So, I've been thinking about a possible Urgot kit update and here are my thoughts.

Rew711··1 votes·194 views

First, his new stats:

Health: 540 (+40 per level) Health Regen: 4 (+0.2 per level) Mana: 400 (+30 per level) Mana Regen: 2 (+0.3 per level) Attack Damage: 44 (+6 per level) Attack Speed: 0.615 (+1.56% per level) Armor: 25 (+4 per level) Magic Resist: 32 (+2 per level) Movement Speed: 340 (Attack Range: 400)

Now, the kit:

[P] Urgot gains bonus range for every X current mana he has. (Every 20 mana = +1 range) (Urgot starts out with +20 range)

[Q] Can't think of anything. (I thought about a AS + MS boost but thought against it.)

[W] I want this one to stay the same, and make the slow go up to 30/40/50/60/70%.

[E] For 4 seconds, Urgot's basic attacks (and even his new Q if it is a skill shot) will penetrate 12/14/16/18/20% of the enemies armor and deal bonus damage.

[R] Urgot can transport himself to a enemy location (and vice versa). New passive, every 2 minion kills or 1 champion kill gives Urgot +1/2/3 armor and magic resist permanently. If Urgot dies, he loses half the stacks.

I want to make Urgot a more tanky champion. Give harsh credit where its needed. I'm ready for the pain.

1 Comments

Pyrodinium1 votes

The passive gives range based on current Mana or maximum Mana? If its the latter, it would make him safer the more ahead he is (probably not the best idea), and if it is the former, it also would make Urgot very clunky to play, as your range would be constantly changing (and if you are down and low on Mana you would be extremely vulnerable).

Also: Why give additional Attack Range if you are trying to make him tankier?

The W makes him even harder to catch, the slow at later ranks is massive and the increased range fuzzies the gameplay around it. What is the intention here?

As for the E, it gives a lot of power and has very little gameplay.

The R is confusing. Why would Urgot want to jump into the danger, if the rest of his kit calls for staying as far away as posible?

The resistance bonus on farm would probably make him too resilient while ahead.

In closing: I don't understand what is the purpose behind this rework. It turns Urgot, a short-range, durable mix of Marksman and Fighter into an artillery piece mounted over a mobile fortress. Even if you reach Urgot, he will not be easy to kill.

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