[Champion Rework, Full Concept] Udyr, the Spirit Walker

The Dragon Man·9/30/2018, 12:10:03 AM·1 votes·3,606 views

Disclaimer: This is a wall of text and a TL;DR would not really provide much info, so sorry about that - please go read the ability concepts if you just want the quick jest of it. All numbers are obviously subject to balance changes, so consider the numbers an attempt to give an idea of the scope of the effects. Also I have to use apostrophes ' to allow multiple line breaks to create proper sections, please ignore them and throw a turd at RioT's idea of limiting setup. '

[EDIT]I posted a revised version of the rework in the comment section.

Forewords:

This idea has mainly sprouted due to all the small time PBE reworks that have happened to Udyr in 2017 and RioT's desire to rework the champion but so far been unable to get to a satisfying state. As I can gather from some previous suggestions on Udyr reworks people are pretty antsy on reworks completely ruining the character they liked. Luckily I have no intention of drastically changing Udyr's kit, rather trying to enhance it. Looking at some statistics, Udyr is doing really well in the current patch. However I believe part of this is because it's mostly hardcore fans that enjoy playing him, so those players pretty much always bring their A-game on Udyr. In hindsight most of the changes below will seem out of proportion considering Udyr is already performing quite well in the meta, but the numbers are there mainly to paint a picture of proportional strength. Although I find it funny that some people consider Udyr to have monstrous damage but in the statistics, he's ranked 39 out of 45 for damage dealt to champions.

I am a Udyr main, has been since his release in Dec 2009. I love the champion but do see that his concept are not really up to today's standards on champion design, depth, skill requirement and gameplay. Kinda like Aatrox was recognized as an issue with an unhealthy and one-dimensional gameplay, Udyr has some flaws that doesn't fit today's League standards.

What I really love about the champion is the ability to build him in various ways, depending on needs and/or preference. In the earlier days of League, the champion designs were a bit more clunky and not as streamlined as many champion designs are today. Items have likewise received a lot of revisions, making the unexplored treasure troves smaller and smaller. As a consequence the Udyr player had to streamline their builds even more than they did before. Back then you could build Udyr full AD, full tank, Off-tank/Bruiser or On-hits (Wits End + Malady + Rageblade + Razorclaw).

In the current meta you can still build Udyr in a variety of ways but with a higher variance of results than before due to a couple of reasons. One of these reasons is a champion design philosophy that changed, one that added a lot more mobility to champion kits and even items. One of Udyr's main strengths early in League's history was his consistent increased movement speed. You might be able to use one of the clunkier versions of dash away from Udyr, you may be able to CC him, but he could quite consistently chase people down. Changing his Bear stance's active from multiplicative boost (boots and other movement speed increases counted in on the boost) to additive (only based on base movement speed) was one thing that slowed him down a lot, and giving newer champions more fluent ways of mobility only increased what is the Achilles heel for Udyr; Kiting. Sometimes I experience this all melee champion being outpaced passively by even ADCs while Udyr is in active Bear stance... That seems a little ridiculous.

One of Udyr's greatest hindrances from evolving with the change in design philosophy is his simplistic nature. He's melee, has 4 basic abilities that all does the same thing: Provide a simple bonus on activation that benefit him and grant a bonus to his basic attacks. To compensate his natural weaknesses, he was given a load of free stats compared to other champions, only rivaled by a few. Being so basic mechanics-wise made it a real challenge to let him follow the game's meta, because there are very few elements you can adjust in Udyr's kit. Regardless of changes that happened to Udyr he has always been heavily dependent on whether the meta allowed for kiting or not. If Udyr could be hold back with 2 slows, a stun and a dash before he crumbled, then the champion was unable to make a meaningful impact on the game. Most other champions can despite facing a meta that goes against their best suited environment have some impact through utility, control, damage or healing.

Due to Udyr's simplistic design there is also very limited situations where outplay plays a role. Either Udyr can hit you in your face or he cant. A movement boost and an active shield is the only two abilities that present a chance to outplay opponents in some form.

