What's an Urgot? VGU talk and more

Malicious Metal··40 votes·3,782 views

While we already know the next two big VGU's are going to be for Warwick and Galio chances are we're going to get Urgot possibly next year. This begs the question though; What the bloody hell is Urgot supposed to be? It's a question that doesn't seem to have gotten a solid answer yet, especially seeing that there are a lot of things about Urgot that makes him just confusing.

Tech Terror, the grotesque Horror of Urgot To get an understanding of Urgot as a character one has to look at Urgot's thematic niche. Urgot is ugly, he's terrifying, he's the Mind Killer.

Urgot's theme is one of an abomination created through technimaturgy and necromancy. He's Frankenstein's monster, he's the stuff of nightmares and horror movies.

He should actually look less "ugly" and more horrifying and disgusting. He's the shell of a man coupled with a fear capacitor, greenish lightnings being the color of his energy source, his flesh riveted unto darkened metal appendages.

This look of Urgot as a Monstrosity born from necromancy, technimaturgy and of course his sheer will to live, his fear of death being the only reason keeping him alive, even going as far as to hold on this wretched form just to deny death what is long overdue. He hates himself, disgust and contempt ever present in his deranged mind, but he hates the thought of dying more.

In terms of visual queues Urgot already got a lot of things going for him, not really warranting an entire reimagining of his form, and a lot of Rioters would be kept from going insane if they didn't have to reimagine this monstrosity. Urgot is a blob of decaying flesh, not rotting but near dead, grayish skin, stitches and his blood nothing more than green goo to sustain his form. He's maimed, he's just the remains of a man....

....Completed with cruel technology. His Limbs are cold metal, his body fused to technimaturgy, transforming him into an abomination, weak flesh only kept alive to move the deadly machinery. He's the prisoner of his own mortal form, nothing more than the brain behind the creature.

His VGU should embrace this. His mortal body is weak, a dying state, kept alive by crude machines, a mockery of life kept living with necromancy and any other mean necessary.

Marksman? Another question that a lot of people ask themselves is if Urgot should be a marksman. Short answer; No.

Urgot should not rely on a support and frankly NOBODY would want to support Urgot, or be near him for that matter. Urgot is an abomination, he's crude, he's tough, he's resilient, he's a monster. His archetype of Tech Horror monstrosity fits more as some kind of Top or Mid laner, maybe even a jungler.

This leads me straight into my next point;

What should Urgot play like?

Tank? Nah

Assassin-y? Nah

Supporty? Hell no!

In my honest opinion Urgot should play like an Artillery bruiser. Yes, you heard that right. Now before you put me in some sort of Mental Asylum let me explain.

Urgot should be slow and lumbering, his mechanical limbs not really suited to skittering as fast as let's say Elise. He's a mechanized monstrosity that's slow and extremely terrifying. In my opinion this should translate in him being somewhat durable, as already shown by his W; Terror capacitor, his Zaun-tipped bolt Augmenter and of course his damage reducing Hyper kinetic position reverser (honesty, who came up with those names?!)

Urgot should be all about instilling fear and trying to defy death via technology, be it force field shields, electric discharges and such.

Yet his damage should not be melee. Yes, ranged top laners can be cancerous, but mostly due to their AA being so damn long-ranged and their disengage tools being plentiful. Urgot should not have this consistent AA threat but be an artillery.

He should be able to hit hard and from somewhat moderately high range in form of his shoulder mounted Rail gun, his flying blades could be used in an ammo-type system.

He's all about technological horror and thus his primary means of damage should be these kinds of somewhat advanced machinery. Be it corrosive acid rain grenades, long ranged rail gun shots and the like. I feel his E->Q combo, albeit annoying serves as a great example of how it should feel. Urgot has low range but under certain circumstances he'd have very long range damage, be it with an active that gives him X amounts of rail gun/missile shots or something like that.

Now, I'm no champion designer and far from being an Urgot main but I hope I got the feel Urgot's kit should have right. It's just my PERSONAL opinion, everyone's got their own so do share 'em!

Conclusion Urgot already got a theme and very cool niche as League's Tech Terror archetype. He's an abomination so afraid of death that he'll do anything to cling to that pitiful existence. In game he should be somewhat durable with missiles and other horrifying technological weaponry at his disposal to really deliver on this vision of "Frankenstein's Abomination", combining Noxian brutality with Zaun technology.

