What's an Urgot? VGU talk and more
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
You wanted a immobile melee carry? Too bad! You get a CC Tank instead! 
immobile melee carry? here you go!
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)
but its far fetched IMO