I think Udyr could make do with some change. ' ' '

Rework concept

Some of the above mentioned flaws, I will try to improve on in the rework concept below. My idea is to keep Udyr relatively the same but broadening the design space in his concept, adding more facets to his abilities, which in turn grants RioT even more gears to fine tune for balance. The idea is sequencing the stances to grant additional benefits. My biggest concern is the complexity of the concept, which might be deemed too high. My hope is that Udyr players thirst for some additional tools that increases the skillbar to play Udyr at a masterful level. I also seek to increase the impact on itemization, so your item build will impact the way you play Udyr more than is the case currently. '

I figure that given the below changes, Udyr's base stats might be nerfed a little, especially his attack damage and possibly health. He's slightly above bruiser average on armor but that seems acceptable and his mana might actually need a slight scaling increase considering his abilities are generally more expensive than the live version starting at level 12. ' '

Innate Passive - Monkey's Agility

Udyr gains 5 bonus movement speed and 5% bonus attack speed for 5 seconds every time he uses an ability, stacking up to 4 times, up to a maximum of 20 bonus movement speed and 20% bonus attack speed.

Udyr has no ultimate ability and instead has 4 basic abilities. Each of his abilities provides two passive effects, called Stance and Aspect effect. The Stance effect is active for as long as Udyr remains in the Stance. The Aspect effect is active for as long as Udyr remains in the Stance or while the active part of the ability is in effect. Activating any of his abilities will prevent his previous Stance from triggering any more on-hit effects, and will prevent him from activating another ability for 1,5 - 0,2 (at level 1 - 14) seconds (unaffected by cooldown reductions).

[Name missing]"SEQUENCE" Whenever Udyr activates a Stance he will perform an action based on the Stance activated and the Stance he was in prior to activation. '

Q - Tiger Stance

Mana cost: 35 Cooldown: 8 seconds

STANCE: Udyr's basic attacks generate Tiger stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack is a Tiger Strike, which deals bonus physical damage over 2 seconds as well as instantly dealing any remaining damage from any previous Tiger Strikes. Total bonus physical damage: 30 / 60 / 90 / 120 / 150 + ( 120 / 135 / 150 / 165 / 180% AD)

ASPECT: Udyr gains bonus attack speed equal to 50% of bonus attack speed granted from other sources than the Aspect effect. The Aspect effect is active for as long as Udyr remains in Tiger Stance or while Tiger Speed is active. [This will increase the innate passive's attack speed to 7,5 / 15 / 22,5 / 30% based on stacks]

ACTIVE - TIGER SPEED: Udyr gains bonus attack speed for 5 seconds, and instantly generates 3 Tiger stacks. Bonus attack speed: 20 / 25 / 30 / 35 / 40% [With the Aspect 30 / 37,5 / 45 / 52,5 / 60%]

"SEQUENCE" - Activating Tiger Stance causes the following effect depending on the Stance Udyr switched from:

  • Turtle Stance: Causes Udyr's next 3 / 4 / 5 / 6 (at level 1 / 6 / 11 / 16) attacks to apply double on-hit effects within 5 seconds. This counts toward generating stance stacks.
  • Bear Stance: Udyr dashes forward 325/ 350 / 375 / 400 (at level 1 / 6 / 11 / 16) units.
  • Phoenix Stance: Causes Tiger Strikes applied within 5 seconds to deal an additional 20 / 45 / 70 / 95 (at level 1 / 6 / 11 / 16) + 20% ability power as true damage over 2 seconds. '

W - Turtle Stance (4 ranks)

Mana cost: 35 Cooldown: 8 seconds

STANCE: Udyr's basic attacks generate Turtle stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack heals him for 2% − 4% (based on missing health) of his maximum health + 3% - 6% (based on missing health) of his maximum mana.

ASPECT: Udyr gains bonus armor equal to 25% of bonus armor from other sources and bonus magic resist equal to 25% of bonus magic resist from other sources. The Aspect effect is active for as long as Udyr remains in Turtle Stance or while Spiritual Shield is active.