I know he's not really popular but I hope Urgot will get the VGU he deserves to really polish that unique theme he has going for him! -MM http://img05.deviantart.net/5afb/i/2016/108/f/d/urgot_by_simoneferriero-d9zda1i.jpg

55 Comments

Sahn Uzal13 votes

he's a potato crab.

XinCrin10 votes

I didn't read it but when I hear urgot, I think of this

Ralanr4 votes

Pretty accurate to what he should be.

Wheatloaf8 votes

Personally, I think the sheer amount of debuffs he has to apply to people is a flavor that should be kept on his rework.

Hrd2H1t6 votes

Actually, I have a leaked image of the Urgot rework coming October 2017!

http://imgur.com/OI3tCPd

6Sfool5 votes

I agree completely on the artillery bit, but I think he should be tanky too. He's a unique champ as is, where he is both tanky and ranged, but I think they should remove his cc, his ult, his already limited self-peel and escape potential, and buff his ranged capabilities and tankiness. He would have his current coward/toughsonofabitch duality extended to his kit, because he would have to try his best to keep enemies at range, but would not instantly die if caught like most artillery champs. They could turn him into a good anti-siege champ, because he'd be safe under his own tower, but would be very vulnerable if he overextended. I personally would like to see his e-q combination kept in a way, since most artillery champs don't have power windows and this would separate them.

So, to repeat what I just said in an equally lengthy bit of text. Artillery, yes. Tanky, yes. CC, no. Mobility, no. Power windows, yes. When I think of artillery, I think of velkoz, xerath, straight ad varus, ap kogmaw. All of these champs have a form of self-peel to keep targets at bay, and can put out damage regularly, but die almost instantly if caught. Urgot could be the artillery champ that is punishing if you get caught in his e, but has much less damage if he misses. Champs could then punish him by jumping on him without much retaliation, but most champs would not be able to kill him in one (or even 2) trade.

This niche could put him literally anywhere on the map. He could punish mid-range mages in the mid lane, poke champs or juggernauts in top lane, and paired with a good peeling support, he could become a decent spell-based adc. Without any cc or mobility, he would be a sub-par jungler though.

TheHowester1 votes

So essentially a ranged fighter? That could work.... but why not give him some unreilable soft cc? Or would the lack of cc be made up by more damage/tankiness?

6Sfool1 votes

Yep. Give him the dps of a fighter when he lands his E and can kite, even more if he's in range to auto (which is pretty short for a ranged champ). If he misses, he should be entirely focused on minimizing damage taken for the next couple seconds. If he has cc in addition to his shield, then there is not a window large enough for champs to get in range and punish him. With this I feel like he would have an interesting lane with Nasus. If he lands his E Nasus has to back off for a few seconds, but if he doesn't, Nasus can close in and do some serious damage.

In order to cut down on his dps when he misses, they could change his kit to make E a standalone ability that can be reactivated 3-5 times (remember that right now missing e just means that he has to actually aim q, but doesn't change his close range dps much). The initial E cast would remain the same, but the reactivated E would send projectiles similar to q at all units debuffed by E. Then they could increase his q cooldown to about 4 seconds.

DrugsForRobots5 votes

+1 for insight

I drew this image of Urgot a while back, and I think it's got a good idea or two in there: http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/2e/LivesByProxy_UrgotUpdateIdeas.jpg/revision/latest/scale-to-width-down/350?cb=20160513191353

The only thing I would do different is place Urgot's 'Terror Capacitor' where his heart should be, instead of his stomach. I think it alludes to Sion's Soul Furnace with it's design, but it also shows the evolution in Noxian / Zaunite science and magic.

I view Urgot as League's premier Tank / Marksman, or the Artillery Juggernaut. Some people might say that this is an undoable class combination. How can you have a tanky character who simultaneously deals tons of damage? Easy. Urgot is tanky versus projectiles. He's the anti-marksman marksman. I wrote before that tanks, inspired by their namesake, should be the natural enemies to marksmen. League however, has this reversed, with marksmen being great at dealing with tanks (provided they don't get run over.) Urgot should embody what it means to be a tank, slow and inexorable in his approach, seemingly impervious to puny missiles, and powerful - extreme range with extreme damage.

Basically, I want to see either summoner 21 or Urgot's Terror Capacitor shield be have a 'stronger vs projectiles' clause. I think it's a cool design space, and it isn't something we've seen just yet in-game.

