From My Workspace: Building a Better Urgot (v6.3)

Reaper Review·7/23/2014, 9:03:51 PM·1 votes·526 views

***- Building a Better Urgot -

  • Still with 100% more On-Hit Effects -
  • Version 6.3 -***

This might look familiar. I'm back with another draft of my Urgot overhaul project.

What is Urgot now in terms of game state? A one-trick pony whose main kit is entirely devoted to making one single ability function well (and even then the ability is still relatively subpar outside of URF mode), and then an ultimate that proceeds to have zero synergy with any of it. Hyper-Kinetic Position Reverser IS a strong ultimate, particularly during laning, but it's ultimately wasted on a champion like Urgot who doesn't particularly WANT to be inside the enemy lines come teamfights.

What do I envision Urgot as? A siege and poke-based mid-range AD caster, perhaps like a middle ground between Graves and Lucian. The interaction between his Q and E already supports this style of play, but his W is a very bland skill and, as already stated, his ultimate doesn't really jive with the game plan past the laning phase.

Additionally, the Lock-On mechanic with his Noxian Corrosive Charge is probably the other most interesting bit of design space Urgot has going for him, and with the aim to become a better AD caster, that's logically the route to focus on. The issue with it now is that the Corrosive Charge is an all or nothing skill. Either you land it and your opponent eats a few Acid Hunters with no real counterplay, or you whiff it and proceed to do a lot of nothing while you wait for it to come off cooldown and try again.

Therefore, the goal is clear. Integrate the Lock-On system in a way that provides counterplay while being easier for Urgot to pull off, and that subsequently doesn't make Acid Hunter too spammable. This way, we can make them apply on-hit effects like many people want them to.

One of the things I wanted to do most with this design was (try to) alleviate Urgot's extreme mana usage. This would allow Urgot more diverse itemization choices instead of forcing him into buying a Tear of the Goddess first just to remain relevant in lane. Mind you, Muramana is still a great item on Urgot. Just that it's not really an all-but-forced purchase now.

So, let's review the plan for the rework.

  • Preserve Urgot's ability to tank it up.
  • Make a more interesting and useful W and R.
  • Integrate the Lock-On system in a fun and manageable way, both for Urgot and his opponent.
  • Cut down on Acid Hunter spammability under normal circumstances to allow for increased power in the skill.

Urgot shall have his day. And on that day, the fortunate will be eradicated.


- Lore -

There are warriors who become great for their strength, cunning, or skill with arms. Others simply refuse to die. Urgot, once a great soldier of Noxus, may constitute a case in support of the latter. Prone to diving headlong into enemy battle lines, Urgot sowed chaos throughout the enemy ranks, often sustaining grievous injuries in the process. When his body was unable to weather further abuse, the crippled Urgot was delegated the position of High Executioner of Noxus. By this time, his hands had been ruined and he could barely walk. Scythe-like grafts affixed to his maimed limbs served to carry out his bloody work.

Urgot finally met his end at what should have been his finest hour. Because of his military background, he often accompanied detachments into foreign territory to carry out judgment. After ambushing an enemy force, Jarvan IV, the Crown Prince of Demacia, fell into the clutches of Urgot's division. Too far from Noxus to risk transporting their prize for ransom, Urgot prepared to dispose of their captive. At the final moment, however, the Dauntless Vanguard, led by Garen, the Might of Demacia, intervened, and Urgot was cut in two by the zealous warrior as he scrambled to free his Prince. In recognition of his service, the executioner's remains were remanded to the Bleak Academy for reanimation. A lifetime of abuse, however, had left his body in a catastrophic state; proving problematic to the necromancers' craft. Professor Stanwick Pididly, the prevailing scholar of Zaun, offered a solution.

"We can rebuild him. We have the techmaturgy."

Within Pididly's laboratories, a nightmarish new body was forged for Urgot, though not without price. Despite his return to 'life', Urgot's new body wracked him with pain. Rather than let it defeat him once more, however, he let it steel his resolve. Those who enjoyed the luxury of life would be humbled by his hands, through torture unimaginable... But first, there was the matter of Garen, the man whose blade left Urgot in his decrepit state. He knew that his work could not truly begin until the Might of Demacia lay dead at his feet, in much the same way as he once did. Now as much machine as man, Urgot arrived at the League of Legends in search of the man who ended his life; necromantic energies coursing through his metal veins.

