Urgot, the Torturous Hunter [Urgot Rework Concept, Looking for Ult Ideas]

Reaper Review·7/16/2014, 6:25:30 AM·2 votes·1,361 views

(Yeah, a new subtitle. The Headsman's Pride doesn't really say much of anything about him. That and he's had no real pride for a great long time now...)

I've been at it with thinking about how to handle Urgot for a while now. Figured I'd post what I've got so far, after much revision and working on writing the reasoning behind my thought processes. Like the title says, I'm stuck on the ultimate.

Urgot is many things. A necromantic freak of nature, plagued by the torture of his state of undeath. An angry individual, wishing to show others the pain he suffers. Urgot finds his targets, and they soon learn what suffering is. And now he can hopefully do that better! Hopefully. I'm not fully confident in how well I put this together so far, but nothing ventured, nothing gained.


Urgot

-- Urgot, the Torturous Hunter --

Primary: Marksman Secondary: Fighter

Health: 404 (+85) Health Regen: 4.4 (+0.55) Mana: 245 (+50) Mana Regen: 7.5 (+0.65) Range: 500 Attack Damage: 50 (+3.6) Attack Speed: 0.644 (+2.9%) Armor: 19 (+3.3) Magic Resist: 30 Movement Speed: 335

(The base stats are moved closer to the likes of Quinn and Ryze, as Urgot has transitioned to being more of a fighter than a 'tank'. The increase to 500 AA range is because the new passive I gave him requires him to actually use basic attacks more often, and 425 range simply wasn't going to cut it. 500 is still bottom of the barrel as far as ranged fighter-types go, such as Sivir, Teemo, cannon Jayce, Swain, and more recently Lucian. To compensate, I reduced his overall ranges somewhat.)


Passive: Marked for Slaughter

Urgot's basic attacks apply a stack of Target Lock to enemies for 4 seconds. Upon reaching three stacks, the stacks merge together and Lock-On to the target.

Locked-On lasts for 4 seconds once set by Marked for Slaughter or Noxian Corrosive Charge. Locked-On grants vision of the target for the duration, and allows Urgot to target them directly with his Acid Hunters or Graviton Impeders. Targeting a unit with an ability this way consumes the Lock-On.

(Foregoing the hidden power of Urgot's old passive, this one plays into the new kit I designed, allowing Urgot to achieve his precious target lock without being forced to land his Corrosive Charges. In exchange, each Lock-On is only good for one ability use, so that there's more play involved than just 'lock on and spam that Q button'. As for Graviton Impeder, that's his new W.)


Q: Acid Hunter || Range: 900 || Cost: 32 / 34 / 36 / 38 / 40 Mana || Cooldown: 3

Urgot launches an Acid Hunter in a line towards the cursor, dealing physical damage to the first enemy it hits and applying on-hit effects.

Launching an Acid Hunter while your cursor is over a target that is Locked-On will launch the Acid Hunter directly to that target as a targeted ability.

Projectile Type: Linear Projectile Speed: 1800 Physical Damage: 20 / 40 / 60 / 80 / 100 (+100% AD)

(The Acid Hunter, Urgot's bread and butter, and the core of his former kit. The most noteworthy change here is that they now apply on-hit effects. This is in exchange for them being not as easy to spam on one target as with old Urgot. And they aren't just terrible Mystic Shots when not locked on now. Still weaker point for point, but not terrible. The base range has been increased by 100 units, but it no longer gains extra range against Locked-On enemies. This Urgot should have enough tools that the loss of that range shouldn't present an issue. 900 range is still a lot for a targeted ability, after all.)


W: Graviton Impeder || Range: 1000 || Cost: 60 / 70 / 80 / 90 / 100 Mana || Cooldown: 16 / 15 / 14 / 13 / 12

Urgot lobs a Graviton Impeder at target ???-radius area, dealing physical damage to enemies and slowing them for 2.5 seconds. The slow's potency is increased by 50% for enemies who are Locked-On.

If an enemy is Locked-On, Urgot can launch Graviton Impeder towards them as a targeted ability. When launched this way, Graviton Impeder deals 50% increased damage to the target and stuns them for 1.25 seconds. The normal damage and slow are still dealt to other enemies within 250 range.

Projectile Type: Lobbed Projectile Speed: 1200 Physical Damage: 40 / 70 / 100 / 130 / 160 (+70% Bonus AD) Locked-On Target Physical Damage: 60 / 105 / 150 / 195 / 240 (+105% Bonus AD) Slow: 20 / 25 / 30 / 35 / 40% Locked-On Enemy Slow: 30 / 37.5 / 45 / 52.5 / 60%

(A brand new ability here, and another attack for Urgot's arsenal to utilize the Lock-On mechanic. Much of what Terror Capacitor was used for (the slow) is present in the Graviton Impeder, but it now gets to shine as its own skill rather than just augmenting his Acid Hunters. A shield shouldn't be necessary for this Urgot with his improved AA range, and this spell gives him more ways to bring the hurt, as well as utility in the form of a slow field akin to IBG.

The ability to stun a Locked-On target synergizes with Noxian Corrosive Charge to help get away from ganks. This is also why the AoE slow is stronger against Locked-On targets. Synergy ahoy!

Also, the radius on the Graviton Impeder is supposed to be somewhere around the size of the melee proc on IBG. The Wiki doesn't say how big that is.)


E: Noxian Corrosive Charge || Range: 800 || Cost: 55 Mana + 1 Charge || Static Cooldown: 4

Urgot prepares a Noxian Corrosive Charge every several seconds (affected by cooldown reduction) and can store up to 2 charges. Urgot's Noxian Corrosive Launcher must cool down for 4 seconds between shots.

Urgot launches a Noxian Corrosive Charge at target 175-radius area, dealing physical damage to enemies in the blast radius and marking them as Locked-On.

Recharge Time: 14 / 13 / 12 / 11 / 10 Seconds Projectile Type: Lobbed Projectile Speed: 1400 Physical Damage: 50 / 75 / 100 / 125 / 150 (+60% Bonus AD)

(Noxian Corrosive Charge is largely the same as the former version. The cast range has been reduced by 100, to keep with it having slightly lower range than Acid Hunter. Most importantly is the addition of the charge system, as seen on Vel'Koz and Vi. This allows Urgot to enter a fight with two Charges at his disposal, should he happen to miss one or need to continue his assault. The 4-second static cooldown between shots offers your opponent a grace period so that Urgot isn't applying too much burst too quickly. The Armor-shredding component was nixed because this Urgot can actually do damage outside of his Acid Hunters now, and those themselves can hit harder than ever with on-hit effects.)


R: ???

(Uh, yeah. As the topic title states, I'm at a loss for a good ultimate for this design. Looking for input on that.)


Well, what do you think? Good so far? Scrap it? Make more Teemo skins?

4 Comments

The Bored Frog7/16/2014, 6:46:07 PM1 votes

What about an attack range steroid that also made his auto attacks fully proc lock-on for a short time? Feels alittle underpowered imo but could be a launch point