ACTIVE - SPIRITUAL SHIELD: Udyr shields himself for up to 5 seconds, and instantly generates 3 Turtle stacks. Shield Strength: 80 / 120 / 160 / 200 + 60% ability power

"SEQUENCE" - Activating Turtle Stance causes the following effect depending on the Stance Udyr switched from:

  • Tiger Stance: Causes all basic attacks against Udyr within the next 1 second to miss.
  • Bear Stance: Causes Udyr to smash his fists onto the ground, slowing nearby enemies (250 unit range) by 20% + 20% of total bonus armor and bonus magic resist for 1,5 seconds.
  • Phoenix Stance: Udyr gains a spell shield for 1 second, negating the effects of the next ability that hits him. '

E - Bear Stance (4 ranks)

Mana cost: 35 Cooldown: 8 seconds

STANCE: Udyr's basic attacks generate Bear stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack is a guaranteed critical strike and applies a 60% slow for 0,25 seconds. Additionally Udyr's basic attacks stuns his target for 1 second. This stun cannot occur on the same target more than once every 6 seconds.

ASPECT: Udyr gains +100% critical strike damage. The Aspect effect is active for as long as Udyr remains in Bear Stance or while Primal Charge is active.

ACTIVE - PRIMAL CHARGE: Udyr gains bonus movement speed and is ghosted for the next few seconds, and instantly generates 1 Bear stack. Additionally, his next basic attack gains 50 bonus range and causes him to leap to his target. Bonus movement speed: 20 / 25 / 30 / 35% Bonus movement speed duration: 2,25 / 2,5 / 2,75 / 3 seconds

"SEQUENCE" - Activating Bear Stance causes the following effect depending on the Stance Udyr switched from:

  • Tiger Stance: Udyr gains + 20 / 30 / 40 / 50 (at level 1 / 6 / 11 / 16) (+ 20% bonus attack damage from other sources) as bonus attack damage for the next 2 basic attacks within 5 seconds.
  • Turtle Stance: Udyr strikes around in a circle, applying Bear Stance's stun to any target within 250 range. Cannot occur on targets that have recently been afflicted with Bear Stance's stun.
  • Phoenix Stance: For the next 5 seconds, Udyr gains + 20 / 30 / 40 / 50 (at level 1 / 6 / 11 / 16) bonus movement speed while within 400 units of a visible enemy champion. '

R - Phoenix Stance

Mana cost: 35 Cooldown: 8 seconds

STANCE: Udyr's basic attacks generate Phoenix stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack unleashes fire in a cone before him that deals magic damage to all enemies hit. Cone damage: 40 / 80 / 120 / 160 / 200 (+ 80% ability power). Deals 50% increased damage to monsters.

ASPECT: Udyr stores all incoming damage that he receives. When the stored amount exceeds 300 / 400 / 500 / 600 damage (at level 1 / 6 / 11 / 16), Udyr depletes all stored damage and bursts a circle of flames around him dealing 20 / 40 / 60 / 80 (+ 20% ability power + 5% maximum mana) magical damage to nearby enemies within 200 (+ 10 % maximum mana) units up to 500 units maximum. Udyr then starts storing damage again. The Aspect effect is active for as long as Udyr remains in Phoenix Stance or while Phoenix Flame is active.

ACTIVE - PHOENIX FLAME: Udyr unleashes pulsing waves of fire around himself for 4 seconds, dealing magic damage each second to all nearby enemies for the duration, as well as instantly generating 3 Phoenix stacks. Total magic damage: 40 / 80 / 120 / 160 / 200 (+ 100% ability power) over 4 seconds. Deals 50% increased damage to monsters.

"SEQUENCE" - Activating Phoenix Stance causes the following effect depending on the Stance Udyr switched from:

  • Tiger Stance: Udyr becomes ghosted and gains + 10 / 15 / 20 / 25 (at level 1 / 6 / 11 / 16) bonus movement speed for 5 seconds. During this time Udyr gains an additional + 10 / 20 / 30 / 40% (at level 1 / 6 / 11 / 16) bonus movement speed while occupying the same space as another character.
  • Turtle Stance: Udyr summons the spirit of the phoenix atop him, with its wings moving forward in a circular sweeping motion dealing magic damage to all enemies struck by the wings, culminating in a wing collision in front of Udyr (at the time of casting), dealing increased magic damage to enemies within a short range. Enemies hit by the wings are dealt 20 / 40 / 60 / 80 (+ 10% ability power) magic damage. Enemies hit by the collision are dealt 40 / 80 / 120 / 160 (+ 20% ability power) magic damage. Area of effect (Wings): 200 units from Udyr. Area of effect (Collision): 100 units from the center point of collision.
  • Bear Stance: Udyr's basic attacks deals an additional 10 (+20% bonus attack damage +10% ability power) on-hit magic damage for the next 5 seconds. During this time Udyr's basic attacks reduces the target's armor and magic resist by 1 / 2 / 3 / 4 (at level 1 / 6 / 11 / 16) stacking up to 5 times, lasting for 3 seconds. ' ' ' ' '

Purpose and scope of this rework

I want to close this suggestion with a bit of reasoning on the abilities and effects.

First of all; some may think I went way overboard with the numbers and while that is probably true, most of the numbers are scalings that require a build not previously seen function well and the general idea is also to provoke thought and creativity.

Having 300% critical strike damage while in Bear stance sounds insane, but take a moment to consider Udyr running a full crit build to utilize this. It sounds like a glass cannon but without the safety of being a cannon. Shouldn't a glass cannon build on Udyr be a bit ridiculous in theory, high risk high reward? To reap the benefits you need to be in Bear stance or have the active movement speed online for the bonus critical damage, so you wont be using many of his other abilities if that's your gameplan. For a Udyr who build relatively like the live versions do, it's just gonna be the guaranteed critical strike that has some extra packed punch and that's it. It also requires 3 hits after activating Bear Stance (notice it activates with only 1 Bear stack), 1st hit to stun, 2nd as warm-up and the 3rd the wallop for massive damage and a short massive slow.

Like I said before the numbers are subject to balance changes but I think I put them in a somewhat realistic range of what could happen. '

Next, I want to address Udyr's unique ability ranking system. While his current 20 ability ranks is something that from a design standpoint sets him apart from other champions, in practice it means he has 1 neglected ability, which makes him a 3 skill champion. One of the reasons behind this is the inability to rank all abilities up to a late game potential AND the stance switching cooldown. Both acts as limiters and decreases what the champion could be.

I would get rid of both limiters and simply have W and E (the support stances) decreased to a 4 rank skill, increase their effects a little per rank and keep the primary offensive skills at 5 ranks.

I see the point in having a stance switch cooldown, especially early game, as the stance switching can cause some really front loaded advantages to Udyr. However as the game drags on, it becomes increasingly more annoying to be stuck in the same stance for such an extended amount of time while everyone else can fire their entire arsenal in a matter of seconds. By gradually lowering the stance switching you increase the power of Udyr's stance switching and his late game potential, in combination with the new sequencing system (which I haven't found a fitting name for yet) it opens up a load of opportunities for Udyr to outplay his opponents - for instance if you're looking to engage on a Morgana you can activate Bear stance for the movement speed and switch over to Phoenix stance in anticipation that Morgana will fire her Q at you. You can then be ready to activate Turtle stance to get the spellshield from the sequence effect to negate the snare and go in.

The lowest limit on stance switching at 0,2 seconds at level 14 should be short enough to allow some true reactive counter play for Udyr but also to leave some room in for enemies to recognize the stance switch and adjust accordingly. This is definitely a gameplay testing subject that can make or break the idea.

To counteract that Udyr suddenly can switch stances a bit more frequently I thought it fitting that cooldowns be raised a bit from 6 to 8 seconds. It presents a choice for Udyr between front loading his stance dancing, and staying in a certain stance, because it will take some time before he can get back to a previously used stance. It also means cooldown reduction is a much more valued stat on Udyr. On the live version CDR reduces both his CDs and his stance switch CD (despite no explicit info hereof) but that could only lower the switch CD to 1,2 (or 1,1 with Cosmic Insight) at full CDR. So instead I have the stance switching CD be unaffected by CDR but gradually lowered with level but CDR grants higher value on his abilities, allowing multiple sequences to be carried out relatively quickly after one another, given your build stuffs CDR (down to 4,4 seconds CDs at 45% CDR). '

