Urgot's Overhaul
Everybody has their own idea of what they want Urgot's rework to look like. Some say adc, some say melee bruiser\tank, some say ranged tank, but what is really beloved about Urgot? In my opinion, the one thing that must be preserved is undoubtedly his Q + E combo. That's it. Everybody loves chewing through the enemy team with homing missiles, it's fun for Urgot while providing some counterplay. Besides this, we have some major overhauling to do.
Now, lots of people think Urgot should be tanky. But he's ranged, and deals damage from range. Shouldn't he be squishier? No. In fact, his design values of robo-undead-freakazoid is simply begging to become not just a tank, but a real-life goddamn tank, like the army uses. That's what he is lore-wise, and that's what he should be gameplay-wise.
With that in mind, my ideal for new Urgot is siege-tank type gameplay. Someone who sits at the front of his team and forces back the enemy with threatening poke as they force a tower, daring them to dive him. Someone who can make the enemy feel bad for living, a true antagonistic force.
"But wait," you say, fingers fluttering at your keyboard. "We can't have champs that don't feel good to play against. That's just mean, and ruins the game for everyone." You're right, future commentor, which is why Urgot's trade off comes in the form of zero mobility. While he has the capacity to hunker down and crap all over towers, he won't be out of there any time soon once he commits. There is no escape for poor Urgot. And of course, the best part of facing down the evil enemy general is when you GUT HIM LIKE A FRIGGIN FISH finally triumph over his reign of tyranny.
The first big change is the mobility nerf and tankiness buff. This is the perfect way to use his new passive.
Zaunite Fortifications Upon taking damage, Urgot loses X movement speed. Upon inflicting damage, Urgot gains X armor and magic resist.
Straight up nerfing his movement speed would make him a goddamn turtle without any means of even getting to the fight. That's why we give him a little boost to tankiness (because siege tank) to compensate for the movement speed he loses in combat (because slow tank). He'll have trouble keeping up with moving teamfights, but that's just another trade off for his epic siege skills.
No changes to Q. He'll still lock on to targets with his E and refund mana with executes.
Now, some serious stuff needs to go down for his W. The itty bitty shield wasn't enough, so this should really define his siege tank-ness.
Terror Capacitor Toggle On: Urgot roots himself, gaining a massive shield and increased range on his Acid Hunters and basic attacks. This shield persists until broken or until Urgot retoggles Terror Capacitor. While the shield persists, Urgot's basic attacks and Acid Hunters slow the target, and the cooldown on his Acid Hunters is reduced by 1 second. Toggle Off: Urgot fears all enemies in a cone in front of him. While toggled off, Urgot's basic attacks and Acid Hunters ignore X% of the target's armor.
Oh yeah, this is pretty crazy. Low mobility goes to no mobility and amps his poke power and tankiness up to 11. If he gets dived, Urgot can peel any creepy Kha'zixs and rebellious Rivens off his sexy butt with a well timed fear. There's counterplay, such as breaking his shield to stop the slows, and there are very clear tradeoffs for his siege tankiness. This is basically the defining aspect of his new kit.
His E is also a bit of a weird skill, but the most important part of it is the way it locks on his Qs. So how about we focus on that a bit.
Noxian Grenade Urgot shoots a grenade to target location after a brief delay, marking all enemies struck and reducing their armor and magic resist. Acid Hunters lock on to marked enemies. Shooting an Acid Hunter at a marked enemy champion reduces the cooldown by 1 second.
Remove the dot aspect, improve the E + Q aspect. I think I may be getting a bit ahead of myself on this one.
Now for his ult. Some people love it. Some people hate it. I'm one of the former, but Urgot probably does need a new ult to make him feel more cohesive. With that in mind, here are a few ideas for his new ult...
Torment Engine Urgot overloads his systems, suppressing, marking and dealing magic damage to all nearby enemies for 1.5 seconds.
You thought those tesla coil things on his back were just for show? Well, yeah, they probably were, but now they do something. I feel like this has all the same clutch save possibilities it did before with even more anti-dive siege tank attributes built in. No more charging into the enemy, but you do get some kick ass cc combo opportunities in return.
Torment Barrage Urgot automatically toggles Terror Capacitor and fires 10-14 Acid Hunters towards the cursor over 1 second. Subsequent Acid Hunters against the same target over the duration of this ability deal 20% less damage with each strike down to a minimum of 40% damage.
You like Acid Hunters? MORE ACID HUNTERS. And they can lock on too. So that's either a slightly better Syndra ultimate or a slightly worse Heimerdinger ultimate, depending on how you look at it.
Contempt for the Living Urgot passively marks enemy champions with less than 40% health. He can detonate this mark by damaging the enemy with an Acid Hunter, dealing additional % missing health damage. This mark cannot be triggered on the same target more than once every X seconds. Upon activation Urgot gasses his surroundings after a brief channel, marking all nearby enemies and dealing magic damage based on % current health.
Nobody escapes Urgot. Enemy team wants to engage? Gas those fools like you're Singed. Enemy team wants to retreat? Execute those fools like you're Darius. This makes him a great teamfighter, adept at picking off squishies and counterengaging their tanks. Anything that moves, Urgot kills.
**Another alternate idea! **Urgot's Terror Capacitor becomes his ultimate, giving him form changing from level 1, and his W is filled by another skill, for example...
Advancing Menace Urgot charges a short distance and refreshes the cooldown of his Acid Hunter. Getting a kill or assist renews the cooldown of Advancing Menace.
Just a possibility, for very limited mobility options during extended teamfights. The dash is very short, not long enough to go through walls, and is mostly used for getting a quick clutch snipe, refreshing the Q cooldown and dodging those Nidalee spears which could tear your shield a new one. Remember, very long cooldown. Mostly chose this ability because it makes good use of those freaky spider legs.
So, what do you think? You have any ideas on what you want from Urgot's rework? Think I screwed up royally? Comment down below, and thanks in advance for contributing to the sexy beast that could be new Urgot.