From My Workspace: Urgot, the Torture Technician (Urgot Rework Concept v5.0)
(Yes, version five. I've been at it for a while now when it comes to Urgot.)
Urgot, the Torture Technician Formerly the Headsman's Pride, Now with 100% more On-Hit Effects
http://img2.wikia.nocookie.net/__cb20140627114924/leagueoflegends/images/1/11/Urgot_Splash_0.jpg
Table of Contents
- Foreword
- Lore
- Stats
- Abilities
- Items / Synergies
- Quotes
- Why'd I Do All This?
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.
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 then an ultimate that proceeds to have zero synergy with any of it. Hyper-Kinetic Position Reverser IS a strong ultimate, but it's wasted on a champion like Urgot who doesn't particularly WANT to be inside the enemy lines. He isn't THAT tanky, and if you build him as such, you won't be doing much else. I do want to see the Position Reverser, though, but I feel it would be better to design a champion whose kit puts it to good use.
What do I see Urgot as? A man who enjoys sowing pain and despair, even more so in his state of undeath. A work of necromantic art, a hunter of the living whose body is akin to a walking weapons platform. His style of play feels like it should lend itself to this, allowing him to tactfully wear down his targets with a bevy of weaponry based on the situation rather than just hitting E-W-QQQQ over and over again.
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
first just to remain relevant in lane. Mind you,
is still a great item on Urgot. Just that it's not really an all-but-forced purchase now.
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.
Statistics
Primary: Marksman Secondary: Fighter
Health: 434 (+88) Health Regen: 5.2 (+0.55) Mana: 235 (+50) Mana Regen: 7.5 (+0.65) Range: 475 Attack Damage: 50 (+3.6) Attack Speed: 0.644 (+2.9%) Armor: 19 (+3.3) Magic Resist: 30 Movement Speed: 335
Urgot's base stats have been reconfigured to be more along the lines of current ranged fighters like Quinn and Ryze. His 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. On top of this, he gains 25 range with each rank he puts into his ultimate, which eventually puts him at a comfortable 550 range once maxed.
Passive: Zaun-Tech Targeting Modulator
Urgot's basic attacks apply a stack of Target Lock to enemies for 3 seconds. Stacks of Target Lock cannot be built on enemies that are currently Locked-On, and the stacks are lost if Urgot loses sight of the target. Upon reaching three stacks, the stacks merge together and Lock-On to the target.
Urgot takes 5 / 10 / 15 / 20% reduced damage from enemies that are Locked-On, scaling at levels 1, 6, 11, and 16.
Locked-On lasts for 2 seconds once set by any of Urgot's abilities that can apply it. Locked-On grants vision of the target for the duration and allows Urgot to target them directly with his abilities. Abilities fired this way are treated as single-target spells.
This new passive is the cornerstone of the new kit, granting Urgot a more consistent way to Lock-On to his enemies. The damage reduction from his old passive is still present, albeit now Urgot protects himself against Locked-On enemies by analyzing attack patterns and stuff like that. All in the name of balance. Also, note that the Normal and Locked-On versions of his ability actives are mutually exclusive, and thus do not overlap.
Q: Acid Hunter || Range: 950 || 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 applying on-hit effects. The stuck enemy is also revealed for 2 seconds.
Projectile Type: Linear Projectile Speed: 1800 Physical Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Locked-On Active: Acid Hunter deals physical damage to target Locked-On enemy equal to its standard damage plus 6% of their Missing Health and applies on-hit effects.
Ah, the Acid Hunter, Urgot's bread and butter skill, now with reduced mana cost at earlier ranks. You may notice that the range has been adjusted to a flat 950 at all times, which is exactly twice his base AA range. While this is less than its old range, it's somewhat alleviated by the fact that Urgot can achieve Lock-On more easily. The cooldown has also increased by a second, and the base damage has been adjusted. All this so that the Acid Hunter can finally fulfill its dream of applying on-hit effects. The Locked-On version also has a small execute effect attached. Remember, Urgot shall end their joyous lives...
W: Graviton Impeder || Range: 750 || Cost: 60 / 65 / 70 / 75 / 80 Mana || Cooldown: 15
Normal Active: Urgot lobs a Graviton Impeder at target 200-radius area, dealing physical damage to enemies and leaving behind a slowing field for 2 seconds.
Projectile Type: Lobbed Projectile Speed: 1600 Physical Damage: 70 / 100 / 130 / 160 / 190 (+ 70% Bonus AD) Slow: 20 / 25 / 30 / 35 / 40%
Locked-On Active: Graviton Impeder deals physical damage to target Locked-On enemy and stuns it for 1.25 seconds.
