Urgot: What Is He Now, and What Can He Be? [Urgot Conceptual Thread]

Reaper Review·7/17/2014, 3:58:53 AM·1 votes·505 views

(Reposted because of massive post overhaul.)

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.

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.

Not that he CAN'T explode them all at once, mind you. His (as of my typing this up) new ultimate can be more than capable of making things happen.

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.

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

Urgot

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. Basic attacks against a Locked-On target add 1.5 seconds to the Lock-On's duration.

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 abilitiess. Targeting a unit with an ability this way consumes the Lock-On in exchange for empowering the ability.

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 with your Corrosive Charge and spam that Q button'.


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 it directly to that target as a targeted ability.

Projectile Type: Linear / Homing 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. That's also why it has a 3 second CD now. Since it's not intended to be spammed after landing a Corrosive Charge anymore, 3 seconds should be fair.

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: 50 / 60 / 70 / 80 / 90 Mana || Cooldown: 14

Urgot lobs a Graviton Impeder at target 250-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.

Launching a Graviton Impeder while your cursor is over a target that is Locked-On will launch it directly to that target 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 / Homing 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, to impede anyone else who got caught in the Corrosive Charge.


E: Noxian Corrosive Charge || Range: 800 || Cost: 45 / 50 / 55 / 60 / 65 Mana || Cooldown: 11 / 10.5 / 10 / 9.5 / 9

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

Launching a Noxian Corrosive Charge while your cursor is over a target that is Locked-On will launch it directly to that target as a targeted ability. When launched this way, it loses its normal effects and instead deals physical damage to the target equal to a percentage of their Max Health over the next 4 seconds.

Projectile Type: Lobbed / Homing Projectile Speed: 1400 Blast Radius: 150 / 175 / 200 / 225 / 250 Physical Damage: 50 / 75 / 100 / 125 / 150 (+60% Bonus AD) Locked-On Target Total Damage: 4 / 5 / 6 / 7 / 8% of Target's Maximum Health

Noxian Corrosive Charge is Urgot's other signature skill, and this version maintains much of the same functionality. The cooldown and total damage have both been lowered significantly, to highlight its use as a setup for Urgot's other weapons. The Armor shred has been removed because it's readily buyable should Urgot need it. And it has a scaling blast radius for more utility.

Interestingly, I also gave it an effect if you launch it directly at a Locked-On enemy. This particular effect maintains the original Corrosive Charge's rare property of being a physical damage-over-time effect, but now in the form of some tank-melting capability.


R: Implements of Ruin || Cost: 100 Mana || Cooldown: 140 / 120 / 100

Passive: Urgot's Attack Range and Attack Speed are increased.

Active: Urgot empowers his next ability cast to utilize a more deadly weapon, making it free to cast in the process. Empowered abilities share the same cooldown as their basic form.

After Urgot has had Implements of Ruin active for 3 seconds without using another ability, he can reactivate it to cancel the empowerment and put Implements of Ruin on a 3 second static cooldown. Implements of Ruin will only go on its normal cooldown if Urgot used an empowered ability.

Passive Range Increase: 25 / 50 / 75 Passive Attack Speed Increase: 30 / 40 / 50%

This ultimate looks like Heimerdinger's. In fact, it IS Heimerdinger's, but there isn't really any other way to design this kind of ultimate. Especially considering the power behind some of the weaponry Urgot's packing, which is why Urgot's version has a higher cooldown than Heimer's.

The passive component just makes Urgot's passive a bit more relevant as the game goes on.


Q2: Zaunite Acid Seekers || Range: 1200

Urgot launches a swarm of Zaunite Acid Seekers, one towards each Locked-On enemy within range, dealing physical damage equal to a flat amount plus a percentage of each target's Missing Health and applying on-hit effects.

Zaunite Acid Seekers cannot be fired if no Locked-On enemies are within range.

Projectile Type: Linear / Homing Projectile Speed: 2400 Physical Damage: 160 / 240 / 320 (+150% AD) (+10 / 15 / 20% of Missing Health)

This implement is great if your vanilla Corrosive Charge can find a good number of targets first, dealing strong damage to multiple targets and packing a nifty execute effect. Said execute makes it good in 1v1 situations as well, a must for one who hunts those more fortunate than he is.


W2: Tera-Graviton Crusher || Range: 1400

Urgot launches a Tera-Graviton Crusher at target 250-radius area, dealing physical damage to enemies and rooting them for a duration.

