Urgot rework suggestion @Reav3 @Meddler

Photos of Ghosts··3 votes·751 views

This is a full champion concept and as such should belong in concepts and creations, but lol, mods


So while there's certainly no universal consensus, many people seem to agree that Urgot's niche could be that of an "IRL tank". Artillery + durability. At the expense of CC and mobility. So in order to make the combination less disastrous, and to reflect his current Q paradygm (different targeting based on conditions), I thought about making him a form swapper. More specifically, with one of the forms having 0 movement speed, inspired from Xerath's old "I'm a turret lol" move.

Health: unchanged Armor: 24.5 - 80.6 26 - 88 Magic Resist: 30 32.1 - 53.4 (don't ask me why everyone in melee has exactly this much except Maokai who has .1 less and Kata with 2 more) Autoattack range: 425 390 (as a reference MiniGnar is 400 lvl 1)

#Passive: Augmented dual wielding / Overcharged strikes Chemtech locomoting system: When attacking from within 150 range (as a reference Juggernauts have 175 range, some melees have 150 and most others have 125 without modifiers), Urgot attacks with his off hand, performing a melee attack instead. The damage of it is increased by 20%. The bonus is half physical and half magic. Deployable fire outpost: Urgot has 650 range (same as Cait) and his attacks have no projectile (like Vel'koz and Thresh, imagine just a minilazer lighting up and warming up, then all of a sudden the damage happens with a line connecting Urgot and his target). Enemies past 400 units of distance receive bonus damage based on missing health%.

#R: Integrated multifunctional weaponry Channel for 2,5 seconds to gain the following effect: Chemtech locomoting system: Urgot's legs recombine into more advanced heavy weaponry, grounding himself and gaining 260 range and 150% increased base mana regen. He now uses the Deployable fire outpost skillset. He now cannot apply any slows, be it from items, masteries, neutral monster buffs, or friendly champion buffs; instead, one-tenth of the slow percent the instance of damage would normally apply is converted to a %damage increase on said instance.

Deployable fire outpost: Urgot's weapon system recombines into a more portable form; he gains 335 movespeed (as on live) and 100% increased base health regen. He now uses the Chemtech locomoting system skillset.

#Chemtech locomoting system skillset:

#Q: Acid hunter: Same shit as live, no targeted version though, but applies a debuff that can be procced with 3 autos for bonus damage (to be decided which kind, target agnostic or against squishies, or an execute, or an initiation?)

#W: Terror Capacitor: same as live, but since the slow is now much shorter ranged (35 less attack range and no more targeted Q) the shield value also scales with Urgot's HP. Possibly an additional Sion/Warwick-like CC or damage effect?

#E: Noxian Corrosive Charge Chemtech Fragmentation Grenade: now deals a moderate burst of magic damage instead of damage over time, increased by 50% against minions, and applies the Grounded debuff to enemies who get hit for 2,5 seconds. Still reduces armor for 5s. Cast paradygm: round ground targeting Vector ground targeting, oval shape Range: 900 500 Vector length 150 450 Max width 150 225 It's a bomb so despite being vector cast to be able to turn it the way you want it (in a line for waveclear or perpendicularly to close a lane), it still hits everything starting from the center to the border of the explosion in a very short lapse of time. Projectile speed is a bit higher than live.

#Deployable fire outpost skillset:

#Q: Experimental Zaunite artillery: Fast, Teemo-wide ground targeted missile. Applies both on-hit and spell effects. Deals more damage to low health targets. 1500 range (against 1000 from Acid Hunter and 1200 from targeted Acid Hunter on live)

#W: Proactive threat radar: Damaging line sweeping around Urgot in a 500 unit radius. Reveals visible and camouflaged units, not invisible units. Toggle. Costs like Amumu or Singed toggles?

#E: Unstable meteorologic alterator / Quick zap: If Urgot hasn't been damaged in the last 4 seconds he can channel Unstable meteorologic alterator. After a brief warning, lightning rains on a 250 radius target area. It deals heavy damage to champions and interrupts enemies hit. 15 to 9 second cooldown. If he gets damaged, he can't channel UMA but he can send Quick Zaps on a separate 4 second cooldown. Single target skillshot, deals moderate damage.


So, the point of this is to give him a way to deal moderate mid-range damage and be rather tanky, like Swain, in his Chemtech Locomoting System; and deal loads of damage while being acceptably tankier than your average Sona, in exchange for ABSOLUTE IMMOBILITY, in his deployable Fire Outpost. That would introduce the first IRL tank/ Agoe of Empires trebuchet champion. It would also give him an incentive to take neither Flash nor Ghost, given his most damaging and most fragile form can't use either, which is some variety, the only people not taking any of the two being Shaco and in the past Shyvana and Hecarim top... for completely opposite reasons.

Thoughts?

3 Comments

TequilaZombie1 votes

Sounds rather cool, although I believe that the one thing that Urgot should still have it's his Lock-On Q. But that's just me.

A solid 7/10

Photos of Ghosts1 votes

Weeee :3 Actually I think Riot stated lock on Q is their biggest beef with Urgot

TequilaZombie2 votes

But it's his coolest aspect and is basicly what gives him the feel of playing a Panzerkampfwagen VI.

And it's not like it's an unhealthy ability. You can dodge the slow moving E, you can get out of range (or at least try), you can get out of view, you can go up close against him and make the auto aim redundant (but still giving the E landing some value through the armor pen, so it's not binary). It also consumes quite a bit of mana.

IMO the biggest offender of his kit is the permanent 15% dmg reduction and the Ult, which is fine in theory, but doesn't fit his kit.

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