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Top · Ranked Solo/DuoMatchup chartPatch 16.20.1

Udyr vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

UdyrVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseTop

Pick two champions from th' list.

Arrr, role fit

TopUdyr

Udyr has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.

Arrr, established role
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, ranked · Top · Ranked Solo/Duo, matey

Arrr, reviewed Udyr sustained Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, established role
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

Adds trick power, mana regeneration and course sustain.

1
First aboard gear

Liandry's Torment

3,000 doubloons

Adds sustained burn agin' champions, camps and prizes.

2
Boots

Plated Steelcaps

1,200 doubloons

Reduces physical basic-attack pressure; swap Boots when that be nay th' draft problem.

3
Core

Riftmaker

3,100 doubloons

Adds hull and sustained damage fer longer spell fights.

4
Arrr, second core

Unending Despair

2,800 doubloons

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

5
Arrr, late power

Spirit Visage

2,700 doubloons

Arrr, adds magic resistance and improves incoming and self-healing.

6
Flexible

Void Staff

3,000 doubloons

Arrr, adds percentage magic penetration after enemies buy meaningful resistance.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. CoreRiftmaker
  4. Kaenic Rookern
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. CoreRiftmaker
  4. Kaenic Rookern
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearLiandry's Torment
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Arrr, second coreUnending Despair
  5. Arrr, late powerSpirit Visage
  6. FlexibleVoid Staff

Arrr, runes and summoner spells

Arrr, runes and summoner spellsUdyrTop

Take measured course trades, scale durability and keep a course back aboard to th' sea chart.

Ranked Solo/Duo, matey
Arrr, primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Arrr, secondary tree

Precision

TriumphLast Stand
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Udyr reminders

  • Damage be applied to turtle shield post-mitigation. Therefore, buying defensive gear can drastically increase yer survivability.
  • Udyr be one o' th' best junglers in th' battle. Taking advantage o' this can give yer crew a large XP advantage and sea chart control.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, physical burst

Death's Dance

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Udyr

  1. P
    Bridge Between

    Bridge Between be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Wilding Claw

    Wilding Claw contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 6 · Cost 20 · Arrr, listed range 600
  3. W
    Iron Mantle

    Iron Mantle contributes protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 6 · Cost 40
  4. E
    Blazing Stampede

    Blazing Stampede contributes hard crowd control. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 6 · Cost 40 · Arrr, listed range 600
  5. R
    Wingborne Storm

    Wingborne Storm changes a following cast rather than acting as an isolated control. Pick th' version needed afore committing, then inspect th' present tooltip fer each upgraded effect.

    Cooldown 6 · Cost 40 · Arrr, listed range 370

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Mistral Bolt

    Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800
  5. R
    Shadow Surge

    Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

    Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Udyr Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options