Jeddy0175 votes

Isn't the answer obvious? He's......

https://i.ytimg.com/vi/EQu7cOctAvg/maxresdefault.jpg

Now on a more serious note, I agree with the idea that The Urgod should be some sort of immobile, artillery bruiser.

luch33saves2 votes

Need to stay an anti-assasin though.

Jeddy0171 votes

I mean he could still be anti-assassin, it just depends on what happens to his kit.

morris11 votes

Maybe if he still has some defense or dueling power to fit into an artillery-juggernaut hybrid.

SlntReaper3 votes

Hopefully they'll give him a certain release skin when he gets updated. I'm thinking kinda like this: http://imgur.com/GoF1joK

Warlord Dienekes2 votes

I just want him to be a ranged disgusting crab man. Like, close ups on him should make children cry disgusting. So disturbing it pushes the T rating that Riot's got going.

Troll for Trump1 votes

Urgot should be the love child of Darius and Kog'Maw

Over Innsmouth1 votes

I actually hope they'll depart from him being a crab. I'm all for him being a lumbering, hideous amalgamation of flesh and metal.

But just don't make him a crab.

Talisid1 votes

Ah yes, Giant Enemy Crabgot. The ghost of dead memes long past their time.

luch33saves1 votes

We need him to save us from all the cancerous assasins that are going to rise up next season with the assasin rework. Pray to our saviour the Urgod.

Bârd1 votes

I just hope that, when the time comes, he keeps his ult.

Seriously, that thing is the coolest part of his kit. A durable artillery setting up in the middle of the enemy team, testing his opponents fear of death as well as his own by placing both of them in dangerous positions.

Ultîma1 votes

I believe that Urgot is begging to be reworked into an AD-siege-caster. A big part of his gameplay fantasy is locking onto a target an bombarding them with a barrage of projectiles. I think that there's a lot of potential for him to be reworked to compete as an AD-variant of the Ziggs/Xerath/Lux/Vel'koz type of champions.

sp4411 votes

Couple pointers: Urgot is not afraid of Death. He's a Noxian through-and-through, he was famed for his near-suicidal charges towards the enemy, coming back from battle covered in his own grisly wounds and the guts of his fallen foes. He only retired from being a warrior after his body was too mangled to serve as a proper fighter. And even then, he still served in the field as an executioner, and would have been the one to fell Jarvan IV had Garen not intervened. In fact, the humiliation at the hands of Urgot and his men was the driving force to turn Jarvan IV from prissy upper-class twat to JarMAN.

What keeps him holding on to his miserable second existence, despise the fact that he makes it abundantly clear that he loathes his un-life, pretty much every champion who comments on him says something along the lines of "You reeeeally should give that death thing a try", it is not fear, but hatred. The sheer, raw, burning hatred that he feels for Garen for stealing his glory and leaving him like this.

At the same time, there is a certain aspect of tragedy to him. All he ever did was fight for his country, he gave his body to an extent that would make most men shiver in fear for the glory of Noxus, and in the end, he is repaid by being turned into a mockery of a man, used only to wield weapons that most of his Noxian compatriots consider too barbaric even for them, serving as nothing but a butcher and a warbeast in combat. It is not only his body that has been shattered beyond belief, but his mind and his spirit as well.

What I'm saying here is that I really like the themes Urgot touches. Themes of bloodlust, patriotism, betrayal, and the very definition of humanity. Can Urgot even be considered human anymore, his body and mind twisted to an extent not even the most sadistic man could think of, a horrifying example of how technology can be misappropriated to extend life. Hell, maybe not even Urgot considers himself human anymore.

Plus, his design is just fucking sick. While I would like some touch-ups to make him look more fearsome and mighty, I do love the overall putrid flesh/beaten metal abominable design that he has. I love playing as monstrous-looking characters, specially those who are of a more horrifying persuasion rather than a beastly fashion.

As far as gameplay goes, You hit the nail in the head. Urgot should be a tank. Not a tank in the gaming sense, a tank that you use in a war, a slow, lumbering, resistant lump of steel and flesh packed with enough armaments to decimate an entire city. When you see him in the fields of justice, you know that your last living moments are going to be as painful and horrifying as humanly possible. He should definitly remain as what he is right now: A tanky artillery champion, with the more problematic aspects of his hit (like the E+QQQ(QQ) combo) removed or rebalanced tremendously.

I had actually written a rework for him a while back, though nobody took much interest...

