    Wingborne Storm

    Udyr surrounds himself in a glacial storm, damaging and slowing nearby enemies. Recast: Empower and unleash the storm, causing it to track enemies and deal additional damage.

    Cooldown (s) 6 · Cost 40 · Listed range (units) 370

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Udyr Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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