Urgot: Terror Resource?
Since they recently stated Urgot is a mish-mash of ideas, why not make him more about being a scary abomination?
I'd personally make him what his theme suggests, a terrifying monster, the closer you get the more terrifying he becomes.
(Passive) Terror Urgot gains up to 100 Terror while near enemies. This is increased the closer he is to enemy champions and rapidly decreases after 5 seconds away from enemies. (Terror Range: 1000) Terror decreases the damage Urgot takes from enemy champions based on how close they are to him. 600-200 Range - 0.1%-0.33% decrease per Terror
Terror is a great close range defense mechanic for Urgot, allowing him to tank a lot more effectively against anyone he gets in close with. He no longer uses mana.
(Q) Acid Hunter (Range: 1200-300) (Cooldown: 6-2) ACTIVE: Urgot fires a missile to the target location, damaging the nearest enemy unit within range upon impact. The ability decreases in range and cooldown as you gain Terror. If Acid Hunter hits an area of Corrosive Charge, the area detonates, dealing it's full damage to all enemies inside. PHYSICAL DAMAGE: 15 / 60 / 105 / 150 / 195 (+ 100% AD)
This now fires to a target location, allowing it to go over units by default rather than gaining the ability to do so with corrosive charge. The range would be indicated at all times similar to a Rapidfire Cannon range indicator so you know the current distance they can be fired. It would hit an area similar to a Karthus Q, but a little smaller, and only hit the closest target in that area.
This ability now costs no mana (Since this Urgot has none) and lets him poke from range. However, the ability is not as powerful at range as it was. At max Terror is now deals roughly 50% more than it used to, but at a much shorter range. This means Urgot can poke, but benefits most when he gets in. The ranged poke can be enhanced with the addition of a Corrosive Charge, allowing him to trigger it's full damage quickly.
(W) Terror Capacitor (Cooldown: 20 Seconds) TOGGLE: Urgot consumes Terror to fuel his capacitor, constantly converting his Terror into shield power. While active Urgot is truly Terrifying, causing enemies nearby to lose vision of anything but him. TERROR COST: 20 Terror per Second SHIELD STRENGTH: 5 / 15 / 25 / 35 / 45 (+ 2% maximum health) per Second
Using this is a good ranged defense, exchanging his Terror for shielding. It's greater use comes in team fights, where he can gain a lot of terror if multiple enemies stay close, causing them to lose vision (similar to a graves smokescreen) if they stay close to him. His constant shielding makes him undesirable to fight during this time as well. This ability will however temporarily leave his other skills less useful and has a hefty cooldown.
(E) Noxian Corrosive Charge (Cooldown: 14/13/12/11/10) ACTIVE: Urgot launches a corrosive charge to the target location, dealing physical damage to all enemies hit over 5 seconds and slowing them while inside the area of effect. PHYSICAL DAMAGE PER SECOND: 15 / 26 / 37 / 48 / 59 (+ 10% AD) TOTAL PHYSICAL DAMAGE: 75 / 130 / 185 / 240 / 295 (+ 50% AD) SLOW: 1.5% per 4/3.5/3/2.5/2 Terror (Up to 75%)
A powerful CC while you have the Terror for it and decent damage. Due to the slow it is more likely your targets will take more of this ability's damage now. The damage is now total AD scaling rather than bonus AD since he'd be going for more of a juggernaut build.
(R) Hyper-Kinetic Position Reverser (Cooldown 120/100/80) ACTIVE: Urgot channels for 1 second, suppressing the target enemy champion for the duration and creating a Corrosive Charge zone under both champions for 5 seconds. Upon completing the channel, Urgot and his target blink to each other's locations. Urgot gains 100 Terror and cannot lose Terror while channelling this ability.
A little simpler now. His passive provides him with protection along with the opportunity to use Terror Capacitor while channelling. The swap now creates two Corrosive Charge zones for CC and detonation with his Q.
Overall: Early on Urgot can poke from a distance with his Q and E. If no one is hurting Urgot he can go full terror mode and deal much more with his Q, using his E to keep enemies controlled. If Urgot begins to take damage he can resist it with his passive, and resist focus with his W at the cost of his damage output and control. His ultimate gives him a reset on his resists and extended defense through his W while allowing him extra opportunities to deal damage.