The idea behind adding the Aspect passive in addition to the Stance passive was to grant more purpose to the individual stance while the stacks are not in effect. They all present some way to utilize a certain build path with the choice between staying in the stance to gain maximum benefit for your build or to stance dance to get the active and stack effect from the other stances. All of the Aspect passives are usable in some way but are way better if you build into it. '

Lastly I'll address the sequencing system. This is my way to keep Udyr's basic abilities pretty much the same but grant Udyr some new tools that can fresh up his gameplay and allow a higher skillcap for the champion. It is also a way to regain some uniqueness previously reduced by removing the 20 ability rank skilltree. Ryze has a small scale version of sequence matters but it is not really full blown. There will certainly be a transition phase where learning the sequence patterns will be a pain but the idea was to present a load of different effects that can be utilized for some specific build but be generic enough to provide a benefit regardless of your build. The novice might take the sequence bonuses at face value, just nice small benefits. Whereas the better player will try to find ways to utilize the sequences for more outplay potential and to open up new interesting builds due to more scalings.

One sequence I think would find some good use is: E -> Q (grants dash) -> R (grants ghost and increased movement speed, bursting while occupying same space as another character) and possibly into another E (grants medium to high flat movement speed near enemy champions). It could grant some nice movement speed to gank through lane, riding an outcoming/incoming minion wave. ' '

It all pretty much breaks down to how you build Udyr, and that's exactly what I desire the champion to be again but within the modern League setting. '

So there it is, my idea for a rework concept that doesn't completely overhauls Udyr's concept but grants him some additional tools.

Let me know what you think of it and feel free to ask question or come with changes.

9 Comments

Shahamut9/30/2018, 1:19:57 AM2 votes

The sequencing thing is a really cool idea. But combined with everything else in the kit, This would set a new standard for unneeded complexity and overloadedness in a kit.

I might suggest rethinking the abilities a bit more, and seeing what you can take out if you want to do the sequencing thing. Which sounds really cool.

The Davinci Code9/30/2018, 11:28:30 AM1 votes

Umm, [slayer-jinx-wink] interesting idea !

The Dragon Man11/20/2018, 3:54:42 PM1 votes

Hereby a revised look at the rework. Streamlined the sequencing. Passive still rather lengthy. I put in a section after each ability with considerations for changes done or that could be made, skip them if you just want to read the abilities.

Udyr, the Spirit Guide

Innate: Spirit of the Best Monkey's Agility: Activating an ability grants 10% Attack Speed for 6 seconds, stacking up to 3 times.

Primal Surge: Activating an ability infuses Udyr with primal energies that empowers Udyr's next ability with a bonus effect upon activation and consumes the energies.

Feral Rage: Activating abilities, triggering stance persistent attacks, dealing and taking damage grants Udyr stacks of Feral Rage that provides bonuses for Udyr, stacking up to 100. Stacks starts decaying (at a medium pace) after being out-of-combat for 5 seconds.

30 stacks: +5% Attack Speed per stack of Monkey's Agility. 50 stacks: +10 Armor, and an additional +4 (+4% bonus Armor) Armor and +2 (+6% bonus Magic Resist) Magic Resist per nearby enemy champion. 70 stacks: +25% bonus Attack Damage as bonus Attack Damage and +40% Ability Power. 100 stacks: Udyr is ghosted and all of Udyr's abilities are constantly empowered by Primal Surge.

Udyr generates Feral Rage stacks accordingly: 10 per ability cast 15 per triggered stance persistent attack 5 per 300 - 500 (based on level, 300 + 11,76 per level) damage received (pre-mitigation damage) 5 per 100 - 250 (based on level, 100 + 8,82 per level) damage dealt (pre-mitigated damage)

Udyr has no ultimate ability and instead has 4 basic abilities. Each of his abilities provides a passive effects, called Stance. The Stance effect is active for as long as Udyr remains in the Stance. Activating any of his abilities will prevent his previous Stance from triggering any more on-hit effects, and will prevent him from activating another ability for 1,5 - 0,2 (at level 1 - 14) seconds (unaffected by cooldown reductions).