Launching a Tera-Graviton Crusher while your cursor is over a target that is Locked-On will launch it directly to that target as a targeted ability. When launched this way, the targeted unit is dealt increased damage and is suppressed for the duration instead of rooted. Other enemies within 250 range are dealt damage and rooted as normal.

Projectile Type: Lobbed / Homing Projectile Speed: 1600 Physical Damage: 180 / 230 / 280 (+110% Bonus AD) Locked-On Target Damage: 225 / 287.5 / 350 (+137.5% Bonus AD) Root / Suppress Duration: 1 / 1.25 / 1.5 Seconds

This implement is a powerful teamfighting weapon, granting Urgot an AoE root for tripping up the enemy team and dealing an appreciable chunk of physical damage. If you can manage to Lock-On to a problem target before launching the Crusher, you can even suppress it for a short time.


E2: Noxian Caustic Shower || Range: 1200

Urgot launches a Noxian Caustic Shower canister into the sky over target area, creating a 450-radius zone of acid rain for 7 seconds. Enemies within the zone are slowed by a small amount, dealt physical damage per second equal to a flat amount plus 3% of their current Health, and become Locked-On each second. Enemies that are already Locked-On will have their Lock-On refreshed.

Projectile Type: Lobbed Projectile Speed: 1600 Slow: 10 / 15 / 20% Physical Damage per Second: 50 / 100 / 150 (+40% Bonus AD)

Another implement useful for teamfights, but this one moreso for sieging the enemy lines. By setting the Acid Rain in an inconvenient area, it can serve a similar purpose to Rumble's The Equalizer. The Acid Rain also sets a Lock-On each second an enemy remains inside of it, so they'll need to be mindful of Urgot targeting them if they do.


Some Items For Urgot

item 3078 / item 3025 : With Acid Hunter now capable of applying on-hit effects, plus his increased base range, Spellblade is a great pick-up for Urgot. With the exception of Ability Power, all the stats on either item benefit Urgot in some way.

item 3508 : Once again, all of the stats are great for Urgot. Life Steal and CDR help him stick around and fire more ordinance, and the Reaver gives him the mana to pay for said ordinance. +80 AD is pretty good too, I hear.

item 3004 / item 3042 : More mana is always a strong commodity for Urgot, but it's not a forced purchase now. Or at least it shouldn't be. Muramana is still great, though. Those procs are no joke, especially if you somehow end up with both it and a Reaver.

item 3071 : With two physical damage-per-second skills in his kit, Urgot can tear enemy Armor asunder with the Cleaver. Plus, the Health and CDR are useful, and 50 AD is nothing to sneeze at.


Other Considerations

  • Perhaps iron out a more original concept for the ultimate. For now, it is basically a repurposed version of Heimer's, but at the very least it's solid filler.

  • Numerical tweaks. Those are always important.

  • More lines. Urgot has very little in the way of dialogue, and half of them are just him mechanically agreeing to your commands. He doesn't even have any special interactions with Garen or Jarvan, though that could end up being a moot point if they decide to rewrite his lore.

  • I'm actually interested in taking a crack at writing a new lore and lines for him myself. I might work on those at a later date.


That's my $1.85 on Urgot, after a lot of hard work, much thought, and wanting the poor guy to be playable.

I'm open to all suggestions for tweaks or other skill ideas. Or just general opinions are nice too, good or bad.

3 Comments

Reaper Review7/17/2014, 6:54:29 AM1 votes

Added some other considerations, and made minor adjustments to the post. Sometimes I wonder if I have too much time on my hands.

Reaper Review7/18/2014, 1:48:15 AM1 votes

Something else I was considering for the ultimate, actually, was making it a relatively low-cooldown skill that simply locks-on to every visible enemy within range. It doesn't sound like a very spectacular ultimate at first glance, but I don't often consider Urgot to be the type to go for flashiness. Let it be cast multiple times before going on cooldown like Ahri's ult, or maybe have this lock-on be a more potent version that isn't consumed immediately by targeted skills, which would enable the Acid Hunter shenanigans Urgot is currently capable of.


R: Target Eradication Protocol || Range: 1200 || Cost: 100 Mana || Cooldown: 100 / 90 / 80

Urgot's targeting systems single out target enemy champion, marking it with an Eradication Lock-On for the next 7 seconds. This empowered Lock-On allows Urgot to use his abilities' targeted features on that enemy, but they won't consume it on contact. In addition, landing one of Urgot's abilities on an enemy marked for Eradication lowers the cooldowns on his other abilities by 1 second each.


Again, this is all conceptual.

Reaper Review7/19/2014, 6:46:13 AM1 votes

I don't think bumping even works on this forum.