"I have seen death with my own eyes... Allow me to show you." -- Urgot

  • It's Urgot's lore. Not much to be changed here. I just added a paragraph at the end to highlight Urgot's murderous drive a bit more.

- Stats -

Primary: Marksman Secondary: Fighter

Health: 414 (+89) [2016] Health Regen: 5.5 (+0.6) [16.3] Mana: 235 (+55) [1225] Mana Regen: 7.5 (+0.65) [19.2] Range: 475 Attack Damage: 50 (+3.6) [114.8] Attack Speed: 0.644 (+2.9%) [0.98] Armor: 19 (+3.3) [78.4] Magic Resist: 30 Movement Speed: 335

- Urgot's base attack range has been kicked up to a more reasonable 475, which is still lower than champions who rely on autoattacks consistently, but not to the point that his range hardly matters.


Passive: Zaun-Tech Targeting Module

Urgot's basic attacks and damaging abilities apply Targeted markers to enemies for 2.5 seconds. The third consecutive attack or ability against an enemy consumes the marks and Locks-On to the target.

Locked-On lasts for 2.5 seconds when applied by Urgot's abilities. Locked-On grants vision of the target and allows Urgot to target them directly with his Acid Hunters. Launching an Acid Hunter this way consumes the Lock-On on-hit. Locked-On enemies cannot gain Targeted markers.

- This new passive is the cornerstone of the new kit, granting Urgot a more consistent way to Lock-On to his enemies for his Acid Hunters. The Lock-On is the core of Acid Hunter's functionality, after all.

The part where the Acid Hunter consumes the Lock-On on-hit is for balance purposes. Eating two or more of them just because Urgot autoattacked you a few times seems like it would be too efficient for harass. Feel free to correct me on that, though.


Q: Acid Hunter || Range: 700 || Cost: 32 / 34 / 36 / 38 / 40 Mana || Cooldown: 2.5

Normal Active: Urgot launches an Acid Hunter in a line towards the cursor, dealing physical damage to the first enemy it hits and granting vision of them for 2 seconds.

Locked-On Active: Acid Hunter deals physical damage to target Locked-On enemy and applies on-hit effects.

Projectile Type: Linear Skillshot / Single-Target Ability Projectile Speed: 1800 Physical Damage: 20 / 40 / 60 / 80 / 100 (+100% AD)

- Ah, the Acid Hunter, Urgot's bread and butter skill, now with reduced mana cost at earlier ranks. It no longer spontaneously gains 400 range against Locked-On enemies, and the base range has been reduced by 100, but it gets to apply on-hit effects once you're Locked-On now. 700 is still great range for a targeted ability like this.


W: Mortem Resistor || Cost: 40 Mana || Cooldown: 20 / 18 / 16 / 14 / 12

Passive: Urgot receives 15% reduced damage from enemies that are Locked-On.

Active: Urgot charges his Mortem Capacitor to create a barrier around himself for 1.5 seconds, blocking the next enemy ability used on him. If Mortem Capacitor blocks an ability this way, that ability's caster becomes Locked-On and is slowed. The slow decays over 2 seconds.

Slow: 60 / 65 / 70 / 75 / 80%

- The Mortem Resistor is a redesigned version of Urgot's shielding ability. Rather than just being a shield that you activate to boost your Acid Hunters, it's now a spellshield that blocks unfriendly abilities and Locks-On to their caster. It's much more reactive now, like a shield is supposed to be. There's also a slow tacked on, to tie it in with the former Terror Capacitor.

The passive component is one of those static passives you get from leveling a skill once, like Garen's W and Pantheon's E. It's essentially Urgot's old passive, but in a modified form that makes it a bit more play-around-able. And it doesn't help your teammates like his old passive did, but them's the breaks. Urgot doesn't care for helping others.

As an aside, Resistor makes more sense as a name than Capacitor does. After all, resistors induce resistance.


E: Noxian Corrosive Charge || Range: 750 || Cost: 50 / 55 / 60 / 65 / 70 Mana || Cooldown: 13 / 12.5 / 12 / 11.5 / 11

Active: Urgot launches a Noxian Corrosive Charge at target 175-radius area, filling the area with a corrosive cloud for 5 seconds. Enemies within the cloud suffer physical damage each second. Locked-On enemies have their Armor reduced by 15% while within the cloud.