Locked-On Target Physical Damage: 90 / 135 / 180 / 225 / 270 (+ 105% Bonus AD)
A new weapon in the Technician's arsenal, the Graviton Impeder has many uses. The untargeted version does respectable AoE damage and leaves behind a gravity field that slows targets within it, useful for aiding in ganks or escaping from them. The targeted version is great for pinning down a choice enemy once you've got them Locked-On, and letting them know the pain that Urgot feels. And besides, Terror Capacitor was basically just a weaker Frozen Mallet anyway. Extra effective HP, and on-hit slows.
E: Noxian Corrosive Charge || Range: 800 || Cost: 55 Mana || Cooldown: 13 / 12 / 11 / 10 / 9
Normal Active: Urgot launches a Noxian Corrosive Charge at target area, marking enemies as Locked-On and dealing physical damage to them over 4 seconds. The blast radius increases with rank.
Projectile Type: Lobbed Projectile Speed: 1400 Blast Radius: 150 / 175 / 200 / 225 / 250 Physical Damage per Second: 15 / 25 / 35 / 45 / 55 (+ 15% Bonus AD) Total Physical Damage: 60 / 100 / 140 / 180 / 220 (+ 60% Bonus AD)
Locked-On Active: Noxian Corrosive Charge lodges itself into target Locked-On enemy for 4 seconds, dealing physical damage over the duration based on their current Health and rending their Bonus Armor by a percentage.
Physical Damage: 6 / 9 / 12 / 15 / 18% of Target's Current Health Bonus Armor Reduction: 20 / 25 / 30 / 35 / 40%
The Noxian Corrosive Charge, Urgot's other tool for Locking-On to his enemies. Not much has changed here on the surface, mostly numerical tweaks. The Armor shred component has been moved to the targeted version, which has the utility of melting Bonus Armor, letting Urgot get through those thick-skinned tanks easier without being as annoying for those more vulnerable. As a bonus, the damage over time is %HP-based.
R: Exterminator Array || Range: 1300 || Cost: 100 Mana || Cooldown: 120 / 105 / 90
Passive: Urgot's Attack Range and Attack Speed are increased.
Passive Range Increase: 25 / 50 / 75 Passive Attack Speed Increase: 30 / 40 / 50%
Normal Active: Urgot launches a missile at target 400-radius area, dealing physical damage and Locking-On to enemies in the area, as well as slowing them by 60% for 2 seconds.
Projectile Type: Aerial Drop Physical Damage: 125 / 250 / 375 (+75% Bonus AD)
Locked-On Active: Urgot launches a guided missile at target Locked-On enemy, dealing physical damage to it based on its Maximum Health and slowing it by 60% for 2 seconds.
Physical Damage: 30 / 35 / 40% of Target's Maximum Health
Within 8 seconds of the first cast, Exterminator Array can be cast once more before going on cooldown. If a unit is struck twice, they receive 50% damage from the second missile and the slow's duration is refreshed instead of stacking.
Check out the new heat Urgot's packing here. This formidable ultimate's untargeted component deploys a powerful missile that damages all enemies in the blast radius and marks them as Locked-On, ripe for torture, and the slow makes sure they stick around. The targeted version, however, simply cuts out the middleman and flattens the target for damage equal to a large chunk of their Maximum Health. Quite painful, wouldn't you say? Oh, and it also has a slow on it in case they're not already dead.
Build Items / Synergies
: Manamune is as strong as ever on Urgot, giving him the gas he needs to continue slinging the heavy artillery at his enemies. The
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.
: 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.
: Noxian Corrosive Charge still does physical damage over time, meaning that the Cleaver still maintains its usefulness as a part of Urgot's build.
and
: 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.
: 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."
-
Locking-On to Garen "You will not escape me, Garen."
-
Locking-On to Jarvan IV "We meet again, Crown Prince."
-
Targeting an Enemy Champion with Graviton Impeder "Death is the only escape."
-
Targeting Garen with Graviton Impeder ""You'll not rest in peace. I shall see to that."
-
Targeting Jarvan IV with Graviton Impeder "Your head is mine this time."
-
Targeting an Enemy Champion with Exterminator Array "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."
-
Joke "You can't beat me, so join me. I could use a good pair of legs." "I've got a joke for you. 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? *
Well, what do you think? Does it feel like Urgot?
Best of luck to ya!