Reworking urgot to be a tank/marksman hybrid

Risen29··1 votes·412 views

I like the unique characters that break the mold like urgot, singed, etc. Not everything needs to fit into a class archetype. I use tank in the loosest sense of the term, but urgot already kind of goes that route of both with tanky aspects, ranged damage potential, and CC/displacement.

Mixing these two together is a unique challenge, but with some creativity I believe it can be done.

For instance: Double plasma gatling cannons as his weaponry. He doesn't do a lot of burst damage, but he does increasing damage the longer he has been firing. This fits with the concept of a tank/marksman because you need to be able to survive long to do your damage, and it helps to dive into the midst of an enemy team to be able to keep a target in your sights for longer periods of time.

Another way to gate this potentially potent combination is with an anchoring skill. You can anchor yourself down or brace into the ground, and raise up a forward facing shield. Not only is your frontal and some side damage drastically reduced, and protecting your teammates behind the shield, but the damage ramp up speed or maximum damage amount is increased while you are anchored.

Another creative way of making this different from standard shields that block all damage, or braum's shield that blocks a portion of it, is you could instead make the shield something that drains a power resource to recharge. Power has to be diverted from your gun damage in order to keep the shield up when you are sustaining heavy damage, reducing your damage at the benefit of keeping you alive longer than you otherwise would. This has kind of a unique play to it: On the one hand it allows the enemy to nullify your damage by focus firing you, but they will burn up so much time and spells doing so that you effectively are tanking for your team so your team can take advantage of that. This accomplishes the same goal of a tank, but in a different way, by forcing the enemy to target you because your damage will be a danger to them if they don't; but you lack hard CC, taunts, knockbacks, and other things that would normally be used to control what the enemy is allowed to do to your team.

The counterplay to this is, of course, everything from displacement and interrupts to simply backing up and luring his teammates away from him.

It's unique because you are at your strongest as either a marksman or a tank when you anchor down, but you sacrifice mobility in favor of this offensive/defensive power combo. There is also the possibility that you could design this in such a way that the player has to choose whether they want to maximize their defensive role or offensive role; having the flexibility to switch, but not doing both at once to their maximum impact. Or, as I already pointed out, you could introduce a new unique mechanic that puts that decision in the hands of the enemy, based on how they engage you, whether they want to deal with your maximum tankiness or your maximum damage.

There is plenty of room in this kind of setup to preserve his displacement teleportation ability. Especially since, even more than before, he actually wants to be in the middle of the enemy team to either output more damage before the can run away or to become the focus of their fire and burn up all their damage with his shields (which could also require mana to recharge, but the recharge rate will ramp up in response to being broken down by the enemy, diverting power from your gun damage).

However, if you want a different ult, you could even go along with this kind of siege teamfight theme by giving him an ultimate that fires volleys of long range missiles that explode leaving some kind of chemical on the ground that debuffs and slows the enemy. This would aid him at maintaining firing range and teamfight disruption for your team, in addition to damage.

One of the skills could be a ground targeted AOE burst from his cannons. Potential status effects like slow. Waveclear.

I am not opposed to finding a way to keep his target locking aspect somehow in the design either, by incorporating it into one of his abilities as a launched missile. But you could go more the route of having it be for CC/disruption as opposed to strait damage, in order to fortify the tanky aspect of the design.

3 Comments

Eedat1 votes

tank/marksman hybrid

We already have that. Its called Graves

Risen291 votes

{quoted}

We already have that. Its called Graves

No, he's a marksman/figher hybrid. Nothing about his kit fits the qualifications of any tank role. Especially after his nerf.

The Whamboozler1 votes

It doesn't matter what they do to him... it's likely going to ruin him. And since there are only like... FOUR Urgot players, no one will care.

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