Projectile Type: Lobbed Skillshot Projectile Speed: 1400 Physical Damage per Second: 20 / 30 / 40 / 50 / 60 (+15% Bonus AD) Total Physical Damage: 80 / 120 / 160 / 200 / 240 (+60% Bonus AD)

- The Noxian Corrosive Charge, Urgot's other tool for Locking-On to his enemies. Instead of easily Locking-On once landed, however, now it's something of a zoning tool, telling your opponent to stay out of the area or they risk getting themselves Locked-On. A bit more skill involved here, no? It also has some Armor rending if a Locked-On enemy decides to (or has to) stick around.


(Ultimate is still tentative.)

R: Mark of Castigation | Range: 800 | Cost: 100 Mana | Cooldown: 90 / 75 / 60

Active: Urgot places a Castigation mark on target enemy champion for a duration. As long as that champion is marked, they're treated as Locked-On.

Urgot's basic attacks against Castigation-marked enemies steal Armor, Attack Damage and Movement Speed from them on-hit. Urgot gains Movement Speed equal to the flat amount stolen from the target this way. These bonuses/reductions stack up to five times and last until the Castigation mark wears off.

Mark Duration: 6 / 8 / 10 (+1 per 1000 Maximum Mana) Armor and AD Stolen per Hit: 3 / 4 / 5 Movement Speed Stolen per Hit: 2 / 3 / 4%

- Here's an interesting one. Castigation means to punish severely, and that's exactly what this ult does. Punishes the one who dares try to duel Urgot by stealing many of the stats they need to do so easily and letting Urgot turn said stats against them with a slew of Acid Hunters. Urgot brings the gift of eternal pain, and it's a gift you can't send back. It also has a small amount of mana scaling, as a reward for building Mana if you choose to go that route.


So, what have you gathered from this kit? For me, it's that Urgot is a pretty good zoner with his AoE fields that grant bonus effects if his Acid Hunters strike enemies on them. The counterplay here is to not let Urgot pressure you too much


- Build Items / Synergies -

  • Manamune: Manamune is as strong as ever on Urgot, giving him the gas he needs to continue slinging the heavy artillery at his enemies. Muramana's on-hit effect is also more potent than before since Urgot's entire kit can be fired as single-target spells, allowing all of his abilities to proc the bonus damage.

  • The Bloodthirster: Do you miss Urgot having a shield? Well, look no further! Now that your Acid Hunters apply on-hit effects, you can easily keep your Health up and get a shield if you're topped off.

  • The Black Cleaver: Noxian Corrosive Charge still does physical damage over time, meaning that the Cleaver still maintains its usefulness as a part of Urgot's build.

  • Trinity Force and Iceborn Gauntlet: Now that Acid Hunter applies on-hits, Spellblade is stronger than ever on Urgot. Trinity Force if you want to deal tons of damage, and Iceborn if you feel like doing some kiting. Or if you need some armor and CDR.

  • Essence Reaver: Again, on-hit Acid Hunters. Keep your mana up, get some CDR, and even a bit of Life Steal too! What's not to love here?

  • Defensive Items: I shouldn't need to explain defensive items here. They're all pretty standard fare among champions.


- Quotes -

  • Champion Select "Eternal life... endless torture."

  • Attacking "The fortunate will be eradicated." "Only I will remain." "They have been... condemned." "Feel the release of death." "I bring the gift of eternal pain." "Embrace the terror." "They will know fear." "Does it hurt?"

  • Movement "Cannot... rest." "I detect the presence of scum." "Their retribution comes." "It shall be done." "This existence is torment." "I have walked the long road..." "When will this nightmare end?" "Fight through the pain." "You will be next, Summoner..."

  • Locking-On to an Enemy Champion "My next victim." "Another head to roll." "There is no coming back from your demise."

  • Taunt "I have seen your end, and your end is me." "Fear? No... I am the mindkiller."

  • Taunting Garen "You will not rest in peace, Garen. I will see to it."

  • Taunting JarvanIV "We meet again, Crown Prince. Your head is mine this time."

  • Taunting Nasus "The cycle? The cycle ends with me."

  • Joke "You can't beat me, so join me. I could use a good pair of legs." "A joke?. I've got one. It will leave you in stitches..."

  • The quotes section has some new lines, and others moved to different areas based on what I thought fit better. Urgot has so few lines, you know?


There are some concerns I have, such as the overall balance presented in the kit, but that's what I'm looking for criticism on in posting this. Balance is hard to evaluate in a vacuum, after all. The numbers seem much more stable than previous versions, though.

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