Urgot Rework

DBDpurekiller·7/27/2014, 6:43:58 AM·2 votes·1,176 views

Now i know this comes up way to frequently but i want to try to make Urgot into a more lore friendly and quiet all around better champion then he is now. lets look at his lore first. He is a heads first, ruthless charge in bruiser that barely cared that he took damage. even capturing JarvanIV he was slain by Garen though. right now he can be played as ADC, and top (some people would play him in the jungle, lets not get into that). here is my proposed changed to Urgot to make him do what he is meant to do.


base stats:

Health: 440 (+90)               Attack Damage: 50 (+3.6) Health Regen. 3.5 (+0.6)    Attack Speed 0.644 (+2.9%) Mana 220 (+5.5)                Armor 21 (+3.3) Mana Regen. 7.5 (+0.65)   Magic Resist 30 (+1.25) Range 125 (melee)             Movement speed 335


Passive: Zaun-Touched Bolt Augmenter Urgot's auto attacks reduce armor by 5/10/15 for 2 seconds


Q: Acid Hunter     Range: 1000 (auto-lock on 1200)    Cost: 60/55/50/45/40 Mana     Cooldown: 4 / 3.5 / 3 / 2.5 / 2 seconds

Active: Urgot fires a missile in a line towards the cursor, dealing physical damage to the first enemy it hits. If the enemy is below 5 / 10 / 15 / 20 / 25% health Urgot gains an execute that deals 0.625% bonus damage for ever 2.65625% health the enemy is missing (caps at 20% damage)

Physical Damage: 20 / 50 / 80 / 110 / 140 (125% bonus Attack Damage) Maximum Damage: 24 / 60 / 96 / 132 / 168 (150% Bonus Attack Damage)


W: Terror Capacitor     Cost: 55 / 60 / 65 / 70 / 75 Mana     Cooldown: 20 / 19 / 18 / 17 / 16 seconds

Passive: Urgot gains 3 / 6 / 9 / 12 / 15 Armor & Magic Resist.

Active: Urgot raises a shield for 10 seconds, while his Terror Capacitor is on Cooldown, Urgot's passive is only 33% effective. the Cooldown does not reset until the shield is broken.

Shield Strength 50 / 150 / 200 / 250 / 300 (+10% current Mana)


E: Noxian Dawdling Rifle     Cost: 80 / 85 / 90 / 95 / 100 Mana     Cooldown: 26 / 24 / 22 / 20 / 18 seconds

Active: Urgot switches to a rifle gaining 325 / 350 / 375 / 400 / 425 range lasting for 10 seconds, slowing the enemy hit by 20 / 25 / 30 / 35 / 40% , he also gains a lock-on for his Acid Hunter for 2 / 3 / 4 / 5 / 6 seconds.


R: Overcharged     Cost: 150 Mana     Cooldown: 120 / 100 / 80 seconds

Active: Urgot quickly dashes 750 units, then for the next 10 seconds, Urgot's Q has a 50% cooldown reduction (does not stack with normal cooldown reduction), ignores 10 / 20 / 30% damage and gets a 5 / 10 / 15% movement speed buff.


now an overview of new Urgot's kit. Urgot had just a jumble of abilities that didn't quiet seem to go together. More specifically his Ultimate made no sense on him. not lore wise, not game play wise. it was just there. So I made everything on him more lore friendly and more game play sound. The first thing that will be questioned is his ranged. I made him a melee champion so that he fits more into the top lane role and also when you read his back story it makes it sound like he was a melee champion to begin with. Now onto his passive this allows him to pressure in his top lane as he is suppose to dominate in a close-quarters setting. giving him the ability to shred armor may seem like a lot but remember now that he is a melee champion he has to eat minion waves and ranged poke to get this off. so i felt it was fair and balanced. Now onto his Q, this is the one thing that makes Urgot unique is his Q. The problem with it though is it feel off late game as it did no damage. Well i tried to fix that as it now does bonus Attack damage making his Q bad early game, but late game it will do lots of damage. I also added the execute onto his Q to make it better late game, and also lore wise he is an executioner. His W made no sense before so now i made it gain passive armor and magic resist to keep up with the spirits of he is not suppose to take much damage, and the shield only furthers that idea for the best way to not take damage is to have a shield to protect you. it scales off of mana to give a better shield late game. His E now makes it so he gets a ranged auto attacks so he is not too weak early game. It is also your only way to apply the auto-lock on, the other most infamous thing about Urgot. It never really made any sense why he would have a corrosive bomb that applies lock-on, so i instead made it a rifle that Urgot can use. The slow is to help with the idea that he is suppose to catch up to his opponent to keep attacking him up close. Like i said before his R made no sense on Urgot so instead he has a charge-in ability that gives buffs to stats to charge in. He has damage reduction so that way he doesn't die instantly when he charges in, he has a movement speed buff to close the gap between urgot and his foes, and his Q now comes up more often to bring hurt to his enemies.


I Am looking for people's ideas to help shape this into a more fair and more balanced champion as i know right now there may be things that are broke with it that i just have not found in the 2 hours that i spent on making this idea. i am asking for all opinions no idea is a stupid one (unless it is, he instantly kills all members of the team and they don't respond for 10 minutes. then it is stupid sorry :D ).

1 Comments

Hergeherge987/27/2014, 2:14:02 PM1 votes

hes already getting a full relaunch so this isnt really needed lol