Considerations Still a lengthy passive but this is also the full clarity script and the in-game tooltip can be heavily reduced.

Monkey's agility could be considered to be cut and simply loaded into the Feral Rage passive and change the 30-stack to a 25-stack requirement (1 ability activation and 1 Stance trigger-attack) and grant 45% or 50% attack speed.

The Primal Surge is the replacement for Sequencing from before, it is more simple and doesn't require too much to understand or learn.

Going back to the Feral Rage sub-passive: The 50-stack grants a low amount of armor that helps in jungle and lane but isn't something massive. Once Udyr gets some defensive items and start doing teamfights, he gains a medium amount of bonus resistances from this. Up to an additional +20 (+20% bonus Armor) Armor and + 10 (+30% bonus Magic Resist) Magic Resist. So if Udyr goes fulltank, this will provide quite a bit of resistances but only moderate resistances if he goes a more damage-orientated build.

The 70-stack is likely gonna cause some jaw-drops but allow me to riposte; if Udyr goes glass-cannon builds to maximize these bonuses, he's also unlikely to last long after he hits 70-stacks. After all the quickest way to activate the 70-stack would be 4 ability activations worth of 40 stacks and then 2 persistent effect procs for 30 stacks to hit 70. If Udyr has been in range to get 2 hits off, he's in the fray and can be focused down with him running a non-durable build. The sort of outrageous amounts of bonus stats here are mainly to allow his more well-rounded builds to gain just a bit more damage but could certainly also sprout some new type of builds on Udyr.

The 100-stack is mostly considered for extended teamfights and considering Udyr's longer CDs I don't think it will be a spam-problem. It's mostly a benefit to his tank build, as his damage builds are likely either (close to or) dead by the time his abilities comes back up or is already victorious. If Udyr can stack up before a teamfight it will provide him with some powerful bonuses - but that's alike other characters with similar stacking mechanics, like Jax, Rumble or Gnar.

' ' In general for all stances: No more un-maxed abilities, same as before; W and E only have 4 ranks. Mana costs are still stuck at 35 at all times. It always made little sense to me that while on low level mana costs are at their highest and manapool at its lowest. I don't think this will cause Udyr to be problematic at all but playtesting and balancing might change his mana costs akind to like they are on live. The lower static cooldown between stance switching is gonna take a toll on Udyr's manapool. All cooldowns are increased from 6 to 8. Static cooldowns between Stance activations will still be lower over levels -> 1,5 - 0,2 (at level 1 - 14) seconds (from previously 2 seconds) to allow a more dynamic strategy to Udyr and allow him to utilize all stances and the new Primal Surge effect (aka Sequence-replacement). The higher flexibility comes at the cost of higher cooldowns that also makes building cooldown reductions more attractive.

Q - Tiger Stance "The usual"

Primal Surge: Udyr dashes (270 / 290 / 310 / 330 / 350 units based on Tiger Stance's rank) in the direction of the cursor. This dash cannot pass terrain.

Considerations Udyr's worst nightmare is kite and inability to move quickly (without Flash) to dodge skillshots when going in. My hope is that this short dash - kinda alike Nidalee's Pounce (375 range for reference) will provide him some additional mobility for plays, jukes and dodges. On an 8 second cooldown I don't think we should be afraid to see Udyr leap-frogging around the battlefield. Additionally, to get the effect without fully stacking Feral Rage, you will need to "expend" another ability to empower the Tiger for a dodge. It is possible that the range is too low to actually make much of a difference but that's for playtesting to iron out.

'

W- Turtle Stance "The usual"

Primal Surge: Udyr blocks all incoming basic attacks and takes 50% reduced damage from abilities for 1 second. Hereafter Udyr slams the ground, dealing (50 / 80 / 110 / 140 based on rank, increased by +3% per 10 bonus Armor and +3% per 5 bonus Magic Resist) magical damage to nearby enemies (400 units) and slowing them by 30% for 1 second.

