Urgot rework suggestion
----- WHO AM I? ----- Hi guys. I'm Giovarco, I'm italian and I play in EUW. I like playing support and underplayed champions like Urgot, Brand, Talon and so on. Someone could know me because I proposed a minor rework to Talon and Lee sin: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/0jngbdOA-thread-about-talons-lore-interactions-gameplay-and-kit-rework-suggestion http://boards.na.leagueoflegends.com/en/c/gameplay-balance/E2KFipEl-lee-sin-changes-suggestion Anyway, now, I'm here to speak about Urgot. He's my main and I love him. However, we all know he need a rework because he's not a 100% healthy champion (not saying he has no counterplay >_> ).
Please, don't forget English isn't my mother language, so there could be some mistakes here and there. I beg some mod to edit the thread, if needed.
----- URGOT'S KIT, ROLE AND LORE -----
Urgot is classified as both a marksman and a fighter. However, we can notice something reviewing his kit: **PASSIVE: Debuff your targets -> he's an ANTI-ADC ** Q: It's a skillshot like Ezreal. I think this concern more an ADC -> He's an ADC ** W: **A shield -> He's a tank ** E: **Debuff your targets and lock-on -> he's an ANTI-TANK ** R: **Gain armor and MR -> He's a TANK
As you can see, he's a grey area.
Urgot, when he was popular, used to be played like an anti-carries. I still play him like this, but in top lane. Urgot isn't an ADC, he's an AD-caster who become tanky in late game. Probably he was supposed to be a siege tank, I don't know. Well, in a sense he's so, but he had major problems of counterplay.
However, outside his kit, I find Urgot an interesting champion and his voice is amazing IMO. In the eyes of gameplay, I think that he should be a siege tank, so I propose a rework for him trying to not remove what make him unique somehow:
** PASSIVE: **Urgot basic attacks apply a debuff who reduce enemy armor for a X% stacking Y times. When Urgot gains X ( less than Y) stacks, he is able to hit one Q directly. Urgot can debuff multiple targets and can lock-on more targets his lock-on. This lock-on has an internal cooldown for each enemy champion.
** Q: **Urgot starts channeling one missile for X seconds. He can move while doing it, but can't attack or cast other abilities. Over the first X seconds of the channel, Q's range will gradually increase while his movement speed is slowed by up to X%. The missile will explode colliding against enemy units (also minions) dealing physical damage in a small Area (bonus damage on minions). This ability should scale with %BonusAD and low %AP.
** W: ** Urgot charges up his terror capacitor fearing the near enemy champions for X second. Urgot's bonus armor and magic resistance are increased by X% for X seconds.
** E: ** Urgot fires a smoke canister at the target area, dealing magic damage upon landing and creating a X-radius cloud of smoke for X seconds and slowing the targets on it for a %.
** R: **Urgot throws out a long range hook, that goes throughout minions and monsters, that reveals and slows his target for a % for 1 second. Urgot can reactivate the ability in the next X second to swap positions with the target. His target is suppressed for the duration of the channel. After swapping, his target is slowed by X% for X seconds. In the next X seconds, Urgot grants an aura that slow enemy champions near Urgot by X%
** IN LANE: ** Urgot has only one ability to waveclear: his Q. If Urgot want to trade, he need to AA his target before to fire his one Q. He need to consider if it's worth because minion aggro is powerful. Urgot is squishy and he need to save his W, that has an high cooldown at level 1, to disengage. If Urgot is helped by his jungler, Urgot can E his target to conceal his coming. If he's level 6, he can also use his ultimate to secure the kill. Urgot is slow and has no escape.
** IN TEAMFIGHT: ** Urgot is a tanky initiator. He can catch out-of-position targets with his ulti and swap position . While Urgot is in the middle of the team, he can AoE fear his enemies, so his teammates have time to react and join him. His shield also reward him for stacking MR and Armor. During the teamfight, Urgot can debuff the enemy tank with his passive, so his teammates can break down more easily. At the same time, he could fire his smoke canister to the enemy adc to gain precious seconds.
** BUILD: **
Urgot indeed takes advantage from AS items. He could buy
. However, he has no real scaling outside his Q, so he need tankyness to prepare himself for Teamfight.
** COMMENT: ** This isn't indeed a perfect rework, but could be a starting point. Urgot's ulti is very unique, so I decided to keep it. However, I would like Urgot to have something like a machinegun ultimate or a fire barrage like Rumble. Even if It would be really cool, Urgot need at least one gap closing to be an tanky supportive initiator. However, I believe he could be reworked to be an ADC.
Support this thread, so Riot will notice that Urgot exists. Do It 4 Urgot.