Whyte Lyon1 votes

I too am not an Urgot main but I look forward to seeing his reworked kit. However I am mostly curious to see how riot approaches his eventual new lore.

Somethings that should be addressed is in Sion's reworked lore, it mentions Noxian soldiers beginning to fear what would happen to themselves after they died. Urgot's current lore pretty much solidifies that assumption. Now I don't mind the lack of compassion Noxus has towards its commoner citizens (read Karths lore about that) but there shouldn't be a recurring case of offense towards the soldiers in their army. Noxain soldiers shouldn't be forced to embrace their possible reanimation after death?

So I hope they change the reasoning for why urgot was enhanced from "In recognition of his service (to Noxus), the executioner's remains were remanded to the Bleak Academy for reanimation." I think that's unfair and it should be changed to something a little more different.

Edit: And doesn't " With necromantic energies coursing through his veins, Urgot searches for the man who ended his life." already sound like someone else?

Ralanr1 votes

I think they'd make it so Urgot voluntarily agreed to these augmentations in order to get revenge. Rather than being forced.

Whyte Lyon1 votes

But Urgot receiving mechanical augmentations, voluntary or not still results in a heavy over lap with Sion. Not to mention how it would still scare Noxian soldiers.

Edit: I'm also yet to be sold on Urgot soul function being Revenge (to kill the man that nearly killed him) as his key characteristic. In terms of story telling what can Riot do with him after he gets his revenge? And there's no point to his lore if he never gets it.

TheHowester2 votes

I think his augments weren't really forced upon him; it was more like he wanted it, then regretted his actions. The only thing pushing him is revenge....that's it.

Ralanr1 votes

Basically.

Wind Whistler1 votes

I just hope that when they rework him, they embrace and modernize who he is, not completely scrap it.

You wanted a hyperscaling Juggernaut? Sorry, you get a splitpusher! Yorick You wanted a immobile melee carry? Too bad! You get a CC Tank instead! Sion

Ralanr4 votes

Yorick was always better as a splitpusher.

Wind Whistler1 votes

{quoted}

Yorick was always better as a splitpusher.

I'm referring to the OTHER Yorick. I know that one's a splitpusher.

Ralanr1 votes

Old Yorick was always a better splitpusher.

Wind Whistler1 votes

{quoted}

Old Yorick was always a better splitpusher.

No? How? His wave clear wasn't that good, and he didn't have a reliable escape. His raw damage and tankiness made him MUCH better in teamfights.

Ralanr1 votes

Because he didn't do shit in teamfights. Yorick was win lane, lose game.

Wind Whistler1 votes

{quoted}

Because he didn't do shit in teamfights. Yorick was win lane, lose game.

Yeah, as if getting a triple kill isn't a worthy contribution to a teamfight. How the fuck does he win lane when he runs out of mana after using 6 abilities?

I bet you've never even played Yorick, let alone took the time to understand him. Just like everyone else.

Ralanr1 votes

And I bet you'll never let go despite there being no point.

Wind Whistler1 votes

{quoted}

And I bet you'll never let go despite there being no point.

True. I'll always miss all of these poor old removed champions : (

Keìron1 votes

hyperscaling juggernaut? here you go! Nasus immobile melee carry? here you go! Nasus

Wind Whistler1 votes

{quoted}

hyperscaling juggernaut? here you go! Nasus immobile melee carry? here you go! Nasus

Hmmm. I guess you're right, but Yorick did better late game than Nasus, or at least that's how it's been for me. Not to mention, their playstyles were pretty different. It wasn't right to remove him from the game.

Craft Zeppelin1 votes

Just sayin, Urgot is actually Draven`s sempai. He needs an execute. For his themes sake how about some zaun-augumented madness like a chemic nuke missile as his ult complete with laser guidings.

ItsOrval1 votes

I have played with him as a support, just ult enemies under your tower ggeasy.

Went 32/7/19 as support urgot in ranked once lul. I have not done it recently, but months ago it was fun.

It Hertz When IP1 votes

Wow, the first time I actually disagree (sorta) (a little) with MM.

His kit already matches his theme, even his theme as you describe it. "Artillery"; E-enhanced Q had a decent range and fires in an arc, bypassing all barriers and creep/ally block. "Bruiser/Tanky"; as someone casting Q a LOT, he already builds Manamune and (at least I do) Iceborn Gauntlet, which means his W shields for a decent amount. "Hits hard"; his build is already part tanky, part raw AD; a single Q mid-late game packs a lot of punch. IMO the problem with Urgot (and yes, there is one) isn't that he doesn't match his theme, it's that some of his mechanics - while innovative - are really difficult to balance around.