Considerations I wanted to grant Udyr a defensive effect that seems like a drop in the ocean for a tanky Udyr but a really useful skillful tool for a more damage-orientated build, that with the right timing can negate a lot of damage and survive enough to be relevant. The bonus damage and slow afterwards is just a nice little add-on for all builds and provides some bonus damage to a tanky build. '

E - Bear Stance "Same activation, slightly changed passive"

Persistent effect: Udyr's basic attacks stuns the target for 1 second and generate Bear stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack shreds the target's Armor (by 10 / 14 / 18 / 22, +1% per 1 bonus Attack Damage) and Magic Resist (by 5 / 8 / 11 / 14, +0,5% per 1 Ability Power) and grants Udyr bonus movement speed as if he activated the non-empowered Bear Stance. Udyr cannot stun the same target within 6 seconds.

Activation: Adds: Udyr instantly generates 1 Bear stack.

Primal Surge: Udyr gains tripple the bonus movement speed, decaying down to the non-empowered amount over 1 second. Additionally the first time Udyr strikes a champion while the movement speed of Bear Stance is active, Udyr stuns the target, ignoring if the target has recently been stunned by Bear Stance, and stunning nearby enemies within 300 units not recently stunned by Bear Stance.

Considerations So first I added the Bear stacks so that stance also have something leading up to a 3-hit combo. For non-damage builds it's just a bit of resistance shredding that aids all allies but for damage builds it can reach up to around 70 Armor or 50 MR shredded. The base values are increased by your bonus AD or AP so it doesn't directly take flat values from your bonus AD or AP. Also it wont stack, so it wont be ridiculously overpowered. Fine tuning in playtesting may apply. You also have to do the full 3-hit combo from the base up unlike any of the other stances, but it gives purpose to the Bear Stance's passive outside stunning. Granting the MS again so it doesn't feel like you "wasted" the MS to stack up the Bear attack. Primal Surge grants another opportunity for plays or straight catching up and some interesting considerations for double-stunning or merely be quicker about stunning a group of people (for reference Malphite's ultimate is 300 AoE - but tacked atop a 1000 unit dash and a 1,5 sec knock-up rather than a stun). Note that double-stunning requires you to be in Bear Stance, stun, and then Primal Surged Bear Stance for another stun. '

R - Phoenix Stance "The usual"

Primal Surge: For the next 5 seconds, Udyr starts storing damage received (pre-mitigation damage). Whenever Udyr has stored 300 - 500 damage (based on level, 300 + 11,76 per level) he unleashing a flame burst around him, dealing (50 / 70 / 90 / 110 / 130, +20% Ability Power) magical damage to nearby enemies, and begins storing damage anew.

Considerations Not entirely sold on this idea but I thought it interesting as a punisher-mechanic that either lets Udyr alone or punishes enemies (close by enemies) for focusing him. Theoretically you could run a semi-tanky AP build and just suicide bomber Karthus-style into the enemy team and hope they blow up with you. Again playtesting should apply to numbers.

In closing

All numbers are obviously subject to playtesting balances.

So that was an idea to sort of streamline it all a bit more but still grant Udyr some extra choices and play potential that hopefully makes Udyr more dynamic and allows for further build creativity as he once allowed.

Feel free to comment and come with feedback (constructive I hope).

The Dragon Man6/11/2019, 10:02:33 AM1 votes

Could use some feedback on the revised concept. I wonder if this will actually bump the thread back into the new section...

ALIKABOK2110/1/2019, 12:04:40 PM1 votes

It's almost Worlds 2019, why am I still commenting on this?

Here's an idea, just give him a Visual Update, and rename some of his skills. Passive: Primitive Instincts Q: The Ferocious Tiger W: The Tenacious Turtle E: The Mighty Bear R: The Great Ram

According to his story "silence for the damned", In the last part it says he transforms into his "the great ram" stance when preparing to fight the Volibear. Make his hands look like Ornn's left hand when transforming into ram stance(or idk). Maybe you can even add a "belows breath" animation whenever He unleashes the flames in a cone thingy.

TBH I just picked up Udyr and damn, his default model is just bad, I'm still trying to learn him though, wish me luck.

SSmotzer10/3/2019, 5:57:55 AM1 votes

"Udyr is fine, no need rework."