His passive in a 1v1 amounts to a 15% DR, a stat that is extremely strong while being the epitome of hidden power. I believe Riot substantially underestimates how strong it is, and I believe it must be removed altogether in order to properly balance him. Instead, I suggest a passive similar in function to Tristana's that increases the range of his AAs, one or more of his abilities, or both, over time (or with consecutive attacks?).

His Q is fine.

His W is fine as is, but if Riot felt like messing with it (for God knows what reason), one change could be to tweak the scaling and have it scale off of bonus AD.

His E's DoT should be removed and replaced with up-front damage. The "marking targets for enhanced Qs" mechanic is perfect as is, as is the armor reduction.

His ult, while a brilliant idea, does not belong in his kit at ALL. Nothing about it beside the tacked-on Fear mechanic relates to his theme at all, and as an artillery marksmen it's generally not a good idea to throw yourself into the enemy lines. This is far more of an initiator tank ult, and had to be made absurdly strong to compensate for the fact that Urgot shouldn't be diving like that. Sadly I have no original ideas for a new ult that would fit.

SIde Note: where are you getting the "rail gun" from? Nothing in his kit, description, or backstory refers to a rail gun and his in-game model doesn't have anything that even remotely resembles one. Also, rail guns are not short range. Their main advantage over conventional propellant-launched projectiles is their increased range and muzzle velocity; think Jhin's "Curtain Call".

La Barbotte1 votes

i think that at the point where we are in the game, urgot should be the niche TANK ranged siege monster we need in league, adc<s in the bot lane are either AA dps or spell oriented(corki, ezreal) and we now have ranged sustain dps in other roles Kindred Graves Azir Quinn Kayle Varus as top laners, mid laners and even junglers. so the need of another DPS in the bot lane isnt always needed, while there champion can do the adcs job in a teamfight, they dont get the objective damage. (azir soldiers dont hurt turrets, kindred marks dont work on turrets, etc)

so a ranged tank in the bot lane that doesnt exel at shredding other people, but objectives instead, while being able to soak some good damage himself is not really something we have

yes we do kinda get Gnar but its far fetched IMO

so thats where i see urgod comme in

he should be able to set himself into a siege mode kinda like an artillery truck and blast spells at turrets from afar, but not being able to hit champions in that state, and while not in siege mode, moving slowly and incapacitating enemies with slows ans slow but constant damage

his weakness would be that he is team dependant in both siege mode and off siege mode as where he needs his team to peel him while hes blasting turrets and barons because he doesnt move and cant attack enemy champions. while in combat mode hes slow but deadly if he can keep up with enemies meaning synergies with CC supports to keep his enemies in his close range for a while is important

anyways, feel free to comment opinion and sorry for bad english :) xxx have a nice day

EcchiOtakuTM1 votes

As long as they keep urgot's Q, W, and E intact Idc what they do with him tbh. I'd also like them to in some way keep his "weaken enemies" trait too but I wouldn't be sad to see it go as long as Q, W, E stay the same. And yes I would like his base stats changed.

Hardstuck G41 votes

Hey MM! I don't suppose that I could use your ideas of him being an artillery bruiser in a rework concept for him? Of course, I'd give credit to you!

Malicious Metal1 votes

Sure thing^^

Hardstuck G41 votes

Sweet!

BastionKross1 votes

Let's get one thing straight: The ult has to go.

It's perfect for an engage tank or someone who wants to peel, and Urgot is not (nor should be) either of those. It's powerful, it's unique, it's game changing, and it doesn't fit Urgot at all. Bring it back on a new champion who has the kit to support that kind of ability, but don't cripple the crab.

With that understood, let's look at what the consequences of an artillery bruiser would have. When I think artillery, I think champions like Xerath, Koggles, and Ziggs. Now, imagine if those guys weren't squishy as hell. They'd pelt you down in lane or in a siege, and if you finally did manage to close the gap they'd be tough enough to survive your all-in. They would be protected at range and protected up close.

How would you fight that? Where is the weakness? What would melee laners do against that type of combination other than hide under tower and cut their own wrist?

LoL Ergo Urgot1 votes

I feel like I've seen this type of post a 1000 times. Another drop in the proverbial bucket...

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